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Brutal Justice

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Everything posted by Brutal Justice

  1. I agree. I wanted energy transfer to have a full critical and also full crit your health in return. Instead they made it heal... lame.
  2. I use it often on my rad/fire sentinel. Works great! I jump in, hit atomic blast, die because everything is still alive after the stun, and nuke again with RotP.
  3. Which is why /bio should be nerfed by removing the minimal fx options. It’s currently using too many slots.
  4. I only use it on my bane for shatter armor and the pet. I have web nade to unlock shatter armor, it would be useful to bring down fliers, if everybody didn’t already have a jet pack, but everybody does. On the LRSF for instance, the flier stage is actually slowed down if I ground one of the fliers. It lacks the cool factor that leviathan has which at least helps it counter its abysmal numbers. Remove the free jet pack from Posi 2.
  5. I’m most likely going to be against anything that pushes defense even further to the front of the line. With the abundance of defense available for builds and the level of performance of such defense, I believe it reduces build variety and power set diversity. Resistance resists -resistance. Defense defends -defense.
  6. Honest question. Do you have to use all your powers on your willpower scrapper, other than your tier 9, to do the same?
  7. Just some notes I have after running my stj/regen through trapdoor. I’ve been running several different toons through this lately and my target priorities are different for the regen brute. My main target in each group is the vampires. Like you noted, so many misses! So I drop them first while build up is still running. Helped a lot with the speed. Widows also with their smoke grenades. I do pop a yellow for the blindness though so they are less noticeable. Second targets had to be the Mu. With no end/recovery debuff resistance they would slowly sap me if they were left standing long enough. There’s no risk of defeat but the lack of any debuff resistance is real. With only tier 3 passive incarnates used I averaged 11-12 minutes. With spinning strike as my only aoe I’m not winning any races but the regen side has no issues.
  8. With all the regen talk lately I’ve been trying to run an ancient stj/regen brute through things like +4x8 ITF and trapdoor to see how it does. I haven’t really done any of these tests before so I’m not very familiar with map layout and enemy comps so my speeds are mediocre. I’m also not a speed runner in general. I feel ok on the regen side of things. I feel like I suffer more from the street justice side with only spinning strike for aoe. I tried that 801.0 static map and died a few times before I figured out I couldn’t just focus the boss and needed to take out the minions first. Then I ran into a heavy shocker. No answer for that. I don’t have a ranged attack and he just saps me and we both stand there just looking at each other. Well, he’s doing things, but I’m just standing There with nothing to do but passive regen.
  9. In order to slow power creep I would prefer to bring the over performer down rather than bring the under performer up to the level of the over performer. If we broke mitigation into 3 categories, regen/hp, resistance, defense. I would rank them in that order of performance for a scrapper, with regen at the bottom and defense at the top. Ideally I would try to bring regen up to resistance and defense down to resistance. They would never be fully equal, which is fine, somebody is always at the top or bottom, but they would be closer to each other. I feel I have to state that this is just a hypothetical situation to illustrate a balance ideology, and to answer your question, as I am sure it will be nitpicked.
  10. No need to rebalance when this is already the world a resistance scrapper lives in. I showed you you tons of numbers with DDR and level shifts. I used 50% ddr and 95% ddr. Your beloved super reflexes with its 95% ddr was still way out in front of a scrapper at 75% resistance. Pure hyperbole not backed by math.
  11. They are not on tanks or brutes. They are on scrappers, stalkers, and sentinels. How would it not be out of balance when you have a change from 90% to 75% but keeping 45% constant? 75% takes 2.5x more damage than 90%. 45% takes the same damage as 45%.
  12. I’ve said many times that 14% to-hit would need to be removed. It’s only there to counter the lack of a hard cap anyways. By adding it The live devs and homecoming devs have clearly shown they understand the 45% soft cap to be an issue.
  13. If it’s not wasted on the 75% resistance hard cap, why would it be wasted on the defense hard cap? It doesn’t delete the information from your combat attributes. It just doesn’t increase your mitigation beyond that cap.
