summers
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Posts posted by summers
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3 minutes ago, Megajoule said:
One of the persistent complaints is that the added defenses from many IO sets do make support superfluous, particularly sets like Force Field. Most of these issues can be traced back to IOs changing the game significantly from what was possible with SOs, and the game still being balanced around the latter, by necessity.
I agree, but I think the whole IO discussion (and its accompanying Incarnate talk) are perhaps outside of the purview of this thread. If it helps, my quick comment on that is that Force Field is the iconic set for needing help; it's a one trick pony powerset and something like adding a bit of absorb to their shields would go a long way. For other sets that provide shields they generally provide a package of benefits which combined are almost universally loved on teams.
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I should add that if this change goes through, I'm not going to be personally upset, I'll just quietly roll all of my new characters as Tanks, and Brutes will be a distant memory.
Tankers are going to deal only slightly less single target damage than Brutes, but more importantly in AOE (which most of the game is), they will deal more due to much larger AOEs and target caps.
They will have a big boost to the leveling experience - more damage, better AOEs and 120 endurance goes a long way. They're also a heap tougher at low levels.
I am not going to expend a lot of time in here since it seems that my vision of a Tanker isn't shared by development, I am just sad to see that the two ATs are very much being rolled together and the pendulum is, with current proposals, completely in the Tankers favour.
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2 minutes ago, Haijinx said:
Protecting it from what though?
If the brute can already adequately protect the team, how is increasing the Tankers protectiveness but not damage going to solve the overlap?
At least with the bigger AOEs etc, the tank will find it easier to grab aggro in situations where the baddies are more spread out. Which is a lot rougher on teams than them clustered around the brute/tank.
Then of course throw in that at level 50 most teams need no protection 90% of the time, but the tanker still needs to be able to play ..
Protecting them from the enemy of course 🙂
If the Brute can adequately protect the team, that also makes all the defence/resist shields from support classes useless, doesn't it? But, they aren't useless, just like a SR giving extra defence to the team, or Invulnerability giving resistance, isn't useless. When those become meaningless, so do support.
As for bigger AOEs, I like the idea of a bigger taunt aura as that fits the vision of protecting the team. As for gigantic cone attacks, I just see this trampling over the damage that a Brute has.
Ultimately, convergence along a damage axis just reduces the individuality of ATs, and I think there's a point where you could simply delete one and call it a day. I'd much rather we collectively find a point of difference between ATs instead of making Tankers more like Brutes.
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Just now, Haijinx said:
Its countering a situation where Brutes are probably better vs almost all content.
So I expect that increasing overlap is unavoidable.
I think they are doing it the wrong way - they are converging the two ATs on the wrong axis (damage).
I'd much rather see the Tanker become better at what the AT is all about - protecting the team. Ideas would be that they provide some kind of support based on their primary - an invulnerability Tanker increases resistances, Willpower regeneration, etc. Those suggestions are more about vision, not strictly that it has to be this way, but that it maintains the Tankers concept without just blending them with Brute until you might as well delete one of the two ATs.
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25 minutes ago, Haijinx said:
Im confused, tanker damage goes up pretty handidly and some are complaining they won't do enough damage?
In my opinion, if you wanted a Tanker that does more damage, play a Brute. These changes just converge the two ATs until Tanker is probably better at almost everything.
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33 minutes ago, Captain Powerhouse said:
Not every power gets the increased target cap right now. The first two Titan weapons cones don’t, nor does Claws Shockwave. Few more powers will have their caps also limited, example: Spine Burst
Will taunt auras get their target caps upped? What will happen, for instance, to Against All Odds or Rise To The Challenge? Will they go up to 16 targets?
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What happens to procs with the +range buff? Is it like global recharge which doesn't affect their proc rate, and it could turn Tankers into AOE proc monsters?
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Let's go for an attention grabbing headline.
Super Strength: Brutes need not apply.
This post incorporates information from both the Tanker experimental updates and the Rage experimental updates.
Disclosure: My conflict of interest is that I play a SS/Fire Brute, who doesn't farm. She has almost precisely 90% resistance to Smashing/Lethal, and not only is this a straight up nerf to her, but the Tanker proposals means you should just not play Super Strength on a Brute. You should reroll.
Damage Taken
Let's start with how tough my Super Strength/Fire Brute is going to be post crash. I'll assume double stacked Rage of course, since this is now the only crash effect, and if I don't double stack Rage, her damage is much lower. Presently, she runs at about 40% melee defence and 90% Smashing/Lethal resists. The below table shows what this changes to during a crash:
Status Defence Resist % taken No Crash 40% 90% 1.00% Live - Crash 20% 90% 3.00% Proposed - Crash 30% 70% 6.00% From this chart I was taking triple damage in a crash from the -20% defence, and the proposed changes show I'll instead be taking six times the amount of damage. The crash is twice as bad for my survivability as before.
