Tanks vs Brutes


Aett_Thorn

 

Posted

SS should have LESS of a gap between its performance for Tankers and Brutes, because Rage somewhat dilutes the effect of Fury (and this does match my own experience with the set).
Tanker Foot Stomp (95% damage enhancement + Rage): 63.17*(1+.95+.8)=173.7
Brute Foot Stomp (95% damage enhancement + Rage + 80 Fury): 59.22*(1+.95+.8+1.6)=257.6
Brute Foot Stomp does 48% more.
By comparison, Brute Whirling Smash does 71% more than Tanker Whirling Smash:
Tanker Whirling Smash (95% damage enhancement): 60.89*(1+.95)=118.7
Brute Whirling Smash (95% damage enhancement + 80 Fury): 57.08*(1+.95+1.6)=202.6

...which isn't to say that TW is bad on tanks, nor that SS is bad on brutes, or any such thing. And of course that exact ratio will not hold for different amounts of Fury, or if you use double Rage instead of single, or if you include Bruising, or et cetera. But the damage gap between Brute SS and Tanker SS is smaller than pretty much any other set they share, until the Tanker's lower damage cap comes into play (which, granted, it does for SS much more easily than other sets).


 

Posted

Quote:
Originally Posted by Hopeling View Post
SS should have LESS of a gap between its performance for Tankers and Brutes, because Rage somewhat dilutes the effect of Fury (and this does match my own experience with the set).
Tanker Foot Stomp (95% damage enhancement + Rage): 63.17*(1+.95+.8)=173.7
Brute Foot Stomp (95% damage enhancement + Rage + 80 Fury): 59.22*(1+.95+.8+1.6)=257.6
Brute Foot Stomp does 48% more.
By comparison, Brute Whirling Smash does 71% more than Tanker Whirling Smash:
Tanker Whirling Smash (95% damage enhancement): 60.89*(1+.95)=118.7
Brute Whirling Smash (95% damage enhancement + 80 Fury): 57.08*(1+.95+1.6)=202.6

...which isn't to say that TW is bad on tanks, nor that SS is bad on brutes, or any such thing. And of course that exact ratio will not hold for different amounts of Fury, or if you use double Rage instead of single, or if you include Bruising, or et cetera. But the damage gap between Brute SS and Tanker SS is smaller than pretty much any other set they share, until the Tanker's lower damage cap comes into play (which, granted, it does for SS much more easily than other sets).
yea. some of my most emjoyable brutes were SS, and some of the tanks i liked was SS. TW, i loved it the same on tank and brute. It's a good set for me.


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Posted

Quote:
Originally Posted by Hopeling View Post
SS should have LESS of a gap between its performance for Tankers and Brutes, because Rage somewhat dilutes the effect of Fury (and this does match my own experience with the set).
Tanker Foot Stomp (95% damage enhancement + Rage): 63.17*(1+.95+.8)=173.7
Brute Foot Stomp (95% damage enhancement + Rage + 80 Fury): 59.22*(1+.95+.8+1.6)=257.6
Brute Foot Stomp does 48% more.
By comparison, Brute Whirling Smash does 71% more than Tanker Whirling Smash:
Tanker Whirling Smash (95% damage enhancement): 60.89*(1+.95)=118.7
Brute Whirling Smash (95% damage enhancement + 80 Fury): 57.08*(1+.95+1.6)=202.6
You know, that makes sense, because the base modifiers for SS are lower, then % of damage buff would be less effective. I guess, because I have never really crunched the numbers, that TW always looked good because it does a ton of damage on tanks comparatively to other sets...but side by side I can see your point.


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
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Posted

Well, I mean, TW really does do a ton of damage compared to other sets, but that's not a Tanker-specific feature


 

Posted

Quote:
Originally Posted by Hopeling View Post
Well, I mean, TW really does do a ton of damage compared to other sets, but that's not a Tanker-specific feature
I am in total agreement here. I have a TW/Dark brute in the low 30's I am bringing up...

I really like my SS/Regen brute main...but holy cow! TW/Dark is amazing...flat out amazing.


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

so then. with the electric armor and energy melee combo.

on the tank, does the electric armor drain more end than the brute version, since it's primary and does say that stuns on brute energy melee last longer than the tank version? Or is it the same secondary effects or both?


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I laffed so hard. Never change, E_L!

