csr
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Focused Feedback: Tank Updates for December 6, 2019
csr replied to Captain Powerhouse's topic in [Open Beta] Focused Feedback
Is this now true of ALL Taunt auras? I don't see detailed info about Taunt in any of them; all used to list their Taunt magnitude, now none do. Also, how is it decided which powers take Taunt enhancements and which don't? For example... Dark Armor's Death Shroud and Dark Regeneration take Taunt enhancements, while Cloak of Fear and Oppressive Gloom do not. (All four of which are listed as having +400% Taunt on Live HC.) The only foe-affecting powers I saw that don't take Taunt enhancements are: Cloak of Fear, Oppressive Gloom and Burn. This inconsistency is contrasted with the consistent use of Taunt sets. Where no foe-affecting toggles take Taunt sets, while most clicks (all but Burn) do. -
Focused Feedback: Tank Updates for December 6, 2019
csr replied to Captain Powerhouse's topic in [Open Beta] Focused Feedback
They appear to still be in there based on detailed info. -
The data I used was from an archive.org snapshot taken Dec 22, 2016. The internal update date given in the database is Sept 5, 2012 however. Unfortunately, even with Mids, Detailed Info and CoD we don't have complete or definitive data on some things. Personally, the only issues I saw on that chart were: RttC is Mag 3 instead of Mag 4 for Tankers and Brutes. This is inconsistent with everything else. Which is fine, it just stands out. Entropic Aura (Brutes/Scrappers), Integration (Brutes) and Evasion (Brutes) tick every 2s while all the other non-damage auras tick at 0.5s or 1s. Tankers' Evasion says 0.5s in CoD, but that may have been changed when the duration was. I like variety and choices, but since some of this info isn't readily available to, or understandable by, players, I don't think you can call it a choice. It's just a nasty surprise that when you run a loop through a spawn using one of the 2s tick auras you are bound to miss some. Of course, that happens with damage taunt auras too. So... 🤷♂️
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I see one right off. Entropic, 2.25s mag 3 on Scrappers, 13.6s mag 4 on Brutes. Let's see... from CoD and done quickly (I apologize for any errors): Set Power Tanker Brute Scrapper Bio Armor Evolving Armor 13.6s mag 4 / 0.5s 13.6s mag 4 / 0.5s 13.6s mag 3 / 0.5s Dark Armor Death Shroud 13.6s mag 4 / 2s 13.6s mag 4 / 2s none Electric Armor Lightning Field 13.6s mag 4 / 2s 13.6s mag 4 / 2s none Energy Aura Entropic Aura N/A 13.6s mag 4 / 2s 2.25s mag 3 / 2s Fiery Aura Blazing Aura 13.6s mag 4 / 2s 13.6s mag 4 / 2s none Ice Armor Chilling Embrace 13.6s mag 4 / 0.5s N/A none Ice Armor Icicles 13.6s mag 4 / 2s N/A none Invulnerability Invincibility 17s mag 4 / 1s 17s mag 4 / 1s 17s mag 3 / 1s Radiation Armor Beta Decay 13.6s mag 4 / 1s 13.6s mag 4 / 1s 13.6s mag 3 / 1s Regeneration Integration N/A 13.6s mag 4 / 2s none Shield Defense Against All Odds 17s mag 4 / 1s 17s mag 4 / 1s 17s mag 3 / 1s Stone Armor Mud Pots 13.6s mag 4 / 2s 13.6s mag 4 / 2s N/A Super Reflexes Evasion 1s mag 4 / 0.5s 13.6s mag 4 / 2s none Willpower Rise to the Challenge 1.25s mag 3 / 1s 1s mag 3 / 1s 1.25s mag 3 / 1s
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First, Scrappers have Confront. So they obviously were expected to manage some aggro. Given Confront's quick recharge you can't even argue that it's meant for just one foe. (What was the Recharge on Confront early on? I seem to remember it being longer than the current 3s.) Second, Stalkers now fill the role Captain Powerhouse described. Which to me pushes Scrappers out of the center of the role. Presumably in the direction of Brutes. They do more AoE than Stalkers (as an AT), are a bit tougher and have (again, as an AT) superior aggro generation skills. Which does seem to be in the direction of Brutes. Third, the game plays nothing like it did at launch. There used to be herding and waiting for the Tank to grab aggro before attacking. Now it's much, MUCH, more of a free-for-all. AoE damage has grown in power quite a bit as well. So things die a lot faster. Additionally, Blasters now all have a