Originally Posted by Deus_Otiosus
![]() Just looking at Brute primaries, nearly every single Brute primary has a faster recharging PBAoE, with the exception of Fire Melee.
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What would Super Stength be like if...
Except that you're missing some extremely important things: DPA doesn't matter where AoEs are concerned because DPA is only a valuable metric when you are animation time saturated (something that SS is definitely not) and endurance costs are based on a dam/rech/end formula so FS costs more end explicitly because it deals more damage (and you're also bringing it up against Claws, which gets a discount to end and rech as its powerset "secondary effect", and Fire, which gets greater end efficiency because its secondary effect is simply more damage; you're also ignoring the whole "massive permanent +dam provides increases to end efficiency" thing that SS has, which actually makes FS more end efficient than FSC).
Footstomp has been proven to be 5' larger than it is supposed to be by the formula the devs use to determine the size, damage, and costs of AoEs. The only "reason" it has for being larger is that the devs let it slide way back when. Everyone that knows how the devs design the game and what they use to determine the various attributes of powers realizes that Footstomp is larger than it has any right to be (and then there's the fact that it also gets a very nice secondary effect attached to it as well). The only "reason" as to why FS gets to simply be a better attack than any other AoE out there (because those other powers don't get to break the AoE formula) that has ever been reasonably brought up to defend Footstomp is that it is a tier 9 power, and, even then, that argument doesn't hold water because the devs have outright said that what tier a power is doesn't have any effect how it handles the formulas used. |
I'll add another reason FS NEEDS to be better than some formula that is supposedly applied consistently to all powersets. It is the only real aoe ability SS has, in both damage and mitigation, and it gets it as late in the game as you can get it. If FS ever gets weakened, you'd have to rework the entire set - handclap would have to be made into a viable power and/or a cone or two would need to be added to early level powers.
In terms of how the power works, your claim of "massive permanent +dam provides increases to end efficiency" doesn't make any sense when you consider the fact the 'massive plus damage' provided by rage only allows SS to do damage on par with several competing sets. Using mids, and assuming each power is 3 slotted for damage, SS using rage and claws using one followup, claws spin outdamages footstomp, recharges faster, and costs less end, PLUS its available at LEVEL SIX. So I would hope that FS would have some advantage, like a larger radius and damage mitigation. And claws offers similar mitigation at the same level as FS with shockwave. Oh, and it's got a nice cone with a heavy hitter in eviscerate.
And about endurance use in general, when I see you address SS, I have to wonder if you have ever actually played the set - have you? If you're using rage with SS (and if you're not, then SS is indisputably an underpar powerset), then you are going to have endurance issues, moreso than any competing set. First of all, the crash cannot be mitigated - you're losing 25% of your endurance every 2 minutes, or more if you stack rage at all. Others sets have a much easier time mitigating endurance usage with enhancements and IO's. Secondly, the end loss comes immediately and in one lump sum. This means less time for your recovery to deal with the loss, and can put you in really bad situations, really quickly. SS is not an endurance friendly set - if you're coming to that conclusion just using math, then you're missing a variable somewhere.
I'll add another reason FS NEEDS to be better than some formula that is supposedly applied consistently to all powersets. It is the only real aoe ability SS has, in both damage and mitigation, and it gets it as late in the game as you can get it.
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In terms of how the power works, your claim of "massive permanent +dam provides increases to end efficiency" doesn't make any sense when you consider the fact the 'massive plus damage' provided by rage only allows SS to do damage on par with several competing sets. |
For the endurance efficiency argument, consider Whirling Mace, which consumes 13 endurance to deal scale 1.12 damage. With 95% +dam slotting, WM deals scale 2.184 damage for 13 end, or .168 scale for each point of endurance spent (and has a smaller area than FS has now or should have if it got reduced). FS consumes 18.512 end to deal scale 1.42 damage. With 95% +dam slotting and 80% +dam from Rage, FS deals scale 3.905 damage for 18.512 end, or .211 damage per point of endurance spent. FS with Rage is 25% more endurance efficient than WM (completely ignoring the fact that FS is also going to hit more targets more easily thanks to the substantially larger area). Care to argue that point as well now that the math supports what should have been obvious?
Using mids, and assuming each power is 3 slotted for damage, SS using rage and claws using one followup, claws spin outdamages footstomp, recharges faster, and costs less end, |
2. At the "proper" radius, FS would have a 10' radius. Compared to Spin, it would have a 56.25% larger area of effect. You can't assume that Spin would be directly compared to FS since the area that a power fills is a function in the AoE cost formula as well (larger areas cost more rech and end than smaller areas).