 

Posted

Quote:
Originally Posted by Hopeling View Post
SS should have LESS of a gap between its performance for Tankers and Brutes, because Rage somewhat dilutes the effect of Fury (and this does match my own experience with the set).
Tanker Foot Stomp (95% damage enhancement + Rage): 63.17*(1+.95+.8)=173.7
Brute Foot Stomp (95% damage enhancement + Rage + 80 Fury): 59.22*(1+.95+.8+1.6)=257.6
Brute Foot Stomp does 48% more.
By comparison, Brute Whirling Smash does 71% more than Tanker Whirling Smash:
Tanker Whirling Smash (95% damage enhancement): 60.89*(1+.95)=118.7
Brute Whirling Smash (95% damage enhancement + 80 Fury): 57.08*(1+.95+1.6)=202.6

...which isn't to say that TW is bad on tanks, nor that SS is bad on brutes, or any such thing. And of course that exact ratio will not hold for different amounts of Fury, or if you use double Rage instead of single, or if you include Bruising, or et cetera. But the damage gap between Brute SS and Tanker SS is smaller than pretty much any other set they share, until the Tanker's lower damage cap comes into play (which, granted, it does for SS much more easily than other sets).

Based on the damage difference between Tanks and Brutes I'm seriously considering rerolling my main SD/SS as a Brute and wanted to confirm the survivability difference.
The way I see it both can hit the defence soft cap easily so the the variation in resistance and HP will only come into effect on the 5% damage not mitigated.

So an extra 20 % resistance will only be applied to the 5%. So 20% x5% = 1% difference. This would also apply to HP so roughly a 2% loss in survivability for the additional damage.

Is this right or am I getting this totally wrong?


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

No, 25% more health means you can take 25% more damage, no matter how much defense you have. If both characters build for the regular softcap, the Tanker's higher defensive numbers don't confer so much advantage (you have more wiggle room in the build, since you need far fewer set bonuses, but both characters will be softcapped). However, a SD/ tanker can plausibly choose to build to or near the Incarnate softcap instead, while a /SD brute has a much harder time doing that. A SD/ tanker also gets better DDR, and better resists (potentially MUCH better once you count their ATO proc).

The question isn't whether the Tanker really is significantly tougher. Tankers are indeed significantly tougher. No contest. It's just a question of whether you value the ability to stay alive in the (not very common) situations where a Brute isn't tough enough above or below the ability to deal more damage in every situation.


 

Posted

Quote:
Originally Posted by Hopeling View Post
No, 25% more health means you can take 25% more damage, no matter how much defense you have. If both characters build for the regular softcap, the Tanker's higher defensive numbers don't confer so much advantage (you have more wiggle room in the build, since you need far fewer set bonuses, but both characters will be softcapped). However, a SD/ tanker can plausibly choose to build to or near the Incarnate softcap instead, while a /SD brute has a much harder time doing that. A SD/ tanker also gets better DDR, and better resists (potentially MUCH better once you count their ATO proc).

The question isn't whether the Tanker really is significantly tougher. Tankers are indeed significantly tougher. No contest. It's just a question of whether you value the ability to stay alive in the (not very common) situations where a Brute isn't tough enough above or below the ability to deal more damage in every situation.
Thank you for the reply, helpful as usual, I'm confused about your answer on health though.

I appreciate that 25% extra health means that you can take 25% more damage but surely this only applies to damage taken?
If both builds are at the soft cap they will be mitigating 95% of damage anyway, so surely resistance and Heath only come into play once this is bypassed and the damage taken. As such resistance and health can only be applied to the 5%.

Sorry if I'm being dim!


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Quote:
Originally Posted by Aurora_Girl View Post
I see the point you're trying to make here, Claws, but consider this:

Compare SS/Inv to Inv/SS: Both built the same way, full SS/Inv maxed to the gills for S/L defense, Max HP, Regen, the whole shebang.

The time it takes to defeat one +4/x8 spawn of, say, Council is wildly different between the tank and the Brute. Both survive.
Here's the problem. If they're built the exact same way, that Tanker is built way over the survivability that they need.

People tend to say that if you build the exact same way that the Brute has the edge. But that Brute, to get to the Soft-cap for Defense needs to put more into reaching that goal than the Tanker. The Tanker, however, can get their sooner, and use the other powers' slotting to go for other bonuses that the Brute won't be able to.

If you're saying that somehow, the Tanker needs the same slotting to get to the same end goal as the Brute, you're doing things wrong. The Tanker will need less bonuses to get to the same end goal, leaving slots for other things. I don't get why some people always leave that part out of this.

