Sovera Posted April 1, 2021 Posted April 1, 2021 4 hours ago, StriderIV said: I have such a love/hate relationship with the Blood Thirst animation. On one hand, it’s so cool and really RAGE like. On the other, it takes fooooorrrreeeeeevvvveeerrrr to animate. ...which would be okay as long as the power is adjusted. But no, it's slower -and- weaker. I see this legacy all over the sets where something is slower -and- weaker than a counterpart. It makes more sense that fast animations mean the power is weaker and slower animations compensate with a larger result, but this logic was apparently not sound. 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.
Carnifax Posted April 5, 2021 Posted April 5, 2021 Hi folks. I'm not here to contribute. but to scrounge data (and not to derail). I done wrote this over the last few days : Now I know things are being calculated wonky but to figure out why data always helps. So if you've got a Log file synced with a Pylon run, or if you wanna run one (use /local STARTPARSE and /local ENDPARSE) and upload it to this tool. Then PM me with the UUID and what you calculated your DPS as and hopefully it'll help tweak / fix. We now return you to your regular broadcast. 2 My level 50 builds [Bullitt Time : DP/Kin Corruptor] [Carnifax : Ill/Dark Controller] [Kerriae : Plant/Storm Controller] [Echinoderm : Bio/Spines Tank] [Iron Brew : Mace/Rad Brute] [Snookered : Staff/NRG Brute] [iScream : Ice/Ice Scrapper] [Binman : Savage/Shield Stalker] [Modul-8 : Time/Sonic Defender] [Concussion Blast : Fire/NRG Domi] [Orblivion : Dark/Martial Domi] [Mombie : Necro/Nature MM] [Tempore : Water/Time Blaster] [Thermodynamic Flux : Ice/Fire Blaster] [Carni's Online CombatLog Parser Alpha]
Krisfang Posted April 10, 2021 Posted April 10, 2021 On 3/13/2021 at 9:49 AM, EidoIruson said: Finally got my DM/SD from live finished and just did a single run 343.25 dps - Assault Hybrid slotted, but not active I was Tektronics on the old forums, this is from almost 10 years ago lol https://web.archive.org/web/20120906194613/http://boards.cityofheroes.com/showpost.php?p=3554843&postcount=1434 I just booted homecoming up for the first time - I was Igor the Mad, many years ago. Maybe less mad now but we'll find out. Working on a energy melee/shield scrapper and am excited to see what it can do. Warms my heart to see all these names still here after all those years. 5
Krisfang Posted April 16, 2021 Posted April 16, 2021 First pass with a few of the incarnate abilities slotted, 2:58 which comes to 343-ish? Will update when I finish incarnate build. Energy transfer hits hard.
Ratch_ Posted April 19, 2021 Posted April 19, 2021 (edited) TW/ENA/MU Scrapper. Crit Strikes and FFB proc in FT. Goal is to sit at recharge cap as much as possible so that you can do the dream chain of: Build Momentum: FT -> Rend -> (Snipe/Arc/Whirling) -> FT -> Rend -> (Snipe/Arc/Whirling) on repeat. FT will benefit off of it's own Crit Strikes proc which is honestly kinda insane. On average, build momentum was active half/half since it last for 10s and kept recharge around every 20s. Hybrid Assault Radial (off), Degen Radial, Ageless Core, Musc. Core -> Avg. 1m 55s. Hybrid Assault Radial (on) -> 1m 30s. Edited April 19, 2021 by Ratch_
Kanil Posted April 20, 2021 Posted April 20, 2021 (edited) rad/bio/mu scrapper t4 muscle/degen/ageless core/assault radial off recovery serum used avg: 1m42s Spoiler -- newstring 1m35s (trying new string) 1m42s (1 devblow whiff) 1m44s (1 devblow whiff) 1m48s (3 devblow whiffs) 1m38s 1m47s (2 devblow whiffs, 2 siphon whiffs) 1m48s (2 devblow whiff, 1 snipe whiff) 1m32s 1m38s so, this build has... some real big caveats - it's only permahasten with ageless AND applications of FF from radioactive smash. it's so end heavy that it needs to use recovery serum for prolonged ST strings if there's no parasitic aura. it has crit strikes on devastating blow so your opener is slow as fuck. it's passable enough when it comes to ST damage and super fun in live play ultimately because of how much damage devastating blow like, does (and crit atom smasher->ball lightning) but it's definitely the roughest ride i've had on a bio scrapper in terms of end management. the string is devastating blow->rad smash->rad siphon->zapp, alternated with DB->smash->siphon->smash->zapp. there's a build up proc in zapp that fires off bizarrely regularly, so that has to be accounted for too. overall a super, super proc heavy build with tons of issues related to how much proccing has to be done to get the powers up to par damage wise. Edited April 20, 2021 by Kanil 1
