Fortunata Damage
As I play my Fortunata in RV, I become increasingly annoyed about how much damage output I have, compared to my low survivability due to diminishing returns. So, let's define the Fortunata's spot in a PvP environment.
Firstly, Forts do not have the mez capability of a controller or dominater, since the base hold in dominate is a mear two seconds. Therefore the damage output should be higher than that of a controller. Fortunatas are also not tanks, lacking a major "oh crap" button, having very little eluvisity, having VERY low defense-debuff resistance and lacking the definitave power of Taunt. So Fortunata damage should be higher than a tank. Fortunatas are not blasters, having slightly higher survivability. So the Fortunata's should not be as powerful as a blaster's (as it was before the nerf bat). Now lets compare the damage of the Fortunata's primary attacks, to similar powers in other sets (according to Mids' Hero Designer). Fortunata's Mental blast-97.53 damage Dominators's Mental blast-139.7 damage Controller's Mental blast-145.3 damage Blaster's Mental blast-145.3 damage Defender's Mental blast-97.53(not counting the base 30% damage buff) Corruptor's Mental Blast-97.53 The base damage of the Fortunata's mental blast is far lower than the rest of the ATs. The Controller and Dominator versions of Mental blast does more damage, yet the AT has greater mez potential, and are arguably more survivable than a Fortunata. The Blaster's version is about 150% as powerful as the Fortunata, which I find unacceptable because of the offensive nature of the Fortunata AT. I propose the damage of the Fortunata's mental blast to deal AT LEAST 125% of its current base damage, or 121.91 damage. Now, let's move on to telekinetic blast. Fortunata's Telekinetic Blast-75.59 Blaster's Telekinetic Blast-115.4 Defender's Telekinetic Blast-80.1(not counting the 30% damage buff) Corruptor's Telekinetic Blast-80.1 The Forunata's Telekinetic Blast is under par with the rest of the ATs, doing less damage than both the Defender AND Corruptor versions of the power, where both Defenders AND Corruptors are support in the pvp environment. I propose that the Fortunata's version of Telekinetic Blast have it's base damage increased to something between the Blaster and Corruptor version's, about 110%, or to 87.55 Damage. Let's move on to Subdue. Fortunata's Subdue-106.6 Dominators's Subdue-139.7 Blaster's Subdue(although it acts differently)-133 Defender's Subdue-102(not counting the 30% damage buff) Corruptor's Subdue-102 Out of the Fortunata's powers, I find that this is the most well balanced, BUT it should still do slightly more damage than the Defender or Corruptor versions of the power, since the fortunata does not fill the support role that both the Defender and Corruptor do. The damage of this power should be increased by 115%, or to 122.59 damage. Let's move on to the final, and most imbalanced power, dominate. Fotunata's Dominate-84.05.....2 second hold duration Dominator's Dominate-110.2.....4 second hold duration Controller's Dominate-76.41.....4 second hold duration Defender's Dominate-102.1(not counting the 30% damage buff).....2 second hold duration Corruptor's Dominate-117.8.....2 second hold duration This power is severely imbalanced. The Dominator version of this power does about 130% more damage than the Foruntata's Dominate, yet it has DOUBLE the hold duration. The Corruptor's version of Dominate is FAR more powerful(140%!!!!!) than the Fortunata's version, and the Corruptor is a support Specific AT. This power's damage should be increased by AT LEAST 130%, or to 109.27 damage. If these changes are made, I believe that the Fortunata will once again have a place in the PvP environment that is not called a "Farm Target", or "Useless". Let me summerize the changes.... Mental Blast-125% of its base damage, or 121.91 damage. Telekinetic Blast-about 110% of its base damage, or 87.55 damage. Subdue-115%, or 122.59 damage. Dominate- 130%, or 109.27 damage. If you think I missed anything or should have included something else, please don't hesitate to inform me. Thank you for your time. |
@TheKatalyst
My **** is bleeding.
Thanks for breaking the ice Kat. And yes, it has been complained about, but i wanted to add more detail to it than.."fix plz thnks"
I wrote a post up on defenses post-13, years ago. It never made a difference, even though a redname posted in it.
http://boards.cityofheroes.com/showthread.php?t=196688
Fortunata damage was reduced because they have a damage mitigation secondary. The funny part is, without using IOs to build for defense, a single blaster epic resistance shield mitigates nearly as much damage as the entire Fortunata secondary.