So, why should Brutes not apply? Tankers have some big numbers - really big. It's very feasibly for Tankers (especially Invulnerability) to build to 110% Smashing/Lethal resists on a resistance based set and feel pretty good about it. Likewise, a Super Reflex Tanker can get to 55% defence and shrug off the -defence crash. All in all, this feels like it's going to hurt Brutes more than Tankers.
There's also a second, minor note: It's more expensive for inspirations to cover the crash. Previously, two Luck (12.5% defence each) inspirations more than covered the defence crash, while now you'll need 1 Luck (12.5% defence)and two Sturdy (10% resistance each).
Damage Dealt
This is going to be more about the Tanker changes, but it all falls under the heading of why Super Strength is going to be much, much worse for Brutes than it will be for Tankers.
I'll consider the capstone power, Foot Stomp, which I feel is a fair power to consider as it is so key to Super Strength's viability. I've made the following assumptions:
The Brute is at 70% Fury (140% damage bonus).
Both parties have 100% damage enhancements.
The comparison considers 1 enemy, 10 enemies, and 16 enemies. Some differences in the powers, per the Tanker proposals, will be:
The Brute Foot Stomp hits 10 opponents maximum, while Tankers hit 16.
The Brute Foot Stomp has a radius of 15', while Tankers radius is 20'.
The difference means the Tanker's Foot Stomp hits 60% more enemies and has a 78% larger area of effect.
One Stack of Rage:
Status Base Damage Multiplier 1 enemy 10 enemies 16+ enemies Brute, One Rage Stack 59.22 4.20 248.72 2487.24 2487.24 Tanker, One Rage Stack 75.01 2.80 210.03 2100.28 3360.45
The Brute deals 18% more damage until they hit the 10 person cap. After that, it's quickly the Tankers game. The 5' radius increase shouldn't be underestimated - as above, it's a 78% increase in area of effect, and makes the target cap much more plausible. At the target cap for Tankers, they are dealing 35% more damage than the Brute.
Two Stacks of Rage:
Status Base Damage Multiplier 1 enemy 10 enemies 16+ enemies Brute, Two Rage Stacks 59.22 5.00 296.10 2961.00 2961.00 Tanker, Two Rage Stacks 75.01 3.60 270.04 2700.36 4320.58 Now, the difference is just under 10% more damage until they hit the target cap. At the target cap for Tankers, they are dealing 46% more damage than the Brute.
Damage capped:
ie: what if you travel with a Kinetics support character?
The Brutes damage cap is 775%, or, +675% damage. The proposed Tanker damage cap is 600%, or, +500% damage.
Status Base Damage Multiplier 1 enemy 10 enemies 16+ enemies Brute, damage capped 59.22 6.75 399.74 3997.35 3997.35 Tanker, damage capped 75.01 5.00 375.05 3750.50 6000.80 Now the difference shrinks even further. The Brute is only dealing about 6.5% more damage than the Tanker up until the target cap, and above this, the Tanker pulls ahead to be dealing 50% more damage than the Brute.
Summary
Personally, this is a straight up nerf to my Super Strength / Fiery Aura Brute. I get the choice of losing 80% damage/20% to hit by only running a single stack of Rage, or I my Rage crash is 6x worse instead of 3x worse. My Brute is not a fire farmer, she does standard content, and this dramatically lowers her survivability.
For broader comparisons between Brutes and Tankers, the Brutes are much more adversely affected by the debuffs since they are far less capable of 'overcapping' the figures. A defence or resistance sufficiently overcapped can outright ignore the crash, and this is not a luxury many Brutes can have. But some Tankers do.
As for damage? The higher base damage, radius and damage cap combined feels a bit overwhelming. The damage numbers between Brutes and Tankers tighten up a lot, with the Brutes slightly ahead until the target cap before the Tanker blasts ahead afterwards. On top of this, the radius means the level of control the Tanker exerts over the battlefield is dramatically better - their taunt auras are doubled in radius (+300% area), and their Foot Stomp knockdown is +5 feet (+78% area). This increased radius means their effects are simply more likely to hit more enemies, since a distant enemy might be missed by the Brute but hit by the Tanker - this once more pushes things in favour of the Tanker.
My suggestion? If these go live, roll Tanker.
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Thanks Cipher! And since I can't help myself, here's a few observations I found interesting...
Most desirable T9 (Primary or Secondary)
These are the least skippable T9s according to how people select their powers, and I've picked those >98%. Special note to Pendulum for Battle Axe which appeared twice; once for Brutes and again for Scrappers.
