SR Scaling Resists question


Bill Z Bubba

 

Posted

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Originally Posted by Fleeting Whisper View Post
Use a monospaced font. For example, Courier New:
[CODE][FONT="Courier New"]...[/FONT][/CODE]
Thanks, Fleeting. I tried that with my table above, but it still ended up broken. I think the big difference is that my table was using tabs while your ASCII checkmark was using spaces.

I'll give spaces a whirl next time and see if that works. Tedious, but worth it so that those darn things are readable.


 

Posted

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Originally Posted by StrykerX View Post
Very true, but then SR had better have the edge. SR gives:
  • Defense
  • Massive defense debuff resistance
  • Scaling resists when low on health
  • Quickness
  • A tier 9 power that is essentially useless if softcapped
while Shield gives:
  • Around 2/3 as much defense and defense debuff resist
  • Full-time resists roughly equal to what SR gets at 40% health
  • Significant +damage and a minor damage debuff
  • A team +defense aura
  • An extremely good AoE attack
  • A good tier 9 power that stacks very well with softcapped defense
Comparing those two lists, SR had better have a lot better defense than Shield (which it does, with SOs) to make up for the fact that Shield offers a lot more things. Shield is pretty much the highest damage defensive set a Tanker can get, while SR would be one of thel lowest... it would only be fair for SR to have significantly better protection. I really can't see a straight port of Brute Super Reflexes to Tankers as unbalanced.
Shields gives a great buff for Tankers in True Grit too, +maxhp.


 

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Originally Posted by Daemodand View Post
The fact Brutes get Super Strength and Super Reflexes tends to indicate that if this was ever a guideline, the devs have since thrown it out.
Except that Brutes arent the villain-side tank... they're the villain-side scrapper. MMs are the villain-side tank. This has been stated many times by the rednames.


 

Posted

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Originally Posted by Cainus View Post
Except that Brutes arent the villain-side tank... they're the villain-side scrapper. MMs are the villain-side tank. This has been stated many times by the rednames.
I think you're missing the point. He's saying that brutes are supposed to be all RAH RAH SMASH, and super reflexes doesn't "fit the theme" so to speak.

Also, MMs were not originally the villain side tank because they didn't have bodyguard mode at launch.


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Posted

Quote:
Originally Posted by Cainus View Post
Except that Brutes arent the villain-side tank... they're the villain-side scrapper. MMs are the villain-side tank. This has been stated many times by the rednames.
Care to point out where this has been stated by the rednames?

If you look at the mechanics of Brutes compared to Masterminds, you can see that Brutes are intended to be the team equivalents of Tankers redside.

Consider:

Aggro management: Brutes have Taunt auras, punchvoke, and native Taunt. Masterminds have... the ability to take Presence? Their pets don't even generate substantial threat.

Survivability: Masterminds didn't begin the game with bodyguard mode (as previously mentioned). Brutes have Tanker hp and resistance caps, along with Tanker powersets (with the exception of the recently proliferated SR and Claws).

Masterminds were only ever intended to be the Tankers of redside in the extremely early development phases of CoV. It hasn't been stated anywhere near recently that Masterminds are anything even resembling Tankers. If anything, they're most akin to Controllers and Defenders in that they provide support along with damage and chaos control.


 

Posted

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Originally Posted by Umbral View Post
Care to point out where this has been stated by the rednames?

If you look at the mechanics of Brutes compared to Masterminds, you can see that Brutes are intended to be the team equivalents of Tankers redside.

...

Masterminds were only ever intended to be the Tankers of redside in the extremely early development phases of CoV. It hasn't been stated anywhere near recently that Masterminds are anything even resembling Tankers. If anything, they're most akin to Controllers and Defenders in that they provide support along with damage and chaos control.
Well, the Villain ATs aren't really even supposed to have equivalents with the Hero ATs at all. The initial concept for Masterminds was that they would 'tank' in the sense that they would stand back and send their disposable minions in to die while everyone else attacked. Of course, the best laid plans of mice and developers are shattered to pieces when a player gets involved; the MM players would try to join the battle, and they got killed for their trouble, not to mention the critters would ignore the henchmen for more threatening targets.

Brutes aren't supposed to be tanks, they're supposed to be more like a berserker. They don't get taunt effects because they're supposed to manage aggro for the team, they get taunt effects because the more aggro they have, the more damage they can deal. They don't get survivability because they're the tanks, they get survivability because they'd die with all that aggro unless they have the survivability.

Masterminds aren't supposed to be tanks (except, I believe, in a passing comment from Jack, but that doesn't really count), they're supposed to be minion masters. Bodyguard mode was a compensation between what was originally intended, what the AI does and what players wanted to do. As it stands, MMs in bodyguard can be better at absorbing an alpha strike than anyone else (effectively 75% resistance simply by having 6 pets*, matching the Brute/Tanker cap with 6 pets and 60% actual resistance of their own, and getting up to 93.75% total effective resistance when they're capped, and you can stack defense on top of that). However, MMs can't compare to Brutes and Tankers for holding on to aggro, simply because the two Taunt effects that MMs have access to are terrible.

* I believe the ghosts Necromancy MMs extract from their dead pets can be used for BG, too, so they can theoretically get 8 pets in BG, for 80% effective resistance from pets, reaching 90% total effective at 50% personal res, and getting up to 95% when capped.


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