Thermal:Forge
Because brutes have fury o.o +40% damage to them wont be as much as +40% damage to a corruptor...or stalker or blaster (which is who I use it on as much as I can)
Just like how I use painbringer with an endmod/recharge IO on blasters who have nukes and tell them its safe to use nuke and it wont kill their recovery (except for when the tank needs it more. )
Because brutes have fury o.o +40% damage to them wont be as much as +40% damage to a corruptor...or stalker or blaster (which is who I use it on as much as I can)
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Okay, here's something you did not know about Fury.
Brutes need fury to match the damage of other archtypes.
Somebody, not me, actually worked out the numbers. A Brute needs to average somewhere around 63% base fury in order to match the damage output of a scrapper at the same level with the same exact enhancement slotting.
This means that in an average solo situation a Brute with identical slotting to a scrapper is actually not going to be that far ahead of a scrapper in terms of total damage.
http://paragonwiki.com/wiki/Patch_No...0-08-16#Brutes
- # Modified the Brute Fury Formula so that there is a more gradual degradation of Fury Build Up while attacking/being attacked instead of a sharp fall off at 80%. The fall off begins at 30%.
- # Reduced Fury Decay Rate from 2 points per second to 0.75 points per second.
- # The overall result of these two changes to Fury Generation is that it will be easier to maintain low levels of Fury, while gaining very high levels of Fury will be more difficult.
At 80% Fury, a Brute should be more powerful than a scrapper in casual play with the same exact slotting.
Now, in teaming situations, that dynamic does change. Scrappers do benefit more from damage boosts than Brutes: http://paragonwiki.com/wiki/Damage_Cap#Damage
A Scrappers maximum damage cap is 500%, or to your display tracking, 400%. A scrapper's critical does 2X damage, This means that a scrapper floored into their damage cap will actually have a damage bonus of 1000% on a critical strike.
The brutes maximum damage cap is 775%, or to your display tracking, 675%. Because the Brute's damage cap is so high, they pretty much require two full fulcrum shifts in order to actually cap their damage... and they will still be doing less effective average damage than a scrapper. This also means that Brutes will continue to benefit from OTHER PLAYER'S DAMAGE BOOSTS long after everybody else no longer gains any practical benefit.
Just like how I use painbringer with an endmod/recharge IO on blasters who have nukes and tell them its safe to use nuke and it wont kill their recovery (except for when the tank needs it more. ) |
but... really... really horrible example.
Thing is, you don't understand what Forge Does.
Forge isn't just a Damage Boost. It is also a To-Hit boost. Brutes drive Fury not only by being hit, but by hitting enemies. Increasing a Brute's to-hit enables them to land more hits and drive higher amounts of Fury.
Forge is just as valuable to Brutes as it is to every other archtype. It can actually even more useful to brutes because Brute's have such a high damage cap to begin with, and will benefit from the application of Forge as just a Damage bonus even with other archtypes are capped.
So: Why use Forge on a Brute?
BECAUSE IT IS THE SMART THING TO DO YOU FOR YOUR BRUTE FRIENDS.
Trust me, your Brutes will thank you for looking after their damage and to-hit.
Forge can be used on more than 1 team mate by the way
*sigh*
PAinbringer with 1 rech/endmod = over +1000% recov
Blaster nukes that kill end recov and end = -1000% recov.
Got that?
Right...
1k cuts as example
Stalker = 143 damage
scrapper = 161 damage
brute = 98.47 famage
Who would get the most benefit from +40% damage if you look at those numbers? And I rarely if ever use the +To Hit as a measuring tool for who to buff...I mean by 28 they probably have accuracies settled out o.o and if not, tactics would be enough for most unless its +3s or +4s o.o
Also, theres no way youre going to reach the 500% damage cap on scrappers unless like...well say 100% from enh 100% from build up...the rest can only probably be filled by a fulcrum shift.
And dont get me started with blasters...their aoe has a much much higher *target*cap and can be useda lot more often o.O
Looking at their damage and to hit...Well to hit yes itll be increased...
But damage? I really doubt itd make as big of a difference as when its used on other offensive ATs
Edit :
Aside from the higher cap, it is actually less useful unless the brute is in dire need of +To Hit in which I would say "Slot more accuracy please"
Uh huh. That's what I thought.