PLUS its available at LEVEL SIX. |
you are going to have endurance issues, moreso than any competing set. |
Now, if you want to get even more involved when talking about endurance issues, you have to realize that, while SS has lower DPS capabilities than other sets, it also has lower endurance consumption from those exact same attacks (because end costs are based off of base damage). Assuming 95% +dam enhancement, Rage would provide ~41% endurance "reduction". This means that if another set is spending 3 end/sec on its attack string, SS is spending only 2.13 end.sec to do the exact same damage. Factoring in that difference over the 110 seconds that you're allowed to attack with Rage, you'll "save" ~96 end compared to the other set (which more than makes up for that 25 end "loss"). If you want some other support for this, just look at Billz's thread about Brute and Scrapper DPS and end costs: you'll notice that Brute SS manages to spend only 2.9 end/sec where other sets are spending ~3.2 end.sec (and that's for Brutes which get less benefit than Tankers or Scrappers do from +dam).
If you want to get even more involved, you can always bring up the whole "perma 20% +tohit" thing as well which allows you to maintain a 90.44% chance to hit against +3 enemies with a single acc enhancement in your attacks (assuming you didn't enhance Rage for tohit enhancement at all; a single enhancement would let you maintain a 95% chance to hit against +3s and 83.79% against +4s; 3 enhancements would allow you to maintain a 95% same chance to hit against those +4s). Other sets have to devote 2 acc slots in all of their attacks to maintain a 95% chance to hit against +1s, 2 slots in all of their attacks to be just shy of a 95% chance to hit against +2s, and 3 slots in all of their attacks to be just shy of a 95% chance to hit against +3s. If you devote that "saved" slot to a single end redux, you'll be even more efficient than that as well.
Oh wait... SS has end issues right? And it's not just because you don't know how to leverage what SS brings, right?
... Rage were changed to Build Up? This is purely hypothetical, but Rage is a huge reason why I continue to roll Super Strength characters rather than other melee sets. Would the set be underpowered if it lost Rage?
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In short, im glad they havnt, because im confident that th Dev's will **** it up horribly.
the changes i think need to be done to make SS better is:
- modify rage
- improve hand clap by making ku instead of kb and adding some dmg (minor to moderate)
- and possibly increase dmg of tier 1/2 powers to compensate for change in rage

If you stop attacking for the 10 seconds every 120 seconds that you do virtually no damage (because, at that point, you're operating with the outright worst DPE you could ever hope to have) and you have Stamina, you won't have the same problems. Slotted Stamina increases your base recovery up to 2.48 end/sec. Factor in some end drain thanks to toggles, and you'll get around 15-20 end if you don't attack for those 10 seconds, which means that it only costs you about 5-10 end unless you insist on attacking for no real effect.
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Many player's will continue to leverage Footstomp's mitigation during the rage crash (it's exceptionally valuable on the ITF for example)
I also use my attacks to maintain threat during that period.
Tankers are a bit luckier as they can use their low tier attacks for gauntlet in this case, but any Brute trying to maintain aggro that doesn't have taunt will continue to attack for both fury and threat.
Now, if you want to get even more involved when talking about endurance issues,
Oh wait... SS has end issues right? And it's not just because you don't know how to leverage what SS brings, right? |
You can get as complicated as you like with the math, if you think Rage crashes don't cause END issues I'm forced to assume you've never played the set.
Throw hasten in there and it get's worse.
You don't always suffer a rage crash when you're at 100% endurance, it can (and will) often come at extremely inopportune times.
SS doesn't have to have as much acc as other sets allowing more end red. Rage balances the tanky SS set with most other tanky primary sets. Elec melee, Dual Blades and Dark Melee are three tanker secondaries I haven't checked for balance and so am not saying all tanky sets.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
If only having a single AoE power is what mattered, then sets like MA and Energy would get the same treatment (which they don't). As I said before, what level you get a power doesn't affect it's end effectiveness. We have this as dev fiat: what tier you get a power doesn't affect how it handles the formulas in question.
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And the fact so many sets don't seem to match up, and the very unique way SS is set up, seems to show that this magical formula you keep talking about did not exist at the games creation and has not been applied consistently throughout sets.
For ST damage, and only because it has subpar ST attacks to work with. For AoE damage, Rage + Footstomp actually allows SS to deal more damage with lower animation time consumption than Claws. I can link you to the math if you want me to (and, comically enough, it's coming from a guy that will scream the awesomeness of Claws/* at the top of his lungs whenever he gets the chance). |
Spin does more straight up damage than footstomp. If you want to go into damage per activation, thats fine, but it demonstrates that the two powers are very comparable to eachother in terms of damage. And again, the advantages FS gets in terms of mitigation is matched with shockwave in claws. The big difference between the sets is that claws is doing aoe damage at level six, while SS does literally none until lvl 32. You can claim that is meaningless, to you or the devs, but I assure you it's not meaningless to a players playing a toon from lvl 6-32. Footstomp is easier to use and has a larger radius, but that is a fair compensation imo for the fact a set like claws gets its aoe much earlier in the game and has it spread through several powers.