sustain power. So squishies are tougher now. (And, of course, Brutes have taken over the world making the average team even less squishy.) These factors have lessened the value of aggro management, which in turn seems to have lessened the amount of effort Tankers and, particularly, Fury-craving Brutes spend on it. As a result, I think there is more loose aggro in I26 than there was in I23 and therefore more call for Scrappers to handle some of it. The coming explosion of Tankers on the field of play will very likely end that though. I don't think there's any major problem with Scrappers as is. Confront is probably the worst AT wide issue. And making the defense sets different is good, IMO. Having some that can tank and some that can't is perfectly fine. Just as having some Defender sets that are AV/GM killers and some that aren't, or some that can heal and some that can't, is OK. I think that sort of variation is good for the game, not bad. Having some AT template that is applied strictly is too limiting. The lack of flexibility was my biggest disappointment when I starting playing CoX, and the trend since then has been towards more. I'd hate to see that trend reversed because it's simply easier to balance sets that differ only in trivial ways. An AT-less Freeform like CO is probably too far in the other direction though.
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I think you are once again only concerning yourself with large scale 50+ content. When you run lower level content with just SG mates or quick makeshift teams that have less than 8 members, then Scrappers are often used to "tank". Run some PUG Summer Blockbusters and see what goes on in the God Champion fight - I've had to tank the AV+EBs in each of the last three runs I've done on Scrappers. Though to be fair, that's an unusual situation and most of the "tanking" on Scrappers simply involves taking the alpha, not holding aggro of multiple foes for any length of time. It is nice that some Scrappers can do the latter however, since in the situations I refer to you can't count on having a Tank AT present. And the only reason that you don't see more Scrappers in taunt roles at Hami raids is that the one-target taunt power is so low in value that very few Scrappers take it. Given that it is a class-wide power choice, I suspect it may be the least chosen power as a percentage of opportunities in the game.
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It was just intended as information. Though it does in fact prove something; that a significant number of Scrappers have taunt auras - it's not just a few. IMO, Captain Powerhouse's comment about Scrappers not being meant to hold aggro of multiple foes is as dated as the idea that Tankers shouldn't be damage dealers. I think Going Rogue and either-side Stalkers pretty much bumped Scrappers out of that mold for good.
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It says it does in Mids, but in the detailed info I see no taunt effects. But then I don't for Brutes either. However, according to Mids Brute Entropic takes Taunt enhancements while Scrapper Entropic does not. Maybe it's another one of those hidden abilities on powers due to odd construction. If so, that moves it to 6 with taunt auras and only 3 with no taunt or damage aura. That also brings up the question of Ice Armor, which goes from having 2 taunt auras (Chilling Embrace and Icicles) and a taunt click (Energy Absorption) on Brutes to none on Scrappers. If Energy gets a taunt aura to group for Energy Drain (a mere surmise as to why the taunt would still be there), then it would seem reasonable that one of Ice Armor's AoE toggles should as well. Though I'd personally just lose the taunt auras in both sets for Scrappers and increase the radii of the click Def buffs.
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Ugh. Let's not start trying to cram ATs back into their skinny jeans. It won't be a pretty sight. There are 13 Scrapper secondaries, 5 have taunt auras (Bio, Invuln, Rad, Shield and Willpower - all on scaling self-buff powers), 4 more have damage auras (Dark, Electric, Fiery and Ice) and 4 have neither (Energy, Ninjutsu, Regen and SR).