Ratch_ Posted April 20, 2021 Posted April 20, 2021 (edited) So has anyone tried this with leadership* assault toggled on and toggled off? I've done several runs on this tw/ea/mu scrapper and literally had no difference in overall pylon clear time with assault on or off. I'm still in the same 1m52-1m58 clear range very consistently. I was expecting my time to drop above 2mins but I'm not experiencing this at all. Hearing others experience on this would be helpful because I am thoroughly confused 😕 Edited April 20, 2021 by Ratch_
Pzn Posted April 20, 2021 Posted April 20, 2021 6 hours ago, Ratch_ said: So has anyone tried this with assault toggled on and toggled off? I've done several runs on this tw/ea/mu scrapper and literally had no difference in overall pylon clear time with assault on or off. I'm still in the same 1m52-1m58 clear range very consistently. I was expecting my time to drop above 2mins but I'm not experiencing this at all. Hearing others experience on this would be helpful because I am thoroughly confused 😕 Really annoying when this happens. I think it's just RNG. There's a pretty big variation in pylon times when criticals are involved. You are probably getting more criticals on the runs with hybrid off which evens them out. If you keep testing you should see some difference, especially with T4 core on a scrapper. When you finally hit that run with good crits and hybrid running your time should drop.
Ratch_ Posted April 20, 2021 Posted April 20, 2021 (edited) 1 hour ago, Pzn said: Really annoying when this happens. I think it's just RNG. There's a pretty big variation in pylon times when criticals are involved. You are probably getting more criticals on the runs with hybrid off which evens them out. If you keep testing you should see some difference, especially with T4 core on a scrapper. When you finally hit that run with good crits and hybrid running your time should drop. That's my bad, I meant leadership assault. I was curious on how big of a difference a 10.5% dam difference would really be and I don't notice a clear time difference. I'll run more tests since what you said would probably still apply! Edited April 20, 2021 by Ratch_
StrikerFox Posted April 20, 2021 Posted April 20, 2021 1 hour ago, Ratch_ said: That's my bad, I meant leadership assault. I was curious on how big of a difference a 10.5% dam difference would really be and I don't notice a clear time difference. I'll run more tests since what you said would probably still apply! Don't expect Leadership Assault to perform miracles, +10.5% isn't a lot. Couple additional misses from one run to the next could negate that bonus. I recommend just hitting a pylon a few times, with each one of your attacks, with Assault on and off. Then do a damage comparison from the logs. It would eliminate rng from your assessment. There's also things like BU, crits, Achilles' or other debuffs you can try to test/factor in.
Ratch_ Posted April 20, 2021 Posted April 20, 2021 1 hour ago, StrikerFox said: Don't expect Leadership Assault to perform miracles, +10.5% isn't a lot. Couple additional misses from one run to the next could negate that bonus. I recommend just hitting a pylon a few times, with each one of your attacks, with Assault on and off. Then do a damage comparison from the logs. It would eliminate rng from your assessment. There's also things like BU, crits, Achilles' or other debuffs you can try to test/factor in. That's understandable and I can see dmg differences. I was just hoping to be able to see a measurable difference in overall clear time to know if the damage buff (however slight) would end up saving me an attack or so. I figured I'd at least see a somewhat noticeable time differential i guess
Ratch_ Posted April 20, 2021 Posted April 20, 2021 Oh, I forgot to mention that I did some runs on a TW/BIO scrapper with the only intent being seeing if the new Enflame would be a time saver or not. I did about 15 pylons in total, 8-9 of them with enflame and 6-7 without enflame. WIth enflame I was averaging around 1m25 -> with the outliers being 1m42 and one outstanding run at 1m16s. Without enflame I was averaging around 1m32 -> with less variability most likely due to me having had practice from the previous pylons. I never hit 1m25s without enflame. Fastest I got was 1m28s. Overall, enflame was cutting my time down by ~5s...10s at most. I would only cast it once since I was never going longer than 2mins so retoggling enflame would be a time loss since I wouldn't get the full DPS out of it.
