Brute fury doesn't work in pvp!


all_hell

 

Posted

i have a problem with my brute SS/FA, in pvp the fury doesn't go more of the 75%. And doesn't give me the bonus damage!!! i have on my display over 230% of bonus damage but my punch are going up from 85 to 100. I'm full slotted purple and pvp set with incarnate too. I remember when my knockout blow on 100% fury deal over 400 hp of damage on a tanker 5 month ago, and now doesn't go up more than 75% and my knockout blow is to 200 hp of damage. Is a bug or was nerfed?


 

Posted

Isn't Fury's damage bonus affected by Diminishing Returns?


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

i don't know. but that is ridiculus. how the brute can pvp without is damage. tank has hp, brute has damage, scrap has crit. tank hp cap now is over 3500 hp in pvp, scrap crit is the same and they have the new kinetic melee really strong, and brutes has nothing. doesn't go up over 75% and the damage dealing now is ridiculus! i hope is a bug!


 

Posted

At first glance I'd say you're wrong, but honestly with the way PvP mechanics are so much different than PvE mechanics(thanks devs...), you could be right.

Since you're seeing the damage bonus, I suspect it's not an issue with fury in particular but a PvP mechanic that nerfs external damage bonuses or something of the sort.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

in pve is the same, fury max % is 75. and they nerfed the overall damage output of the brute. now tank do more damage than brute, expecially with bruiser!


 

Posted

wut


 

Posted

Quote:
Originally Posted by SAUZER View Post
in pve is the same, fury max % is 75. and they nerfed the overall damage output of the brute. now tank do more damage than brute, expecially with bruiser!
Not true, for PvE anyway. Brute fury max is about 85%, and even with less fury a Brute does more damage than a Tanker.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Quote:
Originally Posted by Auroxis View Post
Not true, for PvE anyway. Brute fury max is about 85%, and even with less fury a Brute does more damage than a Tanker.
I think it is clear the OP does not like to use facts.

Oh, and fury can get up to 90-95% in some cases.


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Quote:
Originally Posted by SAUZER View Post
in pve is the same, fury max % is 75.
No, it's not. My brutes hit 100% all the time.

Quote:
Originally Posted by SAUZER View Post
now tank do more damage than brute, expecially with bruiser!
No they don't. Check your Mids'.

05% Fury gets you past tankers


 

Posted

Quote:
Originally Posted by all_hell View Post
No, it's not. My brutes hit 100% all the time.
Your brute won't hit 100% unless you use the villain temp power, and that's
1) only once every 20 minutes
2) assuming you're fully saturated in aggro? about 86% total.


But yea, fury isnt broken, to keep the argument going with the OP


 

Posted

I haven't tested this, but the OP may be right. Brutes rely on +damage from Fury to augment a very low AT damage modifier. PvP has global diminishing returns on recharge, damage, defense, resistance, etc. If Fury is affected by diminishing returns in PvP just as all other sources of +damage are, then 75% Fury / 150% enhanced damage could essentially be adding very little overall performance.

I haven't tested this, but Brutes could well have less HP and less damage than a Tanker.


 

Posted

Quote:
Originally Posted by LygerZero View Post
Your brute won't hit 100% unless you use the villain temp power
Frenzy is your friend. But I am pretty sure that it comes around much more often than once every 20 minutes.


 

Posted

6 minutes. My bad. Not near quick enough to say "All the time".


 

Posted

Quote:
Originally Posted by LygerZero View Post
6 minutes. My bad. Not near quick enough to say "All the time".
I see. What's the technical definition of "all the time?" LOL


 

Posted

As much as I love Frenzy, 100% fury is still strictly hypothetical. By the time you are out of the Frenzy animation and your first attack starts, it's already lost a tick or two.

Not that it matters, I'm usually popping build-up while that happens, but still is a second or three at max before the decay kicks in too much to ask for in Frenzy?


 

Posted

Quote:
Originally Posted by MayorOfAngrytown View Post
As much as I love Frenzy, 100% fury is still strictly hypothetical.
Hypothetical except it exists.
Quote:
Originally Posted by MayorOfAngrytown View Post
By the time you are out of the Frenzy animation and your first attack starts, it's already lost a tick or two. ...but still is a second or three at max before the decay kicks in too much to ask for in Frenzy?
I know. pbbbbbt :b Maybe sometime they'll change it


 

Posted

Quote:
Originally Posted by all_hell View Post
I see. What's the technical definition of "all the time?" LOL
If I have to explain this we have bigger things to deal with than fury in PvP. lol


 

Posted

75% of the fury bar or +150% damage is normal. It can be higher but 1vs1 you will rarely get more. Considering all +damage is under DR and fury gives +damage it is not shocking that you are doing less damage than normal in pvp zones.

Defenders and blasters have the same issue but to a lesser extent on defenders since the bonus is not that high compared to fury.


