Hybrid slot


Android_5Point9

 

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Originally Posted by Severe View Post
ahhh but im a fire/fire tank so without a double stacked rage it seems it might be ok for me more then other tanks..
You are probably in the best situation of all Tankers to make use of Assault (barring endurance concerns). You can be at the damage cap and get oodles of damage beyond that from your bonus damage DoT, Firey Embrace and Burn.



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Originally Posted by Severe View Post
ahhh but im a fire/fire tank so without a double stacked rage it seems it might be ok for me more then other tanks..
um fire melee do not have rage only ss dose.


 

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Originally Posted by LSK View Post
um fire melee do not have rage only ss dose.
uh yeah....its what i said.


 

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Originally Posted by MajorDecoy View Post
Actually, you can't apply a straight damage buff at all.

Fiery Embrace used to work differently. It used to buff all damage for an amount of time, and then buff only fire damage for a longer period of time.

Basically, every damage buff in the game works this way:

+x% strength smashing
+x% strength lethal
+x% strength energy
+x% strength negative energy
+x% strength fire
+x% strength cold
+x% strength psionic
+x% strength toxic

When assault is buffing only certain damage types, assault looks like this:

+x% strength smashing
+x% strength lethal
So why aren't these listed in the combat attributes the same way defense and resistance are?


 

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Originally Posted by Not_Rhino View Post
So why aren't these listed in the combat attributes the same way defense and resistance are?
For most damage buffs, it's unnecessary and very clutter-y to list all the damage types separately, so the display consolidates them into a single value. Many defense and resist buffs do the same thing, if they are buffs to all defense or all resist. Barrier Destiny, for example.

When a power buffs only certain damage types, or buffs different damage types in different amounts, it does indeed list the values separately. Dominator Embrace of Fire, for example.

Edit: Just realized I was talking about the Detailed Info display, and you're asking about Combat Attributes. I couldn't tell you why Combat Attributes doesn't list them, except perhaps to avoid clutter, since it so rarely matters.


 

Posted

Sounds like the Control option that lets you mimic Scourge will be the best bet if you want to increase damage.

Scourge technically being a critical hit will allow you to deal damage over the damage cap, because all the critical hit type mechanics in the game will deal above damage cap damage when they land.


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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.

 

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Originally Posted by ClawsandEffect View Post
Sounds like the Control option that lets you mimic Scourge will be the best bet if you want to increase damage.
Except (at this present time) it's terrible. [Blight] is not a proper "crit", it's a chance for like 10-15 extra damage, about a fifth of what Reactive does on average, with worse chance to proc, and only when the target is at 50% or lower health. And the other half of the boost, the Containment-type effect, doesn't even seem to work.
If they change Hybrid substantially, it may be worth looking at for improving damage, but right now it's mostly fail.


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Originally Posted by Johnny_Butane View Post
Except (at this present time) it's terrible. [Blight] is not a proper "crit", it's a chance for like 10-15 extra damage, about a fifth of what Reactive does on average, with worse chance to proc, and only when the target is at 50% or lower health. And the other half of the boost, the Containment-type effect, doesn't even seem to work.
If they change Hybrid substantially, it may be worth looking at for improving damage, but right now it's mostly fail.


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I would not characterize hybrid as 'fail.'

What Hybrid is going to do, when combined with the Tanker ATO +Resist proc, is going to completely redefine what we think of as 'good' tanks.

Stone tanks? Gain nothing from these sources. BOO STONERS! The only positive is the ten points of fear/confuse resist, which will make the UG, MoM, etc a bit less of a grind. The province of the Stoner will remain budget-minded tanker builders. (A Stone/MA with ATO proc and Hybrid would be stupidly tough on TO's, or even completely unslotted. It's sick.)


The elemental tanks? Huge winners. HUGE. Fire/Dark/Elec/Ice can gain up to 50 percent resistance vs all. Holy sock monkeys!!! If they ever fix the graphics of Ice tanks, I might have to actually run one for the first time since pre-issue1. And dark armor tanks might FINALLY live up to the hype with this addition.