SomeGuy Posted April 30, 2021 Posted April 30, 2021 I just tested Moonbeam, Water Spout, and Melt Armor on a DM/BIO scrap. All got similar enough times for me to personally say it comes down to preference. 1 Pylon and Trapdoor Results Spreadsheet https://docs.google.com/spreadsheets/d/1d0VruEHGktnPFvtMLF_MdpKPBe0wgUhzyGvb1DQNQQo/edit#gid=0
DarknessEternal Posted April 30, 2021 Posted April 30, 2021 Anyone got any tips for sifting through this thread for actual data? Did it all get consolidated anywhere?
Ratch_ Posted May 7, 2021 Posted May 7, 2021 (edited) Got really curious about Crit strikes locations in EM and there was some curiosity from others in the discord for me to run some tests and check the pylon time differences between crit strikes in ET or BS. Unsure of how to build a string for TF crit strikes but I think we can just reference nihilli's post for that. All these runs used t4 musc core, t4 degen radial, t4 ageless core, t4 assault radial hybrid (off). 15 runs with each build. (EM/BIO/SOUL) > Recorded Time || Time in seconds Crit Strikes in ET Spoiler 1m14 74 1m33 93 1m33 93 1m26 86 1m14 74 1m09 69 1m13 73 1m22 82 1m23 83 1m16 76 1m22 82 1m24 84 1m25 85 1m19 79 1m20 80 Avg: 1m20-1m21 80.8 Crit Strikes in BS Spoiler 1m21 81 1m30 90 1m13 73 1m28 88 1m29 89 1m13 73 1m24 84 1m08 68 1m19 79 1m32 92 1m28 88 1m20 80 1m31 91 1m15 75 1m23 83 Avg: 1m22-1m23 82.6 The overall conclusion I'm drawing is that EM is badass and does some pretty absurd amounts of damage.... Note: if I ended up converting the mm:ss format incorrectly anywhere, please let me know and i can update the averages accordingly. Also, thanks @Monos King for hanging out with me! haha 🙂 Edited May 7, 2021 by Ratch_ 3
brasilgringo Posted May 7, 2021 Posted May 7, 2021 9 hours ago, Ratch_ said: Got really curious about Crit strikes locations in EM and there was some curiosity from others in the discord for me to run some tests and check the pylon time differences between crit strikes in ET or BS. Unsure of how to build a string for TF crit strikes but I think we can just reference nihilli's post for that. All these runs used t4 musc core, t4 degen radial, t4 ageless core, t4 assault radial hybrid (off). 15 runs with each build. (EM/BIO/SOUL) > Recorded Time || Time in seconds Crit Strikes in ET Hide contents 1m14 74 1m33 93 1m33 93 1m26 86 1m14 74 1m09 69 1m13 73 1m22 82 1m23 83 1m16 76 1m22 82 1m24 84 1m25 85 1m19 79 1m20 80 Avg: 1m20-1m21 80.86 Crit Strikes in BS Hide contents 1m21 81 1m30 90 1m13 73 1m28 88 1m29 89 1m13 73 1m24 84 1m8 68 1m19 79 1m32 92 1m28 88 1m20 80 1m31 91 1m15 75 1m23 83 Avg: 1m22-1m23 82.6 The overall conclusion I'm drawing is that EM is badass and does some pretty absurd amounts of damage.... Note: if I ended up converting the mm:ss format incorrectly anywhere, please let me know and i can update the averages accordingly. Also, thanks @Monos King for hanging out with me! haha 🙂 I've got my CS in TF and it *feels* like it goes off more there -- which give a crit to EM and let me fit in 1-2 more quick attacks that benefit from higher crit %, such as BS and FireBlast or Fireball and BS. Curious if you test it with TF.
