Highest Brute DPS Primary


all_hell

 

Posted

Regardless of appearances, I just want whatever will provide me with the highest DPS Brutes can muster. Presently, I've only been looking at the numbers for Battle Axe, Claws, Electric Melee, Kinetic Melee, Street Justice, Super Strength, and War Mace as those would be my preferences for thematic reasons.

Super Strength followed by Claws appear to both have a clear advantage over the rest since they can easily maintain double stacking Rage (160%) and Follow Up (60%), respectively.

Kinetic Melee and Street Justice were both tricky for me though. Due their special effects, Mids couldn't give me the information I needed. Is the 25% Damage Boost on KM attacks always active or does that apply only when Power Siphon is up? If it's always there, how high are you able to maintain its damage boost on average? Also, what damage percentage does each stage of Combo Level provide?


 

Posted

I don't know first-hand, but I hear that SS/Fire is tops for DPS. I imagine that SS provides the most DPS regardless of secondary, but if a combo edged it out then SS would be close behind.

This is predicated on expensive builds, of course.


's doesn't make things plural.

 

Posted

Oh, I'm going with WP for my Secondary.


 

Posted

Quote:
Originally Posted by retched View Post
Oh, I'm going with WP for my Secondary.
When the discussion is damage, the conversation begins and ends with fire.

Fire melee. It's what it does.


 

Posted

Quote:
Originally Posted by retched View Post
Regardless of appearances, I just want whatever will provide me with the highest DPS Brutes can muster. Presently, I've only been looking at the numbers for Battle Axe, Claws, Electric Melee, Kinetic Melee, Street Justice, Super Strength, and War Mace as those would be my preferences for thematic reasons.

Super Strength followed by Claws appear to both have a clear advantage over the rest since they can easily maintain double stacking Rage (160%) and Follow Up (60%), respectively.

Kinetic Melee and Street Justice were both tricky for me though. Due their special effects, Mids couldn't give me the information I needed. Is the 25% Damage Boost on KM attacks always active or does that apply only when Power Siphon is up? If it's always there, how high are you able to maintain its damage boost on average? Also, what damage percentage does each stage of Combo Level provide?
I think Claws still out performs the others for highest DPS. In fact, Claws is the only primary which is shared with scrappers in which it is better on brutes than on scrappers, not by much, but it edges scrappers out.


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Posted

Quote:
Originally Posted by Bonnes View Post
I don't know first-hand, but I hear that SS/Fire is tops for DPS. I imagine that SS provides the most DPS regardless of secondary, but if a combo edged it out then SS would be close behind.

No.

SS/FA/Soul, as a combination, with Gloom & Burn has potentially the best ST DPS available to Brutes.

SS on its own, without gloom and without FA has some of the worst ST DPS available to Brutes.

On it's own, SS is only slightly better than Electric Melee (which is pretty terrible for ST).



So if you're not planning on FA, and you're not planning on Soul Mastery - SS is not the best choice if you want ST DPS.


 

Posted

Now I know. However, I figured Soul was a given. :P


's doesn't make things plural.

 

Posted

Quote:
Originally Posted by Bonnes View Post
Now I know. However, I figured Soul was a given. :P
I'm actually leveling a fire/wp/soul brute right now. I'm into the 30's (goin' nice and slow, enjoying all the new content) and I have to say, my expectations as to the performance envelope of that combo are already being confirmed.

The toon is a monster.

Incredibly durable, superb damage, agile and fast, just a real dream to play. Yes, with only modest setting the hit points bounce up and down a lot, but as the defense starts climbing toward softcap that should steady right up.

Most important, it's very rare that they ever bottom out. Brute willpower toons are amazingly able to absorb punishment and still win fights.


 

Posted

SS/Fire/Soul will be very high, but not the top. The key in that combo is the fire/soul, not the SS. SS is actually pretty bad for DPS, with rage taking a ton of damage away during its crashes and having a fairly lackluster attack chain. SS/Fire/Soul is a great combo however, dealing amazing AoE damage and great single target damage, but it shouldn't be the best, despite being able to use a buffed Gloom without causing redraw.

I would highly look into TW/Fire when that combo is available. It would take a lot of recharge, and probably wouldn't be incredibly sturdy, but it should be tops for DPS from the numbers I'm been running. However, I would warn that Gloom may actually slow the DPS because of the redraw.


