Bruising Question
No, it cannot stack the debuff in anyway, its written as "Only one application of bruising can be on a target at anytime." However, it can refresh the duration.
As I understand it, the power can not stack anything in anyway.
The resistance debuff will always be -20% no matter how many times you and other tankers hit the same target with your tier one power.
The duration will also not exactly stack. It will however refresh. So, if you and another tank hit the target with your tier 1 attacks at the same time, your target will still only have a 10 second debuff not a 20 second debuff. If one of you hits the target again with your tier 1 attack 5 seconds after the first application, the duration will be reset to 10 seconds.
Not that it matters much anyway since most enemies will be dead before 10 seconds anyway, with the -20% resistance debuff, unless your fighting something particularly tough or very high ranked.
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Seems like a great addition to me. Any way to add to the amount of damage you and your team are doing to a target is a plus in my book.
Bruising was actually added to help the solo tanker more then anything else. Tankers don't have the damage output of other melee ATs, so this ability was put in to help.
Wow, in light of a lot of the info in this thread, particularly this... Bruising doesn't quite seem so great.
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And that a 20% -res debuff is a pretty hefty debuff.
I believe I dev stated the reason for Bruising was because they saw a very little amount use of the Tier 1 tanker attack in game.
As it's been said before, its mostly for solo.
And that a 20% -res debuff is a pretty hefty debuff. I believe I dev stated the reason for Bruising was because they saw a very little amount use of the Tier 1 tanker attack in game. |
Like, is there a tier one attack that uses bruising more effectively than any other tier one? For example, Jab recharges faster than most tier 1 attacks, so does that make it use bruising better?
Also, is there an "attack set" that uses bruising more effectively as well? Like, one that can get the "most mileage" out of it?
Eh, in terms of the actual bruising effect, there's very little difference between tier 1s. Since the duration doesn't stack and is reasonably long (10s I think?), all that you really need is to be able to toss your tier 1 at least every 10 seconds, and that's possible out of the box for all of them.
What actually makes a tier 1 good for using this effect is that the tier 1 is otherwise worth using, so that you don't lower your damage too much just to lay the debuff on the target. Jab is probably one of the worst for this, actually, since its DPA is so horrible. I'd guess you'd still see a net damage increase by rotating jab in every 10s or so, but it'd definitely not be as much of an increase as it would be for a set whose tier one is actually otherwise worth using in an attack chain.
Which set would take advantage of it the best? Probably whatever set has the highest ST damage at whatever level of recharge you're considering (since you're then multiplying a bigger number), as long as it's also a set where it's feasable to use the tier one in those chains. You'd have to ask one of the people well versed in attack chain number crunching for that, though, that's not an area I have much experience in.
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Jab recharges faster than most tier 1 attacks, so does that make it use bruising better?
Also, is there an "attack set" that uses bruising more effectively as well? Like, one that can get the "most mileage" out of it? |
As long as the recharge is lower that 10secs a constant application of bruising can be kept. And afaik most if not all tier 1 attacks are between 1 and 2 sec recharge.
all that you really need is to be able to toss your tier 1 at least every 10 seconds, and that's possible out of the box for all of them.
What actually makes a tier 1 good for using this effect is that the tier 1 is otherwise worth using, so that you don't lower your damage too much just to lay the debuff on the target. Which set would take advantage of it the best? Probably whatever set has the highest ST damage at whatever level of recharge you're considering, |
Dark has -tohit and -res, 0.83s cast 3s base rech.
Elec has -end and -res and a weak chance to sleep. 0.83s cast 3s base rech.
Ice has -rech, -speed and -res. 1.33s cast and 3s base rech.
KM has -dmg -res. 0.83s cast 3s base rech.
Most other tier 1's seem to be disorients and thus have around a 6s recharge.
I wonder what the "best" attack for Bruising is?
Like, is there a tier one attack that uses bruising more effectively than any other tier one? For example, Jab recharges faster than most tier 1 attacks, so does that make it use bruising better? Also, is there an "attack set" that uses bruising more effectively as well? Like, one that can get the "most mileage" out of it? |
It can slot both of the -Res procs, and is, to my knowledge the only set that can do so. Ablating Strike will take the Achille's Heel -Res, and Sweeping Strike will take the Fury of the Gladiator -Res.
While Bruising will not stack with itself, and the -Res procs will not stack with themselves, they WILL stack with each other for a potential -60% resistance debuff. I'm working on building an Invuln/Dual Blades with that exact plan. I can potentially stack 60% debuff while running a chain of Nimble Slash-Blinding Feint-Attack Vitals Combo, which also has the added bonus of needing no global recharge bonuses to run.
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You know, if they just did a diminishing return on it, they could make it stack in a way that made two tanks on a team still profitable, but anything more would taper off.
Let's say that the second instance of Bruising did 20% of the debuff of the first instance, therefore adding another 4%. And the third instance would debuff at only 20% of the second, making it .8%. The fourth through eighth instances would follow suit. So basically, on a team of 8, you'd only get just shy a full 25%
It's not overpowered, but it provides an small incentive for having more than one tank on the team.
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Not sure how the power is applied and how easy that would be, but I would be up for that. I think ideas like that were tossed out when we first heard about Bruising, but Castle didn't seem up for it. Either that, or it's on some backburner.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
You know, if they just did a diminishing return on it, they could make it stack in a way that made two tanks on a team still profitable, but anything more would taper off.
Let's say that the second instance of Bruising did 20% of the debuff of the first instance, therefore adding another 4%. And the third instance would debuff at only 20% of the second, making it .8%. The fourth through eighth instances would follow suit. So basically, on a team of 8, you'd only get just shy a full 25% It's not overpowered, but it provides an small incentive for having more than one tank on the team. |
When there had been the initial open beta discussions on bruising being added to the tier one attacks, I was hoping there was going to be some stacking. My thought was more along the lines of having 18.75% of the -res non stack-able, but the other 1.25% stack-able with other tanks. Similar results (although this would add up to 28.75%), but more of a linear progression on the stacks. Any way you look at it it would still be nice if there was some, even if minor, stacking.
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Bruising is that wonderful little resistance debuff now inherent to all tanker attacks, it has it's limitations, such as being unable to self stack, but I would like to know if multiple tankers could stack multiple applications together on a single target.
Like two tankers applying bruising twice for a total of a -40% res debuff.
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