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Everything posted by Erratic1
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Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
Tanker base damage is higher than Brute damage, but not a lot. Base. Foot Stomp for a Tanker is 161 vs 146 for a Brute (City of Data). Slotting damage enhancers doesn't change this. Fury however quickly pushes the Brute ahead as that is even more damage enhancement. -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
Tankers have superior target caps. -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
Tankers and Scrappers both have the same damage cap of 500%. Brutes are at 700%--500% plus 200% so their Fury always contributes. Brutes used to cap at 770% iirc. -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
They are hitting more targets but the damage falloff means the total damage past cap is greatly reduced. So you hit 10 foes normally but the damage you do to 11-16 is not one-third of what you did on the first 10 but more like one-month (not a calculated number, but rather given to underscore the damage drops greatly). -
Not going to happen. Brutes would be more damaging than they ever have, and they were nerfed to keep them under Scrapper damage in all contexts. Again, not going to happen. Already done.
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Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
Certainly seems to point that way. -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
Quibble: It took you 40% longer. Performance decreased by 100%-1/1.4=28.57%. That is a value more in line with what other people are reporting. If you do not use procs, then procs are not the source of the difference. That leaves increased mob regeneration and overcap to be considered. On live, if foes had 40% more health it would take you just as long as it did on the beta server. For the monsters on beta to generate 40% more life they would have to live 12*(40/5) = 96 second longer than they do live. If every monster you were killing took 96 seconds longer to kill, then unless the mission has shockingly few opponents. So in repetition of what I said previously, I do not think there is much explanation to be had there, though it might contribute in a small way. The overcap change is basically dropping damage past cap values precipitously quickly. Qualitatively speaking, it only applies when (a) you are using an area attack and (b) there are enough foes to reach an overcap situation. A good way to test overcap impact would be to not run at x8 but at x1, where you are mostly not facing crowds of opponents which push past the overcap limit as that should in theory give the same results as live. It is probably worth testing the overcap impact because, at this point, if the results are different, then some other, unmentioned/unknown factor is at work and it would be good to demonstrate that if that is the case. -
I am going to make a few observations and am not making judgements. I believe Ston's goals were to test the limits of what was possible. To the extent that Tanker builds are not what would be observed in the wild, neither were the Brute builds. Cross Punch is probably used to eek out extra global recharge reduction. So artificial but if it is being done on both sides, not necessarily a stretch. Procs however, regardless of what one might argue, are far, Far, FAR more prevalent in at least discussion in the Tanker subforum than Brutes because Brutes do not have the luxury of their maximum survivability as easily as Tankers do. We do not know what drove Developer consideration for the current changes. Neither do we know what testing was done by the developers. What we do know is what is on Test. And that is what it is, a test. Go, document the impact between Live and Test and present the results in the appropriate Feedback thread. Previous Test iterations have been modified due to reasoned and researched results. As we are in the Tanker subforum and discussing Tanker potential changes, I am going to note I am definitely not seeing the overcap damage fall-off, at least at its current values, as a good thing. The curve should be more gentle than it is.
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What is this? ALL Tanker vs Brute discussion is SUPPOSED to occur in the Brute section!!! The Tanker subforum is not to be sullied with Brute discussion!!!
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Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
For it to be a 20ish percent reduction across the board, all your damage would have to come from procs--something which is difficult since you're using a damaging power which is going to be dealing its damage regardless. -
Were they somehow managing to achieve balance against 15 ATs each of which has a dozen or more primary and a dozen or more secondary powersets?
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While @Snarky has declared himself done with Brutes, and I have my final Brute (redside, Energy/Electric), I am sorely tempted to challenge him to one final Brute. Only thing standing in the way if I have 3 ideas for Tankers. Decisions, decisions....
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Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
On topic, I would like to ask what is the purpose of giving Tankers increased area of effect and then making damage fall off as quickly as it does? Great, you can hit 16 targets but anything past 12/13 is basically not gaining you anything for being hit. -
Might be better to ask in a Feedback thread as opposed to the Brute subforum.
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Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
2m to 3m is a 33% damage reduction. 2.5m to 3.5m is a 28.57% damage reduction. -
As for what to pair with Regen, Ice Melee would slow attacks giving Regen more time to work, would it not?
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Never liked Spines but I have to say, not that you've mentioned it, Psionic Armor/Spines.
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Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
Are any of them Brute players. 🤣 -
Focused Feedback: Tanker - Archetype Inherent Changes
Erratic1 replied to The Curator's topic in [Open Beta] Focused Feedback
I have routinely been informed, generally by Tanker aficionados, that Brutes are fine and their role is to do better single target damage than Tankers. -
I've never tried Hasten... should I start?
Erratic1 replied to Forager's topic in General Discussion
Radiation Defender using Accelerate Metabolism, Hasten, and quad (I think) slotting pre-ED. -
I've never tried Hasten... should I start?
Erratic1 replied to Forager's topic in General Discussion
I hopped on the perma-Hasten train back in the first month of release and long used it wherever I could. But I weaned myself from it after coming to Homecoming. Now I never use Hasten, even as a click-power, unless a build requires perma-Hasten to make it operate the way I need it to. -
Tankers got extra area via their implicit but proc rates look at the area on the power. "Fix" is probably not the right word, though yes, their areas now count against proc rates in alignment with other ATs. I think the original situation was meant to give them more area with no downside.