SpoilerPower Set Category Power Count Level Available Percentage Battle Axe Brute Melee Pendulum 69 32 100 Broad Sword Stalker Melee Head Splitter 127 32 100 Ninja Blade Stalker Melee Golden Dragonfly 146 32 99.32 Nature Affinity Defender Buff Overgrowth 182 32 98.91 Staff Fighting Scrapper Melee Sky Splitter 226 32 98.69 Broad Sword Scrapper Melee Head Splitter 287 32 98.63 Time Manipulation Defender Buff Chrono Shift 248 32 98.41 Street Justice Tanker Melee Crushing Uppercut 186 38 98.41 Katana Scrapper Melee Golden Dragonfly 370 32 98.4 Street Justice Stalker Melee Crushing Uppercut 289 32 98.3 Electrical Blast Blaster Ranged Thunderous Blast 392 32 98.25 Assault Rifle Sentinel Ranged Full Auto 55 32 98.21 Stone Armor Tanker Defense Granite Armor 474 32 98.14 Battle Axe Scrapper Melee Pendulum 50 32 98.04 Temporal Manipulation Blaster Support Time Lord 737 38 98.01 Least desirable T9 (Primary or Secondary)
These are the most skipped T9s out of the level 50s; for this selection, I'm showing those powers which were picked less than half of the time. Special note goes to Time Bomb which is the bottom three, claiming that spot with every support archetype that can play Traps: Defenders, Controllers and Corruptors!
SpoilerPower Set Category Power Count Level Available Percentage Traps Defender Buff Time Bomb 8 32 18.6 Traps Controller Buff Time Bomb 10 38 19.23 Traps Corruptor Buff Time Bomb 16 38 30.77 Fiery Aura Brute Defense Rise of The Phoenix 3205 38 31.79 Night Widow Training Widow Training Psychic Scream 127 32 32.32 Traps Mastermind Buff Detonator 75 38 32.33 Ice Manipulation Blaster Support Frozen Aura 111 38 33.74 Widow Teamwork Teamwork Elude 151 38 37.19 Plant Manipulation Blaster Support Spore Cloud 176 38 37.53 Fiery Aura Stalker Defense Rise of The Phoenix 18 38 41.86 Trick Arrow Controller Buff EMP Arrow 22 38 44 Ice Blast Sentinel Ranged Blizzard 96 32 46.15 Super Reflexes Sentinel Defense Elude 84 38 49.12 Radiation Emission Corruptor Buff EM Pulse 250 38 49.31 Least popular anywhere
Here's the list of all powers taken less than 15% of the time. There's quite a few named Confront, and a few others that do the same thing but with different names.
SpoilerPower Set Category Power Count Level Available Percentage Widow Training Widow Training Confront 25 18 4.18 Sonic Resonance Corruptor Buff Sonic Repulsion 6 28 8.96 War Mace Scrapper Melee Confront 12 12 9.23 Dark Miasma Corruptor Buff Black Hole 31 35 9.57 Radiation Melee Scrapper Melee Confront 25 12 9.62 Titan Weapons Scrapper Melee Confront 53 12 9.64 Arachnos Soldier Arachnos Soldiers Pummel 51 1 9.86 Kinetics Controller Buff Repel 245 4 9.98 Electrical Melee Scrapper Melee Confront 50 12 10.04 Darkness Affinity Controller Buff Black Hole 73 35 10.22 Arachnos Soldier Arachnos Soldiers Bayonet 60 12 11.61 Sonic Resonance Mastermind Buff Sonic Cage 7 10 11.67 Fiery Melee Scrapper Melee Confront 18 12 11.92 Luminous Aura Peacebringer Defensive Group Energy Flight 82 16 12.06 Sonic Resonance Defender Buff Sonic Cage 14 6 12.28 Dark Melee Scrapper Melee Confront 41 12 12.31 Broad Sword Scrapper Melee Confront 38 12 13.06 Spines Scrapper Melee Confront 65 12 13.66 Katana Scrapper Melee Calling The Wolf 52 12 13.83 Martial Arts Scrapper Melee Warriors Challenge 52 12 14.36 Street Justice Scrapper Melee Confront 43 12 14.53 Dark Miasma Defender Buff Black Hole 28 26 14.58 Kinetics Corruptor Buff Repel 135 4 14.74 Psionic Melee Scrapper Melee Confront 42 12 14.84 Kinetic Melee Scrapper Melee Confront 16 12 14.95 I think it's broken badge
Has two eligible:
1. Martial Combat - Reach For The Limit, with 990 examples of it and 193.74% of all Blasters taking it! Assuming that it grants the power twice (per the customisation screen), there's more like 96.87%.
2. Secondaries, in general. Somehow, not all level 50s have their Level 1 Secondary. For instance, there's a Tactical Arrow Blaster without their T1. Your guess is as good as mine...
You might be doing it wrong badge...
A tongue in cheek poke at the 'When you think someone is playing their AT wrong' thread located here... (caution, it's flamey)
Spoiler...there's just a few Stalkers who somehow missed taking their assassinate power at level 50. There are:
SpoilerStreet Justice - Assassin's Strike: 99.66%
Psionic Melee - Assassin's Psi Blade: 99.61%
Savage Melee - Assassin's Frenzy: 99.29%
Staff Fighting - Assassin's Staff: 99.15%
Electric Melee - Assassin's Shock: 99.13%
Radiation Melee - Assassin's Corruption: 99.11%
Dark Melee - Assassin's Eclipse: 98.8%
Claws - Assassin's Claw: 98.73%
These aren't the only exceptions though. Here's the list of Tanker Defence powers that were taken 100% of the time - if it's not on the list, there's someone at 50 without it. That means there's Willpower Tankers without Rise to the Challenge (98.65%), or Invulnerability Tankers without Invincibility (98.25%)
SpoilerPower Set Category Power Count Level Available Percentage Shield Defense Tanker Defense Battle Agility 376 1 100 Dark Armor Tanker Defense Dark Embrace 250 1 100 Super Reflexes Tanker Defense Dodge 96 8 100 Super Reflexes Tanker Defense Focused Senses 96 1 100 Radiation Armor Tanker Defense Gamma Boost 463 1 100 Blaster Quirks...
