59% Softcap Confirmation?


Aliana Blue

 

Posted

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Originally Posted by ClawsandEffect View Post
I still don't see why you're discarding the fact that if the to-hit had NOT been raised, these trials would be comparatively trivial for defense based characters. Especially the ones that could already solo on +4/x8.
I don't see how that's any different than layered mitigation sets or Resistances building for softcap.

Both of whom, as I said earlier, are tougher once they are softcapped than softcapped defense based sets.


Quote:
Originally Posted by ClawsandEffect View Post
Would it be fair for these trials to be hard for squishies and resistance based sets, but a walk in the park for defense based characters because 95% of everything thrown at them misses?
If 90% of everything that is thrown at my WP misses and only 80% of everything thrown at my SD misses, is there not a huge survival discrepancy between them considering the other survival advantages WP has?

Grabbing Darkest Night means the SD will be able to push back to 95% of stuff missing.


Quote:
Originally Posted by ClawsandEffect View Post
Or do you just get a kick out of being invincible while your teammates get frustrated with repeated faceplants? I'm trying to understand why 14% extra to-hit is such a HUGE deal.
Because a lot of players suck, really really badly.

I've been on more Lambdas than I care to count where teammates were simply crap for support, crap for sticking together.

At that point, I can either quit like a chump or man-up and push forward.

I'm going to build for the second option. Its exactly what my other two Brutes do in the exact same situation.

And if I am invincible, my teammates are invincible - because I am usually the one in the lead, taking alphas and aggro and eating the lion's share of the damage and debuffs that the squishies could all be eating instead.

Im going to keep reiterating this for you, because you keep missing it, my Brutes are designed to tank for teams they do not run around like the typical PUG headless chicken Brute/Scrappers that plague the wilds of PUGland.

I know it must seem unfathomable to you that I could A) Be tanking for teams and B) be taking too much incoming flak due to a lack of support due to poor team comp or simply bad players, but spend one weekend running marathon trials on Freedom and maybe you might start to understand.



Quote:
Originally Posted by ClawsandEffect View Post
Melee has NOT been made worthless or redundant. It has just been made to be more reliant on the other ATs for a change.

I'd imagine that makes the players of those other ATs smile a bit after the last several years of feeling rather useless to you because your melee character didn't really need anything they had to offer.

You keep harping on this point but refuse to address the counter point - those other ATs are the most powerful ATs in the game, they can easily make melee's obsolete.


I never feel like that when I play my Corrs and Doms, because I build them well enough that I don't have to.


Maybe other people's support characters feel like they suck, but mine certainly don't.


There is a reason that the standard LRSF Freedom Phalanx Rush was 1 Brute and 7 Corrs - and it has nothing to do with melees being invincible and making support ATs obsolete. The only reason the Brute is there is because they can hold all of the ATs in one spot for them to die.


In fact, I'll go one point further, the reason the top end content is so ridiculously loaded with debuffs, to hit buffs and pretty much every other nasty trick the devs can think of is because of support ATs.


This is a silly argument, I'm really stunned if you actually think force multipliers are suffering in this game and living in the shadow of melees running around punching stuff.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I'm trying to understand why 14% extra to-hit is such a HUGE deal.
Going from 50% chance to be hit (assuming even level, for now) to 64% chance to be hit means you get 28% more damage in than usual. Going from 5% chance to be hit to 19% chance to be hit means you get 280% more damage in than usual.

The other part of the equation is how much one would have to invest to mitigate that extra damage with a non-defense build (more healing/resistances/whatever) vs. how easy it is to come up with an extra 14% defense.

And there's the fact that both SR and SD get some form of resistance (so they're not completely one-layered), but you get the point.


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Posted

Quote:
Originally Posted by Aliana Blue View Post
The other part of the equation is how much one would have to invest to mitigate that extra damage with a non-defense build (more healing/resistances/whatever) vs. how easy it is to come up with an extra 14% defense.
For a SD Brute or Scrapper, coming up with a straight +14% defense when you are already softcapped means specializing extremely heavily for that goal.

You will need to go Nerve, You will need maneuvers and the gladiator unique, you will need barrier and you will need to sacrifice recharge.

I'm not willing to do all that, but I have an option available.


