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Auroxis

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Everything posted by Auroxis

  1. Keep in mind that on SS with 2xRage, a Tanker matches a Brute's raw damage output on 50% Fury while having better AoE and resilience.
  2. Updated damage chart: For fury, it'll be: 0%, 25%, 50%, 75%, 100% For enhancement+damage buffs, it'll be: 0%,100%, 200%, 300%, 400%, 450%, 500%, 600% Calculation will be: (0.95*(1+enh))/(0.75*(1+enh+fury)). Comparison with before (550% and 775%): 0% 25% 50% 75% 100% 0% 1.27 0.84 0.63 0.5 0.42 100% 1.27 1.01 0.84 0.72 0.63 200% 1.27 1.09 0.95 0.84 0.76 300% 1.27 1.13 1.01 0.92 0.84 400% 1.27 1.15 1.06 0.97 0.9 450% 1.27 1.17 1.07 1 0.93 500% 1.16 1.07 1 0.93 0.9 600% 0.99 0.93 0.9 0.9 0.9 And after (500% and 700%): 0% 25% 50% 75% 100% 0% 1.27 0.84 0.63 0.5 0.42 100% 1.27 1.01 0.84 0.72 0.63 200% 1.27 1.09 0.95 0.84 0.76 300% 1.27 1.13 1.01 0.92 0.84 400% 1.27 1.15 1.06 0.97 0.9 450% 1.27 1.06 0.97 0.9 0.9 500% 1.06 0.97 0.9 0.9 0.9 600% 0.9 0.9 0.9 0.9 0.9 Do you guys think the Tanker's advantage in the 300% and 400% areas is problematic considering the AoE and resilience advantage? Would you take a damage modifier reduction from 0.95 to 0.9, if it meant getting the Radius buffs back to +100% or getting Bruising back?
  3. Fortunata now has access to Weaken Resolve which can slot four 90% procs, one of which is Achilles' Heel which Fortunata didn't have access to before. It also has -15% res, a modifier only SoA and Defenders currently have.
  4. I quite like it, though I understand why some players wouldn't and adding an option to hide it might be more trouble than it's worth.
  5. The effect of losing the damage buff is negative, while not gaining the crash is a positive. Which is why I went for "Rage Diminished" since it sounded neutral to me. Arguing for the wording is fairly premature though since I don't know if CP thinks adding the reminder is important enough. From playing around with Rage on Pineapple, do you think the reminder (let's assume they go with a positive one) is a worthwhile addition?
  6. That sounds too positive I think? The point is to remind the player he should refresh Rage (without the need to look for orange circles around red icons during hectic fights).
  7. The current top time I have on Bio/SS is 2:35(hybrid off), that's with Gloom and Weaken Resolve (pre whatever nerf CP has in store). My build is also softcapped to most defenses so damage isn't the whole focus. Regarding Rage, I have no problem with the change. I like that there's a no-crash option to choose if team buffs are sufficient, though I'd like a second visual aid for it. What if to resemble the red "Weakened" text, there was a white "Rage Diminished" text when Rage's duration ends with a single stack?
  8. The Hybrid time on Bio/TW is 1:26
  9. Speaking of Bio/SS, I've been beta testing Weaken Resolve in the chain (KoB>Haymaker>Weaken>CrossPunch>Haymaker), which seems to be working out well as it can hold some nice procs, including a 90% achilles' heel proc SS doesn't have easy access to. Current top time for me (hybrid toggled off) is 2:47 on Bio/SS, not as good as the 1:42 I got on Bio/TW but still great for a SS time while also applying nice -res (see screenshot). Melt Armor and possibly other stuff are getting nerfed on Pineapple soon, so we'll see.
  10. Why does Weaken Resolve not accept Accurate ToHit Debuff sets while it accepts ToHit Debuff sets and Accurate Defense Debuff sets? Makes it lose out on a proc.
  11. So the buff went down from +5.25% to +1.5%, pretty disappointing. It was looking like Melt Armor would cover for Bruising's absence but it seems that won't be the case anymore.
  12. Are you going to bring it down to 13% to mirror the current -res difference of Arctic Breath between Brute and Tanker?
  13. I was under the impression you gave them the Defender modifier for it on purpose, so what wasn't intentional exactly?