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CMA's ideas didn't really help with the build I'm currently working on, but did with the AoE build I posted 3rd above. It's not as tough as the current build and END use isn't great, but it has much better AoE, about 14% better ST DPS, and I can take Ageless for END issues. http://www.cohplanner.com/mids/download.php?uc=1483&c=684&a=1368&f=HEX&dc=78DA6594C96F12511CC7DF30D38DA5405B0A2D4B814AC12ED3A2C6A326DA569B96A42DEAB58EF28431932981C1D8A3774F7AF0EA7AF5E27A72F76FF1E492F4608C0BFE98DFB7A40913C8E7BDDFF27EDFF77BF3A67473D9FFF4DCADD342F19DB58C6673E74CA3E5C8C152CB311C73D7568510DE72CDB42C6919D5DA004D636EC44E495A52EA2BB66C54F7789264C7B2BC26EDA6D4D7EC1B2D8BDCC615D3329DBDF09A5D930D693BFAC120B0B9BB6BE9AB66B5E69876D5EBCECA75292B7E77B8218D3AD98307938A6C346B663DB25237AFEAD0D0DA29194D4736F662246C86FEFD8AC0D3EE139B84AC263C5BE036532B83E789494DF4AF33DF74D2DCFCB622A28A6B9B3F461D286AE26DC7C53E5549D1204F7919E660164C3315EA92CA1A845A116EFE3B421FE76B7D5B8A6BF36E33FD65F00273E422FC8401EC65C0AFB12DC01C1B0683CCF1101866662971087B199A630D31D0433E1FF4F9A0EF764E88006A057E7B5CDBF01FF02F33F40F6C334704F7E6036505D19B207AB388DE2CA237C529A69F10469D30CE2786F399C4F94CE27C12D0963849D4541125DDA3D03D1AE7DA9D3D46D8A644B0BF14A8527C14BAA2D09582AE1474A5A799E3143BC1B19E8908F77F619D6B2CEE333F9137EEBE046D358E984C081C654E8F31355A2F89DA49C4A6119B466C06B1C38429F464EA3ED73AF2007CC89C79043E069F303F775A05DD59D4C963DD8530F33285E6B07EEE19F726FF1C7CC93CFA0A7C0D7EE1F50D4201B905E4CE2277F605889C79AC318F5C1F959FC379CD5DE777E623CD74D62BF45F1CF79E664BB02D25F9DE25B4EE3DA61F3D62B6C7B2D46329F6588EF7584EF45856B5EEBD6F6FF478373538C9A2B896A150F77EB7BF7ABBDF05A12CF0FEBF7B0F7D2B3238C74B3813DCEDE229DEE7B7C3F905CEFF7138FF0EF76DFA2E788F594C73ECCF7102B4FC07634DDF50
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Thanks. Not ideal since it's for soft-capping a Tanker rather than a Brute, but I'll try CMA's set preferences and see how that works out.
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Power Surge is probably the best power to put there, but it's a power a lot of people hate. You might be able to run Stealth with Energize and Power Sink, or it could just be used for a LotG special. Hover, Grant Invisibility and Maneuvers also work for that. Hover can mess with Grounded though. There's always Weaken Resolve from the new Force of Will set, but that could really use two slots (Acc and an Achilles' Heel -Res). Lightning Clap also needs two slots (Acc and KB->KD special). So basically I'd say stick with Power Surge for it's occasional use, take something for another 7.5% global +Rech or find another slot (perhaps franken-slot Lightning Field). EDIT: I'm not sure if I'm remembering correctly or not... but aren't Regenerative Tissue and Miracle specials implemented as set bonuses rather than procs? If so they work slotted in Aid Other. EDIT 2: Tested that, you'd have to run AO every two minutes to keep the buff, it's not constant. I just don't think anything qualifies as a one-slot "wonder"