Willpower? Easily the biggest winner with these additions. I mean.... It's incredible.

Shield? Ok, maybe Willpower isn't the biggest winner. Although shield is throttled a bit under the low damage cap. But SD gets huge benefits from both the +resist and the +regen, as well as the status resists.

Invuln? The long-uncrowned 'second best at everything' just gets better and better. With the ATO proc and hybrid, you can ditch the fighting pool and still have a perfectly viable top-rank tanker. Or you can unslot Tough and keep only Weave, if you can stand two 'blank' power picks. The +regen is a stunning boost on top of the +resist all. Invuln sure doesn't need any help with +defense, and if for some reason you think it does, take MA. In addition, the status effect resist papers over the gaping confuse/terrorize hole, which I personally cannot WAIT for on my beloved Inv/Ax.



Hybrid is a Big Deal for Tankers. (Waits eagerly.)


 

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Originally Posted by mauk2 View Post
I would not characterize hybrid as 'fail.'
Re-read the sentence. For the purposes of improving Tanker damage, making them a "hybrid" damage dealer, it is fail.


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What Hybrid is going to do, when combined with the Tanker ATO +Resist proc, is going to completely redefine what we think of as 'good' tanks.
That's one way to look at it. Another is that both trivialize the effort people put into building and playing well and people who didn't put in the work get handed a freebie. Also do you have any idea how pointless it is having capped S/L against Sky Raiders ~level 20? So you can run x8; it is a snore-fest of you chipping away slowly at enemies who have no chance at defeating you. It's all the challenge of fighting grey-con enemies only drawn out to torturous lengths of time and is a perfect example of how superfluous Tanker survivability can be.

You know, every now and then, people fire up Skyrim, put godmode on and slaughter with impunity. It's fun for a bit but gets old quicky, especially when you have to do it with with just an iron dagger.


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Posted

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Originally Posted by Johnny_Butane View Post
That's one way to look at it. Another is that both trivialize the effort people put into building and playing well and people who didn't put in the work get handed a freebie. Also do you have any idea how pointless it is having capped S/L against Sky Raiders ~level 20? So you can run x8; it is a snore-fest of you chipping away slowly at enemies who have no chance at defeating you. It's all the challenge of fighting grey-con enemies only drawn out to torturous lengths of time and is a perfect example of how superfluous Tanker survivability can be.

You know, every now and then, people fire up Skyrim, put godmode on and slaughter with impunity. It's fun for a bit but gets old quicky, especially when you have to do it with with just an iron dagger.
You do realize that with all the survival available to tanks now, the damage output you're always asking for would also get old quickly.

And for the love of beaten horses, could you just start a thread to move your soap box to, rather than turn every thread out there into a "making tankers unbalanced" thread? We all get it! You'll never shut up about it no matter how many times no one agrees with you. But threads about the Hybrid slot should stay centered on the hybrid slot. That goes for this one, and the other Hybrid slot threads. Thread-jacking every thread that you can tie the loosest tangent to doesn't do any good.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

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Originally Posted by Rylas View Post
You do realize that with all the survival available to tanks now, the damage output you're always asking for would also get old quickly.
You know what gets old? Being able to stand up to things easily but not being able to muster the damage to wreck them. That's not powerful. Snails aren't powerful. Turtles aren't powerful (unless they're ninjas). A Tanker that can stand in front of a GM isn't any better than being a Stalker in Hidden and using /e batsmash on an AV for all the good it does.


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And for the love of beaten horses, could you just start a thread to move your soap box to, rather than turn every thread out there into a "making tankers unbalanced" thread?
We all get it! You'll never shut up about it no matter how many times no one agrees with you. But threads about the Hybrid slot should stay centered on the hybrid slot. That goes for this one, and the other Hybrid slot threads. Thread-jacking every thread that you can tie the loosest tangent to doesn't do any good.
You're right. It was very rude to do that do the original poster of this thread.