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by Combat View Post
However, I would warn that Gloom may actually slow the DPS because of the redraw.
If you have momentum, there is no redraw animation - the weapon materializes in your hand and immediately animates the power. At least that's the case on Beta, and it might not work that way come December 6th.


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Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
SS on its own, without gloom and without FA has some of the worst ST DPS available to Brutes.

On it's own, SS is only slightly better than Electric Melee (which is pretty terrible for ST).
Base, un-enhanced numbers completely support that. The majority of the other primaries are limited to that, but Super Strength isn't. Rage is such a huge difference maker. Here's a look at Fire, Elec, and SS:

- Fiery Melee
Scorch: 21.95
Fire Sword: 18.19
Cremate: 17.47
Incinerate: 17.41
Breath of Fire: 10.78
Fire Sword Circle: 6.71
Greater Fire Sword: 18.38

- Electrical Melee
Charged Brawl: 17.84
Havoc Punch: 14.31
Jacobs Ladder: 12.61
Thunder Strike: 7.49
Chain Induction: 7.15
Lightning Rod: 2.80

- Super Strength (Double Stacked Rage)
Jab: 32.79
Punch: 28.46
Haymaker: 25.55
Knockout Blow: 19.34
Hurl: 23.11
Footstomp: 9.51


 

Posted

You shouldn't be double stacking rage for DPS. The more often you use rage the more often you are crashed and unable to deal any damage, the only reason to double stack rage is Burst damage.


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
You shouldn't be double stacking rage for DPS.
I'm not at all convinced that's true.

If we have a brute with 95% damage enhancement in attacks, and 70 fury (+140%), and unstacked Rage (+80%), he's running around with +315% damage, or 415% total. 10 seconds out of 120 are spent in a crash, basically doing no damage. If we take a weighted average over those 120 seconds, (110*415 + 10*0)/120 = 380% damage averaged over time.
If he double-stacks Rage, casting it exactly every 60 seconds, he'll be at 495% damage, but have twice as many crashes. The weighted average here is (100*495 + 20*0)/120 = 412% damage averaged over time.

But you don't actually do zero damage during rage crashes - Judgement still works fine, as do Interface DoTs. You can also use the time to combine/manage your insps, use clicky defenses, etc that would eat into your dps anyway. So Rage crashes actually cost less DPS than the above analysis suggests, putting double Rage even further ahead.

The annoyance factor of frequent Rage crashes is another matter, as is the endurance drain. But for straight DPS, double Rage appears to be advantageous. I might be missing something, please correct me if so.


 

Posted

Don't forget to factor in the -res from rib cracker when you're doing SJ's numbers. The -res debuff is applied after you calculate your DPS. Let's say you had a DPS of 200 damage per second, the -7.5% debuff would make your actual DPS 200*1.075 = 215 DPS. Also, the Achilles proc is worth considering in the calculations too (Katana, especially)

I did a lot of numbers on tanks in a thread I have going in the tanker forum, so I am experienced with doing these calculations, but not so much for brutes. What I did find for a tank was that Stone Melee provided really impressive numbers. I don't know if you're willing to go with that set but Stone Fist, Heavy Mallet and Seismic Smash provide very good DPA and can take a lot of damage procs for additional DPA. Just a thought, but with reactive and musculature and bruising, a tanker can get about 250 DPS on a high end build using SF-HM-SF-Gloom-SF-SS as an attack chain. I'm curious to know what a brute could do.

If you would like to see the numbers for Stone Melee that I did on a tank, here is the post.

Edit: To add, Stone Melee is extremely endurance un-friendly. I recommend Electric Armor for Stone Melee Brutes/Tanks as it will give you plenty of endurance (Energize and Power Sink) plus the damage aura will only add to your DPS. The Lightning Reflexes is gravy as well. Energy Aura would take care of the endurance issues too, but you'll have no damage aura.


 

Posted

Stacking Rage is always beneficial to your DPS up until you hit the damage cap, Rage crashes factored in and all, before any vet or incarnate powers are added into the mix. Once you consider all that, in real gameplay, stacking Rage is a no brainer for DPS purposes.


