Tanks vs Brutes


Aett_Thorn

 

Posted

Ok, Imagine the following situation...

You are teaming with a fire blaster that you like against +3 enemies and the blaster accidentally fireballs a second group of bad guys right after you jump into the first group of bad guys. Do you want to:

A: Save the blaster! Either taunt or jump over and use an AoE attack or an aura to get aggro and juggle the two groups until you and the fire blaster pick everyone off? (this will probably take an extra 30 seconds or so as you juggle the mobs) The blaster then types "LOL".

B: Let the blaster die! Kill your own group, then jump over and land on the blasters dead body and kill the second group. Afterwards, give the blaster a wakie. (Wait 30 seconds for blaster to rez and rest) Type "LOL" while the blaster rezzes.

If you answer A, then you may prefer a tank, definitely take taunt if you play a brute.

If you answer B, then you may prefer a brute, do NOT play a stone tank.

*Not legally responsible for any deaths that result from this test or any additional test that the user ever takes


 

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Quote:
Originally Posted by insomniac View Post
If you answer A, then you may prefer a tank, definitely take taunt if you play a brute.

If you answer B, then you may prefer a brute, do NOT play a stone tank.

*Not legally responsible for any deaths that result from this test or any additional test that the user ever takes
Thats a playstyle that can be equally executed by either AT.


 

Posted

C: Attempt to save the blaster. If he still manages to die, finish off the group and laugh at his corpse.


Culex's resistance guide

 

Posted

Quote:
Originally Posted by Evil_Legacy View Post
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?
To answer these specific questions, the answer is "they're both the same". Powers aren't necessarily stronger or weaker due to being primary or secondary, it just depends on which AT modifiers that the power uses.

In the case of Power Sink and Lightning Field, the modifier used is identical across all ATs (melee_ones, used when they just want a static number that doesn't scale with level). Energy Melee's stuns use the melee_stun modifier, which has identical values for Blasters, Brutes, Corruptors, Scrappers, Stalkers, and Tankers (they're all tied for last place).

Personally I prefer the active mitigation capabilities of a Brute (dead mobs don't attack you and the Brute will kill faster) over the passive mitigation that the Tanker's higher defense, resistance, and hp modifiers provide. There isn't much in the game that needs the extra survivability, but more damage will almost always speed things along.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

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Originally Posted by Siolfir View Post
Personally I prefer the active mitigation capabilities of a Brute (dead mobs don't attack you and the Brute will kill faster) over the passive mitigation that the Tanker's higher defense, resistance, and hp modifiers provide. There isn't much in the game that needs the extra survivability, but more damage will almost always speed things along.
This is what I've been trying to explain, but Siolfir did so way more beautifully and succinctly than I could. Much obliged.


Carl and Sons @Aurora Girl (Pinnacle)
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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.

 

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Originally Posted by Aurora_Girl View Post
This is what I've been trying to explain, but Siolfir did so way more beautifully and succinctly than I could. Much obliged.
Well, to be honest, I was glad to have a Tank along last night instead of a Brute. Had a team of 3 Blasters, myself (a lowbie Traps Defender), and a Tanker going up against +3 to the team leader Rikti. Since we had little defensive support besides my little FFG, the Tanker almost died several times, but didn't. If he had been a Brute, I am sure he would have died several times due to the lower resistance and defense numbers that he would have had.


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

 

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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!
Werner gave a good thorough explanation with numbers and stuff, but just to put it a different way, you are correct that the extra health/resistance applies only to the damage actually taken. So you can say that a Tanker can withstand only a couple percent more, but if you're looking at it that way, you're only taking a few percent of the incoming damage in the first place. 5% -> 6.25% is one-quarter more, just like 100% -> 125%. No matter how you cut it, a Tanker is one-fourth more durable from hit points alone, and then also has better resists and DDR and a more flexible build.


 

Posted

See, I hate to nitpick, but that's pure conjecture.