Here's some unusual observations:
- There's not a single Blaster primary power taken 100% of the time. The closest is Disintegrate, with 99.1% of Blasters taking it.
- The least popular Blaster primary power is Scramble Thoughts, with a mere 18.61% of level 50 Blasters taking it.
- As per the earlier note, there are some T1 secondaries that were somehow skipped. I don't know how 100% of the Blasters don't have their T1 secondary.
- The least popular secondary power is Devices - Taser, which has a mere 15.03% of level 50 Blasters taking it. I wonder if the buffs will change this!
Petless Masterminds...
Just how many out there are skipping their T1, T2 or T3? Unfortunately we can't tell how many are skipping all of them, only how many skip them individually.
T1:
SpoilerPower Set Category Power Count Level Available Percentage Robotics Mastermind Summon Battle Drones 1087 1 99.72 Thugs Mastermind Summon Call Thugs 469 1 99.58 Ninjas Mastermind Summon Call Genin 205 1 99.51 Necromancy Mastermind Summon Zombie Horde 322 1 99.38 Beast Mastery Mastermind Summon Summon Wolves 442 1 99.1 Mercenaries Mastermind Summon Soldiers 179 1 98.9 Demon Summoning Mastermind Summon Summon Demonlings 642 1 98.62 T2:
SpoilerPower Set Category Power Count Level Available Percentage Ninjas Mastermind Summon Call Jounin 206 12 100 Necromancy Mastermind Summon Grave Knight 322 12 99.38 Robotics Mastermind Summon Protector Bots 1079 12 98.99 Thugs Mastermind Summon Call Enforcer 466 12 98.94 Mercenaries Mastermind Summon Spec Ops 179 12 98.9 Beast Mastery Mastermind Summon Summon Lions 438 12 98.21 Demon Summoning Mastermind Summon Summon Demons 637 12 97.85 T3:
SpoilerPower Set Category Power Count Level Available Percentage Mercenaries Mastermind Summon Commando 178 26 98.34 Ninjas Mastermind Summon Oni 202 26 98.06 Beast Mastery Mastermind Summon Summon Dire Wolf 435 26 97.53 Robotics Mastermind Summon Assault Bot 1063 26 97.52 Necromancy Mastermind Summon Lich 315 26 97.22 Thugs Mastermind Summon Call Bruiser 457 26 97.03 Demon Summoning Mastermind Summon Summon Demon Prince 622 26 95.55 Most and least popular buff effects
Here's the least popular (taken by less than 15%) of all Corruptors, Defenders, Controllers or Masterminds:
SpoilerPower Set Category Power Count Level Available Percentage Sonic Resonance Corruptor Buff Sonic Repulsion 6 28 8.96 Dark Miasma Corruptor Buff Black Hole 31 35 9.57 Kinetics Controller Buff Repel 245 4 9.98 Darkness Affinity Controller Buff Black Hole 73 35 10.22 Sonic Resonance Mastermind Buff Sonic Cage 7 10 11.67 Sonic Resonance Defender Buff Sonic Cage 14 6 12.28 Dark Miasma Defender Buff Black Hole 28 26 14.58 Kinetics Corruptor Buff Repel 135 4 14.74 And the most popular taken (100%, excluding forced choices which are the T1 secondary buffs from Corruptors, Controllers or Masterminds)
SpoilerPower Set Category Power Count Level Available Percentage Traps Controller Buff Acid Mortar 52 10 100 Traps Controller Buff Force Field Generator 52 16 100 Trick Arrow Defender Buff Acid Arrow 52 12 100 Traps Defender Buff Force Field Generator 43 8 100 Sonic Resonance Defender Buff Sonic Dispersion 114 12 100 Sonic Resonance Defender Buff Sonic Haven 114 2 100 Trick Arrow Mastermind Buff Acid Arrow 31 20 100 Sonic Resonance Mastermind Buff Sonic Barrier 60 2 100 Poison Defender Buff Envenom 168 1 100 Pain Domination Defender Buff Nullify Pain 145 1 100 It's interesting to note that not a single Corruptor power outside of their requisite T1s is seen on 100% of Corruptors at 50.
And that's it!
I hope you've enjoyed reading as much as I enjoyed looking through random facts! If you have any requests or queries please let me know!