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I built an En/Inv Brute as soon as Brutes became available a decade ago. I really enjoyed playing her, right up until they changed villain Invulnerability to a dark smudge power set. By the time they added power customization this toon had been relegated to my 3rd server and wasn't played. After the bright/shiny came back I played her to 50 and then pretty much forgot her. Her original build used Aid Self and Unstoppable to bolster defenses. The final build was this... | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1547;688;1376;HEX;| |78DA9594594F135114C7EF65A6401796524A8B6CA56C2D859146DF4D143068CB12E| |2125FB0D26B3B3A199A766AE4C5C46FA0B83D18BF821FC15D3F835FC2E5DDA59E99| |F30727343ED8407EE79EFD9CDEDBE2DDE5C8CBF3F7CF08193E67951A8D9DB3F5A6A| |3BA8B4DA7E4987BB62684086D574DCB5256A952EDA263D2F3D8292A4B2963C556F5| |CA3E1FC6D8B0AC6E2ABBA18C35FB4ED32273E9866999CE7E74CDAEAABAB21DE350E| |8D9DCDBB38C55B352754CBB12F24EDB35A5CA114F2CA8528DF47D8787B2AA37AA66| |2DBE5233770DF4D0DC29961A8EAAEF27A9B11CFD774A814F2B200A84B42E3A8ACCD| |E75E6E40673AE4CCCEB62BED1E1F1951BE6C5B78458605BB7848AF2C9FFCCF7868E| |1AE70B6817A5A7D30BCCCE2233B90E6E3017379992361D40DD00EA76A26EE45F756| |F334394A20BB15D3FB897EE9FE02FE6E06FE66C8B99159AC7D71415E49EB5E03809| |73946F82796292399566A6A948987D6538C7B523A046B61EE4E9419E7EE49946FC3| |4F2BD23AF3EF8F61DF33D5E33428862B628F63280BD0C602F43D8CBEC3DDE655671| |4F3AF514439D589C8424EDA19F7DC663E020D3DD419CEBC838661A02DD99136C138| |95BBCBF21CA3D8CBB338CDC1FE83422A5D7EB0874A3A8377AACDEC9179427467CCE| |7C4F5163C83786BBD84BE709CC3E81D953983D85D95387B3EF724C1677F1A3ABC67| |795462F53A81DA5DE67609B812D8F3EAFD3B5C8A066E601EB161E8207E023CCF098| |997FC2FC8437E9CE90C30C09AA6540678C50F2A02EDED26909B32E254808D37EF4A| |3774C7FF411F36D9AA5364DBE4D73AA4D73DAAFD1783BABFAD1CB6F15FCF649EE7A| |533FFA1510D2CBF225441AF42C17D9EBDB5F9D262FE33D5F02B7B09B0B7C8FBFFAE| |3331CFFDD1FFF8C3BD39F324307CCE914FB06FB85FB62BD8EB742EE37C7F2159F7C| |D5275FF3C9EB314A01F9B34FFE034282E21F| |-------------------------------------------------------------------| That was I21. It was OK, but no better. I've been trying to come up with a build I like for the rebuilt Shillelagh. I'm current at L38 and working on this... | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1537;693;1386;HEX;| |78DA65935B4F1A4114C767641558F0828A48950ADEB00808EA739BB46A6B919696D| |8D88B316B1D61CD6621B034F5B15FA10FEDB7E847E8BD1FA797A40F4D9FE861CF5F| |A46103F9CD9C39B7F9CF4CF1E556F0DDED5737840CDCB28C66F3E866A3E5285FB1E| |5188E59B3057D7AB96A5A96B28C4AD54BD369D7E3A8A82CA5B2DBB66A54CE7912E3| |852D75AAECA6CAEEDA2F5A162D1BC7A6653AE7A15DBBAA1ACA76B21703BD54AB59D| |9725DA9936177B86356AA8E695782EE6C4F19759A8C5E4C4E54A35935EBD