New Brute Claws Numbers
On the other hand, Gloom has better DPA than Shockwave. But Gloom is crazy like that.
@SPTrashcan
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The patron AoE powers available to Brutes, I would think. And indeed, they all have lower DPAs than Shockwave - Ball Lightning comes closest at 1.02 DS, 1.07 seconds (unless the new Static Discharge cone is better - I haven't checked).
On the other hand, Gloom has better DPA than Shockwave. But Gloom is crazy like that. |
Sorry, yep. Meant the Patron Pools for Brutes. Ball Lightning does come closest, at 80%ish of the damage of shockwave. Static Discharge only does half the damage of Shockwave, even Electricifying Fences does more damage (over time).
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So I guess you say that elec is for end drain and that's about it! I've used Ball on some of my brutes before, it's certainly not horrible to add into an AOE attack chain, especially when you drop a chance for KD proc in there. That and it'll lead you to Elec fences, which should be on every /fire aura user's list for keeping things in place while you lay down burn patches. Even if you're not a /fire elec fences is probably one of the better AOE power choices a brute can get, just in case other people lay down burn patches, like ignite or that thugs burn patch, or the Robots burn patch and so on.
Also came in handy during boss farms if you had someone else laying down immobs as well, even though you were well over the aggro cap in some cases, they couldn't go running off to beat the **** out of someone, and if you did it right, still in your AOE range.
Just saying, the KB on shockwave is probably the main focal point as to why I wouldn't take it, combined with its low low damage.
Nearly level 45 on my Claws/Invul.. I've got 70% S/L resistance and about 30% S/L defense with a full mob. I'm really not that tough next to a few WPs I've been running with. Same levels and all of us using common IOs. I'm wondering if I should have gone /WP.
Nearly level 45 on my Claws/Invul.. I've got 70% S/L resistance and about 30% S/L defense with a full mob. I'm really not that tough next to a few WPs I've been running with. Same levels and all of us using common IOs. I'm wondering if I should have gone /WP.
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Its not that you are numerically weaker, WP just doesn't have that big PSI gap that you got, but against Lethal heavy Cims you should be capable of tanking all day.
Nearly level 45 on my Claws/Invul.. I've got 70% S/L resistance and about 30% S/L defense with a full mob. I'm really not that tough next to a few WPs I've been running with. Same levels and all of us using common IOs. I'm wondering if I should have gone /WP.
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Why perma Dull Pain? Dull Pain can increase your HP by ~60+%. Just using base HP of 1499, that means you gain about 800 HP. Plus, you get a "heal" that gives you ~80% of your health back every 100-120 secs. Not bad.
EDIT:
The build is below. With Hasten active, I have Dull Pain down to 117s which makes it permanent until hasten wears off. With my IO bonuses, I have just over 1700 HP but with DP I have nearly 2700. And with DP + Accolades...nearly 3000 HP. o.0
My HP/sec without DP is 20.6/sec. With DP, 30.9/sec. With DP + Accolades, 34/sec. All while having 69% S/L damage, 23-25% exotic resis (minus psi/toxic) and 30-38% S/L/E/N/F/C defense (with 5 critters in Invinc, Def goes to 40-45% with 10+).
Ya, that'll work.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg(42), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Dmg/EndRdx(42)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Slash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40)
Level 4: Dull Pain -- Numna-Heal/Rchg(A), Mrcl-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5), Mrcl-Heal/EndRdx/Rchg(37), Numna-Heal(39), Mrcl-EndRdx/Rchg(39)
Level 6: Spin -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(7), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dmg/EndRdx(37)
Level 8: Follow Up -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Dmg/EndRdx(34)
Level 10: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Heal-I(34)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(25)
Level 18: Focus -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg(19), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23), P'Shift-EndMod/Acc/Rchg(46)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Super Jump -- Jump-I(A)
Level 26: Eviscerate -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg(27), Erad-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(39)
Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29), GSFC-ToHit/EndRdx(31), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Build%(46)
Level 30: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31)
Level 32: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
Level 35: Tough Hide -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(43)
Level 38: Unstoppable -- RechRdx-I(A)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-EndRdx(46)
Level 47: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1392;695;1390;HEX;| |78DAA553DB4E1351143D6DA7167AA1AD050A850A2D85722D34F1C1CB8389224A421| |308A2468D7528073A493390B680F8E407F8A446BCC457A3BFA08977FD17A37E43DD| |7BAF4313E3A39376ADD97BD63E7B9D7D664A77E7C34ADD3FA73CA10B35BBD1289FA| |FEF36B5BF646F391515504AC525512EE99AD60592EC37D2C8CCEB4DED367461D1DD| |DBADB9BA6EAF3B35A779105F74ABBAAEDD66E1E826BCBCBD5D2B2C384D57371A089| |6B4BDE3B85B11F364ABDAA42828D1EA8ED61B8317779C4A017D96F49E6337ABB65B| |2ED98DA6AE1FF491AB09FA5722CA5C2D4B6D101555BE22347107A441B6D07B567A4| |4AE54926ED26A236232B482072B78B182172BE4519A5F17FA48E883DCEF5BF570CA| |BA449457D615897297251A5B93686C41224D4DFCA6CAFFDBCB7D8FFD00FD141AF92| |594BB274D72FB429B541510732D2B006B1DB0D6016B616C2E03871F083BB1395F67| |56FA064F808684C219213F1D69C80C213423A5014A454C69E4AA38EFC206BA56843| |239D17D268C1A5D142D626811438B3EB4A892F3B8196AFC85E2D4F1E7A043A1DEA7| |427DCF843AA87D02CB5A89875EEED4FD08F444A8F75068E6312292F7980DF4F488B| |F24A59268A892E3E2D5210FFD66E6FD98790A534E61F4C3187D06331FC3CCBF120E| |78FC5235D02D6B0FC64009A113AFC5C3E42B387A23F489F46938F2A64F4237072A0| |A7DA14743463004C13004C3107CA3475933826C97A44682A090D064041415FA4EC2| |51B3DFD12971EEA1118C9BD4784A523E4A4D9945A7705CD338AE691CD7348E6B660| |46F30C90B465E80875978988587597828C24396E47368E89D8387E25F3468B53F4E| |FAD1A596FEC92C5BEDCF4F7924B360B5BFD1FFBADE868F7A75AE04095719D618AE3| |15C67B8C17093E116C36D863243EB5DBB3A7A8A0D9D6638C37096E1018B02218210| |439821C2D0C51065883124187A19520C2F195A7F003D54F39E| |-------------------------------------------------------------------|
That build is nice. Here's my planned build. Soft capped S/L with 1 foe.
I'm just unsure about dropping so much Infamy into him. I tried searching for an Invul Brute in game to see how they do, but I had 0 luck finding one.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 2: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(7), ImpArm-ResDam(11), S'fstPrt-ResDam/Def+(11)
Level 4: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(25), Achilles-ResDeb%(31)
Level 6: Dull Pain -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(13), Numna-Heal/Rchg(13), Dct'dW-Heal/Rchg(15)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 18: Swift -- Run-I(A)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
Level 24: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/Rchg(48)
Level 26: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Knock%(48)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34), FrcFbk-Rechg%(34)
Level 35: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(36), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam(36), TtmC'tng-ResDam/EndRdx(37)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Rchg+(43), LkGmblr-Def(48)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(43), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(45), Enf'dOp-Immob/Rng(50)
Level 44: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Rchg+(46)
Level 47: Resist Elements -- Aegis-Psi/Status(A)
Level 49: Resist Energies -- ImpArm-ResPsi(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Fury
There's been some confusion, caused by me I'm betting, regarding the endurance and recharge discounts for claws and how they've been altered by the DPS tweak claws received during the last animation overhaul.
The old rule was simple: Take 20% off of the calculated endurance and recharge.
Here are the current discounts for scrappers and brutes:
Scrap Endurance Discounts:
Swipe: 26.5%
Strike: 26%
Slash: 20.3%
Focus: 5.3%
Spin: 49.4%
Evisc: 34.3%
Shock: 16.1%
Brute Endurance Discounts:
Swipe: 19.5%
Strike: 15%
Slash: 11.2%
Focus: -3.5%
Spin: 39.4%
Evisc: 25.3%
Shock: 9.5%
Scrap Recharge Discounts:
Swipe: 32.4%
Strike: 29%
Slash: 20.4%
Focus: .1%
Spin: 52.8%
Evisc: 36.6%
Shock: 15.5%
Brute Recharge Discounts:
Swipe: 19.2%
Strike: 13%
Slash: 8.3%
Focus: -10.9%
Spin: 41.2%
Evisc: 26%
Shock: 8%
Be well, people of CoH.
I knew Spin was good, but I had no idea of exactly how good it is in relation to other PbAoEs. Wow.
I think it's sad to look at what has become of Focus. Before the cast time change that overhauled the entire set, Focus and Eviscerate were the big hitters of the set. With that overhaul Eviscerate became the big dog while Spin became the #2, while Focus was reduced to a nice filler only slightly better than Slash.