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Thanks for this great data! Here's some more analysis, and I hope it is correct as there are a number of small naming conventions that I've found which I am hoping I have resolved. Also, I apologise for the awful table, if a moderator knows how to stretch those columns out nicely please do so 🙂
The Wooden Spoon badge
I have some good news if you want to make a 50 that no-one else has - there's quite a few choices! Since not a single one of these combinations have made it to 50, they each have a 0% success rate. I give the wooden spoon badge to Beast Mastery/Traps MM, since it has had the most attempts to get it started and therefore failed the most number of times.
SpoilerArchetype Primary Secondary Level 50 Total Characters Mastermind Beast Mastery Traps 0 335 Defender Cold Domination Archery 0 301 Stalker Broad Sword Dark Armor 0 213 Blaster Assault Rifle Darkness Manipulation 0 198 Defender Cold Domination Assault Rifle 0 143 Sentinel Archery Invulnerability 0 107 Tanker Ice Armor Battle Axe 0 102 Scrapper Dual Blades Ice Armor 0 93 Brute Street Justice Stone Armor 0 90 Brute Savage Melee Ice Armor 0 82 Corruptor Assault Rifle Force Field 0 81 Tanker Fiery Aura Street Justice 0 79 Corruptor Dual Pistols Trick Arrow 0 73 Sentinel Archery Electric Armor 0 71 Stalker Martial Arts Dark Armor 0 68 Brute Ice Melee Regeneration 0 67 Mastermind Necromancy Trick Arrow 0 65 Stalker Ninja Sword Fiery Aura 0 65 Defender Time Manipulation Assault Rifle 0 64 Tanker Electric Armor Savage Melee 0 60 Stalker Claws Fiery Aura 0 56 Corruptor Electrical Blast Traps 0 54 Tanker Dark Armor Street Justice 0 54 Stalker Ice Melee Ninjitsu 0 49 Controller Ice Control Sonic Resonance 0 47 Corruptor Energy Blast Nature Affinity 0 47 Scrapper Kinetic Attack Dark Armor 0 46 Tanker Fiery Aura Kinetic Attack 0 46 Tanker Bio Organic Armor Ice Melee 0 43 Tanker Super Reflexes Battle Axe 0 43 Tanker Dark Armor Kinetic Attack 0 40 Tanker Super Reflexes Spines 0 40 Scrapper Ice Melee Radiation Armor 0 39 Corruptor Dark Blast Traps 0 37 Stalker Dark Melee Ice Armor 0 37 Tanker Dark Armor Martial Arts 0 37 Stalker Broad Sword Fiery Aura 0 36 Corruptor Radiation Blast Traps 0 31 Scrapper Ice Melee Super Reflexes 0 30 Stalker Kinetic Attack Ice Armor 0 30 Defender Storm Summoning Beam Rifle 0 29 Stalker Claws Ice Armor 0 29 Stalker Dark Melee Fiery Aura 0 27 Sentinel Energy Blast Ice Armor 0 26 Controller Ice Control Traps 0 25 Corruptor Assault Rifle Thermal Radiation 0 25 Brute Katana Stone Armor 0 24 Brute Spines Energy Aura 0 24 Defender Storm Summoning Assault Rifle 0 24 Sentinel Archery Ice Armor 0 24 Sentinel Assault Rifle Ice Armor 0 24 Defender Traps Energy Blast 0 22 Brute Ice Melee Super Reflexes 0 21 Scrapper War Mace Ice Armor 0 21 Stalker Martial Arts Fiery Aura 0 21 Stalker Martial Arts Radiation Armor 0 21 Scrapper Ice Melee Invulnerability 0 20 Corruptor Water Blast Trick Arrow 0 19 Tanker Super Reflexes Ice Melee 0 19 Defender Sonic Resonance Assault Rifle 0 18 Brute Stone Melee Super Reflexes 0 14 Stalker Kinetic Attack Fiery Aura 0 14 Defender Traps Psychic Blast 0 12 Stalker Fiery Melee Electric Armor 0 12 Stalker Martial Arts Ice Armor 0 11 Defender Trick Arrow Electrical Blast 0 5 Corruptor Psychic Blast Trick Arrow 0 4 Defender Trick Arrow Radiation Blast 0 3 The Stand Alone badge
This one I'm giving to the combination of powers that just a single person has hit 50 on, and it will be granted to the combination that has the most attempts to get there. Congratulations to Tanker: Bio Organic Armor / Broad Sword, who has a single level 50 out of 247 attempts!
