220% Rech Perma Overload
(boggle)
Perma hasten with no slots.
Criminy.
That said, the 30 second downtime would drive me nuts, but to each his own.
After retweaking it for the i21 changes to EA, you'll get even closer with Entropy shield's +rech
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
I only have a couple thoughts:
-Energy drain healing 1105.8 (on average with panacea proc) every 16 seconds with animation time(70 hp/sec)
(...) -2759 hp with 30.1 hp/sec (100 hp/sec in total with Energy Drain) |
True, but keep in mind that since you slotted KB sets into Punch/Haymaker, that will make them to KB 30%/60% of the time (respectively). Fine for GMs/AVs/mobs with kb protection, but annoying as hell against anything else.
I only have a couple thoughts:
The EA changes are removing the heal from ED (it's getting +def instead, like Ice/EA) and instead transforming CP to Energize (same as Elec Armor). True, but keep in mind that since you slotted KB sets into Punch/Haymaker, that will make them to KB 30%/60% of the time (respectively). Fine for GMs/AVs/mobs with kb protection, but annoying as hell against anything else. |
The changes would overall probably improve the build and it's concept, but you're right it would need some tweaking.
The KB was definitely noticed, i forgot about that part, it was a little annoying, but also very funny at times. Could always replace them both with 2 taunt sets, although it would lose some damage, not sure how much with 90% fury and 2x rage.
Also, the Overload downtime is annoying, but so is the rage downtime. It's definitely worth it to feel like a god destroying everything while having to rest every few minutes for a couple seconds. My characters name was "Unlimited" on Virtue. Pure white costume with the psycho pattern all over and a huge joker grin on his face, except energy cloak just made him look like a powerful/nightmarish figure (Phantasm but shinier).
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
The KB was definitely noticed, i forgot about that part, it was a little annoying, but also very funny at times. Could always replace them both with 2 taunt sets, although it would lose some damage, not sure how much with 90% fury and 2x rage.
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Kin Crash: 47.7% acc, 68.9% dmg, 47.7% end, 53% rech
C Impact: 68.9% acc, 97.49% dmg, 42.2% end, 68.9% rech (all but the dmg/end, with it 101.47% dmg, 68.9% end)
Also, the Overload downtime is annoying, but so is the rage downtime. It's definitely worth it to feel like a god destroying everything while having to rest every few minutes for a couple seconds.
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Why? Two reasons:
1) Rage itself is a smaller boost to a Brute than it is a Tanker, so the crash is more of a penalty.
2) Rage's activation and crash are eating up a higher percentage of your active time.
Methodology:
DamagePotential = ((Enhancements + Fury + Rage) * DmgMod) * (DmgUptime) * (FreeActivationTime)
DmgUptime is basically non-debuff time. The extra second is to account for the 10% dmg period.
No Rage:
((1.95 + 1.5 + 0.0) * 0.75) = 2.5875
Single Rage:
((1.95 + 1.5 + 0.8) * 0.75) * (111 / 120) * ( (120-1.32)/120 ) = 2.916
Double Rage:
((1.95 + 1.5 + 1.6) * 0.75) * (51 / 60) * ( (60-1.32)/60 ) = 3.1485
Comparison:
3.1485 / 2.916 = 1.0797 ~= 7.97% more damage
Why not just swap them for Crushing Impact? You'd lose a hair of recharge (5%), but deal more damage and have better enhancement values with just 5 slots.
Kin Crash: 47.7% acc, 68.9% dmg, 47.7% end, 53% rech C Impact: 68.9% acc, 97.49% dmg, 42.2% end, 68.9% rech (all but the dmg/end, with it 101.47% dmg, 68.9% end) I was actually doing some calculations, and while double stacked Rage is amazing in short, discrete fights, it's less amazing for dps. It was coming out to be only about a 7.97% dmg buff over single Rage for a Brute. Why? Two reasons: 1) Rage itself is a smaller boost to a Brute than it is a Tanker, so the crash is more of a penalty. 2) Rage's activation and crash are eating up a higher percentage of your active time. Methodology: DamagePotential = ((Enhancements + Fury + Rage) * DmgMod) * (DmgUptime) * (FreeActivationTime) DmgUptime is basically non-debuff time. The extra second is to account for the 10% dmg period. No Rage: ((1.95 + 1.5 + 0.0) * 0.75) = 2.5875 Single Rage: ((1.95 + 1.5 + 0.8) * 0.75) * (111 / 120) * ( (120-1.32)/120 ) = 2.916 Double Rage: ((1.95 + 1.5 + 1.6) * 0.75) * (51 / 60) * ( (60-1.32)/60 ) = 3.1485 Comparison: 3.1485 / 2.916 = 1.0797 ~= 7.97% more damage |
I was actually wondering if double stacked rage hurt DPS because of the constant crashes, glad to see it ups it by 8%. The thing to remember is, during that downtime Reactive Interface and Procs still work, and in reality when you need to pop inspirations or heal, rage crash is the time to do it.