Basically, you can't have a Tanker and a Brute with the exact same slotting and compare them, because the Tanker is stupid in that case.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Okay,so they're not going to be slotted/setted the same way.

Those "other bonuses the Brute won't be able to" aren't going to make up for the wildly huge gap in the time it takes to kill the spawn.


Carl and Sons @Aurora Girl (Pinnacle)
Quote:
Originally Posted by EarthWyrm View Post
But I do understand that there is an internet rule that any bad idea must be presented by someone at least twice a year to remind everyone who hasn't already read every previous thread on the topic precisely why the idea is bad.

 

Posted

Quote:
Originally Posted by Aurora_Girl View Post
Okay,so they're not going to be slotted/setted the same way.

Those "other bonuses the Brute won't be able to" aren't going to make up for the wildly huge gap in the time it takes to kill the spawn.
Is that your opinion, or a fact?


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Guess I need to work on my SS/Dark brute to see this difference... since the Dark/SS tank I just finished up didn't seem to take all that long finishing things off (nor does my Fire/SS - all versions of my forum-namesake.) Might be a SS specific thing, though, as mentioned upthread.


 

Posted

I would imagine it's a fact, because I don't believe the Tank can get enough damage bonuses to make up the difference.

If that's not so, I'd love to see it. Tank's the only hero AT I have yet to get to 50, because I still operate under "Why not make a brute instead? It's more fun because it actually kills things."


Carl and Sons @Aurora Girl (Pinnacle)
Quote:
Originally Posted by EarthWyrm View Post
But I do understand that there is an internet rule that any bad idea must be presented by someone at least twice a year to remind everyone who hasn't already read every previous thread on the topic precisely why the idea is bad.

 

Posted

Quote:
Originally Posted by Aurora_Girl View Post
I would imagine it's a fact, because I don't believe the Tank can get enough damage bonuses to make up the difference.

If that's not so, I'd love to see it. Tank's the only hero AT I have yet to get to 50, because I still operate under "Why not make a brute instead? It's more fun because it actually kills things."
Damage bonuses aren't the only way to increase kill speed, though. Recharge, endurance, etc. can all help you keep up a good kill speed.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aurora_Girl View Post
I would imagine it's a fact, because I don't believe the Tank can get enough damage bonuses to make up the difference.

If that's not so, I'd love to see it. Tank's the only hero AT I have yet to get to 50, because I still operate under "Why not make a brute instead? It's more fun because it actually kills things."
Hm never notice it taking that long to kill anything with a tank. Think about a couple of extra hits. Think I spent more time trying to kill things with the corruptor, controller, or electric/electric dom. But maybe I have higher threshold of what constitute a long time.


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Quote:
Originally Posted by mauk2 View Post
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I laffed so hard. Never change, E_L!

 

Posted

I think that people who say that Tankers are slower to kill really haven't gotten them up to the higher levels. Because in the lower levels, it CAN be that they're slower to kill, because most Tanker players take DEFENSIVE powers more than OFFENSIVE, meaning that they have fewer attacks in the lower levels. That doesn't mean it's a Tanker issue, but how we get the powers means that killing speed may come later in the build. But at high levels, I really don't feel that Tankers kill all that slowly.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

I will agree that the "rate at which I kill things" feeling is subjective. 30 seconds to defeat a spawn may be quick for some, agonizingly slow for others.

However, that said, my original opinion remains. Why (assuming identical sets) would I play a Tanker over a Brute, when for all intents and purposes the Brute can be built to be almost as survivable, when their killing speed advantage makes up for the difference in survivability?


Carl and Sons @Aurora Girl (Pinnacle)
Quote:
Originally Posted by EarthWyrm View Post
But I do understand that there is an internet rule that any bad idea must be presented by someone at least twice a year to remind everyone who hasn't already read every previous thread on the topic precisely why the idea is bad.

 

Posted

Quote:
Originally Posted by Aurora_Girl View Post
I will agree that the "rate at which I kill things" feeling is subjective. 30 seconds to defeat a spawn may be quick for some, agonizingly slow for others.

However, that said, my original opinion remains. Why (assuming identical sets) would I play a Tanker over a Brute, when for all intents and purposes the Brute can be built to be almost as survivable, when their killing speed advantage makes up for the difference in survivability?
1) Because you want a character that is tougher to take down.

2) You want to be tougher earlier in the game, and when you exemp.

3) Not everyone has access to IOs, or uses them even if they do have access. In these cases, the Tanker will ALWAYS be much tougher than the Brute.