Ratch_ Posted May 7, 2021 Posted May 7, 2021 I did not, mainly due to being unsure of how to proc slot TF in regards to utilizing the Crit Strikes proc, but even moreso to just not certain what a sustained attack string would look like for that. I could probably figure out the slotting easy enough. For the string I'm assuming something like: TF -> BS -> Snipe -> ET -> BS -> TF (double energy store) TF -> ET -> Snipe -> BS -> EP -> ET -> TF I only worry about slotting it in TF since EM gets a massive amount of damage out of double fast ET and with this slot location TF wouldn't be able to benefit from the extra crit chance.
brasilgringo Posted May 7, 2021 Posted May 7, 2021 7 hours ago, Ratch_ said: I only worry about slotting it in TF since EM gets a massive amount of damage out of double fast ET and with this slot location TF wouldn't be able to benefit from the extra crit chance. Fair point. I wanted to make sure that I could rely on it triggering more so that I could hit Fireball after it, more than anything else (turns out, as far as I can tell, that GZ and RadTherapy won't crit). I typically go TF(running up to mobs) -> Fireball -> BS -> ET for normal mobs as ET doesn't seem to benefit that much from crit damage, as far as I can see in combat logs. For a Pylon, I suppose you're chain is likely better or put TF->BS-[filler]->ET ? I just felt that I got more consistent crits with the proc in TF than BS. And getting that crit on Fireball in groups makes me giddy.
LeapingLigers Posted May 9, 2021 Posted May 9, 2021 Been playing around with a grav/storm controller after they buffed singularity. I've been getting 1:50 - 2min times on him. It's actually pretty fun. Tornado + Storm on cd and then fish for impact procs.
SomeGuy Posted May 10, 2021 Posted May 10, 2021 EM/ELM/Gloom Brute Agility/Reactive/Ageless 2:40 Considering the only brute I've had get better times in the past were TW/FA and TW/ELM I'm pretty happy with this, especially considering how survivable electric armor is. | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1373;659;1318;HEX;| |78DA6593D94F135114C6EFB483D0D295A52D3B2D4B4B5BA605C5A8D11015F041485| |08CAF0D29D7D2A4B6CDB424F2E87FE012E3AB0AA8C4C4BFCB0D31F1CDC4D4D3F93E| |96C44926BFB9DF59EEB9E79E597BB2E4FB7CE7E9A232BA6F57361B8DC22D7BA7A9B| |D0F7471BB5AABD44ABB6E254FA7BC31C75258D315ADADE5AAB64BBB580CC3B0A41F| |E96A434C155D6CDAE562E1A6FDB8662BDF7AAD56B156F566BD5C2D799DC5465DEB2| |DBFF3B9522E6D37C5103CF1DAD27663BB5C8F2ED7CB450B89376A3B95C2DA66A3A9| |EDDD9814126F1764283E2DB75A17244C357B8FBC4F6E807B6D3783BEA3F29134557| |A8C4C80D938D82530E0DB61BC32959A3395EB19F91C9C7C41BE049305E5C4EE0BDC| |8C75DF703936F34A9B1E655E0543D7C0C8757072D1EDF87924AE03E77175649463B| |B70C243E4F21AB88876FE4E1FF6EEF29301D0170603413014020F24CA83DA4C0F7B| |E0650FBCEC818F3DC8E50D27E6BD78772346752F408B48017E6886BF1F5AE0AF2C4| |74CF54110A47F306A389A4F1066CDE1039CB5E70DF916EC7B47EE81917DF0A344F5| |325FEFAC72B484ECDF4FAD9FFD31448B7216A29C85186721C65998E02CB8C577807| |D18601F06D98741F661827DC8B30F87E23DC4330C1DA1B6E12FE45770F41BF91D8C| |FF004DD96F04FBB946D8AFD11068DD854F4096639C9BB10CEE7A3C8DF9189F21936| |03C4572E6C2923FC1FC09E69F38465EEB3758144CB1FEA939E49FCE23CF748E9C05| |93169945AC16A4106BA62EC336334F5E242F81E905B0476ACAF08E3271DC5B9F681| |6F2288B757E92559E5A7E1EFBAD98A7FF6A6BD8FCFF1FCFF25EB3BCD71CEF75F5CC| |5729CECABAC954A2192D79D491F7F4EF5606BD7E9ED752D08ECF34C388A3B2DC435| |4FDEBBCFF6B74F3207DBA7BEB4F44249EE01F93B9B0C6| |-------------------------------------------------------------------| Pylon and Trapdoor Results Spreadsheet https://docs.google.com/spreadsheets/d/1d0VruEHGktnPFvtMLF_MdpKPBe0wgUhzyGvb1DQNQQo/edit#gid=0
