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Auroxis

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Posts posted by Auroxis

  1. 1 hour ago, Haijinx said:

    Still confused why we are worrying about double rage. 

     

    The perma double build up will help the tank out more than the brute with 50% fury .. kay? 

     

    What does the single perma build up look like? .. since thats the one that matters.

     

     

     

    Because the 90% disadvantage in capped scenarios is used to justify the AoE/Resilience advantages, while the more common buff scenarios can get the Tanker to 100%.

     

    Double Rage is an outlier, but it's just one buff scenario out of many. 

    • Like 1
  2. 8 hours ago, Captain Powerhouse said:

    And how realistic is that? Because in my experience, if brutes have multiple foes on them, they are at near 100% fury. And fury has bonus +fury built in when you fight EBs.AVs and the like that makes sure you always stay above 70% so long you continue attacking.

    Well, if they're attacking you. Sometimes they're cc'd/defeated/aggro onto someone else before that happens.

     

    Fury also has to be built up. In the AV scenario it takes some time before just your attacks get you to high fury, and in regular gameplay there's downtime before each pack of mobs.

    • Like 2
  3. 6 minutes ago, Captain Citadel said:

    Fair enough. My point about Cross Punch still stands. I was saying Super Strength is not getting as much benefit out of the Tanker changes to AoE powers, because it only has one damaging AoE and no cones or other area attacks like several other Tanker secondaries do. Telling people "just take Cross Punch" is not a great solution when most people aren't going further than 3 powers into the Fighting power pool.

    I didn't say "just take Cross Punch", just pointing out the Tanker advantage Brutes don't have.

     

    Your point about Cross Punch has more to do with Super Strength as a whole rather than Tankers specifically.

  4. 8 minutes ago, Captain Citadel said:

    Cross Punch is a pool power, and a fairly deep one at that. Not many people are going to build with it. Also, you're going to compare Rage to Fury when Brutes with Fury can take Rage in SS? And 2x Rage at that? Double Rage is not worth the damage crash, and it's rather disingenuous to call Tankers and Brutes "even" by comparing 2x Rage on a Tanker to a Brute that doesn't have it, seeing as how SS Brutes are fairly common, and the only reason it's not the most popular set is because Spines/Fire farmers exist.

    You misunderstood. When both the Tanker and the Brute are at 2x Rage, and Brute is at 50% Fury, they both have the same levels of melee damage.

     

    And team buffs work similarly on other powersets, you can replace 2x Rage with Fulcrum Shift in those cases.

    • Like 1
  5. 1 minute ago, Captain Citadel said:

    Do you play Super Strength? Because the AoE changes are far less impressive for that set, and honestly I'm tired of Super Strength feeling very not super. After these tanker/brute changes are finalized, I think SS needs a rework of some kind. We've got a whole thread for Rage but it's just the tip of the iceberg, as far as I'm concerned.

    Tanker Foot Stomp has a 16 target cap to Brute's 10. That's 60% higher potential AoE damage.

     

    Tanker can also get more out of Cross Punch than Brute, since the arc is doubled.

     

    And Rage makes up for not having Fury, so much that in 50% fury and 2x Rage the Tanker deals identical levels of raw melee damage.

  6. 34 minutes ago, Rylas said:

    I still don't think Bruising makes all that much sense on Tankers. It's not a terrible thing to have, but a mechanic that did more for crowd control would serve Tankers in a more thematic way. But that's just my opinion.

    Bringing Bruising back in some form or another and reducing the melee damage modifier would be the best way to keep Tanker from becoming significantly better than Brute at AoE, since that way you're not reducing the Tanker's effective single target DPS. In fact you're increasing it at the early-game, where Tanker struggles most in comparison to Brute.

     

    For the record I'm talking AoE in regular team scenarios, Brutes are still slightly ahead in AE Farms which utilize multiple ranged attacks and easily saturate 100% Fury, while in normal gameplay the Brute hovers around 25-75% Fury.

    • Like 1
  7. 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?

    • Thanks 1
  8. 1 hour ago, Captain Powerhouse said:

    The current weakened message is there only for testing timing issues. It will be gone on the final version if any of this goes through.

    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.

  9. Just now, Vanden said:

    Well it's supposed to sound positive. Your character used their Rage to improve their fighting without it having any negative impact on them.

    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?

  10. 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?

  11. 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.

    screenshot_190928-01-35-24.jpg

    • Like 1
  12. 5 minutes ago, Captain Powerhouse said:

    11.25

     

    BTW different value but the bug that made Melt Armor too strong also hit the brute version. Was doing -13% when it should had been -9.75%

    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.

  13. Just now, Captain Powerhouse said:

     

    I gave the AT defender modifiers to +Damage buffs for Assault, but -res modifiers were not actually changed. That was a different error in the whole melee/ranged swaps on powers, shifted melt armor to use the melee modifier (same as self-armor) instead of the ranged one.

     

    Both will be changed somewhat in the next patch, though.

    Are you going to bring it down to 13% to mirror the current -res difference of Arctic Breath between Brute and Tanker?

  14. 2 minutes ago, XaoGarrent said:

    +3's is not +4's and that is still small. Especially for an inherent.

     

    So yes, you are. I'd take a flat damage increase to all my attacks that exists before the entire buff stack over a debuff that's going to shrink to less than 10% when I need it most. Especially on teams where I'm probably going to have damage buffs from a support.

    +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?

    • Like 1
  15. 2 hours ago, XaoGarrent said:

    You were actually right, you just got a few largely inconsequential details wrong. +4 is where the debuffs are needed the most, and purple patch shrinks anything but the most powerful debuffs in the game down to almost nothing. If you were actually wrong in any appreciable manner, people would be singing the praises of the Sentinel inherent. But they are not. There is a good reason for this. 

    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.

    Quote

    It's better to be correct and surrounded by contrarians than wrong and singing in a choir. Don't let people bully you like this.

    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.

  16. 4 minutes ago, Vanden said:

    What’s your point? You’re fighting a -1 AV, so Bruising is getting a buff.

    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.

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