 

Posted

Ok now doing some testing and I don't think it is fury that is broken. What appears to be happening is a 14% damage reduction after all other bonuses resists are applied. I made a 3rd build on one of my villian brutes on one account and put it up against another hero brute on a different account. I used no enhancements at all so I am just looking at base damage and fury vs the base resistance of the other brute. In this case the S/L resist is 18.8%.

For those of you really bad at math, that means if an attack does 100 base damage, without fury, the end result would be 100-18.8 for a total of 87.2 damage.

I start off with Jab. Listed pvp damage is 80.58 so at 18.8 resist it should do 65.43. Instead it did 56.28.

I only had the level shift applied on the defending brute so I figured that could have been the issue. So I logged into a defender without the level shift. The base resist on that was 28.6% so Jab should have done 57.53. Instead it did 49.49. So I decided to put on my resist toggle on the defender to see what happened. The resist bumped up to 38.24 so the damage should have been 49.77. It was actually 42.80.

Now in each of these cases, the damage done is 14% less than it should be AFTER resists.


Thinking it may just be SS that is causing the issue, I tried Gloom. 86.55 damage -39.17% resist in this case would be damage of 52.65%. Actual damage was.... 14% less at 45.2.

Same thing with every single attack I used including boxing and brawl. So I switched to my defender and used brawl. Now I don't know the exact way DR works on damage but my defender has base damage bonus of 36.5% and base damage for brawl on a defender is 12.8. If there was no DR on +damage it would do 17.47 -the 14.4% resist on the other brute for a final damage of 14.96. It was 12.2. -14% would bring it down to 12.8 so it does appear that the -14% damage is being applied to everyone regardless of level shift after all resists are taken into consideration.


This seems to hurt brutes and to a lesser extent blasters and defenders, whos iherent power provides them with +damage that is already nerfed by DR, only to be resisted even more once the final numbers are calculated.

So once again, pve go with defense, pvp go with resists. Maybe someday defense will have some meaning in PVP.



Edit to add: Starting new thread in PVP forums on this topic since it does not appear to have anything to do with fury and much more to do with PVP.


 

Posted

Quote:
Originally Posted by HelinCarnate View Post
So once again, pve go with defense, pvp go with resists. Maybe someday defense will have some meaning in PVP.
They tried that. It's called Elusivity, and it was unbelievably overpowered when they first implemented it. For about 6-8 months it was damn near impossible to hit a defense based character (hence why Widows were so popular in PvP for a while)

Then they realized how broken it made defense based characters and adjusted it. End result: Defense is a little bit better than it used to be, but still doesn't do much good because everyone slots for extra accuracy in PvP anyway.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Typical from what I have seen from pvp changes in this game. Overreaction seems commonplace.

Hey some minor changes are needed to pvp..... Lets revamp the whole thing so we have no way to measure what changes helped and what changes did not help. Hey Defense is useless.... lets make it almost impossible to hit. Hey no one can hit anyone anymore.... lets nerf the hell out of defense to make it slightly better than it used to be before the last change.


 

Posted

Quote:
Originally Posted by SAUZER View Post
in pve is the same, fury max % is 75. and they nerfed the overall damage output of the brute. now tank do more damage than brute, expecially with bruiser!
Although poorly worded, what sauzer means (I think) is that in PvP tanks have more damage and more HP. The PvP damage mods to tanks, bruising, and fury DR makes a tanker better in PvP all else being the same.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
They tried that. It's called Elusivity, and it was unbelievably overpowered when they first implemented it. For about 6-8 months it was damn near impossible to hit a defense based character (hence why Widows were so popular in PvP for a while)

Then they realized how broken it made defense based characters and adjusted it. End result: Defense is a little bit better than it used to be, but still doesn't do much good because everyone slots for extra accuracy in PvP anyway.
not necessarily true. people slot for accuarcy, but not extra.

however, there is alot of to hit around in pvp and thats what really kills defense based toons. everything has to hit and its generally always something that has the ability to spike.

very rarely does a pvp toon not have some form of aim/BU/rage like power that gives to hit. and its even rarer to have a toon that doesn't have tactics for the perception buff, that stacks afew times and its game over.

ultimately the best way to go about it is to completely rework the way to hit/defense works in pvp, because its pretty obvious porting over the pve mechanic doesn't work.

to the OP, with GR there is really little reason to use a brute in pvp. brutes and tanks only served as disruption/taunt toons with some damage using fossilze and something like KO blow on mezzed targets. with the lower HP and the fact that fury is useless mechanic in pvp(save lolfiteklub) you're really better off rolling tank.

brute's can still be used and they aren't in the camp of "can't be used", but they're far less effective than tanks. welcome to i13 pvp, were everything is more acceccible, but actually the opposite is true.


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.