SomeGuy Posted May 12, 2021 Posted May 12, 2021 (edited) All these are T4 Muscle/Ageless/Reactive. EM/BIO/MB 1:20 DB/BIO/MB 1;40 I'll probably go to a melt armor build with this one (or water spout). I was getting 1:30s with melt armor before. Before the snipe changes I was getting 1:20s with DB. Claws/Bio/MB 1:41 DM/BIO/MA (Melt Armor) 2:20 I really like this build for some reason. I did moonbeam, waterspout, and melt armor with this guy. All times were similar enough for me to go with melt armor/fireball. Yeah, I know these would be better with degen, but whatever. I had a pretty strong suspicion the scrapper epic snipe changes were really going to effect dual blades and claws. I was right. EM seems pretty uneffected by it. Claws is straight up a murder machine in normal play because of how heavy it's AOE is. Taking fireball on DM is a real game changer for the build too. Either way, you are absolutely just dumping tons of damage with these combos. Maybe I'll try these with assault running. Edited May 12, 2021 by SomeGuy Anecdotal stuff. Pylon and Trapdoor Results Spreadsheet https://docs.google.com/spreadsheets/d/1d0VruEHGktnPFvtMLF_MdpKPBe0wgUhzyGvb1DQNQQo/edit#gid=0
Sovera Posted May 13, 2021 Posted May 13, 2021 On 5/12/2021 at 3:19 AM, SomeGuy said: All these are T4 Muscle/Ageless/Reactive. EM/BIO/MB 1:20 DB/BIO/MB 1;40 I'll probably go to a melt armor build with this one (or water spout). I was getting 1:30s with melt armor before. Before the snipe changes I was getting 1:20s with DB. Claws/Bio/MB 1:41 DM/BIO/MA (Melt Armor) 2:20 I really like this build for some reason. I did moonbeam, waterspout, and melt armor with this guy. All times were similar enough for me to go with melt armor/fireball. Yeah, I know these would be better with degen, but whatever. I had a pretty strong suspicion the scrapper epic snipe changes were really going to effect dual blades and claws. I was right. EM seems pretty uneffected by it. Claws is straight up a murder machine in normal play because of how heavy it's AOE is. Taking fireball on DM is a real game changer for the build too. Either way, you are absolutely just dumping tons of damage with these combos. Maybe I'll try these with assault running. After some testing Reactive seems to have no impact on regular play (more testing from different ATs required) and zero influence on an AV. The 75% chance for dot version does for maps however. Degenerative with 75% for DoT is a middle ground that shaves some time off maps while having a substantial impact on AVs. This is of less import on pylons who gobble up every scrap of -res thrown at them which is why -res effects are disproportionately important for those tests. Even so Degenerative will probably be a bit better (and still work on AV/GMs). - 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.
ScarySai Posted May 13, 2021 Posted May 13, 2021 Now that videos are back, I do hope the enthusiasm for this thread picks back up.
