Tank vs Brute damage
A full bar of Fury grants a 200% boost to damage, but I've never seen it actually full; usually around 95-98% and it just stops going up... but for the most part, with enough enemies around, you can keep it up there and basically get a 200% buff.
That said, 66% Fury is 2.0 * 0.67 = 1.33, or a +133% boost to damage. However, this number is not applicable to your question.
Tanker melee damage scale is 0.8 and Brute is 0.75. This means the Brute, at base, needs 0.8 / 0.75 = 1.0667, or +6.67% damage to match the Tanker.
If the Tanker has +29% damage already, plus the +80% from Rage, this effectively gives him a melee damage scale of 0.8 * (1 + 0.29 + 0.8) = 1.672.
In order for the Brute to achieve 1.672 damage, he'll need 1.672 / 0.75 = 2.23, or a +123% boost to damage.
He already has 80% from Rage, so he needs 1.23 - 0.8 = 0.43, or +43% damage from Fury.
If a full bar (100%) of Fury is +200% damage, then +43% damage will come from 0.43 / 2.0 = 0.215, or 21.5% Fury.
So if Tanker damage is...
0.8 * (1 + 0.29 + 0.8) = 1.672
...and Brute damage is...
0.75 * (1 + 2.0 * 0.215 + 0.8) = 1.672
...then you have your answer.
In your experiment, you will need to maintain 21.5% Fury to match the damage of the Tanker (both with Rage going).
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Let's see... I'll assume 95% damage enhanced for both of them. Did some quick calculations and I'd say you need about 24% Fury in order to match it with that kind of +Damage on the tank.
I'll verify it on paper, though.
X: random attack's base damage scale
F: fury
Tank damage = brute damage
X * (1 + 0.95 + 0.29 + 0.8) * 0.8 = X * (1 + 0.95 + 0.8 + 0.02 * F) * 0.75
3.04 * 0.8 = (2.75 + 0.02 * F) * 0.75
3.04 * 1.067 = 2.75 + 0.02 * F
F = (3.04 * 1.067 - 2.75) / 0.02
F = 24.684, round it up to 25% Fury.
Note: numbers deviate slightly from GuyPerfect's calculations because I assumed you had damage enhanced to the ED cap.
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Note: numbers deviate slightly from GuyPerfect's calculations because I assumed you had damage enhanced to the ED cap.
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Tanker = 0.8 * (1 + 0.29 + 0.8 + 0.95) = 2.432
Brute = 0.75 * (1 + 2.0 * 0.246 + 0.8 + 0.95) = 2.432
You will need to maintain 24.6% Fury (or round up to 25% like DSorrow suggested) to match Tanker damage.
Thanks, that helped alot. Something is wonky in me build in Mids then cause the damage numbers are way too high in the tank build.
Looking again, it looks like Mids thinks I'm double stacking rage, pushing my damage up an additonal 80%, even though it's clearly set to one as the numbers I'm seeing are exactly 80% too high.
Here is the math with the tank double stacking rage.
Tanker = 0.8 * (1 + 0.29 + 1.6 + 0.95) = 3.07
Brute = 0.75 * (1 + 2.0 * 0.67 + 0.8 + 0.95) = 3.07
That also explains why I was thinking I'd need 66/67% fury to equal tank damage.
Thanks for all the help!
That just goes to show ya, though, that even with set bonuses and double Rage, a Brute can out-damage a Tanker without trying all that hard.
Thanks, that helped alot. Something is wonky in me build in Mids then cause the damage numbers are way too high in the tank build.
Looking again, it looks like Mids thinks I'm double stacking rage, pushing my damage up an additonal 80%, even though it's clearly set to one as the numbers I'm seeing are exactly 80% too high. Here is the math with the tank double stacking rage. Tanker = 0.8 * (1 + 0.29 + 1.6 + 0.95) = 3.07 Brute = 0.75 * (1 + 2.0 * 0.67 + 0.8 + 0.95) = 3.07 That also explains why I was thinking I'd need 66/67% fury to equal tank damage. Thanks for all the help! |
"Life is what happens when you are making other plans"
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"Life is what happens when you are making other plans"
Do you by chance have a Gaussian's Sync Fire Control: Chance for Build Up IO in an active power on the Tank? If so, it will show in Mids as always being "procced". That could be what is showing the extra 80% damage.
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Yep, that was it. I should have known that too since I never slot the FF +recharge proc (in mids) because of that.
Thanks again!
After GR hits, I'll never make another Tank because of this.
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Everyone has different priorities, which is why I don't think either Tankers or Brutes are in real danger.
After GR hits, I'll never make another Tank because of this.
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I think a lot of people will do the same.
the number of quests/tf/avs that actually NEED a tank to hold agro is pretty small.
hell, since i was on an all Troller MoSTF I'd say tankers are pretty much unneeded.
I think part of the beauty of this game is that no AT is needed really. I can easily see teams running a STF (our 'current' hard end-game as an example) w/out a blaster, defender, controller, scrapper or tank, warshade, peacebringer, dom, corr, mm, fingers getting tired, stalker, br00t, zomg u has crabs, or a fort.
The game has a ton of ATs with overlapping abilities. Roll what you want, play it, love it, profit. I think tanks, and defenders, and anything else that will be 'dead' will be just fine once GR hits.