Runners up were: Blaster - Psychic Blast / Darkness Manipulation and Scrapper - Broad Sword - Fiery Aura
SpoilerArchetype Primary Secondary Level 50 Total Characters made to 50 Tanker Bio Organic Armor Broad Sword 1 247 0.004 Blaster Psychic Blast Darkness Manipulation 1 189 0.005 Scrapper Broad Sword Fiery Aura 1 181 0.006 Tanker Dark Armor Claws 1 160 0.006 Brute Broad Sword Super Reflexes 1 159 0.006 Corruptor Electrical Blast Force Field 1 159 0.006 Brute Fiery Melee Regeneration 1 157 0.006 Brute War Mace Dark Armor 1 144 0.007 Blaster Assault Rifle Electricity Manipulation 1 136 0.007 Brute War Mace Super Reflexes 1 131 0.008 Stalker Claws Energy Aura 1 127 0.008 Corruptor Assault Rifle Dark Miasma 1 125 0.008 Stalker Spines Dark Armor 1 125 0.008 Brute Broad Sword Energy Aura 1 122 0.008 Brute Martial Arts Bio Organic Armor 1 118 0.008 Tanker Electric Armor Broad Sword 1 115 0.009 Defender Nature Affinity Energy Blast 1 110 0.009 Blaster Sonic Attack Ninja Training 1 109 0.009 Tanker Electric Armor Dual Blades 1 108 0.009 Tanker Fiery Aura Claws 1 104 0.01 Sentinel Assault Rifle Electric Armor 1 101 0.01 Mastermind Demon Summoning Trick Arrow 1 99 0.01 Controller Fire Control Poison 1 99 0.01 Corruptor Dual Pistols Sonic Resonance 1 94 0.011 Scrapper Fiery Melee Super Reflexes 1 86 0.012 Brute Martial Arts Energy Aura 1 86 0.012 Brute Martial Arts Electric Armor 1 84 0.012 Corruptor Assault Rifle Poison 1 81 0.012 Stalker Claws Radiation Armor 1 81 0.012 Blaster Dark Blast Electricity Manipulation 1 80 0.013 Sentinel Archery Energy Aura 1 78 0.013 Blaster Assault Rifle Ice Manipulation 1 77 0.013 Sentinel Archery Radiation Armor 1 75 0.013 Scrapper Claws Ice Armor 1 74 0.014 Tanker Bio Organic Armor Katana 1 72 0.014 Tanker Super Reflexes Broad Sword 1 72 0.014 Tanker Super Reflexes Electrical Melee 1 72 0.014 Tanker Ice Armor Dual Blades 1 71 0.014 Brute War Mace Stone Armor 1 66 0.015 Brute Battle Axe Ice Armor 1 64 0.016 Controller Mind Control Trick Arrow 1 64 0.016 Brute Staff Fighting Ice Armor 1 64 0.016 Tanker Super Reflexes War Mace 1 64 0.016 Brute Stone Melee Ice Armor 1 62 0.016 Defender Thermal Radiation Energy Blast 1 60 0.017 Scrapper Battle Axe Fiery Aura 1 59 0.017 Corruptor Electrical Blast Sonic Resonance 1 58 0.017 Scrapper War Mace Dark Armor 1 58 0.017 Corruptor Archery Pain Domination 1 57 0.018 Scrapper Fiery Melee Ice Armor 1 57 0.018 Blaster Sonic Attack Tactical Arrow 1 57 0.018 Brute Electrical Melee Ice Armor 1 55 0.018 Scrapper Battle Axe Super Reflexes 1 53 0.019 Scrapper Kinetic Attack Fiery Aura 1 53 0.019 Brute Battle Axe Super Reflexes 1 52 0.019 Scrapper Savage Melee Ice Armor 1 52 0.019 Brute Claws Ice Armor 1 51 0.02 Stalker Electrical Melee Dark Armor 1 51 0.02 Stalker Ice Melee Dark Armor 1 50 0.02 Sentinel Dual Pistols Ice Armor 1 49 0.02 Sentinel Beam Rifle Ice Armor 1 48 0.021 Scrapper Psionic Melee Ice Armor 1 46 0.022 Stalker Fiery Melee Dark Armor 1 45 0.022 Corruptor Sonic Attack Traps 1 44 0.023 Stalker Spines Invulnerability 1 44 0.023 Corruptor Assault Rifle Storm Summoning 1 43 0.023 Stalker Radiation Melee Dark Armor 1 43 0.023 Defender Cold Domination Electrical Blast 1 42 0.024 Brute Ice Melee Invulnerability 1 41 0.024 Sentinel Ice Blast Electric Armor 1 40 0.025 Defender Dark Miasma Energy Blast 1 39 0.026 Defender Nature Affinity Assault Rifle 1 39 0.026 Scrapper Battle Axe Energy Aura 1 38 0.026 Defender Cold Domination Dual Pistols 1 38 0.026 Tanker Fiery Aura Martial Arts 1 38 0.026 Stalker Fiery Melee Ninjitsu 1 38 0.026 Defender Poison Assault Rifle 1 37 0.027 Brute Street Justice Ice Armor 1 37 0.027 Stalker Dark Melee Electric Armor 1 36 0.028 Brute Psionic Melee Stone Armor 1 36 0.028 Tanker Stone Armor Katana 1 36 0.028 Brute Ice Melee Stone Armor 1 35 0.029 Brute Radiation Melee Super Reflexes 1 34 0.029 Scrapper Street Justice Ice Armor 1 34 0.029 Defender Traps Electrical