1EDBAF9| |BC5BD7683AAA71CE4D4F537329FA0F4981AF3D284A84794D0C3C001F32B532B84F4| |C6A62E880F9BE13E6C6B73D22428318ADAD7B84C86BC2F797998FB1DD27E14A75E4| |017C1E33F527E05366F01978C8FC48511EAEA3790AD2B58D179993F7C0FBCCA9127| |39ED41FE41839B82A780DD4C9EE452FDE21CDB54D7B411FF38A1FD499B301A69F62| |FD1C2BFDC8370B7E2004A04720C77D5CDD0037C175A6A40686D1C330748F43F7387| |48F43F704744F40F7CF8451AE33308ABC09D45B40BD202184FCA18270CF60E10EB8| |CB5C3CE3BE174FC10AB3B387098E15136703AC1DF51B46CD70986B2C17F87C967F3| |33DE413C1FE23E86719FD24D16712FBD7C8378A338D225F7292796D0C9C60AE8D33| |BF92F78C946EFE99F0FFBE29F8A6902342F963D8434CF01E4668690E9ACC418B14B| |44843A334B448438B0C34FAD6390ADCA779D4CEA0969F845EE235B1F4966B85A8FE| |0AB458418F6B88CBA3D73CE2BF90D72AE257D35CEF13210B5B16B620D5C9C196BBC| |EEF6A56EBBE5FFAD127527D965C9F25DF67D9E8B36C6ADDD74DCF8F77B573696BEF| |F54594B4EE1B17D2B5F8C728942DEDEF3AAD229FCCF08E7E5EDA3499E05B34F2885| |519B92BDDDB9ED9877A65E68FDE3C2B9CE7D7A5CD23710263AFC137CCF138FB1EEB| |9D33E49E8C9EF161CFB8D433FE33456118FF03A08DDFEA| |-------------------------------------------------------------------| But the AoE is very weak and the mitigations are just good, not great. I have a build with much better AoE, but a bit weaker mitigations... | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1483;681;1362;HEX;| |78DA6594CB6F125114C6EFC0505ADEB4055A5B5AA02F6CE914DAEACAC444DB9AC69| |2B445DDD651AE30663225301859BA77A50BB73EB76E7CAE7CFBB7B8F291B830C607| |1EE67CC5264C187E73CFE39EEF9EB9778AD7D7028FCFDC382914FF69536F34F64ED| |59BB6EC2F366DDD36F62DB710C257AA1AA6294DBD52F5D270C489D82B4A534A6DDD| |92F54A8B074976ACC92BD26A486DD3BAD634C9AD5F324CC36E4537ADAAAC4BCBD60| |E1E82DBFBFBA6B66154AAB661557CCEA85493B21C701EB7A45E237BF8605096F546| |D5A8C5D66BC6650D1A9A7B45BD61CB7A6B8484CDD2DDA7D05FE7166D8FB84BEA0BA| |A70DD03EF33D507E04366DF23E62BD1CD7589043D2455915B66DFE24FE6EB4E08C7| |B895BCC2F9ABCCFE15F01853A16E75FA47B1C25D168EED0DC1C3F9AA6787E37CBBC| |C40093CC71C3C0F3FC1CBF378BCBF5C6CFBCD1CFE03FE65C6DBA060BD194A1CE07A| |CAC0026B18015DE4F3439F1FFA6ECE081144AD206A85502B845A11D48AA0D6206AB| |DA3AC307A13466F96D09325F4A850C01A0951D4896E1332A46B877964172C31C74F| |1055B7183FCE4C90EE21E81E1AE3DA9D35C6D8A6C4B0BE09D04DF109E84A40D7047| |44D40576A9919A7D851EC81D118B47FE71A85B3CC0FE41D733641DB3D869874041C| |624E0D33559A2F89DA49C4A6109B426C1AB121C2247A3219501DDB74100C3167C36| |0048C323F765A05DD19D499C3BC8B51E645923F83F9679E706FE69E82CF99475F80| |2FC14FBC669D90456E16B9F3C89D7F062227873972C8F553F905BCAF85ABBC67DED| |34863BD42CB71FC5B421EB67C92CFDFB82A70B5E9479798EFB1E47B2C851ECB4A8F| |65B5C7B2A176CF7F7BABC7BBADC24916C5B10C44BAE7BBFDD9D7FD2E086591D7F3F| |5BFCDA5A4B917D317F04E70B6BF1CCECB72DE37DFA16FCC2DEED7D46DF00EB390E2| |D81F710234FF03E315E3D6| |-------------------------------------------------------------------| I'm just not getting a build I really like. Any ideas would be appreciated.