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Originally Posted by Johnny_Butane View Post
You know what gets old? Being able to stand up to things easily but not being able to muster the damage to wreck them. That's not powerful. Snails aren't powerful. Turtles aren't powerful (unless they're ninjas). A Tanker that can stand in front of a GM isn't any better than being a Stalker in Hidden and using /e batsmash on an AV for all the good it does.
It seems like the Tanker AT is not for you.

That is what they are designed to do.

For some people...being able to stand up to things easily is what they consider powerful.

That being said...I rerolled my Tanker as a Brute as soon as they came Hero side...because I like being more well-rounded instead of just having superior survivability.

To each thier own...but you should definitely use the AT that fits the playstyle you're looking for...because the Tanker AT clearly does not fit the playstyle you seem to want.


 

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Originally Posted by Johnny_Butane View Post
You're right. It was very rude to do that do the original poster of this thread.
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No, it's rude to start a thread with the pretense of discussing one thing (hybrid slots) and then derailing it into yet another rant about giving tankers unbalanced levels of damage.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

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Originally Posted by Rylas View Post
No, it's rude to start a thread with the pretense of discussing one thing (hybrid slots) and then derailing it into yet another rant about giving tankers unbalanced levels of damage.
Except you and mauk2 brought up tanker damage and the ATO, respectively. I was discussing the failures of the current build of Hybrid. You're the one derailing.



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@Rylas, Johnny Butane started a thread on the tanker board. What did you think he was going to talk about?


Scrapper Jack (SJ/WP Brute), Sky Commando (WP/SJ Tanker), Curveball (Rad/DP Defender), and a bunch more.

 

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Originally Posted by Vitality View Post
It seems like the Tanker AT is not for you.

That is what they are designed to do.
If they're designed to pay a penalty the other melee ATs don't have to for a dubious 'advantage' that is often very superfluous then that is a very poor design indeed that should be reevaluated.
The fact that Hybrid Melee looks like it will soon give that advantage to the other melee ATs with no such penalty and doesn't look like they reciprocate with the Assault Hybrid for Tankers means that design should be looked at sooner rather than later.


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Originally Posted by Johnny_Butane View Post
Except you and mauk2 brought up tanker damage and the ATO, respectively. I was discussing the failures of the current build of Hybrid. You're the one derailing.

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I did? I brought those things up? Can you pull out some quotes in this thread where I started talking about damage before you?

The only "failure" you've really discussed is that Hybrid doesn't bring MOAR damage for tankers. It's a "buff damage" thread thinly veiled as a topic on Hybrid. If you're really going to talk about the shortcomings of Hybrid, I think the main focus should be pointing out that it doesn't bring much ability to add control or support. Those things would bring more "hybrid" potential to a tanker.

Considering there are plenty of tanker builds that can solo AVs (and in reasonable time), I really don't see how we need a Hybrid slot that brings even MOAR damage to such a survivable AT. Creating a Hybrid slot that only added more damage for tanks wouldn't really be "rounding them out" in the way the Hybrid slot seems to be intended.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Dear Devs,

Could you please just go ahead and make Tankers brokenly overpowered so Johnny will shut the hell up about it?

Thanks,
Claws.


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.

 

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Originally Posted by ClawsandEffect View Post
Dear Devs,

Could you please just go ahead and make Tankers brokenly overpowered so Johnny will shut the hell up about it?

Thanks,
Claws.
Are you sure that doesn't intrude on the Scrapper's primary domain as the brokenly overpowered melee AT?


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Originally Posted by Johnny_Butane View Post
Are you sure that doesn't intrude on the Scrapper's primary domain as the brokenly overpowered melee AT?
We've gone round and round on this issue so many times, I'm not even going to bother going into it again, Johnny.

I'm going to reiterate one part of it and leave it at that, because I don't feel like wasting any more time in a pointless argument with you that it feels like we've been doing forever.

Tankers have lower damage because of their higher base values for their defensive powers, the caps have very little to do with it.