Would a Brute have died in that situation? Who's to say? It depends on too many variables.
Would a Tank have died in that situation? Same deal.
Would a Brute with Taunt have been completely interchangable without the team really noticing? Perhaps.

As far as I'm concerned, the only generalizations to be made dealing with Tank vs. Brute are thusly:

a) Tanks have higher base resistance and defense numbers (But a Brute can come close or meet them with IOs)
b) Brutes have higher base damage (Tanks may be able to come close with IOs).
c) Brutes can take Taunt (the power), which functions the same way on either AT.

A lot of things are assumed when one of these ATs joins a team. "Oh, the tank is finally here!" "Damn, another Brute. They're worse than scrappers."

These assumptions need to be challenged.


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

I don't know about the flexible build, though - one of the things that Fury provides a Brute is the ability to slot more endurance reduction to get the same damage, or at the very least more damage out of identical slotting.

If a Tanker tries to close the damage cap they need to also cover the endurance cost gap to achieve that extra damage (whether through recharge or higher damage slotting), while a Brute gets it for no cost as their inherent.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

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Originally Posted by Aurora_Girl View Post
b) Brutes have higher base damage (Tanks may be able to come close with IOs).
If only because we're nitpicking...

Tankers actually have a higher base damage, but the advantage is so small that Fury eclipses it extremely quickly and Brutes have a much higher damage cap. In almost all combat situations, the Brute will end up with more damage but that's not because the number starts off higher.

It really only makes a difference for some pseudopet powers where both ATs can reach the damage cap on the pet - like Lightning Rod and Shield Charge. For both of those powers, the Tanker can actually deal more damage because they have a higher base and both ATs are capping the damage dealt.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

...I could have sworn the Brute melee modifier was higher than a Tanker's.


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 Siolfir View Post
I don't know about the flexible build, though - one of the things that Fury provides a Brute is the ability to slot more endurance reduction to get the same damage, or at the very least more damage out of identical slotting.
If they're slotting less damage, they give up some of their damage advantage. If they're slotting the same damage, they don't have more room to slot cost reduction.

A Tanker (specifically, a SD/ tanker compared to a /SD brute, since that was Psiphon's question) has ~9% extra defense to all positions, and can reach the softcap with almost no effort (Steadfast 3%, Gaussian's set, done). A Brute needs a half-dozen or more set bonuses (usually the 5- or 6-piece bonuses) to make up the difference, and a Tanker can use those 30+ slots to focus on other things, like endurance, or health, or recharge. This is what I mean when I say the Tanker has a more flexible build: they don't have to spend half their slots on reaching the softcap.
Quote:
Originally Posted by Aurora_Girl View Post
...I could have sworn the Brute melee modifier was higher than a Tanker's.
.8 for Tankers, .75 for Brutes. http://wiki.cohtitan.com/wiki/Damage_Scale#Damage_Scale
The difference is very quickly swallowed by Fury, of course.


 

Posted

Quote:
Originally Posted by Aurora_Girl View Post
...I could have sworn the Brute melee modifier was higher than a Tanker's.
Nope.

-41.708 for Brutes, -44.488 for Tankers.

Or, in the standardized form, 0.75 and 0.80.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by Hopeling View Post
If they're slotting less damage, they give up some of their damage advantage. If they're slotting the same damage, they don't have more room to slot cost reduction.

A Tanker (specifically, a SD/ tanker compared to a /SD brute, since that was Psiphon's question) has ~9% extra defense to all positions, and can reach the softcap with almost no effort (Steadfast 3%, Gaussian's set, done). A Brute needs a half-dozen or more set bonuses (usually the 5- or 6-piece bonuses) to make up the difference, and a Tanker can use those 30+ slots to focus on other things, like endurance, or health, or recharge. This is what I mean when I say the Tanker has a more flexible build: they don't have to spend half their slots on reaching the softcap.

.8 for Tankers, .75 for Brutes. http://wiki.cohtitan.com/wiki/Damage_Scale#Damage_Scale
The difference is very quickly swallowed by Fury, of course.
Strangely enough, my EM/ElA isn't softcapped and has very few issues - and EM is terrible for group mitigation. The softcap is great, but hardly necessary.