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I think the biggest thing preventing me from saying this change is ready for live is the lack of tool tips/detailed info. Capt P posted while I was writing this, but I'll go ahead and post what I believe to be the case, since I'm allowed to be wrong while he, clearly, is NOT. 😄 The general rules are (the first two as you stated): Arcs of 90 degrees or less are doubled (increasing their area 100%) Radii of 10' or less are increased by 60% (increasing their area 156%) Cones have target caps of 10 Spheres have target caps of 16 Note that the last time I checked the first two of these weren't listed anywhere in game. Presumably it will eventually appear under the Inherent description. The exceptions to these rules that I have noted are given below. Most of these are target cap differences, which can be seen in the detailed info. I've bolded the two that I'm aware of that aren't noted anywhere but in the patch notes. Battle Axe Cleave gets 16 targets instead of 10 Claws Shockwave gets no arc increase Dual Blades One Thousand Cuts gets 16 targets instead of 10 Fiery Melee Breath of Fire gets 16 targets instead of 10 Ice Melee Frost gets 16 targets instead of 10 Katana Golden Dragonfly gets 16 targets instead of 10 Kinetic Melee Repulsing Torrent gets 16 targets instead of 10 (and despite it's 40' range it still seems to get the arc increase, unlike Shockwave and Throw Spines) Spines Spine Burst only gets 10 targets instead of 16 Throw Spines gets 16 targets instead of 10 Throw Spines gets no arc increase Titan Weapons Defensive Sweep only gets 5 targets instead of 10 Titan Sweep only gets 5 targets instead of 10 War Mace Crowd Control gets 16 targets instead of 10 T9 AoEs seem to be split between 10 and 16 targets. So it might have been better to include that T9s get 16 targets as a 5th general rule. If you do that then the rules and exceptions are: General Rules: Arcs of 90 degrees or less are doubled (increasing their area 100%) Radii of 10' or less are increased by 60% (increasing their area 156%) Cones have target caps of 10 Spheres have target caps of 16 T9s get 16 target caps Exceptions: Battle Axe Pendulum gets 10 targets instead of 16 Broad Sword Head Splitter gets 10 targets instead of 16 Claws Shockwave gets 10 targets instead of 16 Shockwave gets no arc increase Fiery Melee Breath of Fire gets 16 targets instead of 10 Ice Melee Frost gets 16 targets instead of 10 Kinetic Melee Repulsing Torrent gets 16 targets instead of 10 (and despite it's 40' range it still seems to get the arc increase, unlike Shockwave and Throw Spines) Spines Spine Burst only gets 10 targets instead of 16 Throw Spines gets no arc increase Titan Weapons Defensive Sweep only gets 5 targets instead of 10 Titan Sweep only gets 5 targets instead of 10 Arc of Destruction gets 10 targets instead of 16 I guess that's a little more succinct. It does bring out some questions though. Most particularly, why does Head Splitter have a 10 target cap while Golden Dragonfly gets 16? Which leads to the question... how are you going to hit 16 with a 40 deg 10' cone? Is dumpster diving coming back?
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I dug out my Ice/SS Tanker to do some testing. I'm afraid the Rage "safe" circle is not working. If I failed to wait for the buff to drop completely, I got a Rage crash. Even waiting 3 seconds after the "safe" circle appeared resulted in a crash.
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I have an Ice/SS Tanker myself and came to the same conclusion (though I don't use Soul as it doesn't fit my character concept). I was eager to get rid of Jab in favor of Punch and was disappointed with the reversion of the T1/2 swap. Then with the new Force of Will pool I reconsidered my options and concluded the only powers in SS worth taking are Taunt, KO Blow, Rage and Foot Stomp. You have to take Jab as a Tanker, but it is so bad that you are better off treating it as a sunk cost, ignoring it, and getting something else. Punch and Hurl are also pretty bad. Haymaker is merely mediocre but there are mediocre attacks available as precursors to other powers you actually want in the PPs or Epics, so unless you plan on playing at very low levels a lot, taking Punch, Haymaker or Hurl just doesn't make a lot of sense.