It probably ups DPS more if you factor in those things, specifically reactive. On the other hand, even if it's DPS was the exact same and it balanced itself out, the fact that I do larger orange numbers and more damage in a shorter amount of time than other brutes (every second before the rage crash i'm doing more damage) fits the concept of the God Mode for a limited amount of time with mini crashes. It fits perfectly actually.
I could switch out boxing for Dampening field and put adjusted targeting in Rage. This would make rage better and give me more res, as well as a +3% def IO, but the goal was to get as much recharge as possible to have Overload up as much as possible as well as my attacks to create a better chain of KD and damage.
In fact i would only lose 1.25% recharge, and of course the right to brag about 220% recharge. I think the brute with 220% rech seems more impressive than the 218.75% or 215% rech.
Also, calculations are much appreciated, I never got around to do them myself.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
just a question, but are you including the use of vet powers or judgement powers which are not subject to the -dmg portion of the rage crash during the crash to account for the dmg loss?

I knew that procs and Vet powers still worked during a Rage crash, but I never even thought about Judgements and Reactive Interface, even thy should have been obvious. I think my level 31 SS/Inv brute just became my prime leveling task during Double XP!
@Roderick
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
The sweet spot for double stacked rage is when you activate rage during the end of the rage crashes.
As for the original topic, the awesome visual effects for Overload make me see the reasoning for trying to make it perma, even though it's something I'd never do myself. I'd personally like it to become a tier 9 similar to OWTS from Shield Defense(or make it give resistance instead of defense) so it became a more viable power choice.
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
The biggest question I have is where did you get the L53 HOs lol
Virtue: @Santorican

Dark/Shield Build Thread
The biggest question I have is where did you get the L53 HOs lol
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"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Leave multiple gigantic bids for the 51-53 level range on the market for month after month. Also check the market forum, since they sometimes come up for sale there. Now ignore all that because I want them all. Mine mine mine!!!
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As for how i got mine, it was all through PvPers. PvPers were exploiting the hell out of the game to get em when you could, and i know a bunch with bases full of them. Paid 500 mill to 1 bill for anywhere between 51-53 HOs and combined them up to 53 levels of performance.
Also, i have 4 level 52 Acc/Dmg HOs i couldn't even sell on the market forums, so it seems they aren't popular or their effectiveness isn't well-known.
My PvPers are full of 53 HOs (maybe 5-6 per, and one guy has 15 of them), it can really make the difference in a fight.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Although it's a brute, let's just say i'm porting it over to scrappers when possible and since it's based off of Murdok's Spine/SR....scrapper forums seems better (as it is for nearly everything).
As soon as Murdok posted his Spine/SR, he and I started PMing as I had an idea for the same concept with a SS/EA brute. Perma Overload with the +hp bonus and constant energy drain seemed extremely nice. The build is not theoritical. I made this exact build (from the 53 HOs to the shield wall/panacea proc) but eventually stripped it as I am a PvPer, and just thought i'd test out something that dominated at PvE that wasn't a pure farmer.
It uses phase for the crash instead of hiber, but it can use demonic every 2nd crash. Instead of using a blue for the crashes where demonic was down, I used energy drain instead, timing it right before and getting the end after, then phasing. (The timing is difficult and when i did mess up i always had a blue anyway)
It has....
-Near perma double rage (1 second off)
-Energy drain healing 1105.8 (on average with panacea proc) every 16 seconds with animation time(70 hp/sec)
-Perfect end (Full end every 16s)
-2759 hp with 30.1 hp/sec (100 hp/sec in total with Energy Drain)
-Foot stomp with +rech proc every 6.724 seconds (6.244s if it procs)
-Very good KD between foot stomp/Dark oblit with proc
-Can achieve the best SS chain (Possibly better with this much Rech)
-Overload down 33.7 seconds (not factoring +rech proc or Geas)
Seeing how the +rech proc works, it should be on 80% of the time if you use FS everytime it's up.
Feel free to play with it, use it or give suggestions. I don't post any builds i currently use, but this one worked very well while it did. Although Psi was hard, with KD and purples it was never a huge problem. Should be more fun when EA gets a +rech toggle.
It had t4 alpha but no other incarnate.
Suggestions? Flaws? Improvements?
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.