Highest Brute DPS Primary
See, this introduces a possible problem. If Fiery Melee doesn't do more damage in general than the other primaries, we may need to hit up the powers team for possible buffs/nerfs, simply because of the lack of any mitigation in that set.
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See, this introduces a possible problem. If Fiery Melee doesn't do more damage in general than the other primaries, we may need to hit up the powers team for possible buffs/nerfs, simply because of the lack of any mitigation in that set.
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Maybe fire melee also needs a touch or two.... Because damage is ALL it does. If other sets with far FAR better mitigation are doing similar damage, that needs lookin' after.
Fire Melee doesn't have to be the top DPS because of a lack of mitigation. Stone Melee MAY (I don't know the numbers for all) be the top DPS. It has mitigation. But it's very endurance heavy and is smashing damage. Fire Melee isn't as endurance heavy and it is the more exotic fire damage. In the end, I think things are balanced, as the "powers team" intended.
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Also, things have changed since those threads were created, which is why BillZ asked for them to be unstickied. While mostly unindicative of the question, checking the pylon time thread for the top Brute scores that aren't using Lore pets is probably going to get you the closest to an answer.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Another thing to consider when DPS isn't straight numbers, no scenario is perfect. Rage gives the benefit of +To Hit which destroys any enemy with defense. Double stacked rage and if you use IO's can give you a perma 52% to-hit buff allowing you to slot more procs or whatever in your attacks for added DPS.
Ever seen a Paragon Protector hit MOG? You won't whiff on them.
I'm not asking about powerset combinations, epic power pools, or patron power pools. Just the Primary Powersets themselves.
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 |
I excluded hurl and footstomp mainly because those powers are substandard for DPS, though I should have probably put them in.
To get those numbers, I simply dividing damage by activation time, the common way to examine individual powers. From your numbers, it appears you either simply used straight damage (as in your first example) or took damage divided by recharge.
For those wondering, Hurl has 131.9 DPA while FS has 134.4 with the same assumptions.
TW/Elec Optimization
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Well, fire armor had to have a recent buff, to put it ahead of shield defense. (Which is still so good it's broken.)
Maybe fire melee also needs a touch or two.... Because damage is ALL it does. If other sets with far FAR better mitigation are doing similar damage, that needs lookin' after. |
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(At least, that's what I've always believed.)
Indeed, this mechanism is why, even after the lowering of the brute damage cap, brutes who choose the proper powers readily out-damage scrappers. Fire and Gloom, baby!

However, if people are stating that Super Strength and Titan Weapons does more damage than Fire Melee, then that is flat out wrong, broken, and needs to be fixed. Because fire melee is pitifully weak if that is the case.
I have far less math to support my statement, but I'll add what I know about Brute DPS.
From everything I've heard Kinetic Melee is not very good on a Brute. I'd avoid it.
Stone Melee is certainly a contender, but it lacks a -Res debuff.
I think Street Justice, with it's debuffs and combo mechanic, would provide the highest DPS. However, I'm not really sure how the combo bonus damage works. That means I have no idea how Fury mechanically interacts with the bonus damage. IIRC that damage is not enhanceable. That being the case, I would expect it to be a flat amount of damage that is added to the attack and would bypass the occasional problem of being up against the damage cap (not terribly common, but with inspirations, Combat Readiness, and full Fury certainly possible).
I'm pretty sure Dark Melee has a surprisingly effective ST attack chain as well on high end builds but for the life of me I can't remember what it is.
Super Strength without Gloom, I expect, would need a huge amount of global recharge to be the best ST DPS. The combination of SS/Fire/Soul is insanely powerful mainly for AoE damage and can probably be surpassed in the ST department. A SJ/Fire/Soul, for example, would sacrifice some AoE damage potential for more powerful ST damage.
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The OP has made it clear that we are not talking about synergistically creating the highest DPS brute. The OP wants the highest DPS Primary. This leaves out vet attacks to patch the SS Rage hole. It leaves out the effect of SS Rage on secondary and Epic pool damage. As well as many other favorite (and accurate) build tricks that really work in PvE.