Now with these new "correct" numbers, Focus for brutes gets reduced further. Focus and Slash now both do less damage than Chop, Smite, Stone Mallet, Pulverize, and Fire Sword...which are all tier one attacks. Really sucks for people that hate Eviscerate. I hope we get alternate animations for claws very soon.
I am of the opinion, especially in light of how the DPS tweak equation unfairly affects brutes more than scrapeprs, that the DPS equation should be tossed out.
Unfortunately, I have yet to come up with a solid enough argument to get that changed.
Be well, people of CoH.
There's been some confusion, caused by me I'm betting, regarding the endurance and recharge discounts for claws and how they've been altered by the DPS tweak claws received during the last animation overhaul.
The old rule was simple: Take 20% off of the calculated endurance and recharge. Here are the current discounts for scrappers and brutes: Scrap Endurance Discounts: Swipe: 26.5% Strike: 26% Slash: 20.3% Focus: 5.3% Spin: 49.4% Evisc: 34.3% Shock: 16.1% Brute Endurance Discounts: Swipe: 19.5% Strike: 15% Slash: 11.2% Focus: -3.5% Spin: 39.4% Evisc: 25.3% Shock: 9.5% Scrap Recharge Discounts: Swipe: 32.4% Strike: 29% Slash: 20.4% Focus: .1% Spin: 52.8% Evisc: 36.6% Shock: 15.5% Brute Recharge Discounts: Swipe: 19.2% Strike: 13% Slash: 8.3% Focus: -10.9% Spin: 41.2% Evisc: 26% Shock: 8% |
Numbers get weird.
I'm looking at a single attack chain for a brute and a scrapper. Fu, Slash, Focus, Strike. Enough recharge is assumed to make the chain pauseless. 95% enhanced damage is assumed. Followup is stacked for a double buff. Fury is at 90% and crits go off 10% of the time.
Scrapper: 161.6 DPS
Brute: 173 DPS
Not sure about the numbers you listed. The results in the Take 2 sticky thread were:
Scrapper: 153
Brute: 149.5
I'll look at it later to see what I did differently there. Ahh, found it. The chain on Take 2 was fu, slash, focus, swipe, strike, swipe (which probably should have been fu, slash, swipe, focus, strike, swipe,) AND that was back when I was guessing that it would be a straight proliferation instead of the changes we got.
So... without further damage buffs, brute claws do come out on top with these changes. Although we know that gap will close as more straight damage buffs are applied to the scrapper due to their higher damage modifier.
It should be noted that while the brute damage modifier IS lower than scrappers by quite a bit, the BASE value for brute claws is higher than scrapper claws.
Swipe: 8.743% higher
Strike: 12.953% higher
Slash: 10.291% higher
Focus: 8.52% higher
Spin: 16.57% higher (yeeeaaaa... you think spin is psycho-awesome on scrappers? sheeeeeeeeeeit)
Evisc: 12.08% higher
Shock: 7.42% higher
Be well, people of CoH.
I'm still not convinced this "correction" was needed. I don't see how it makes sense to use a formula for all sets to keep things even...but then make exceptions and change that formula for certain sets. I see the your numbers (Billz) say that brutes have higher DPS with a sick attack chain that takes alot of recharge, but what about a normal atatck chain? I'm using FU+Swipe+Focus+Swipe+Slash, which takes a bit of recharge...but is plausible with regular SOs. I'm level 45 with 3 lvl 45 damage IOs in each attack right now, and it takes me almost a full 60 seconds to take down a +1 Freak Tank boss. Just feels weak.
I'm hoping once I slot all my sets and damage procs this guy feels alot more powerful, cause right now at lvl 45 with regular IOs....he is not very impressive IMO. Maybe they are balancing the set around Eviscerate, but I can't/won't take it till we get an alternate animation. So I guess I'm just screwed.
DPS for that chain using the same rules as my last post:
Followup won't be doublestacked on itself.
Scrap: 150.6
Brute: 161.5
I don't think Castle is balancing anything around any power... except focus.
When you remove the claws damage adjustment, the chain I mentioned earlier goes from 161.6 to 167.5 for scrappers and from 173 to 196.5 for brutes.
However. we take arcanatime into account. I don't think Castle does.
Using standard cast times the numbers look like this:
Scrapper goes from scrapper adjusted 189.608 to scrapper no adjustment 196.545 and brute adjusted 203 to brute no adjustment 230.6.
So... his perception of the DPS output of claws seems to be drastically higher because he's not taking arcanatime into account.
At least, that's my guess. Considering that other sets are pushing out those numbers WITH arcanatime taken into account, you might have just given me a good starting point for having the claws adjustment removed.