  14. +3 is as high as I can go, since 54 mobs are +3 to my character. And no, -13% res (or -20% against GM's) isn't small in my opinion. You can buff Tanker without nerfing an aspect of the class many players like. Besides if it's so insignificant as you imply, surely there's no harm in keeping it right?
  15. Would it surprise you to know that the first thing I wondered about Force of Will was whether or not they kept the -res power on it?
  16. FYI @Sovera, Tactics was taken because on a full team it provides a benefit with the Gaussian proc, and StJ's build up (where gauss would otherwise fit) is pretty bad.
  17. When facing +3's on my Tanker (as high as it gets with alpha), the debuff is reduced from 20% to 13%. And against giant monsters it stays at 20%. "purple patch shrinks anything but the most powerful debuffs in the game down to almost nothing" is also incorrect, you might be thinking of AV debuff resistance which does not affect resistance debuffs. Apparently I'm a contrarian bully now? Anyway, to keep the conversation moving forward, I thought I'll give damage comparisons at 5 differing levels of fury and 8 levels of enhancement+damage buffs. For fury, it'll be: 0%, 25%, 50%, 75%, 100% For enhancement+damage buffs, it'll be: 0%,100%, 200%, 300%, 400%, 450%, 500%, 600% Calculation will be: (0.95*(1+enh))/(0.75*(1+enh+fury)). We will be assuming a 550% Tanker cap and 775% Brute cap. 0% 25% 50% 75% 100% 0% 1.27 0.84 0.63 0.5 0.42 100% 1.27 1.01 0.84 0.72 0.63 200% 1.27 1.09 0.95 0.84 0.76 300% 1.27 1.13 1.01 0.92 0.84 400% 1.27 1.15 1.06 0.97 0.9 450% 1.27 1.17 1.07 1 0.93 500% 1.16 1.07 1 0.93 0.9 600% 0.99 0.93 0.9 0.9 0.9 As you can see, there are quite a few cases where the tanker matches or exceeds the brute's damage while retaining all other advantages. This is why I'm in favor of lowering the cap to 500% (aka +400%) in order to reduce the number of scenarios where this occurs.
  18. That the whole "Same level av's get treated as +5's" is incorrect. Some TF's will spawn them at +4 despite your settings though. And the alpha slot is part of the game whether you like it or not.
  19. Due to how long it's been in the game and how many players are using it, any change made to Hasten needs to be on that scale and simplicity even if there's potential that nothing will actually change. If nothing changes, no harm done or dev time wasted. If people actually start not taking it (to free up an auto-click/power slot/whatever other reason) then it's a success no matter how small the impact is.
  20. If you wanna make Swift also grant +20% Recharge (like Lightning Reflexes and Quickness) while nerfing Hasten to +50% that's OK. That way you're not encouraging respecs or nerfing anyone's character, just making it slightly less of an auto-pick. Especially if you buff some existing pool powers or add new ones.
  21. TW isn't the only -res secondary, and Tanker still has advantages in Melt Armor, Assault, Survivability, AoE, and Endurance while Fury's advantage is made close to irrelevant in certain damage buff or build scenarios.
  22. No, the test isn't an accurate benchmark for a tanker-brute as it compares the top recorded brute time and not my own. I'm leaving room for a 10% margin of error which better fits the numbers using identical builds, once you add up the following: 1. 11% more -res from Melt+Rend+Evolving Armor 2. 8.25% more +dam from Assault 3. Damage Procs not benefiting from Fury
  23. Yes, but my previous tests cover the usage of these power pools as well as the tanker's inherently higher debuff values for DPS. Reminder, those allowed my Tanker to reach Brute times at the 200% mark. Besides those buff+debuff values contributing to DPS there are other advantages the Tanker has as I mentioned before. As for farming, Tanker can also go for red insp runs which would certainly help reach 90% on non-epic/patron AoE's, after which the AoE increases could give Tankers an edge. Tests need to be run on that though.
  24. As my table showed a few pages back, it takes about 300% to reach the 90% mark against a high fury Brute. 100% can come from enhancements, 100% can come from the tanker buffs itself(Rage/AAO/Soul Drain/Musculature/Build Up/Gauss proc/Assault/Hybrid), which leaves about 100% to get from the party which is obtainable from a lot of sources (one /kin would certainly be enough). 100% more would push the tanker above the 90% mark to 94% 50% above that (should've included that earlier) would push the tanker to 96% Anything above that starts getting the tanker down to 90% where it stays.
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