Blast 1 34 0.029 Stalker Martial Arts Electric Armor 1 33 0.03 Corruptor Assault Rifle Sonic Resonance 1 31 0.032 Brute Broad Sword Stone Armor 1 30 0.033 Brute Ice Melee Electric Armor 1 30 0.033 Corruptor Assault Rifle Nature Affinity 1 29 0.034 Corruptor Energy Blast Poison 1 29 0.034 Tanker Ice Armor Katana 1 29 0.034 Scrapper Battle Axe Ninjitsu 1 28 0.036 Stalker Radiation Melee Invulnerability 1 28 0.036 Defender Trick Arrow Assault Rifle 1 28 0.036 Scrapper Battle Axe Ice Armor 1 27 0.037 Stalker Broad Sword Ice Armor 1 27 0.037 Brute Katana Ice Armor 1 27 0.037 Tanker Ice Armor Kinetic Attack 1 26 0.038 Stalker Ice Melee Super Reflexes 1 26 0.038 Defender Traps Water Blast 1 26 0.038 Brute Martial Arts Ice Armor 1 24 0.042 Tanker Ice Armor Martial Arts 1 23 0.043 Scrapper Ice Melee Energy Aura 1 23 0.043 Brute Kinetic Attack Ice Armor 1 22 0.045 Defender Traps Radiation Blast 1 22 0.045 Stalker Radiation Melee Electric Armor 1 21 0.048 Corruptor Beam Rifle Trick Arrow 1 20 0.05 Stalker Energy Melee Fiery Aura 1 20 0.05 Stalker Ice Melee Willpower 1 20 0.05 Corruptor Sonic Attack Trick Arrow 1 19 0.053 Brute Ice Melee Energy Aura 1 18 0.056 Defender Traps Ice Blast 1 18 0.056 Stalker Fiery Melee Willpower 1 16 0.063 Stalker Ice Melee Electric Armor 1 16 0.063 Defender Poison Energy Blast 1 16 0.063 Defender Trick Arrow Sonic Attack 1 16 0.063 Defender Trick Arrow Water Blast 1 15 0.067 Defender Trick Arrow Beam Rifle 1 14 0.071 Tanker Super Reflexes Stone Melee 1 13 0.077 Defender Trick Arrow Psychic Blast 1 11 0.091 Defender Trick Arrow Ice Blast 1 9 0.111 Corruptor Radiation Blast Trick Arrow 1 8 0.125 Corruptor Energy Blast Trick Arrow 1 7 0.143 Corruptor Dark Blast Trick Arrow 1 5 0.2 Defender Trick Arrow Energy Blast 1 4 0.25 The Not Stopping badge
This one is a category I'm reserving for the archetypes that have the highest percentage likelihood of going all the way to 50. In a very tight race, congratulations to Brute - Radiation Melee / Fiery Aura, where 48.4% of all characters created hit the magical 50!
A very close runner up was its fellow farming companion, Brute - Spines / Fiery Aura, where 48.0% of all characters created hit the 50! A good argument could be made that the total number of Spines/Fiery Aura characters means it should be #1.
Here's the top 20:
SpoilerArchetype Primary Secondary Level 50 Total characters Made to 50 Brute Radiation Melee Fiery Aura 1481 3061 0.484 Brute Spines Fiery Aura 6127 12769 0.48 Blaster Ice Blast Plant Manipulation 146 322 0.453 Blaster Psychic Blast Tactical Arrow 78 181 0.431 Blaster Dark Blast Tactical Arrow 43 104 0.413 Brute Electrical Melee Fiery Aura 304 811 0.375 Blaster Ice Blast Tactical Arrow 58 161 0.36 Blaster Psychic Blast Plant Manipulation 90 256 0.352 Defender Poison Ice Blast 29 85 0.341 Brute Super Strength Fiery Aura 940 2813 0.334 Corruptor Electrical Blast Trick Arrow 3 9 0.333 Blaster Dark Blast Plant Manipulation 77 245 0.314 Corruptor Ice Blast Poison 32 109 0.294 Blaster Beam Rifle Plant Manipulation 36 126 0.286 Corruptor Ice Blast Nature Affinity 30 106 0.283 Sentinel Ice Blast Bio Organic Armor 48 181 0.265 Brute Energy Melee Ice Armor 10 38 0.263 Corruptor Sonic Attack Cold Domination 26 99 0.263 Defender Trick Arrow Energy Blast 1 4 0.25 Stalker Psionic Melee Energy Aura 141 577 0.244 - 5
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Here's another interesting quirk
Street Justice appears to be internally called "Brawling" for Brutes, while on Scrappers it is "Street Justice"
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Here's some breakdowns you might find interesting:
/Regeneration is the most popular secondary, with 41625 characters having this secondary.
Fire Blast/ is the most popular Primary set, with 30219 carrying it as their primary.
The most popular powerset of all, regardless of being primary or secondary, is Willpower, with 47913.