4) You are making an assumption that the killing speed rate is higher than the survivability difference between Brutes and Tankers, which you haven't backed up. The killing speed rate might be much closer than you think.

5) You want to be as survivable with less power choices than the Brute


These are just some of the reasons that came to the top of my head.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Ninja Run is the lowbie tanker's best friend. No powers wasted on pure travel powers (CJ is basically free defense).

One of the things I like about tankers is that I don't have to monkey around with sets to have a durable tanker. To me, brutes are like scrappers with a painful boot up period when you don't set them out. With a team a SO brute can approach tanker levels but then you need the right support.

SR, for example, softcaps with CJ+Steadfast as the only non-SR defense sources. One pool power and one IO versus the piles of Mako's, ToD, Aegis, weave, etc. etc. needed to do so on a brute. Some people like the AH and IO minigames. Most times, I don't, so for me tankers get the edge over brutes if there's no other deciding factor.


 

Posted

This is one of many reasons why bringing IOs into these discussions is fruitless (well unless you are willing to go all the way and analyzie the extreme complexity.)

If you bring capped SL via IO, you have to account for the cost on each AT to ge tthere.

If you bring that the saved cost on one AT can be invested on damage, you also have to go ahead and show exactly what bonuses you can get that will make a difference.

But lets attempt to entertain the idea slightly: the best approach to boost damage is more recharge. This will bring Rage to longer windows of double-stacking, but also increases the uptime of Rage's -DMG crash.

I am not going to spend the time doing this but you guys (since you are the ones bringing IOs) can create some builds that soft cap def and then use the saved effort the tanker version uses to boost recharge and damage.

Lets go back a minute to pure base. At 60% fury (and a brute soloing and facing heavy spawns like this will be way over that) is at an average of 2.36 base damage. A tanker will be at 1.56. That's about 50% damage advantage for the brute. This means in the time a brute takes 3 spawns, the tanker takes 2. In the time the brute takes 15, the tanker only done 10, etc etc.

So, how can we boost this so that the tanker with the same sets can catch up with the brute?


 

Posted

Quote:
Originally Posted by Starsman View Post
So, how can we boost this so that the tanker with the same sets can catch up with the brute?
Difficult but functional would be to up the aggro cap for Tankers and up the target cap for Tanker AoE attacks. The Tanker would do less damage, but could leverage his survivability by fighting larger groups of enemies at a time, and killing them slowly in large numbers instead of more quickly but in smaller numbers.

Pretty sure this won't fly both because the aggro cap is likely very difficult to change on a per character basis, and because the devs wouldn't want to make the game even more AoE focused.


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Posted

Quote:
Originally Posted by Starsman View Post

So, how can we boost this so that the tanker with the same sets can catch up with the brute?
Not sure if that's the right goal or not. Because offense isn't the only way to distinguish the two ATs in terms of goals. For instance, an SR/ Tanker versus an /SR Brute. While the Brute is chasing down some +Def bonuses, the Tanker could chase recharge, +HP, Regen, +Damage, secondary effects or procs, etc. So, the Tanker can improve survivability AND offense at times, or might go with one over the other. So it's not always so easy.

But let's say that your goal is to just build for more offensive punch, and you only go with sets that give you a +DMG set bonus. Then it's easy to see exactly how many you could fit in in a given build without going over the rule of five. Let's say that you somehow fit in 3 2% damage bonuses, and 5 3% damage bonuses. That's 25% more damage, cutting the difference in killing speed in half, theoretically.

Or you could go with Recharge, especially if you're an AoE-heavy set, allowing you to waste minions much faster. You could probably get 50% more recharge easily. Does that equate to 50% higher kill speeds? Not necessarily, and it will vary greatly depending on the set in question (unless it allows for a 50% increase in damage over your old attack chain, it won't have a 50% increase, but if it allows you to drop weaker attacks out of an attack chain, you may notice a greater than 50% increase).

So really, it's a shot in the dark, and will vary depending on the exact build in question. It also depends on the goals of the user, the amount of set bonuses out there at any given time, and a number of other factors. So it's not so easy to do.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Psiphon View Post
Thank you for the reply, helpful as usual, I'm confused about your answer on health though.

I appreciate that 25% extra health means that you can take 25% more damage but surely this only applies to damage taken?
If both builds are at the soft cap they will be mitigating 95% of damage anyway, so surely resistance and Heath only come into play once this is bypassed and the damage taken. As such resistance and health can only be applied to the 5%.

