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ScarySai

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Posts posted by ScarySai

  1. 29 minutes ago, Maelwys said:

    s is too a fallacy, because follow up grants chonky +ToHit just like Rage does; therefore if +ToHit was the sole factor in winning the scenario (as was originally being claimed) both their powersets would be taking the top spots on the leaderboard. But it isn't; and they're not.

     

    If you are ignorant to how the game works, sure.

     

    30 minutes ago, Maelwys said:

    IMO people are mad because they hate Rage's crash; and many feel that if the devs are going to spend time poking at it then they might as well make the crash go away entirely instead of attempting to make that crash less impactful to some at the expense of others (and/or doing the powers equivalent of drawing a mustache on it...) 🥸

     

    The crash is already punitive despite ss being a generally mid-tier at best clear performer and was made worse, this is very simple. It's not justified and the devs are making it a way bigger deal than it should be.

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  2. 5 hours ago, Maelwys said:

    The section of conversation you're quoting and responding to here is addressing a fallacy about -ToHit debuffs (namely, that Trapdoor was supposedly riddled with those debuffs to the point where they're causing cascade missing for anything that isn't getting a constant ~30% ToHit per Rage stack).

     

    It wasn't a fallacy, because follow up has to hit it's target, and the brute tests ston did slotted no/minimal accuracy.

    5 hours ago, Maelwys said:

    trying to poke at its crash to make it more "equitable" across more characters whilst keeping it highly punitive - is considerably more controversial (💩🕵️‍♂️

    That's the problem though. It's proven beyond a shadow of a doubt to not even be that strong, but they're making the crash worse for everyone and not just "equitable for resist armorsets."

     

    People are mad because it's stupid.

     

    If tanker base damage is that scary to some people, they've never seen a well kitted blaster or scrapper. If they're concerned about porting rage to scrappers, just don't. Easy.

  3. 9 hours ago, Maelwys said:

    However Claws is similarly "resistant to ToHit" (if having superfluous amounts of ToHit equates to being "resistant to Tohit debuffs")... yet it's coming in 4 places behind SS on the Brute times and 5 places behind it on the Tanker times.

     

    1: Savage, claws and martial should be performing well above ss for brutes with the changes coming up, as they already beat SS for tanks.

     

    2: Trapdoor overvalued smashing damage, as more than half of the mobs were robots, and warwolf spawns made lethal damage dubious.

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  4. 5 minutes ago, FupDup said:

    One important part of the sacred formula is recharge. The crappier SS powers are set to recharge quicker than corresponding powers in other sets, which means their damage got scaled down with it. Sometimes in patch notes we've seen the devs do this trick where they slow down the recharge for higher damage, and SS is that concept in reverse. 

     

    Increasing recharge in the current game is probably the most generous tuning knob we have while appeasing those who hold the formula in a far higher regard than the post-jack devs ever have.

     

    My main point was more akin to the fact that the devs really didn't hold the formula in as high of a regard as the HC devs (and some incredibly misinformed players) do.

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  5. 2 minutes ago, Bill Z Bubba said:

    And your statement that it's underperforming as a set based on nothing but ST damage is beyond misguided

     

    You're more than welcome to prove it wrong.

     

    Ston's test still holds for non-um SS, and with the radius buffs, exactly what I said will be the case. Sets like martial and savage will trash SS given the boosted radius, without crutching on double rage.

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  6. 4 minutes ago, Bill Z Bubba said:

    So the majority of SS follows the original equations. Rage isn't a correction for a dumbed down set, it's an aberration in need of a correction.

     

    Your error is assuming the equations are a hard rule and not a guideline.

     

    Occams razor applies here: if you were correct, super strength wouldn't be underperforming.

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  7. 5 hours ago, Maelwys said:

    Depends on the content; and the playstyle.

    No, not really. In other cases, sure, but not here. If a fire armor brute with soul isnt propelling Ss to the top bracket, NOTHING will, so let's stop pretending this is a valid concern.

     

    5 hours ago, Maelwys said:

    Cross Punch has been covered already

     

    Cross punch requires two useless power picks to even be worth considering, and the bulk of it's value is to be a proc carrier, which UM hand clap does much better.

     

    If you're someone that enjoys cross punch, UM+ hand clap is better in every conceivable way short of maybe overpowering stacking -tohit.

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  8. 10 minutes ago, Maelwys said:

    A more AoE-centric choice would've been Electrifying Fences and Ball Lightning; both of which have a base radius of 15ft and the latter of which has a target cap of 16.

     

    This would bite you in the long run, as most of your time in a given solo clear is to kill the bosses, which can take a while in higher diffs depending on what it is. Ss also has large gaps in its st rotation without gloom, even with recharge buffs.

    10 minutes ago, Maelwys said:

    The hill I'm apparently dying on here is "Most of the Superstrength powerset's performance is so poor that you're actually better off by dumping everything except for Rage, KO Blow and Footstomp in favour of off-set powers; which Rage's buffs allow you to pack full of damage procs with no loss in accuracy and minimal loss in damage (particularly on Brutes).

     

    What off-set powers besides gloom and/or an epic aoe, though? Burn is really the only other notable candidate, and it kills chaff just fine with or without rage post-buff. 