The four most popular powersets (either primary or secondary) of all are:
Willpower - 47913
Fiery Aura - 44945
Time Manipulation - 41731
Regeneration - 41625
The four least popular powersets (either primary or secondary) of all are:
Plant Manipulation - 2464
Radioactive Assault - 2511
Icy Assault - 2680
Martial Assault - 2855
The four least popular primary powersets of all are:
Traps - 881
Trick Arrow - 1138
Poison - 1542
Thermal Radiation - 1984
The four least popular secondary powersets of all are:
Katana - 951 (Tankers only)
Claws - 1186 (Tankers only)
Sonic Debuff - 1276 (Controllers only)
Martial Arts - 1370 (Tankers only)
If you are looking to be a special snowflake, you can pick one of these and go from there, or you can aim for the rare unique combinations, which are:
Defender - Trick Arrow/Rad - 3
Corruptor - Psychic Blast/Trick Arrow - 4
Defender - Trick Arrow/Energy Blast - 4
Corruptor - Dark Balast/Trick Arrow - 5
Defender - Trick Arrow/Electrical Blast - 5
The most popular combinations of powers are:
Luminous Blast/Luminous Aura - 14452
Arachnos Soldier/Training and Gadgets - 14421
Umbral Blast/Umbral Aura - 13423
Brute - Spines/Fiery Aura - 12769
If you think Spines is popular, it might be interesting to know it is heavily concentrated in a single build: 12,769 Spines/Fire Brutes out of a total 24,083 Spines characters. Amongst Brutes, that's 12769 out of 17211 Spiney Brutes, with there being only 1027 Spines/Firey Aura Scrappers and a meager 60 Spines/Fiery Aura Stalkers.
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Thank you for reconsidering some of the Martial Assault changes, I love that there is a set with kicks where the kicks are useful and it isn't just shuriken assault 🙂
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Just some food for thought about soft capped defences and their effective equivalent resistances. The assumption is that there is no defence in the resistance set, and no resistance in the defence set. Some rounding occurs in the below:
45% defence, +0 enemies
Chance to hit: 5%
Effective resistance level: 90% (50% chance to hit, 90% resistance)
45% defence, +4 enemies
Chance to hit: 7%
Effective resistance level: 90% (70% chance to hit, 90% resistance)
45% defence, +4 AV
Chance to hit: 10.5%
Effective resistance level: 88.95% (95% chance to hit, 88.95% resistance)
So far the ratio of effectiveness at damage mitigation has kept pace with the resistance set. What if we go to incarnate content at the soft cap?
45% defence, +0 enemies (incarnate)
Chance to hit: 19%
Effective resistance level: 70.31% (64% chance to hit, 70.31% resistance)
45% defence, +4 enemies (incarnate)
Chance to hit: 26.6%
Effective resistance level: 70.3% (89.6% chance to hit, 70.3% resistance)
45% defence, +4 AV (incarnate)
Chance to hit: 39.9%
Effective resistance level: 58% (95% chance to hit, 58% resistance)
Whats the take away from this?
At +0 minions, each point of defence below 45% is equivalent to dropping 2% resistance.
At +4 Incarnate, each point of defence below 59% is equivalent to dropping 1.56% resistance.
At +4 Incarnate AVs, each point of defence below 59% is equivalent to dropping 2.21% resistance.
Since a lot of builds don't reach for the incarnate cap, I hope some of these numbers might assist in getting a better understanding of where things compare.
A few other observations is that because the chance to hit is capped at each stage, there's only so bad that a defence can be before it no longer matters - it will always protect you against 5% of hits. Resistance for all practical purposes never stops getting worse. Additionally, against very challenging content, DDR and the soft cap is very important. If you have IOd your defences to 45%, 14% of white minion attacks will hit you in incarnate content and almost 20% of attacks will hit you from purple minions. If any of these have defence debuffs, you will crash quickly and hard. YMMV in groups, since you are probably buffed by party members, but solo it's just you.
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I'm a bit sad that the martial set, which was only flimsily melee to begin with, is becoming even less so. I really hope you reconsider this, an okay ST attack is not breaking anything, while other sets seem to be getting this or even more?
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Hello!
Consume should be granting endurance drain protection however it isn't. It seems like this might have been a relatively recent change/bug as well.
In the past, hitting multiple foes with Consume meant you were completely immune to drain, and could not be drained by Sappers and other nasties, but now that doesn't work anymore.
Could you please look into this as it turned some missions from easy to very frustrating overnight!
Thanks :)
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Some of the hardest things for people to do is to resist putting 'their mark' on things.
Super Strength is perhaps the iconic superhero set and the people that enjoy it like it the way it is. Any change to the set should be very critically reviewed as to whether it needs this change or whether someone just wants to tweak it to suit their own vision.
I'm all in favour of dropping -defence (why does it even need this?) but I am not in favour of widespread changes to a set just because you can. Small adjustments here or there? Okay. Powerset redefining changes? No.
Full disclosure: SS if my main and I do not want any significant changes.
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I just wanted to thank the whole team who are tirelessly working to let us play our dream game. Thank you! You are all amazing :)
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Hi GM ArachnosPhobia
You don't know me, but you helped me with an enquiry today and you were excellent. Thank you to you and the team who are volunteering their time to make the experience the best it can be for the rest of us!
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I... really like i25, and I'd rather stay on a server hosting this version
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