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Simple math; first the break even point for Fury (given soft-capped 95% Damage enhancement - higher levels there will tilt things towards the Tanker)... 0.8 * 1.95+80%+fury*2 = 0.95 * 1.95+80% fury = (0.95-0.8) * (1.95 + 80%) / 2 fury = 20.6% It's very, very easy to reach that, and above it the Brute will do more damage. At 70% Fury the Brute with Rage does 3.32 times base [0.8*(1.95+80%+70%x2)] before DS Multipliers and the Raging Tanker does 2.61 [0.95*(1.95+80%)]. So the Brute in this fairly typical case will be doing 27% more damage than the Tanker before factoring in the latter's AoE size/target advantages. If we are concerned with the 90%/100% idea, then the Brute needs to do 111% (the reciprocal of 90%) the Tanker number and we can re-run the above numbers with the Tanker side multiplied by that to get a new "break even" point of 44%. Add in Incarnate buffs and the like to get us to 115% enhancement and that 111% break even point rises to 47%. EDIT: I wrote this way too quickly before rushing out the door and used the wrong damage multiplier for Brutes at 0.8 instead of 0.75 (I also left out two sets of parenthesis). I didn't mean to get so involved as this is really just a small corner case for the Tanker update. Sorry for misleading anyone with my mistakes. Corrected it should read: 0.75 * (1.95+80%+fury*2) = 0.95 * (1.95+80%) fury = (0.95-0.75) * (1.95 + 80%) / 2 fury = 27.5% It's very, very easy to reach that, and above it the Brute will do more damage. At 70% Fury the Brute with Rage does 3.11 times base [0.75*(1.95+80%+70%x2)] before DS Multipliers and the Raging Tanker does 2.61 [0.95*(1.95+80%)]. So the Brute in this fairly typical case will be doing 19% more damage than the Tanker before factoring in the latter's AoE size/target advantages. If we are concerned with the 90%/100% idea, then the Brute needs to do 111% (the reciprocal of 90%) the Tanker number and we can re-run the above numbers with the Tanker side multiplied by that to get a new "break even" point of 56%. Add in Incarnate buffs and the like to get us to 115% enhancement and that 111% break even point rises to 60%. To be clear this last pair of numbers is the amount of Fury a Brute needs to make Tankers do 90% as much damage with one stack of Rage: 55-60%.
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The effects of those "clicky status protection" powers stack. For example: A Shield Defense Tanker might deliberately double stack Active Defense to get additional Def DeBuff Res (I think it takes my SD/DM Tanker from around 66% to around 88%, cutting the actual debuff suffered by nearly two-thirds).
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This is just a generic reply to the "Tankers now do too much damage" comments from several posters. I won't disagree with that. I think Tankers are now balanced with Brutes. But I think both ATs are now over-performing. I believe my first comment in this beta was that I would have nerfed Brutes before I even started on balancing Tankers. IMO, Brutes survivability should have been lowered to about 85% that of Tankers, their offense reduced to where it is now (for the reasons given by Captain Powerhouse), and then Tankers' damage buffed to the reduced survivability factor (85%) of Brutes. As a result I think Brutes are too tough for their damage output and I think Tankers do too much damage for their toughness. However the bottom line is really "is this better than what's on HC?" And I think it clearly is. Not even close. Capt P's clever AoE change is what makes that the case for me. The other factors are just tweaks to that to make it balance. [Personally, I'd whack Brutes' Res Cap down to 87.5%, drop Tanker Melee DS to 0.9 and probably add 1 more target to Tanker Taunt (8 instead of 7). But this is still an "A" grade improvement, IMO.]
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It's a buff, but it's not a major buff when it's only affecting Jab, Punch, Haymaker and KO Blow - the last of which has a 25s base recharge. SS goes from being horrible at 27, to mediocre at 28. IMO, Jab really needs it's secondary effect (Stun) buffed to make up for the atrocious DPA. As is, it's worse than Boxing. No power you are forced to take should be worse than a pool power that does the same thing with no precursor other than being level 4.