 

Posted

Quote:
Originally Posted by retched View Post
Base, un-enhanced numbers completely support that. The majority of the other primaries are limited to that, but Super Strength isn't. Rage is such a huge difference maker. Here's a look at Fire, Elec, and SS:

- Fiery Melee
Scorch: 21.95
Fire Sword: 18.19
Cremate: 17.47
Incinerate: 17.41
Breath of Fire: 10.78
Fire Sword Circle: 6.71
Greater Fire Sword: 18.38

- Electrical Melee
Charged Brawl: 17.84
Havoc Punch: 14.31
Jacobs Ladder: 12.61
Thunder Strike: 7.49
Chain Induction: 7.15
Lightning Rod: 2.80

- Super Strength (Double Stacked Rage)
Jab: 32.79
Punch: 28.46
Haymaker: 25.55
Knockout Blow: 19.34
Hurl: 23.11
Footstomp: 9.51

That's just a bunch of attacks in a list though.


I'll leave it to you to work out some attack chains.

You might also want to add Fury.


Here are Bill Z's calculations on SOs:

http://boards.cityofheroes.com/showt...hlight=results


 

Posted

Quote:
Originally Posted by retched View Post
Base, un-enhanced numbers completely support that. The majority of the other primaries are limited to that, but Super Strength isn't. Rage is such a huge difference maker. Here's a look at Fire, Elec, and SS:

- Fiery Melee
Scorch: 21.95
Fire Sword: 18.19
Cremate: 17.47
Incinerate: 17.41
Breath of Fire: 10.78
Fire Sword Circle: 6.71
Greater Fire Sword: 18.38

- Electrical Melee
Charged Brawl: 17.84
Havoc Punch: 14.31
Jacobs Ladder: 12.61
Thunder Strike: 7.49
Chain Induction: 7.15
Lightning Rod: 2.80

- Super Strength (Double Stacked Rage)
Jab: 32.79
Punch: 28.46
Haymaker: 25.55
Knockout Blow: 19.34
Hurl: 23.11
Footstomp: 9.51
How did you get these numbers?
I get different numbers for Mids', for brutes w/o any enhancements whether I use dam, dps, or dpa

closest I can get is if I use three dam IOs and look at dps.

I think that dpa would be a better measure for determining max possible dps, iirc.


 

Posted

Quote:
Originally Posted by all_hell View Post
I think that dpa would be a better measure for determining max possible dps, iirc.

Good catch, I didn't even bother to check what kind of numbers Retched was using.


@Retched:

1) Turn on arcanatime.
2) View "Show Damage Per Activation"
3) Work out attack chains


 

Posted

I have a claws/wp brute hits like truck took muscular alpha hits like a truck took fireball also great aoe and st and no endo problems lol


Scrappers: (50) BS/SD,(50) Spines/INV, Controllers: (50) Fire/Kin (50) Fire/Storm, Tankers: (50) Stone/SS (50) Stone/DB (50)Stone/Elec (50) Ice/Stone (50) Fire/KM (50) Elec/SS +3, Blaster: (50) Ar/Devices, Brutes: (50) Claws/WP +2 (50) Elec/SD +3 (50) Claws/FA +1 (50) SS/WP/MU +3(50) SS/FA/Soul +3, (50) Elec/TW +2, (50) Warshade, (50) Plant/Dark Perma Dom+3

 

Posted

Quote:
Originally Posted by retched View Post
Base, un-enhanced numbers completely support that. The majority of the other primaries are limited to that, but Super Strength isn't. Rage is such a huge difference maker. Here's a look at Fire, Elec, and SS:

- Fiery Melee
Scorch: 21.95
Fire Sword: 18.19
Cremate: 17.47
Incinerate: 17.41
Breath of Fire: 10.78
Fire Sword Circle: 6.71
Greater Fire Sword: 18.38

- Electrical Melee
Charged Brawl: 17.84
Havoc Punch: 14.31
Jacobs Ladder: 12.61
Thunder Strike: 7.49
Chain Induction: 7.15
Lightning Rod: 2.80

- Super Strength (Double Stacked Rage)
Jab: 32.79
Punch: 28.46
Haymaker: 25.55
Knockout Blow: 19.34
Hurl: 23.11
Footstomp: 9.51
It may be just me. But you can't compare two sets with a damage boost to a set with a damage boosts doubled up. The one set that has the damage boost will be better then the other two.