Yes, if you're of the personal belief that every character you ever make must have at least 45% defense to at least 2 types and 1 position, you'll have an easier time with a Tanker. And even then, the Brute will do more damage despite having to give up a few percentage points in slotting here or there because of a combination of ED and how the recharge formula works with built-in diminishing returns.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

...the sub-conversation was specifically about Shield Defense, and specifically about comparing two characters which were both softcapped. SD does indeed function significantly better at the softcap, what with its low-to-moderate resists and total lack of healing or improved regeneration. You're not wrong, but it's kind of a non sequitur.

Electric Armor is quite another story, of course, and lots of characters (Brute or otherwise) function fine without being softcapped. In fact, I can't recall the last time I played a Brute that was softcapped to anything. But an analogous comparison can be made for other armor sets: whatever survival goal a Brute aims for, a Tanker can reach or surpass more easily, and then spend more slots on getting other stuff that the Brute didn't have room for.


 

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Quote:
Originally Posted by Aurora_Girl View Post
c) Brutes can take Taunt (the power), which functions the same way on either AT.
I thought Brute taunt only range suppresses the primary target.


 

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Quote:
Originally Posted by Ogi View Post
I thought Brute taunt only range suppresses the primary target.
True... I forgot that in my nitpick of the nitpick post earlier. Good catch.

In most cases it's a meaningless distinction, but that's exactly why I called the other a nitpick - it's a fairly meaningless point as well.

So if there is more than one mob being taunted and they all prefer ranged combat as part of their AI, a Tanker taunt will draw more of them in at once (although it still won't draw them into melee, only close enough that they can attack).


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

I was catching up on this discussion, and I hope you all don't mind me asking...but how does a ST ranged DOT power significantly increase the DPS of a melee character?


 

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Originally Posted by Kederren View Post
I was catching up on this discussion, and I hope you all don't mind me asking...but how does a ST ranged DOT power significantly increase the DPS of a melee character?
If it does excellent damage for its animation time, and recharges quickly enough that you can drop a less time-efficient attack for it, it can make a substantial difference. Granted, it's only for single target damage, but both Brutes and Tankers are hard targets - the minion rabble will be quickly thinned out by AoE from both AT's, which leaves killing the bosses or at least lieutenants as the real limitation.

The range is a meaningless benefit most of the time, and the DOT nature is generally a meaningless disadvantage. The big thing is that it animate quickly and to good total damage for its animation time.


TEH WERDZ ON SKREEN HURTZ MI BRANE!

 

Posted

Brute ratio of survivability to damage is more optimal to the game than a Tanker's. Often the Tanker's survivability is overkill. If Brutes truly died so much that it had a negative impact on them, they wouldn't be tied with Scrappers for most popular AT, while Tankers are closer to the bottom because most players don't want to take a big hit to damage for a minor decrease in how often they faceplant.

Brute damage potential versus their survivability potential blows that of Tankers out of the water. A Brute can be made as durable as a Tanker, shy 10% max HP but Brute damage potential is much greater than 10% more than the Tanker's. They are irrefutably numerically superior to Tankers.

In other words, Brutes start off arguably with more of what they need to get the job done (and do it faster than Tankers), only get better with IOs, Incarnate powers, etc and their maximum potential is far greater than Tankers.

Furthermore, Tankers cause more of their own bad press by acting like bossy, entitled control freaks who won't tolerate sharing aggro because frankly that's all they've got.

As fair as I'm concerned, two things need to happen with Tankers.

-They need to have their damage cap brought in line with Brutes'.
-They need an extensive image makeover that consists of no less than a new and interesting combat mechanic that adds some much needed flash and pizzazz to the AT to kill the perception they are feeble fighters and are just slow and lumbering Brutes.

Something to sell them to players other than aggro control because A)that's obviously a niche interest since Brutes are kicking their butts and nobody takes the existing Presence pool for the taunts and B)since side switching there are three other ATs now intended to share the tanking duties to some degree and two more that affect other forms of crowd control.

