New Brute Claws Numbers


biff10426

 

Posted

Quote:
Originally Posted by Carnifax View Post
Whatever works for you. I'm going for lots and lots of AOE as I like fighting lots of lower level enemies at once solo, with no bosses mostly for the constant stream of Insps & Salvage (and recipies if the crappy drop rates are fixed). So for me Spin, Evis & Shockwave will all be used. Especially since I'm Elec, which feels a little squishy, so being able to mass-knock things away could be useful for me.

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
What the VEATS? I already have a crab, and they're AOE machines. More like howitzers, you set them up back, have someone grab aggro, and dump on. Adding venom grenade and aim really pushes up the numbers, omega bomb is good, Longfang and Channelgun useful for gunning down runners. I don't have a problem with crab's AOE stuff at all, unless you meant widows.


 

Posted

Quote:
Originally Posted by biff10426 View Post
What the VEATS?
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.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
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).


 

Posted

Quote:
Originally Posted by Carnifax View Post
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).
Ahh right, yea Ball has always been kinda an interesting AOE for any class it's available to. It doesn't do very much at all, but I guess if you look at it from it's "home powerset", Electric Blast, that power set wasn't very AOE focused in the first place. I guess you could say it's more damage centric, since there's no "minor damage" tier 1, but I'm sure a lot of people would say no since there's other sets geared towards ST damage than electric ever was.

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.


 

Posted

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.


 

Posted

Quote:
Originally Posted by SkylineGTR View Post
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.
Hang out in Cim, Reside with the Rachnos and Carnies running about theres lots of Psi, same with the Rikti.

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.


 

Posted

Quote:
Originally Posted by SkylineGTR View Post
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.
On my Claws/INV, I'm going to slot for more recharge in order to make Dull Pain permanent and possibly Hasten, but hasten the closest I've come to Perma-Hasten is 4 secs. That's with Purples but no PvP IOs.

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)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury



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Posted

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)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Fury


 

Posted

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.

 

Posted

I knew Spin was good, but I had no idea of exactly how good it is in relation to other PbAoEs. Wow.


 

Posted

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.


 

Posted

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.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
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%
i really dont understand why the brute values are much lower. brute base damage is so much lower than scrapper base. at .75 right? and scrappers are at 1.25%?? thats huge. even with fully fury, a scrapper would outpace him before crits come into play. i remember the DPS numbers you posted for scrappers and brutes Billz. i think scrappers had 214DPS and brutes were at 208? refresh my memory plz


 

Posted

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.

 

Posted

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.


 

Posted

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.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
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'll let you know once my Claws/EA hit 50 and properly IO'd out. Well maybe on a half a bill budget. I am broke red side ... ;-)
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 ... :-)


 

Posted

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.


 

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Quote:
Originally Posted by Zorn View Post
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.
Why? Claws is still a great set, even post tweak (I refuse to call "Fixing an error" a nerf).It still pips Scrappers in terms of damage with your Fury up (which, with Claws is easy to maintain). It's got great AOE damage, decent single target damage (no real big orange numbers but a nice constant stream of damage) and the best Ranged capabilities of any Brute (especially when you compare Focus to duds like Hurl and Trow rok).

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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.
Yep, I agree with this, my Claws Brute is a joy to play (so much so I'm having serious trouble resisting him in order to get my Dm/WP to 50 first). Just from playing him he feels so nicely balanced in relation to my Stone and Dark Melee Brutes. 3 different sets, 3 different playstyles and none of them seemingly much better than the others overall (obviously each is better at certain things).


 

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Originally Posted by JDub View Post
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 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.

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Originally Posted by Zorn View Post
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.
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.


 

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Originally Posted by Clouded View Post
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.
I don't mind a terrible introduction in a virtual community focusing in superhero toonies. But when I buy a product I want quality. Cox was very promising, but little by little it is starting to taste sour. There are still bugs around and devs seem to be a bit clueless what they are doing. I left Eve online for same reasons (played from 2004), the quality of game specially quality of PvP and stantards of the community degenerated to level that I did not want to pay for it anymore.
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.


 

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Originally Posted by Zorn View Post
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.
The waste of time was your post. My time is further being wasted by responding to it.

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.

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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.
The numbers being wrong on claws weren't noticed until Stupid_Fanboy saw them when beta went open.

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.

 

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Originally Posted by Bill Z Bubba View Post
The waste of time was your post. My time is further being wasted by responding to it.
This
Anyway, thanks for clearing things up.


 

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Originally Posted by Zorn View Post
This
Anyway, thanks for clearing things up.
No problem. I hope you stick with the claws brute. It's a freaking blender that just gets sicker with age.


Be well, people of CoH.

 

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so were there already (pre oct 1st) 2 "number fixes "to the claw brute since I 16?