Since the game is STILL balanced around what can be done with SOs, it is perfectly fair, because tanks can reach levels of survivability using nothing but SOs that scrappers and brutes can't even dream of. Unless of course you expect me to believe that an Invuln brute is just as tough as an Invuln tank with just SOs slotted. (it's not, not even close)

You can't balance ATs around things that not everyone has access to or the desire to use. They absolutely MUST be balanced around the lowest common denominator, which everyone from a complete F2P player all the way up to the longest term veteran VIP has access to. Telling players they must have access to IOs and build the most bleeding edge high performance characters before they are even balanced is a dick move. That would be a blatant money grab and it would be bad for the game in the long run.

You want the Tanker damage cap to be higher than that of a Controller? Well, I want my Scrapper's resistance cap to be higher than a Controller's. It's very likely that we're both going to remain disappointed.

You're never going to accept that, I understand that very well. But eventually you're either going to have to accept it or quit the game, because that is a balance point the devs are almost 100% guaranteed to never budge on.

I just wanted to reiterate that. I have no desire to argue with you about it again. It's a completely pointless argument that neither of us will ever win, and you know it as well as I do.

In spite of our extreme disagreement, I do (believe it or not) respect you sticking to your guns on this. You haven't earned a spot on my ignore list, which is saying something given the shouting matches we've gotten into.


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

On the topic of the Hybrid Slot:

I think Tankers are in a good spot here. If the assault tree's 'doublestrike' works on base damage of an attack, it also cannot be enhanced by damage buffs (read: Fury) so technically, Tankers will get more damage out of that while Brutes get the least. The control tree would work on just attacks or on primary/secondary powers? None the less, a Tanker can fill the role of crowd control through and through by drawing all the aggro and then controlling them with attacks. And most Tanker sets have a mitigation/controlling edge, right? Stacking fear, stuns and holds could work well for their damage/aggro auras.


 

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Originally Posted by Leo_G View Post
On the topic of the Hybrid Slot:

I think Tankers are in a good spot here. If the assault tree's 'doublestrike' works on base damage of an attack, it also cannot be enhanced by damage buffs (read: Fury) so technically, Tankers will get more damage out of that while Brutes get the least.
True tankers do get more out of asault and musculature but does that tanker do more damage with both than a brute that chooses non-damage boosting incarnate abilities? Seems like hybrid offers a brute much more survivability than assault offers tanks in offense


 

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im sorry...i have nothing good to say so ill just say


lulz @scrappers


 

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Originally Posted by Leo_G View Post
On the topic of the Hybrid Slot:

I think Tankers are in a good spot here. If the assault tree's 'doublestrike' works on base damage of an attack, it also cannot be enhanced by damage buffs (read: Fury) so technically, Tankers will get more damage out of that while Brutes get the least.
Brutes still get more.

A Brute doesn't even have to slot Hybrid Assault. With other buffs, as simple as inspirations, he can hit with a KO Blow for like 1150. The best a Tanker can ever muster with Assault Core or any amount of buffing is 760.32, with Assault Radial 950.4.
If the Brute did take Assault Radial, he can do 1299.

And of course, if the two are teamed, the Tanker is just going to be buffing the Brute to 1380 and 1558 respectively.


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Originally Posted by Johnny_Butane View Post
Brutes still get more.

A Brute doesn't even have to slot Hybrid Assault. With other buffs, as simple as inspirations, he can hit with a KO Blow for like 1150. The best a Tanker can ever muster with Assault Core or any amount of buffing is 760.32, with Assault Radial 950.4.
If the Brute did take Assault Radial, he can do 1299.

And of course, if the two are teamed, the Tanker is just going to be buffing the Brute to 1380 and 1558 respectively.
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Hmm... 950 is roughly 73% of 1299. Brute survival numbers are 75% of Tanker's. So that seems pretty balanced to me. What's the complaint again?


@Rylas

Kill 'em all. Let XP sort 'em out.