SomeGuy Posted May 13, 2021 Posted May 13, 2021 13 hours ago, Sovera said: After some testing Reactive seems to have no impact on regular play (more testing from different ATs required) and zero influence on an AV. The 75% chance for dot version does for maps however. Degenerative with 75% for DoT is a middle ground that shaves some time off maps while having a substantial impact on AVs. This is of less import on pylons who gobble up every scrap of -res thrown at them which is why -res effects are disproportionately important for those tests. Even so Degenerative will probably be a bit better (and still work on AV/GMs). This is actually a very old conversation (with one of the people working under the hood here now that I think about it), but I just go reactive on things at this point because EBs and below, degen does a % of HP. Monster/AVs is a set/flat amount. So, regular HP AVs degen wins. But stuff starts ramping up in HP? You start to lessen the gap between degen and reactive. And there is absolutely a tipping point. Hence, I don't even think about it and just go reactive because I do play these guys outside of punching pylons. Also, I don't value (this is a personal thing, each their own obviously) how fast I clear trash/bosses/EBs, within reason. This is a big reason why I never enjoyed sets like spines, They just seem to stop in their tracks once a boss or higher shows up. Also, I REALLY enjoy melee sets like Dark Melee and defender blast sets like sonic,, Basically, I want high HP stuff to die. I've never failed a TF/trial when there was enough DPS for the big bad. I've seen a lot of things fail because of a lack of strong single target DPS. AOE DPS means nothing on this stuff. Pylon and Trapdoor Results Spreadsheet https://docs.google.com/spreadsheets/d/1d0VruEHGktnPFvtMLF_MdpKPBe0wgUhzyGvb1DQNQQo/edit#gid=0
Sovera Posted May 13, 2021 Posted May 13, 2021 1 minute ago, SomeGuy said: This is actually a very old conversation (with one of the people working under the hood here now that I think about it), but I just go reactive on things at this point because EBs and below, degen does a % of HP. Monster/AVs is a set/flat amount. So, regular HP AVs degen wins. But stuff starts ramping up in HP? You start to lessen the gap between degen and reactive. And there is absolutely a tipping point. Hence, I don't even think about it and just go reactive because I do play these guys outside of punching pylons. Also, I don't value (this is a personal thing, each their own obviously) how fast I clear trash/bosses/EBs, within reason. This is a big reason why I never enjoyed sets like spines, They just seem to stop in their tracks once a boss or higher shows up. Also, I REALLY enjoy melee sets like Dark Melee and defender blast sets like sonic,, Basically, I want high HP stuff to die. I've never failed a TF/trial when there was enough DPS for the big bad. I've seen a lot of things fail because of a lack of strong single target DPS. AOE DPS means nothing on this stuff. I'm just reporting what I've tested. This is not math or spreadsheet talk. Reactive OR Degenerative had little to no measurable effect on regular enemies. Tested by clearing farm maps and checking the times. Differences in clearing times happen once switching to the 75% DoT chance instead of 75% debuff time. There was no difference between runs done with no Interface slotted and runs with Reactive 75% debuff. With 75% DoT it lowered the times in one minute (from seven minutes to six minutes, no Assault clicked, no inspirations in order to make it repeatable). Degenerative with 75% debuff showed no difference from runs with no Interface slotted. With 75% chance for DoT it lowered the times in about 30 seconds. So, not much, but it's a measurable effect at least. Tested on multiple different +4 (+3 with Alpha) AVs Reactive 75% DoT or debuff had zero effect on killing time, same times as doing a test with no Interface slotted. Degenerative had a large impact on AVs be it 75% DoT or 75% debuff (1+ minute difference). The uptime of the debuff stacks obviously was enough to make do with only 25% chance for them to happen. So from what I've tested Degenerative 75% DoT helps killing more quickly regular mobs and helps killing more quickly AVs. I only tested on Tankers. It is not difficult to test on different ATs though, as long as we use the PTS. Just do a run without Interface slotted. Then a run with the Reactive of your choice, then one with Degenerative 75% DoT. My only point is that Degenerative works on both scenarios while Reactive only for maps, and only with the 75% DoT implying the fact it is a Medium DoT (instead of Degenerative's Minor DoT) that actually makes an effect rather than the -res debuffing. Which makes sense since the -res effect is small to begin with, then needs to stacks (and mobs probably died by then) and the -res is then nerfed by the purple patch. But it's like I've said in the past: testing instead of gut feelings or spreadsheets is the best. If you do decide to test let us know since more data is always welcome. 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.
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