And lets not ignore the fact that claws can drop a spin, eviscerate and shockwave combo which vastly improves its aoe abilities, offering even better damage and similar mitigation by putting a large group of enemies on their butts. I guess SS could do a FS and handclap combo, but that would hardly improve SS's performance, in fact it would lessen it.
If you made FS on par with spin, then obviously claws would be ridiculously better than SS. That is why the idea the game should have some set forumla for aoe powers when different sets have aoe powers distributed differently is a really bad idea.
For the endurance efficiency argument, consider Whirling Mace, which consumes 13 endurance to deal scale 1.12 damage. With 95% +dam slotting, WM deals scale 2.184 damage for 13 end, or .168 scale for each point of endurance spent (and has a smaller area than FS has now or should have if it got reduced). FS consumes 18.512 end to deal scale 1.42 damage. With 95% +dam slotting and 80% +dam from Rage, FS deals scale 3.905 damage for 18.512 end, or .211 damage per point of endurance spent. FS with Rage is 25% more endurance efficient than WM (completely ignoring the fact that FS is also going to hit more targets more easily thanks to the substantially larger area). Care to argue that point as well now that the math supports what should have been obvious? |
Then again, looking at your post, you seem to be playing with words and numbers to cloud the argument. You're tying to look at FS and another sets single aoe power and claiming that FS, not SS overall, does more damage vs end use than the competition's single aoe attack. And again, its unfair to compare SS's one aoe attack to another sets single aoe attack, when the competing set gets its aoe in several powers. I agree that FS on its own is one of the best aoe powers in the game, but again, it SHOULD be due to the fact its the only aoe power that SS gets. When you factor in the competitions other aoe powers, you have parity.
And again, my argument is that overall, when playing the set in game, and using the sets other powers in conjunction with FS (not just spamming only FS on a calculator), SS creates FAR more end issues than any other melee set in this game.
1. Claws' "secondary effect" is a recharge and endurance cost reduction so it should recharge faster and cost less end. You'll also notice that it doesn't have the mitigation secondary effect, which is another plus in FS favor. 2. At the "proper" radius, FS would have a 10' radius. Compared to Spin, it would have a 56.25% larger area of effect. You can't assume that Spin would be directly compared to FS since the area that a power fills is a function in the AoE cost formula as well (larger areas cost more rech and end than smaller areas). |
And again, claws does get an aoe 'mitigation effect' in shockwave, and it's one of the best in the game, if you haven't played claws either.
The problem here seems to be that you want to compare one power to another sets one power while ignoring the overall aoe ability between sets, and then want to claim one power is overpowered. If that's how your 'formula' works, then thow it out because it sucks. FS is better overall than spin. If those were the only powers the two sets had, then clearly SS would be superior to claws in aoe ability and adjustments would need to be made to create parity (of course then we are ignoring single target set capabilities...). But then you'd be ignoring the other powers in claws that contribute to its overall aoe ability, which when used in conjunction with eachother, in game, put it on par with SS. That is why it is foolish to only compare one power with another in a different set, and/or try to shoehorn a 'formula' to set power strengths, when different sets distribute their aoe abilities differently.
As I've stated before and the devs have stated before, what level a power is accessed doesn't affect the potency of the power. The only "guide" on tier is that lower tier powers should be more "basic" powers and higher tier powers should be more "complex" power. |
Having said that, you could disregard this advantage and I would still contend that claws aoe abilities, overall and distributed through 3 powers, is on par with SS's aoe ability. Even if SS got FS at level 10, it would still need to be more powerful than any of claws 3 aoe abilities to be on par with claws - if it were equal to any of claws 3 aoe abilities, claws would clearly have superior aoe capability. If we used your formula to make FS a clone of spin, then obviously claws would be better than SS by far, with it's extra cones in eviscerate and shockwave, which again, is why a set formula for powersets that are set up in different ways, is a really bad idea.