 

Posted

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Originally Posted by Deus_Otiosus View Post
Because a lot of players suck, really really badly.

I've been on more Lambdas than I care to count where teammates were simply crap for support, crap for sticking together.

At that point, I can either quit like a chump or man-up and push forward.

I'm going to build for the second option. Its exactly what my other two Brutes do in the exact same situation.

And if I am invincible, my teammates are invincible - because I am usually the one in the lead, taking alphas and aggro and eating the lion's share of the damage and debuffs that the squishies could all be eating instead.

Im going to keep reiterating this for you, because you keep missing it, my Brutes are designed to tank for teams they do not run around like the typical PUG headless chicken Brute/Scrappers that plague the wilds of PUGland.

I know it must seem unfathomable to you that I could A) Be tanking for teams and B) be taking too much incoming flak due to a lack of support due to poor team comp or simply bad players, but spend one weekend running marathon trials on Freedom and maybe you might start to understand.
This actually sums up your problem fairly well.

You are attempting to do something designed to require teamwork with crappy teammates.

In these trials, if your support sucks you are going to get slaughtered. Everyone has to pull their weight, and if the support doesn't do so, the melee is NOT going to be able to pick up the slack and do it all themselves.

You support them by taking agro, they support you by buffing and healing so you can survive that agro. Even with an obscene amount of force multiplication, at the end of the day those ATs are squishier than you. They can and will be one and two shotted by things that you could survive, so it makes sense for them to buff you so you can take those hits for them.

What doesn't make sense is for you to expect to waltz in and handle all of that agro by yourself when your support isn't up to snuff. I've watched a Stone tank in Granite get beaten down by a mob in seconds flat because he thought he didn't need help.

In short, everyone needs to support each other. If you try to be the hero and take all that agro while your teammates twiddle their thumbs, you are going to die, messily and repeatedly.


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

Quote:
Originally Posted by ClawsandEffect View Post
In these trials, if your support sucks you are going to get slaughtered. Everyone has to pull their weight, and if the support doesn't do so, the melee is NOT going to be able to pick up the slack and do it all themselves.

You support them by taking agro, they support you by buffing and healing so you can survive that agro. Even with an obscene amount of force multiplication, at the end of the day those ATs are squishier than you. They can and will be one and two shotted by things that you could survive, so it makes sense for them to buff you so you can take those hits for them.
I understand all the need for support and to play tanker for the squishy characters - but it is not the same as doing it on a Tanker. Brutes need to push the envelope further, build better and play better.



Also, can we assume that when your support crew sucks you just up and quit the league in that very moment?


Quote:
Originally Posted by ClawsandEffect View Post
What doesn't make sense is for you to expect to waltz in and handle all of that agro by yourself when your support isn't up to snuff. I've watched a Stone tank in Granite get beaten down by a mob in seconds flat because he thought he didn't need help.

My WP Brute can handle mobs alone - its not optimal and I'd prefer the team to stick together because its faster, more efficient and requires less resources on my part (T3 insps).


The DM/SD is close and is performing well, but still does not have all his key incarnate powers yet.

It just requires enough tools and back up plans to keep yourself alive.

This is how I build, and this is what I plan to do for the second SD brute.


Quote:
Originally Posted by ClawsandEffect View Post
In short, everyone needs to support each other. If you try to be the hero and take all that agro while your teammates twiddle their thumbs, you are going to die, messily and repeatedly.
Unless I'm playing my WP or DM/SD Brutes, both of whom can survive those situations and make do.

Its just the SS/SD Brute that is having issues due to being a very offensively focused build - hence the slight retooling.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
There is a reason that the standard LRSF Freedom Phalanx Rush was 1 Brute and 7 Corrs - and it has nothing to do with melees being invincible and making support ATs obsolete. The only reason the Brute is there is because they can hold all of the ATs in one spot for them to die.


In fact, I'll go one point further, the reason the top end content is so ridiculously loaded with debuffs, to hit buffs and pretty much every other nasty trick the devs can think of is because of support ATs.


This is a silly argument, I'm really stunned if you actually think force multipliers are suffering in this game and living in the shadow of melees running around punching stuff.
Nailed it. I can't believe an experienced player would not be aware of the fact that stacked buffs/debuffs in this game are ridiculously more powerful than anything melee toons can do.