 

Posted

Just to be clear, double-stacking rage means you are sitting out a sixth of the time (10 seconds of every 60). That means you can take your nice little double-stacked DPSs and multiply them by 5/6. And showing the base dps of various attacks and then double-stacked DPS of another is simply misrepresenting the damage boost, because of the way damage buffs work.

For instance, take SS versus fire. In your example, fire wins hands down. Here's the numbers if both SS and fire had 3 level 50 damages in each attack and 75% fury, and the SS double-stacked.

Scorch- 132.4
Fire Sword- 150.7
Cremate- 173.1
Incinerate- 197
Breath of Fire- 84.23
Fire Sword Circle- 93.75
Greater Fire Sword- 188.1

SS (Ragex2)
Jab- 109.4
Punch- 146.2
Haymaker- 202.9
Knockout Blow- 318.1

Note, this is without multiplying by 5/6 for the rage crashes. Now, this still seems to benefit SS, but if we look closer we realize that SS doesn't have a chain. KO Blow is great, but unfortunately it takes forever and a day to recharge, and meanwhile that fire melee guy is using incinerate, greater fire sword, etc, which will up his DPS up because he doesn't have to rely on punch or jab to make a chain.

SS does gain more benefit from Gloom than others, as I mentioned before, which allows SS/x/Soul to deal a lot of damage, but it still isn't top. In case you are wondering, Gloom has a DPS of 281.3 with double rage and 3 damage IOs. For the fire melee guy, it would just be 194.1. So the combination of Gloom, rage, and FE (and using burn as a single target attack) is what makes SS/Fire/Soul Brutes so damaging. However, that doesn't mean that they are necessarily the best, but they are still top-tier.

On a side note, if momentum cancels out redraw, then TW/Fire/Soul might put out some EXTREME numbers. For instance, if you use BM-SA-FT-Gloom-CB-FT-SA-Gloom-FT as your chain (BM being Build Momentum, this chain is only used during the extended momentum period), with musculature and FE active and good slotting/procs, it is patently ridiculous.

For instance take follow-through. It has a base damage of around 104 for a Brute, and has an activation of 1.188, for a DPA of 87.62, which actually even better than Gloom. If you put a total of about 357% damage buff through enhancements, BM, and fury (357% is just the number I get in my spreadsheet with a certain enhancement loadout), that damage increases to 474, for an astounding 399 DPA. With similar numbers in the chain used above, the total damage goes to 3731 in 10.56 seconds, for a DPS of 353 under Build Momentum.

Now, if we remove musculature that number will go down a little, to roughly 290ish. And that's okay, because that is 265 without FE, without procs, without reactive, and without -res. Adding in all of those, we get 530ish, assuming an average -resistance of around 20%, which is easily possible if we consider reactive's -res, crushing blow's proc, fire aura, and shatter armor.

What would that be like with Musculature? 680 DPS. You read that right.

Now, of course, this is while under Momentum, and it isn't a sustainable chain. The chain I'm going to use for sustainable isn't much better though: SA-FT-CB-Gloom-FT. That chain deals 1987ish damage in 7.66 seconds (using musculature again), which translates to 388 after everything is accounted for. Which is over 500 with FE up.


So yeah, I fully expect TW/Fire/Soul to be the new damage king of the brute world. However, the numbers I posted are completely unreasonable in the real world, and would require a build basically focused only on offense. Still, I suspect great things out of that combo.


Edit: fixed some numbers


TW/Elec Optimization

 

Posted

It gets even more complicated. During the Rage Crash I have 3 vet attacks I use. Also a great time to Taunt. If taunting is a rgular activity (it does build Fury after all, indirectly) I am doing it during a "free time" while it is taking away from everyone else's DPS. So many things to consider in this argument.

For me, personally, SS is just the funnest and easiest, and therefore that is what I chose to use for my main over the next period of gameplay.

Hey, in a related question, for the Vet attacks. Since you are attacking while 1 Rage crashes, but have a second Rage running, do they get the benefit of the second Rage's +Hit/Damage bonuses?