     

    Like the idea doesn't translate to practice. If it did, UM wouldn't be superior to rage, which it is.

     

    And that's the biggest mark against the rage debate right now: UM is decisively better than rage.

     

    Tanks that six slot procs without any damage % will feel the loss of rage more than a brute, but it doesnt change the fact that the upper limits of UM are ultimately higher than rage.

  9. 7 minutes ago, Bill Z Bubba said:

     

    Yes, that was covered, in the post, in the sections you chose not to quote.

     

    This thread is cluttered enough without reposting the entire message.

     

    You disagreed and used that as the basis. It's fair game.

     

    @Shin Magmus DR is often ignored in these calculations too. The benefit drops off a lot after the first 100%. 140% really isnt that big of a swing.

  10. 33 minutes ago, Maelwys said:

    Superstrength with Rage" starts getting OP if you replace most of the SS set with specific stuff OUTSIDE of SS AND then put your foot on both the Damage Proc and Fury accelerator pedals.

     

    Dark obliteration buffed by rage isn't going to break any clear speed records, and while gloom is strong, its not enough to bump SS up to the top by any stretch of the imagination, no matter how many procs you slot.

     

    What makes ss strong on clear is foot stomp's large radius and soft control.

     

    When other sets get that level of aoe coverage, the gap closes FAST.

     

    My evidence? Look at how easily martial arts overtook super strength on tanks in spite of rage scaling much better for tanks than brutes, both in terms of normal clear and farming.

     

    Many melee aoes in this game are extremely tiny, which is why scrappers without a taunt aura tend to be much slower, among other things. It's also why tanks dominated the game for about two years.

     

    When you bump that area of effect up, a lot of problems with certain sets clear speeds go away.

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  11. 1 hour ago, Bill Z Bubba said:

    Go back to the clear all stuff for better data.

     

    1: Provide your own data, its not my job to provide data for your claims, lol.

     

    Current data supports me, so have fun on the grind.

     

    2: With how DRs work in this game past the first 100% slotted in a power the difference is marginal and only serves to highlight how meaningless your fixation on the damage buff rage provides is.

     

    This game is 20 years old, its solved, there are no debates.

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  12. 1 hour ago, Bill Z Bubba said:

    Why are you ignoring damage scalers, then?

     

    Why are you ignoring them? Super strength despite double or even triple stacking rage can't hope to beat its peers, so how am I supposed to take the claim seriously that it "breaks the game" and is "unbalanced" when super strength loses to more than half of the other sets?

     

    That number may even go up with the radius buffs. A tanker with double rage isn't even top 20. A 200% damage buff doesn't do anything if your scalable damage is half of other sets.

     

     

    As for your question: claws, dark melee and db.

     

    UM outperforms rage despite all of that %damage loss, crazy how that works, isn't it? Turns out damage scales are more important. Credit to Ston.

     

    image-150.thumb.png.8a67a059dd497356b617d4e05b521ca6.png

  13. 5 hours ago, Bill Z Bubba said:

    I don't disagree. Just as I find the opinion that running around with a perpetual +140% damage and +40% tohit buff shouldn't have any kinda of downside irrelevant to a discussion of balance.

     

    Except that's not how the game works. Damage scales are what determine how strong something is. Or are we going to look at fury and start going "Oh well fury gives you 280% damage just for existing, therefore brute is op" it's meaningless.

  14. 3 minutes ago, Maelwys said:


    IMO it really comes down to: Haymaker, Hand Clap, Cross Punch; pick any two.
    ((KO Blow and Footstomp are a given, obvs))

    Lose Jab and Punch. Only pick up Boxing and Kick if you have spare power slots and *really* wanna max out Cross Punch's damage.

     

    Realistically: you take jab to slot absolute amazement, so a better power can rock hecatomb or an ato.

     

    I've never seen a single person outside of fight club ever use kick/boxing as part of an actual rotation. Punch and jab have niche use.

  15. 32 minutes ago, Bill Z Bubba said:

    Really? My DP/SR Sent is no more proced out than any other character I've built. I prefer set bonuses. Looking at the build right now, even less so. I see 5 attacks with 1 proc and 1 with 2 and that one is a ragnarok set with the KB proc and an SA: KB to KD. I've looked at a lot of the procmonster builds thrown around here. I wouldn't enjoy any of them and that's why I don't build like that.

     

    Well I don't want to derail this by delving too much into this, but what you enjoy as a character is for the most part irrelevant to balance or a set's status in the power hierarchy. I enjoy warshades, warshades without the anim cancel are one of the worst characters in the entire game.

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  16. Not really, unless you completely neglect accuracy and/or the higher multiplier weapon sets have. 

     

    When one claims rage breaks the game "because of procs" without evidence to farm likes or whatever, such claims deserve scrutiny. 

     

    The one thing rage's tohit really helps with is something like cimerorans, or having a buffer against cascading tohit debuffs.

  17. 1 hour ago, aethereal said:

    People aren't chasing procs for "sets that are low damage," they're chasing procs because procs are a huge damage add

     

    Every single dual pistols player would like a word with you.

     

    It's honestly insane to me how many years in we are and there's still insane misunderstandings about procs.

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