Changes in powersets in the past year?


Brawlnstein

 

Posted

Can anyone provide a list of changes to powersets for Brutes in the past year? (Excluding Shields) If anyone can expand off my list:

1) Energy Melee, ET Animation time increased.

2) Energy Melee, Total Focus change to Mag 3 (When was this done again?)

3) Energy Aura: The siphon endurance power now heals you. (When was this done? And what is the percentage)

A question off the top of my head too, was Electrical Armor ever changed at all? (Like numbers tweaked?)


 

Posted

[ QUOTE ]

A question off the top of my head too, was Electrical Armor ever changed at all? (Like numbers tweaked?)

[/ QUOTE ]

Nope.




The Dark Melee changes?


Branching Paragon Police Department Epic Archetype, please!

 

Posted

Not familiar can you elaborate?


 

Posted

Can't remember the specifics, but Siphon Life is damn good as an attack and Midnight Grasp is better somehow damage-wise (I want to say more upfront damage). The PBAoEs got changed too, I think.


Branching Paragon Police Department Epic Archetype, please!

 

Posted

Siphon Life is now your third heaviest attack, and still has its decent heal attached. As for Midnight Grasp, the damage is now almost entirely front loaded, with a little bit left as a DoT. The only change to the PBAoEs that I know of is to Soul Drain. They front loaded its buff effects, meaning instead of getting a static amount of +dam and +tohit from each enemy, you now get what I think is +50% dam from the first enemy and then a much smaller amount for each additional enemy. Oh yeah, and they upped its cap from 7 to 10 targets.

As for Energy Aura, I believe there's a 3% heal attached to Energy Drain that's fully enhancable. Also, the biggest help to Energy Drain is that IO's now give bonuses to typed damage in addition to positional. Meaning, if a set bonus used to give 3.75% def to Ranged, now it'll give that bonus and another bonus worth have as much to two typed defenses. This allows EA Brutes to soft cap MUCH easier without having to go through all the rigamorale they used to.

No, Eletrical Armor wasn't changed.

To add to this already giant reply lol is the changes to WM. They gave clobber huge damage making it the heaviest hitting attack in the set, and they increase Crowd Control's target cap to 10 I believe.

I can't remember how long ago this happend, but just in case, I'll add it. Rage was changed so that the 10 seconds that used to be "Can Only Affect Self", is now 10 seconds of -900% damage, so all secondary powers like Invincibility or RttC or even Energy Drain still work, but you can't do no damage.

I think that's it as far as changes go. If I'm missing anything, someone feel free to jump in and add.


 

Posted

These are perfect so far thanks guys. I had to update all my brawl indexes.


 

Posted

You should give /SR a go for brutes. It's pretty sick. I think it's a little different the the scrapper version. Evasion contains the taunt aura and I think Quickness comes later for brutes.

I'm rocking a Fire/SR brute who is doing very naughty things. It's not hard to softcap a brute with set bonuses. With or without weave, depending on your budget.


 

Posted

If you have the infamy, Dark/Shield can be pretty impressive. You have to watch for defense debuffs, but it can be a monster offensively. Given enough infamy, I'm not sure which is the better AV soloer - Dark/Shield or Dark/SR. It would be close. Blueside, my money would be on Dark/Shield scrappers. Shield does need weave.

While you were gone:
-Obliteration IO set for PBAOE rocks. 3.75% Melee defense AND 5% rech?
-3 slotted Blessing of the Zephyr in travel powers (and a few others) rocks. 3.13% to both Ranged AND AoE? Can someone say softcapped range defense hoverblasters?
-Gold Rolls in AE for LOTG 7.5's, Miracles, Numinas..wheee.
-Playing on the market in the AE chaos = $$$$
-PvP IOs (pay attention to some of those uniques!)

Welcome back.


 

Posted

Energy Aura now has some toxic resist in Energy Protection.

Fire Armor now has slow resist in Temperature Protection

Invulnerability got several tweaks; strengthened passives are one I remember

Dark Melee's Siphon Life does much more damage and Midnight Grasp was rebalanced so it does more up front and less DoT damage as said; also, Soul Drain was "front loaded" so it gets it's biggest boost from it's first target.

I'm not sure if it was in the last year, but they overhauled the animations for about every melee attack. Generally to make them smoother.


Arc #40529 : The Furies of the Earth

 

Posted

Energy Aura needs a Taunt toggle


 

Posted

Suggestions forum is that-a-way ---->


Words to the wise aren't necessary- it's the stupid ones that need them.

"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality

 

Posted

I believe this happend in July but what about animation nerfs?

1.0 Energy Transfer was changed.

I believe the mallets in Stone Melee were changed? Weren't they 1.17 cast time and 1.07 and are now 1.67?

Dark Melee? I believe the punches were .67 and .78 or something. Were they changed?


 

Posted

Energy Transfer's animation was increase to 2.67s and Total Focus stun magnitude was decreased to 3. Barrage's recharge/end was increased as well as the damage, the overall DPA for the attack is still poor.

I can't say much for stone melee.

DM was improved in various ways, the animations were increased a littled but this had more to do with standardization of animations and not a nerf. Siphon Life is now a great attack and should be part of any attack chain. Midnight Grasp's damage is now front loaded with some minor DoT. I think Soul Drain was buffed too, I believe it receives a higher damage buff with less enemies then before but I don't know the specifics.


 

Posted

[ QUOTE ]
I believe this happend in July but what about animation nerfs?

1.0 Energy Transfer was changed.

I believe the mallets in Stone Melee were changed? Weren't they 1.17 cast time and 1.07 and are now 1.67?

Dark Melee? I believe the punches were .67 and .78 or something. Were they changed?

[/ QUOTE ]
The Mallets in Stone Melee were both 1.17 seconds previously, and are now 1.61 and 1.63 seconds for Stone and Heavy Mallets respectively. It's a fairly substantial hit in DPA performance, but on a high recharge build SM is the best single target damage (barring a large number of targets for Soul Drain, then DM takes the title due to the longer-lasting buff). Details and attack chains are listed in the links in my sig.

The changes to animations for DM (along with Brawl, Charged Brawl, Stone Fist, and Energy Punch) were supposedly just number corrections in the listed descriptions - according to the devs at the time they were always activating at the currently listed value.

Since you're asking about animation times, you may want to look up the whole Arcanatime phenomenon and its effect on them - someone else will have to provide a link to the thread discussing the details but essentially it takes server ticks into account since your attacks won't start between them and you have to wait until the tick after your animation completes. For a quick calculation: (RoundUp(listed animation / 0.132) + 1) * 0.132 in seconds. It definately rearranges the DPA on some powers - for instance Bone Smasher is higher DPA than Energy Punch once this is taken into account.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

[ QUOTE ]
Suggestions forum is that-a-way ---->

[/ QUOTE ]
What layout you using that put's it on the right hand side??
You should be pointing downwards IMO.


 

Posted

Does anyone have a link to when Total Focus got changed to Mag 3? I have been searching through all the patch notes to no avail.


 

Posted

You should look harder. I'll give you a hint...it one exactly one year ago yesterday that TF's Mag was reduced to 3.