I think a lot of people will do the same.
the number of quests/tf/avs that actually NEED a tank to hold agro is pretty small. hell, since i was on an all Troller MoSTF I'd say tankers are pretty much unneeded. |
I've actually heard it said that tankers and controllers do pretty much some of the same things. I'd have to agree, really--there's a lot of overlap in roles. They both make the team safer. It's no wonder that you didn't feel you needed a tanker on an all control AT team.
We already have controllers and tankers on the same side. Tankers haven't been made obsolete. And brutes tend to need more support (or more heavy IOing out) to stand up to the same degree of insanity that tankers can.
That said, I'd gladly run a team without a tanker. Or a controller. Or a brute. Or a dominator. Or any other single AT really. Like Iceboxer said, the ATs overlap that much.
As for which (tankers or brutes) would be better for the team, that depends on the team. Team needs more on the defensive side than offensive? Tankers. More on the offensive side than defensive? Brutes. Or you could be fine completely omitting a tanker or brute, or just adding another buffer/debuffer/control character instead. And other ATs (or rather individual builds, really) play into this consideration too.
That just goes to show ya, though, that even with set bonuses and double Rage, a Brute can out-damage a Tanker without trying all that hard.
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A brute will need to build for defence in order to cap defence and approach Tanker levels of survivability, a SD/SS/Pyre is able to build for recharge as defence is easily capped.
Each Brute attack will do more damage due to the higher numbers but the tanks attacks will be coming up more quickly - this will also include any mitigation from the secondary.
A brute will still out damage the tank but it won't be as easy as your numbers suggest.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Even if Brutes are "better" than Tankers, I really can't see the latter becoming unwanted. Why? Well, think of it this way: many players still want "healers"...
One point not taken into account here - using my SD/SS/Pyre tank as an example.
A brute will need to build for defence in order to cap defence and approach Tanker levels of survivability, a SD/SS/Pyre is able to build for recharge as defence is easily capped. Each Brute attack will do more damage due to the higher numbers but the tanks attacks will be coming up more quickly - this will also include any mitigation from the secondary. A brute will still out damage the tank but it won't be as easy as your numbers suggest. |
How much more recharge can a tank squeeze out? Maybe if you swaped the mako's & ToD's for Crushing Impacts, another 15 or 20%? I just don't see maybe another .5 sec recharge on footstomp (or any other attack) making up for that huge rage buff.
All that said, the tank will still do really good damage and overall still be more surviveable. But not matter how you build em, that huge rage factor is too big to overcome with IOs. It's simply much much much easier in this game to build for damage mitigation (with IOs and pool powers) that it is to build for damage.
The main reason I used will/ss & ss/will in my OP was to get an apples to apples comparison and with apples and apples, I see brutes very easily out damaging tanks. Are there combos out there where the gap is closer, sure. I'm sure if you put a dm/stone br00t up against a sd/ss tank it would be much much closer, but then again, the brutes damage mitigation would be closer too.
I dunno, for me, after looking at those numbers, apples for apples, a brute easily outdamages a tank, as it should.
This is how I used to think and I just don't see it as being true anymore. I'd love to be proved wrong tho. A SD/SS/Mu brute (best comparison to your tank), can def cap and still reach 6 second footstomp and 70%+ levels of +recharge (w/out hasten or FF proc).
How much more recharge can a tank squeeze out? Maybe if you swaped the mako's & ToD's for Crushing Impacts, another 15 or 20%? I just don't see maybe another .5 sec recharge on footstomp (or any other attack) making up for that huge rage buff. All that said, the tank will still do really good damage and overall still be more surviveable. But not matter how you build em, that huge rage factor is too big to overcome with IOs. It's simply much much much easier in this game to build for damage mitigation (with IOs and pool powers) that it is to build for damage. The main reason I used will/ss & ss/will in my OP was to get an apples to apples comparison and with apples and apples, I see brutes very easily out damaging tanks. Are there combos out there where the gap is closer, sure. I'm sure if you put a dm/stone br00t up against a sd/ss tank it would be much much closer, but then again, the brutes damage mitigation would be closer too. I dunno, for me, after looking at those numbers, apples for apples, a brute easily outdamages a tank, as it should. |
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Something like this....
| Copy & Paste this data into Mids' Hero Designer to view the build |
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keep in mind damage cap for brute is a lot higher than a tanker. if i have 50 fulcrum shifts on me i'll still do the same damage on footstomp of around 242 dmg i believe...but a brute will do a lot more...the only way a tanker can do more dmg is with resistance debuffs. :P
Hey all - I'm hoping you all can verify what mids is telling me or correct it.
I've got a will/ss tank and a ss/will brute and I'm trying to figure out at what level of fury the brute needs to do more damage than the tank.
Few notes...
The tank has a 29% damage buff from IOs. The brute 0%.
Assume one application of rage each.
Mids is telling me I need to maintain 66% fury for a 132% buff to equal the damage the tank does (212% total buff including rage).
I want to verify this number so as I run around on this guy, I can start to make mental notes about when he is doing more damage than the tank, and when he does less.
On the other hand, I have no idea if Mids calculates fury correctly so any help would be appreciated.