  14. I agree with you’re entire post. I just wanted to highlight this particular section. I believe the defense sets on tanks do perform higher than the resistance sets but this small inequality is acceptable. I showed perfect balance between 45% defense and 90% resistance. Each set will pull ahead or fall behind due to their specific intricacies. That’s actually a desirable thing. Now let’s all remember that defensive scrappers still maintain their non defensive mitigation just at lower levels than tanks. It doesn’t just vanish. Remembering that. How can 45% be slightly better than 90% and yet people still claim 45% is not grossly overpowered compared to 75%? I fully agree with your full post @Gobbledegook and am not directing this response towards you. I am simply using your post, that provides the same information as my posts, just without the call for a nerf, to point out how you get thumbs ups and likes and I get dislikes.
  15. 1. If it kneecaps defense builds, and 40% def has been shown to be fairly equivalent to 75% resistance, then are electric armor scrappers already kneecapped? 2. How so? If you’re already hitting 45+ defense wouldn’t it free up more exotic choices because you needed less to reach 40%? 3. Not true. It makes many support power sets more valuable than they currently are. If you’re already at 45% those -to-hit debuffs do nothing. At 40% they help a lot. At 45% defense those bubbles add a little debuff buffer. At 40% they still add a debuff buffer but you’re getting hit twice as much so you actually need that buffer twice as much. Since a buffer is all they currently provide, that’s twice the value at 40% defense. 4. Your point here clearly counters your own points 2 and 3. A great case study would be to see how many topics like this pop up because currently support players feel useless on normal teams outside of incarnate/endgame. Support players actually like to support, not just bring some form of +damage.
  16. The entire game would not have to be redesigned. In fact, only the end game is CURRENTLY being designed with a direct effort to overcome the lack of a defense hard cap. Added to-hit to effectively raise the soft cap is only needed because of the lack of a hard cap. Auto hit powers are only needed because of the lack of a hard cap. The end game game difficulties are unfairly targeting defense builds! The current end game/incarnate to-hit levels would not be necessary with a hard cap. Where outside of these areas do you commonly face such defense targeted counter measures? Rularuu? Nemesis? They have one unit that can either be taken out first or last depending on the unit. Devoured earth? Kill one “pet”. The main portion of the game would not need to be redesigned. Only the portion that is CURRENTLY being designed. Currently in the main portion of this game, a scrapper at the soft cap lives 3x longer than a scrapper at the res hard cap. A scrapper at 40% defense still lives several seconds longer than a 75% res scrapper, dropping to pretty much equal at +4. Are these resistance scrappers already requiring the entire game to be redesigned? No. People sure make it seem that way though.
  17. This is true but the same non vacuum conditions are faced by both mitigation sets, and in equal non vacuums there is no contest which one crushes the other and thus doesn’t really need to be stated. I understand the failings of the calculator. I’m not using it to actually calculate how long you will live. I’m using it to show the imbalance in the coded numbers that are used for balance purposes. You can’t balance for individuals, you can only set a base line. Right now one base line is on a football field and the other is on a futbol field.
  18. Whether or not it’s implemented doesn’t change the math. He does seem to be a rather kind person but he does usually correct misinformation.
  19. Anything a primary can provide for a resistance set it can provide for a defense set. Run Bopper’s survival calculator and let us know what kind of times till death you get with a 45 defense scrapper, a 40 defense scrapper, and a 75 resistance scrapper.
  20. I believe Bopper was asked if my math was correct and he generally agreed it looked good. I don’t think he ever spent much time on it but that’s what it was. I also ran his survival calculator like I was recommended to and it fully supported the numbers and observations. So the people who disagreed where more than likely wrong.
  21. I provided the math to show you that was not the case. I also provided the math to show you the current imbalance between the two mitigations. It wouldn't just be stalkers and scrappers. Sentinels have the same issues. It would affect all archetypes outside of tanks and brutes in an attempt to balance the game. My lvl 50 rad/fire sentinel is capped 75% resists and gets squished like it’s nothing. It took quite a bit of investment to get him capped to s/l. Much more investment than a defensive one would have required to get to 45% defense, and the soft capped one will run circles around my fire armor.
  22. You are correct but I did also provide the math for mixed mitigation as well as including the DDR numbers. Defense sets are also no longer just defense anymore ever since super reflexes had its scaling resists added. It showed the sets to be to be pretty closely balanced with defense still leading at lower levels and resists taking over at higher levels. Using 50ddr.
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