Okay, here's something you did not know about Fury. Brutes need fury to match the damage of other archtypes. Somebody, not me, actually worked out the numbers. A Brute needs to average somewhere around 63% base fury in order to match the damage output of a scrapper at the same level with the same exact enhancement slotting. This means that in an average solo situation a Brute with identical slotting to a scrapper is actually not going to be that far ahead of a scrapper in terms of total damage. http://paragonwiki.com/wiki/Patch_No...0-08-16#Brutes
At 80% Fury, a Brute should be more powerful than a scrapper in casual play with the same exact slotting. * * * Now, in teaming situations, that dynamic does change. Scrappers do benefit more from damage boosts than Brutes: http://paragonwiki.com/wiki/Damage_Cap#Damage A Scrappers maximum damage cap is 500%, or to your display tracking, 400%. A scrapper's critical does 2X damage, This means that a scrapper floored into their damage cap will actually have a damage bonus of 1000% on a critical strike. The brutes maximum damage cap is 775%, or to your display tracking, 675%. Because the Brute's damage cap is so high, they pretty much require two full fulcrum shifts in order to actually cap their damage... and they will still be doing less effective average damage than a scrapper. This also means that Brutes will continue to benefit from OTHER PLAYER'S DAMAGE BOOSTS long after everybody else no longer gains any practical benefit. uh huh. Safe to nuke. Okay, yes I can see this most nukes do -1000% recovery and painbringer can counter that... but... really... really horrible example. Thing is, you don't understand what Forge Does. Forge isn't just a Damage Boost. It is also a To-Hit boost. Brutes drive Fury not only by being hit, but by hitting enemies. Increasing a Brute's to-hit enables them to land more hits and drive higher amounts of Fury. Forge is just as valuable to Brutes as it is to every other archtype. It can actually even more useful to brutes because Brute's have such a high damage cap to begin with, and will benefit from the application of Forge as just a Damage bonus even with other archtypes are capped. So: Why use Forge on a Brute? BECAUSE IT IS THE SMART THING TO DO YOU FOR YOUR BRUTE FRIENDS. Trust me, your Brutes will thank you for looking after their damage and to-hit. |
That's not to say it's useless on a Brute (and the ToHit point is very valid indeed) but that it's more useful to other ATs and personally I'd dole it out accordingly.
I do the same with Fortitude on my Plant/Emp. Unless the Tank / Brute is struggling to survive I'll tend to give it to others before them, focusing on AOE Scrappers, Blappers, melee Domis and the like.
(Mind you Adrenalin Boost is gold on a Brute)
I always thought folks were a bit harsh to je_saist, saying s/he was "always wrong".
I'm beginning to see why though:
Thing is, you don't understand what Forge Does. Forge isn't just a Damage Boost. It is also a To-Hit boost. Brutes drive Fury not only by being hit, but by hitting enemies. Increasing a Brute's to-hit enables them to land more hits and drive higher amounts of Fury. |
Global = Hedgefund (or some derivation thereof)
Forge increases damage. ATs with a higher damage modifier will see more use out of forge.
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Thing is, you don't understand what Fury does. I'm not even going to tell you what's wrong in your above statement, I'll let you find it yourself http://paragonwiki.com/wiki/Fury#Fury
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Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
I'm going to post this even though it's already been posted, but je_saist, do you actually know how anything in this game works?
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Forge isn't just a Damage Boost. It is also a To-Hit boost. Brutes drive Fury not only by being hit, but by hitting enemies. Increasing a Brute's to-hit enables them to land more hits and drive higher amounts of Fury.
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Proof?
I logged in by the black market with my energy brute. iv'e got my combat numbers up showing damage boost. I hit whirling hands. Nothing is shooting at me, there's nothing for me to hit.
Guess what happened? Damage boost (10%.) Fury built.
To-hit has as much to do with fury as it does with my lunch.
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
I'm going to post this even though it's already been posted, but je_saist, do you actually know how anything in this game works?
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Why do corruptors always seem to use this power on brutes?
I tend to use on other ATs more like stalkers, blasters, scrappers, etc.
But never a brute o.o