If you stop attacking for the 10 seconds every 120 seconds that you do virtually no damage (because, at that point, you're operating with the outright worst DPE you could ever hope to have) and you have Stamina, you won't have the same problems. Slotted Stamina increases your base recovery up to 2.48 end/sec. Factor in some end drain thanks to toggles, and you'll get around 15-20 end if you don't attack for those 10 seconds, which means that it only costs you about 5-10 end unless you insist on attacking for no real effect. |
Now, if you want to get even more involved when talking about endurance issues, you have to realize that, while SS has lower DPS capabilities than other sets, it also has lower endurance consumption from those exact same attacks (because end costs are based off of base damage). Assuming 95% +dam enhancement, Rage would provide ~41% endurance "reduction". This means that if another set is spending 3 end/sec on its attack string, SS is spending only 2.13 end.sec to do the exact same damage. Factoring in that difference over the 110 seconds that you're allowed to attack with Rage, you'll "save" ~96 end compared to the other set (which more than makes up for that 25 end "loss"). If you want some other support for this, just look at Billz's thread about Brute and Scrapper DPS and end costs: you'll notice that Brute SS manages to spend only 2.9 end/sec where other sets are spending ~3.2 end.sec (and that's for Brutes which get less benefit than Tankers or Scrappers do from +dam). If you want to get even more involved, you can always bring up the whole "perma 20% +tohit" thing as well which allows you to maintain a 90.44% chance to hit against +3 enemies with a single acc enhancement in your attacks (assuming you didn't enhance Rage for tohit enhancement at all; a single enhancement would let you maintain a 95% chance to hit against +3s and 83.79% against +4s; 3 enhancements would allow you to maintain a 95% same chance to hit against those +4s). Other sets have to devote 2 acc slots in all of their attacks to maintain a 95% chance to hit against +1s, 2 slots in all of their attacks to be just shy of a 95% chance to hit against +2s, and 3 slots in all of their attacks to be just shy of a 95% chance to hit against +3s. If you devote that "saved" slot to a single end redux, you'll be even more efficient than that as well. Oh wait... SS has end issues right? And it's not just because you don't know how to leverage what SS brings, right? |
SS doesn't have to have as much acc as other sets allowing more end red.
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I'm curious how you "checked the sets" if you didn't see that.
And the fact so many sets don't seem to match up, and the very unique way SS is set up, seems to show that this magical formula you keep talking about did not exist at the games creation and has not been applied consistently throughout sets.
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First of all, we are comparing the overall aoe ability of the two sets - it is unfair to only compare one power vs. another because SS gets all of its aoe abilities in one power, while claws get it's aoe in 3. |
If you want to go into damage per activation |
The big difference between the sets is that claws is doing aoe damage at level six, while SS does literally none until lvl 32. |
has it (AoE potential) spread through several powers. |
And lets not ignore the fact that claws can drop a spin, eviscerate and shockwave combo which vastly improves its aoe abilities |
If your math is telling you that SS is better on end than other sets, then you're equation is broken or the game is not working the way you think it does. |
Then again, looking at your post, you seem to be playing with words and numbers to cloud the argument. |
I keep hearing that claws 'secondary effect' is recharge and end cost reductions. Yet the set still gets a reliable st kd in focus, a minus def in slash (that also allows the valuable achilles heel IO to be slotted), and a large radius kd in shockwave. Seems like claws is chock-full of 'secondary effect' bonuses to me. |
If that's how your 'formula' works, then thow it out because it sucks. |
FS is better overall than spin. |
But then you'd be ignoring the other powers in claws that contribute to its overall aoe ability, which when used in conjunction with eachother, in game, put it on par with SS. |
Regardless, getting aoe ability at level 6 vs level 32 is an advantage for one set, from level 6-32, and becomes a larger advantage the bigger the team you are on. That is simply a fact. |
If we used your formula to make FS a clone of spin |
Oh, wait, I get it, you're completely misreading everything I'm saying.
I would have to conclude that you were insane, lol. |
What sets are you comparing? The only sets with better than standard accuracy (a 1.0 accmod, which SS has) are War Mace and Battle Axe (which have a 1.05 accmod to account for their redraw). SS has exactly the same accuracy as almost every other set out there. The only attack in SS that has substandard accuracy is Hand Clap (.8 accmod) and that's because it's a guaranteed AoE hard mez and all non-chance AoE hard mezzes have lower accmods (even the controller ones).
I'm curious how you "checked the sets" if you didn't see that. |
KO blow also has a 1.2x acc modifier.
Amazingly enough, my Inv/SS tank does NOT have/use Rage.
Indeed, I have a very limited set of selections from SS - Jab, Haymaker, Taunt, Knockout Blow and Footstomp. I flesh out the attack Chain with Air Superiority, which I consider the superior pre-requisite for flight, and also have hasten.
Why did I not take the other powers?
Punch - I consider it an underperforming power, and would much rather my second defense pick instead.
Hand Clap - I want to keep my enemies close to me - not knock them away where they might stagger out of my aggro range and attack the rest of my team.
Rage - I've never seen the need, and frankly, I'd rather not have the crash - I put up with it crashing enough when I have to use unstoppable, and I'd not like another - smaller - crash from Rage.
Hurl - again, I want to keep my enemies close - but the animation time on this power is a bit long and slow, so I skip it.
This means I have 5 of my secondary set and all 9 of my Primary set. Add in 3 powers from the Fitness Pool, 2 from the Flight Pool, 1 from Speed pool - leaves me with 4 slots for an ancillary Power Pool - though one one respec I took only three, and added super-speed for a dual movement power build.