The way I made my fort more offensively capable was tossing Glad Jav procs in all the attacks (hold damage procs in dominate) and using shatter armor every time it was up/starting attack for spikes in team pvp. It doesn't put you on par with blasters/doms, but with your disruption it doesn't make you totally useless.

I actually decided to go with gloom and took darkest right... since TS is so silly.
And with reactive i found that if I get two more attacks off instead of shatter, it seams like im doing more damage, but I could be wrong. And gloom is cool looking anyway
As I play my Fortunata in RV, I become increasingly annoyed about how much damage output I have, compared to my low survivability due to diminishing returns. So, let's define the Fortunata's spot in a PvP environment.
Firstly, Forts do not have the mez capability of a controller or dominater, since the base hold in dominate is a mear two seconds. Therefore the damage output should be higher than that of a controller.
Fortunatas are also not tanks, lacking a major "oh crap" button, having very little eluvisity, having VERY low defense-debuff resistance and lacking the definitave power of Taunt. So Fortunata damage should be higher than a tank.
Fortunatas are not blasters, having slightly higher survivability. So the Fortunata's should not be as powerful as a blaster's (as it was before the nerf bat).
Now lets compare the damage of the Fortunata's primary attacks, to similar powers in other sets (according to Mids' Hero Designer).
Fortunata's Mental blast-97.53 damage
Dominators's Mental blast-139.7 damage
Controller's Mental blast-145.3 damage
Blaster's Mental blast-145.3 damage
Defender's Mental blast-97.53(not counting the base 30% damage buff)
Corruptor's Mental Blast-97.53
The base damage of the Fortunata's mental blast is far lower than the rest of the ATs. The Controller and Dominator versions of Mental blast does more damage, yet the AT has greater mez potential, and are arguably more survivable than a Fortunata. The Blaster's version is about 150% as powerful as the Fortunata, which I find unacceptable because of the offensive nature of the Fortunata AT. I propose the damage of the Fortunata's mental blast to deal AT LEAST 125% of its current base damage, or 121.91 damage. Now, let's move on to telekinetic blast.
Fortunata's Telekinetic Blast-75.59
Blaster's Telekinetic Blast-115.4
Defender's Telekinetic Blast-80.1(not counting the 30% damage buff)
Corruptor's Telekinetic Blast-80.1
The Forunata's Telekinetic Blast is under par with the rest of the ATs, doing less damage than both the Defender AND Corruptor versions of the power, where both Defenders AND Corruptors are support in the pvp environment. I propose that the Fortunata's version of Telekinetic Blast have it's base damage increased to something between the Blaster and Corruptor version's, about 110%, or to 87.55 Damage. Let's move on to Subdue.
Fortunata's Subdue-106.6
Dominators's Subdue-139.7
Blaster's Subdue(although it acts differently)-133
Defender's Subdue-102(not counting the 30% damage buff)
Corruptor's Subdue-102
Out of the Fortunata's powers, I find that this is the most well balanced, BUT it should still do slightly more damage than the Defender or Corruptor versions of the power, since the fortunata does not fill the support role that both the Defender and Corruptor do. The damage of this power should be increased by 115%, or to 122.59 damage. Let's move on to the final, and most imbalanced power, dominate.
Fotunata's Dominate-84.05.....2 second hold duration
Dominator's Dominate-110.2.....4 second hold duration
Controller's Dominate-76.41.....4 second hold duration
Defender's Dominate-102.1(not counting the 30% damage buff).....2 second hold duration
Corruptor's Dominate-117.8.....2 second hold duration
This power is severely imbalanced. The Dominator version of this power does about 130% more damage than the Foruntata's Dominate, yet it has DOUBLE the hold duration. The Corruptor's version of Dominate is FAR more powerful(140%!!!!!) than the Fortunata's version, and the Corruptor is a support Specific AT. This power's damage should be increased by AT LEAST 130%, or to 109.27 damage.
If these changes are made, I believe that the Fortunata will once again have a place in the PvP environment that is not called a "Farm Target", or "Useless". Let me summerize the changes....
Mental Blast-125% of its base damage, or 121.91 damage.
Telekinetic Blast-about 110% of its base damage, or 87.55 damage.
Subdue-115%, or 122.59 damage.
Dominate- 130%, or 109.27 damage.
If you think I missed anything or should have included something else, please don't hesitate to inform me. Thank you for your time.