Developer The Curator Posted Friday at 10:30 PM Developer Posted Friday at 10:30 PM Brutes Resist and Defense modifiers increased from 75% to 85% PvP base resistances lowered from 10% to 0% Max HP increased from 1499.2554 to 1601.719 2
Bill Z Bubba Posted yesterday at 09:23 AM Posted yesterday at 09:23 AM Why 85%? The halfway mark between 75% and 90% should be 82.5%.
Sovera Posted yesterday at 11:06 AM Posted yesterday at 11:06 AM (edited) After some testing of numbers on the server: * Brutes can now reach 90%/45% much more easily and not have to rely on outside sources. * A Stone Armor at level 12 will have a difference of 1% from Tanker to Brute and at max level there is no need to sacrifice attack slotting to reach capped values as long as some IO ingenuity is used. * Tanker remains sturdier with a bit more HP, 'free' 15% all res from the ATO, and slightly better defensive values. But since we have caps and not much point of going further than them this advantage is thin. Brutes can rejoice as the sturdiness gap has been narrowed while still having the damage advantage over their cousins. Weave off: Weave on and Earth's Embrace used: The defense values are the same my Stone Armor Tanker has, with better E/N resistances (62%-ish instead of 42%). Build used (the numbers won't match until Mids updates): Brute (Spines - Stone Armor).mbd Edited 23 hours ago by Sovera 1 - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
FupDup Posted 19 hours ago Posted 19 hours ago (edited) 6 hours ago, Bill Z Bubba said: Why 85%? The halfway mark between 75% and 90% should be 82.5%. That's not what the devs are talking about. The patch notes are referencing an internal multiplier that determines how strong your armor powers are, not the max res cap. Currently, Scrappers and Stalkers have 0.75 as their multiplier. Live Sentinels are set to 0.7 (beta buffs them to 0.75). Live Brutes are also 0.75. Tankers are 1.0. The halfway point between 0.75 and 1.0 is 0.875, but that was judged to be stepping a little too close to Tanker territory. 0.85 is also a more normal looking number that feels good to my OCD brain. Edited 19 hours ago by FupDup 1 1 .
Skyhawke Posted 18 hours ago Posted 18 hours ago Seeing as Brutes need to be in fights to build up to decent damage, the ability to more readily keep standing in said fights is very much appreciated. You might even get @Snarky to play a Brute again. 😁 Sky-Hawke: MA/Psi Brute Alts galore. So...soooo many alts. Originally Pinnacle Server, then Indomitable and now Excelsior
Snarky Posted 17 hours ago Posted 17 hours ago 20 minutes ago, Skyhawke said: Seeing as Brutes need to be in fights to build up to decent damage, the ability to more readily keep standing in said fights is very much appreciated. You might even get @Snarky to play a Brute again. 😁 not likely. i can tank +4 itf on a fire^3 blaster just by killing everything fast. my main, a Dark^3 Corr, is great solo and is incredibly useful in team content. looking back, i still am pissed Homecoming Devs buffed Tanks to beat Scrapper damage. and, i am still pissed about Brute nerfs on live that were justified using edge cases to water down an entire Archetype. Brutes are not relevant in modern CoH, anymore than Sentinels are. Tanks are barely relevant in Master runs. ONE Tank. that knows what it is doing. teams with 4 tanks and none of them can hold agro or taunt? (was on an ITF like this last week....) F-ing tragic. like watching preschoolers try to coordinate anything. 1 1 1
ExeErdna Posted 17 hours ago Posted 17 hours ago 3 minutes ago, Snarky said: not likely. i can tank +4 itf on a fire^3 blaster just by killing everything fast. my main, a Dark^3 Corr, is great solo and is incredibly useful in team content. looking back, i still am pissed Homecoming Devs buffed Tanks to beat Scrapper damage. and, i am still pissed about Brute nerfs on live that were justified using edge cases to water down an entire Archetype. Brutes are not relevant in modern CoH, anymore than Sentinels are. Tanks are barely relevant in Master runs. ONE Tank. that knows what it is doing. teams with 4 tanks and none of them can hold agro or taunt? (was on an ITF like this last week....) F-ing tragic. like watching preschoolers try to coordinate anything. I know how you feel, there's been many a milk run that turned to cheese because everybody want to pull aggro and nobody was running support. It's why pivoted out of melee to controllers. I'll rather take the L and be "boring" then having to respawn over and over. 1
ScarySai Posted 12 hours ago Posted 12 hours ago Would have liked to see an ato buff. Brute atos are trash. 1 2
Psi-bolt Posted 11 hours ago Posted 11 hours ago This opened up a bit of leeway in the build. So far I've only recreated my SS/Regen Brute, where these specific changes did help. There's not much to test here, this is a mild, but good buff.
DrunkFlux Posted 4 hours ago Posted 4 hours ago 21 hours ago, Bill Z Bubba said: Why 85%? The halfway mark between 75% and 90% should be 82.5%. Is not 85% better and easier to manage than 82.5?
DrunkFlux Posted 4 hours ago Posted 4 hours ago 13 hours ago, Snarky said: not likely. i can tank +4 itf on a fire^3 blaster just by killing everything fast. my main, a Dark^3 Corr, is great solo and is incredibly useful in team content. looking back, i still am pissed Homecoming Devs buffed Tanks to beat Scrapper damage. and, i am still pissed about Brute nerfs on live that were justified using edge cases to water down an entire Archetype. Brutes are not relevant in modern CoH, anymore than Sentinels are. Tanks are barely relevant in Master runs. ONE Tank. that knows what it is doing. teams with 4 tanks and none of them can hold agro or taunt? (was on an ITF like this last week....) F-ing tragic. like watching preschoolers try to coordinate anything. This lets brutes be a good alternative to tankers and do the same job, which i was always fine with. I mean on live it used to be brutes were THE desired archtype for veterans looking to play tank roll, I think the idea is the brute and tanker to not overshine one another. Pick your poison sort of thing. May actually get me to play brutes. I'm a defensive player by nature anyways, even on higher damage AT's. 1
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