Everyone needs to be aware, however, that if that DPS adjustment gets removed, Spin goes back to its old non-uber status.
EDIT: I guess what needs to be asked is where Claws sits amongst other sets now for ST and AoE output. My gut answer is that it's sitting pretty on both fronts and we should just be happy with what we have.
Do I also find it a bit odd that Claws gets an adjustment to it that no other set gets? Well... yes.
But... if we go back and grab the spreadsheet I used in the take 2 thread and correct it with the actual brute claws numbers.... gimme a sec. Doing it now.
EDIT2: Ahhh crap... I had the wrong value for swipe. Fixed it. After fixing that, and adjusting brute claws, brutes move into 5th place and scrappers drop to 13th.
I'm going to have to revisit those spreadsheets at some point.
Be well, people of CoH.
EDIT: I guess what needs to be asked is where Claws sits amongst other sets now for ST and AoE output. My gut answer is that it's sitting pretty on both fronts and we should just be happy with what we have.
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Been running +2/8 with a timely use of inspirations and having no problem. 10 more levels to go, and still on the no sets build ... :-)
New brute set made me actually start a brute and now it got nerfed already and I need to delete it. Is this normal way of things go in COX?
Clueless devs design something and then realize that they made a mistake and hit with nerf stick? What a waste of time.
New brute set made me actually start a brute and now it got nerfed already and I need to delete it. Is this normal way of things go in COX?
Clueless devs design something and then realize that they made a mistake and hit with nerf stick? What a waste of time. |
EDIT: I guess what needs to be asked is where Claws sits amongst other sets now for ST and AoE output. My gut answer is that it's sitting pretty on both fronts and we should just be happy with what we have. |
I'm level 45 with 3 lvl 45 damage IOs in each attack right now, and it takes me almost a full 60 seconds to take down a +1 Freak Tank boss. Just feels weak.
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Anyone remember my main complaint about claws? Yep, the damage type being highly resisted.
New brute set made me actually start a brute and now it got nerfed already and I need to delete it. Is this normal way of things go in COX?
Clueless devs design something and then realize that they made a mistake and hit with nerf stick? What a waste of time. |
Oh, and that's a terrible way to introduce yourself to the boards bro...being your first post and all.
I hear ya. I noticed the damage reduction as well. One thing I will point out is that you are fighting a Freak Tank which is HIGHLY resistant to lethal damage.
Anyone remember my main complaint about claws? Yep, the damage type being highly resisted. A Claws/ Brute is still very fun since Spin wasn't affected all that much. I still plan to take my Claws/Inv brute to 50 and make him a 3000 HP monster. Iron Puma is going to be a beast! Oh, and that's a terrible way to introduce yourself to the boards bro...being your first post and all. |
Maybe, this game is slowly starting to die, at least servers seems to be very empty here in Europe. Will be interesting to see if Going Rogue will restore this game.
I dont really mind this tuning with claws, I am too green to analyze it deeply! I was just surprised that tuning was not made during beta time, before it went to live. Nowadays it seems to be rule that live patch is beta patch, which is sickening. I absolutetly hate when unfinshed stuff goes live.
New brute set made me actually start a brute and now it got nerfed already and I need to delete it. Is this normal way of things go in COX?
Clueless devs design something and then realize that they made a mistake and hit with nerf stick? What a waste of time. |
No one redesigned claws for brutes. All that changed were the recharge times. Damage is based off of recharge. Endurance is based off of damage. Claws gets a 20% discount to end and recharge after the fact. And NOW claws also gets a damage tweak based on the cast times of the attacks.
That last part was messed up on brutes. It was fixed. Call it a nerf if it makes you feel better about yourself, but the fact is that the numbers were wrong and now they aren't.
I dont really mind this tuning with claws, I am too green to analyze it deeply! I was just surprised that tuning was not made during beta time, before it went to live. Nowadays it seems to be rule that live patch is beta patch, which is sickening. I absolutetly hate when unfinshed stuff goes live. |
Yes, we all hate sloppy coding and broken stuff going live. **** happens. I've been playing this game since Sep of 04 and they STILL haven't fixed all the ATI incompatibilities. I have no rose colored shades on concerning this dev team.
But I will defend them when they deserve it. In this particular case, it appears that a dev not well versed in the history of the claws numbers was given the task of altering them for brutes and farked it up.
Be well, people of CoH.
so were there already (pre oct 1st) 2 "number fixes "to the claw brute since I 16?
Shockwave is absolutely nothing compared to the wonder that is Spin, that's for sure. We're a bit spoilt by the awesome that is Spin!
The Epic AOEs are going to make you really sad if you consider Shockwaves damage to be too low