Sorry if I'm being dim!
Let's try an example with nice round numbers.

Your Brute has 2000 hit points, 40% resistance to everything, 45% defense to everything, and heals 30 HP/S.

So your Tanker has 2500 hit points, 60% resistance to everything, 45% defense to everything, and heals 37.5 HP/S.

You're being attacked with 2000 HP/S of damage.

On the Brute, defense drops that to 100 HP/S. Resistance drops that to 60 HP/S. Healing drops that to 30 HP/S.

On the Tanker, defense drops that to 100 HP/S. Resistance drops that to 40 HP/S. Healing drops that to 2.5 HP/S.

Now, in a sense, yes, the difference that resistance makes is only 20 HP/S on incoming damage of 2000 HP/S, so a 1% difference. True. But can you see that 2000 HP/S is an unhelpful thing to compare to, and 1% an unhelpful result? The difference that really matters to us is between 40 HP/S and 60 HP/S, and that's a lot more significant that 1% would imply.

And of course your health is only applied to the damage that gets through all of that. So in that sense, your 25% higher health is only absorbing a tiny fraction of the damage. But that tiny fraction is still an arguably significant 40 or 60 HP/S. All told, it's the difference between taking 30 HP/S and 2.5 HP/S, the difference between surviving about 1 minute and about 17 minutes. That's probably not going to make any difference in the outcome of this particular fight. So people are generally satisfied with Brutes.

Now let's say you want to know how much incoming damage each can take indefinitely. The number you come up with is generally referred to as "survivability". Your Brute can indefinitely survive 1000 HP/S of incoming damage: 1000 * 5% = 50, 50 * 60% = 30, 30 - 30 = 0. Your Tanker can indefinitely survive 1875 HP/S of incoming damage: 1875 * 5% = 93.75, 93.75 * 40% = 37.5, 37.5 - 37.5 = 0.

Now, I have defined survivability a little differently than standard. We normally define "incoming damage" as what you'd have been actually hit with if you had no mitigation, so we'd want to including the 50% to-hit already. I kept it as what I'd call "output damage", since you were using the 95% figure rather than the more commonly-accepted 90% figure for the mitigation provided by 45% defense. I personally have always used "output damage" when crunching numbers. But the two are equivalent for comparisons. All survivability numbers would just be cut in half for the more common definition, and thus the comparison would still show the same % difference.

So based on this generally-accepted definition, most of us would say that the Tanker has 87.5% better survivability than the Brute. It won't make much practical difference in most fights. But sometimes, that huge raw survivability difference does come into play.


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Posted

Quote:
Originally Posted by Aett_Thorn View Post
But let's say that your goal is to just build for more offensive punch, and you only go with sets that give you a +DMG set bonus. Then it's easy to see exactly how many you could fit in in a given build without going over the rule of five. Let's say that you somehow fit in 3 2% damage bonuses, and 5 3% damage bonuses. That's 25% more damage, cutting the difference in killing speed in half, theoretically.
That approach gets you an actual boost of 13% more damage, the brute now would be 34.2% ahead.

Quote:
Or you could go with Recharge, especially if you're an AoE-heavy set, allowing you to waste minions much faster. You could probably get 50% more recharge easily. Does that equate to 50% higher kill speeds? Not necessarily, and it will vary greatly depending on the set in question (unless it allows for a 50% increase in damage over your old attack chain, it won't have a 50% increase, but if it allows you to drop weaker attacks out of an attack chain, you may notice a greater than 50% increase).
It would be unlikely you will see such a huge boost from only 50% but I would like to see two separate builds to even make sure you can indeed pursue that much more recharge, also how that recharge affects the specific build. Issue with just recharge, though, is that you also increase your endurance consumption.

Quote:
So really, it's a shot in the dark, and will vary depending on the exact build in question.
As I mentioned: its complex but not impossible if you are willing to go very deep (the answer may be meaningless without doing the same for every single build combination though.)


Quote:
It also depends on the goals of the user, the amount of set bonuses out there at any given time, and a number of other factors. So it's not so easy to do.
Defintively not easy, and the results extremely specific to one particular question out of thousands. Thats just one reason why it's best to just stick to SO builds.

BTW, I do would argue tankers deserve more damage only so they are more desirable fillers in teams and to make up for the fact a brute may be a better tank option in nearly every situation.

What I don't think is that tankers should match brute damage. My magic number is 85%