It's a dead end for Tankers to continue to overspecialize and play up a niche further that's rapidly becoming less relevant to the game.


.


 

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Quote:
Originally Posted by Johnny_Butane View Post
Brute ratio of survivability to damage is more optimal to the game than a Tanker's. Often the Tanker's survivability is overkill. If Brutes truly died so much that it had a negative impact on them, they wouldn't be tied with Scrappers for most popular AT, while Tankers are closer to the bottom because most players don't want to take a big hit to damage for a minor decrease in how often they faceplant.
I want to know on what server Tankers are 'closer to the bottom' because it sure as heck isn't Virtue.


Blood Widow Ricki * Tide Shifter * T-34 * Opposite Reaction * Shaolin Midnight * ChernobylCheerleader

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
Furthermore, Tankers cause more of their own bad press by acting like bossy, entitled control freaks who won't tolerate sharing aggro because frankly that's all they've got.
You really need to spend time away from the Tanker forum.


Under construction

 

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Quote:
Originally Posted by SpyralPegacyon View Post
I want to know on what server Tankers are 'closer to the bottom' because it sure as heck isn't Virtue.
Closer to the bottom than the most popular AT? Well, sure. IMX, Tankers are still far from under-represented, though.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
Brute ratio of survivability to damage is more optimal to the game than a Tanker's. Often the Tanker's survivability is overkill. If Brutes truly died so much that it had a negative impact on them, they wouldn't be tied with Scrappers for most popular AT, while Tankers are closer to the bottom because most players don't want to take a big hit to damage for a minor decrease in how often they faceplant.
According to this theory, -8.3% of all players would play blasters.


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Posted

Quote:
Originally Posted by Aurora_Girl View Post
See, I hate to nitpick, but that's pure conjecture.

Would a Brute have died in that situation? Who's to say? It depends on too many variables.
If the tank was less than 25% of his health from dying...it is not conjecture...it is empirical fact...

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Would a Tank have died in that situation? Same deal.
He didn't did he?

Quote:
Would a Brute with Taunt have been completely interchangable without the team really noticing? Perhaps.
No, because tanker taunt is a completely different animal and is an AoE, brute taunt per attack is not an AoE. Plus, tanks bruising increases damage dealt by the party, brutes may do more damage by themselves, but tanks up the damage done by a group...it levels out alot more closely than you think in groups...20% more damage done by others is still 20% anyway you slice it.

Quote:
As far as I'm concerned, the only generalizations to be made dealing with Tank vs. Brute are thusly:

a) Tanks have higher base resistance and defense numbers (But a Brute can come close or meet them with IOs)
By having a much tighter build, less build freedom and sacrificing things that are likely much more important to someone seeking damage? Yes. A brute can come within 25% difference of a tank...they will not get closer barring outside buffs...and this conversation does not need more variables as Johnny will start talking about everything running around at the damage cap and with hardcapped resists and defense again. Those situations DO NOT EXIST and most certainly, even if they did 0.01% of the time, they don't occur at the same time.

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b) Brutes have higher base damage (Tanks may be able to come close with IOs).
No they don't...brutes are 0.750 and tanks are 0.800...this is empirical fact.

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c) Brutes can take Taunt (the power), which functions the same way on either AT.
No, it doesn't see above...Brute taunt is not an AoE and tanker taunt is...brutes, like tanks, can taunt per attack...but it is also not an AoE. The only thing they share really is magnitude and suppressed range

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A lot of things are assumed when one of these ATs joins a team. "Oh, the tank is finally here!" "Damn, another Brute. They're worse than scrappers."
Because brutes are popular, alot of people play them that don't know how...there are alot of tankers that I see that don't know how to tank, and scrappers that run in and die before the mob is done because they think they're a tank...pick your poison.

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These assumptions need to be challenged.
Yes, you are completely wrong...

Now that we got that out of the way...onto better things.


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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