You might as well ask which single attack from a Brute primary does the most damage. Don't use any Buffs/tricks/etc. It is an isolated question, asked for its own merits. PS, does anyone know that one off hand?
I'd use Shadow Punch. You could trick it out with a lot of procs and use it to afk solo AVs.
BTW, street justice's combo system adds damage to the base of each power. That damage is enhanced by +dam buffs, but not by FE from fire. The combo can be very damaging on Brutes, and outside of /fire characters it may be top-tier.
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Indeed, this mechanism is why, even after the lowering of the brute damage cap, brutes who choose the proper powers readily out-damage scrappers. Fire and Gloom, baby
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I'm not even sure if Brute FM is actually outdamaging Scrapper FM post Fury changes.
Bill's old numbers were based on 5% Scrapper Criticals and 90% Brute Fury, they also didn't include +Damage bonuses or Musculature which will definitely benefit the Scrapper more than the Brute.
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Yeah that's what I am saying - arguing against it just shows a player's true colors.
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The devs cant, and really shouldnt, balance based on every single combination that there is.
FWIW, I built top end SS/SD/Soul and FM/SD/Soul Brutes at one point just to compare them.
FM/SD/Soul came out ahead, by about 15 DPS IIRC.
I'd love to test an FM/FA/Soul at some point, but I have a lot of projects going at the moment.
Then it should just flat out-damage them in AOE potential.
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Yeah. I love SS. SS is on my new main, a tricked out SS/Invul. (thank you Scene EU for the Bones of the build) But SS is not the best DPS Brute Primary. there are people who look at arcanatime, look at optimal attack chains, and do spreadsheets on this stuff. I do enough bookkeeping at work lol. I make cool characters and mash buttons. But after 4 years in the cities, seruiously well over a year of that time on one SS Brute or another, I can tell you, it aint the best. I would look at Claws, Fire, or Dark. But again, that is just word on the street. I know Claws and Dark come in real close to the top I know, Fire I threw in cause its best everywhere else. I use Dark myself quite a bit, and its a mean little set. But I am unsure exactly what is the best, just know it ain't SS. (Now if we could get the Devs to axe the drop...)
This is another thing that goes away from your discussion, because it's not a primary thing, but I think it might add to the discussion. SS is much better for Vets than non vets. And the longer the vet, the sweeter the set. I have 3 high damage attacks to use during Rage drop. So, my DPS does bot suffer significantly during that time. (Except in huge combats where I may miss the tells I am in Drop time...) Also, as was pointed out earlier in the thread, the constant +ACC in Rage allows you to take that off the table of what needs to be enhanced in a strong build. Very nice.
But every set has little things like this that if you know how to use their strengths you will benefit much more than someone just throwing it on and mashing buttons. Except that set...(doesnt say it, wont take the flak lol)
Ultimately, not reliable.
2) You're making the mistake of simply thinking that having a damage bonus running will put SS ahead of everything else. It doesn't really work that way, as for one thing you need to have an attack chain and compare it to other attack chains and second SS is somewhat balanced around actually having Rage in the first place, so the bonus doesn't have as much impact as you might thing (it has a very big impact on damage powers in your secondary and epics)
3) There are a number of ways to get what a set would potentially look like on an AT that doesn't have it - that's what he did and he did it for a sense of completion.
I'm saying that without Gloom you will be hard pressed to even find a remotely decent ST attack chain.
Go ahead, you can make any build you like with IOs for your calculation purposes, permahasten, double stacked rage, the works.
Just leave out Gloom & leave out FA and see what happens. Bill never actually tested for IO set level DPS chains without Gloom - so the answer might surprise both of us.
Be sure to post the attack chain, and make sure you use Arcanatime for the DPAs.
At a guess off the top of my head, the attack chain might be something like:
KO Blow > Punch > Haymaker > Punch > Jab > Haymaker > Repeat