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
Hey, in a related question, for the Vet attacks. Since you are attacking while 1 Rage crashes, but have a second Rage running, do they get the benefit of the second Rage's +Hit/Damage bonuses?
Vet attacks are not affected at all by damage buffs or debuffs (which is why we use them during Rage crashes; if they were, they'd be hit by the -9990% damage from the Rage crash like other attacks). The +tohit still works, though.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
That's just a bunch of attacks in a list though.

I'll leave it to you to work out some attack chains.
That's the case with pretty much any DPS discussion. All depends on what chains you're running.

Quote:
Originally Posted by Deus_Otiosus View Post
Here are Bill Z's calculations on SOs:

http://boards.cityofheroes.com/showt...hlight=results
First off, that wasn't even running SOs, but basic IOs. His calculations did not factor in Hasten and relied on Build Ups. So, those numbers are what Fiery Melee was pulling off with Build Up active, which it can't sustain. Super Strength can maintain its Rage and double stack it. He also lists numbers for Super Strength on Scrappers and Martial Arts for Brutes, power sets that they don't have.

Ultimately, not reliable.

Quote:
Originally Posted by all_hell View Post
How did you get these numbers?
3 Level 50 Damage SO Enhancements (94.93%) for all powers and Double Stacked Rage for SS (160%).

Quote:
Originally Posted by Crindon View Post
It may be just me. But you can't compare two sets with a damage boost to a set with a damage boosts doubled up. The one set that has the damage boost will be better then the other two.
A power set that can maintain its own build up twice over is a big deal. That's why I had the questions about Kinetic Melee and Street Justice. Sadly, no one here seems to know.


 

Posted

Quote:
Originally Posted by Combat View Post
SS does gain more benefit from Gloom than others, as I mentioned before, which allows SS/x/Soul to deal a lot of damage, but it still isn't top. In case you are wondering, Gloom has a DPS of 281.3 with double rage and 3 damage IOs. For the fire melee guy, it would just be 194.1. So the combination of Gloom, rage, and FE (and using burn as a single target attack) is what makes SS/Fire/Soul Brutes so damaging. However, that doesn't mean that they are necessarily the best, but they are still top-tier.
I'm not asking about powerset combinations, epic power pools, or patron power pools. Just the Primary Powersets themselves.

Quote:
Originally Posted by Combat View Post
For instance, take SS versus fire. In your example, fire wins hands down. Here's the numbers if both SS and fire had 3 level 50 damages in each attack and 75% fury, and the SS double-stacked.

Scorch- 132.4
Fire Sword- 150.7
Cremate- 173.1
Incinerate- 197
Breath of Fire- 84.23
Fire Sword Circle- 93.75
Greater Fire Sword- 188.1

SS (Ragex2)
Jab- 109.4
Punch- 146.2
Haymaker- 202.9
Knockout Blow- 318.1

Note, this is without multiplying by 5/6 for the rage crashes. Now, this still seems to benefit SS, but if we look closer we realize that SS doesn't have a chain. KO Blow is great, but unfortunately it takes forever and a day to recharge, and meanwhile that fire melee guy is using incinerate, greater fire sword, etc, which will up his DPS up because he doesn't have to rely on punch or jab to make a chain.
What are those numbers from? I don't get that at all. For the recharge and cast time, Punch isn't a bad power. Rather curious why Hurl and Foot Stomp are both excluded though.

DPA for 3 Damage SOs (94.93% Damage) and 75% Fury (150% Damage):

- Firey Melee
Scorch: 155.4
Fire Sword: 259.6
Cremate: 293.5
Incinerate: 359.7
Breath of Fire: 241.7
Fire Sword Circle: 269
Greater Fire Sword: 466.1

- Super Strength (Double Stacked Rage)
Jab: 143.2
Punch: 210.6
Haymaker: 345.4
Knockout Blow: 749.7
Hurl: 345.4
Footstomp: 299

DPS for 3 Damage SOs (94.93% Damage) and 75% Fury (150% Damage):

- Fiery Melee
Scorch: 38.84
Fire Sword: 32.19
Cremate: 30.89
Incinerate: 30.82
Breath of Fire: 19.08
Fire Sword Circle: 11.87
Greater Fire Sword: 32.53

- Super Strength
Jab: 46.65
Punch: 40.5
Haymaker: 36.36
Knockout Blow: 27.53
Hurl: 32.89
Footstomp: 13.53