Frosticus

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  1. The other thing I sometimes think about is all the people that complain about FF and how it sucks to solo with. Granted.

    But are they aware that by lvl 19 and still running on DO's (no IO's) they can give every single person on their team 42.5% defense to all but psi if they wanted to?

    Not to mention mez protection and end drain protection.

    I dunno, but if you want to protect everyone without having to babysit them all like a heal based set does FF is amazing. And not just protect them all, but easily give them 90% damage mitigation.

    Why would a set that can do that be permitted to solo as well as some of the other sets?
  2. Quote:
    Originally Posted by Bright Shadow View Post
    I've recently been fiddling around with a Java-based algorithm for CoH to calculate the most efficient attack chain, given a set of attacks, based on Maximum Damage per Second, or Maximum Damage per Endurance (mostly as a programming exercise for myself).

    Sadly, I do not have access to the precise mathematical formulas to calculate DPS and DPE for a given attack.

    Can anyone point me in the right direction? Where can I find these formulas, and other formulas for other game attributes?

    Any help would be appreciated!
    An attack chain optimizer already exists, you just fill out all of the fields hit F7 and away you go.

    As far as I know it optimizes for DPA/DPS rather than EPS if that is something you are looking to add to yours.

    I don't use it as the attack chains I'm usually calculating are much more complicated due to stacking -res, so drawing them out by hand is more accurate. But for something as simply as most scrapper chains I think this program works really well.

    http://www.snakebytes.net-a.googlepages.com/test2.html
  3. Quote:
    Originally Posted by Biospark View Post
    We probably disagree mostly on the "definition" of Soloing "well". That's all.
    I have played Dark/Electric and Rad/Electric and even though these sets handled missions relatively well (solo), they still were considerably slower than even the "worst" Tanker I have played. And Tanks are MUCH MUCH safer. So thats why you will see me often bring Tankers into the discussion when talking solo speed. Tanker solo speed seems (to me) a perfectly balanced AT. Slower but safer, providing a great group benefit but at the expense of reaching the top DPS heights of the damage dealing ATs. Defenders do not have the incredible "safety" and "durability" that tankers enjoy due to their "increased" group benefit. But should they also suffer in the "kill speed" area as well?? For me, I cannot prove that there is an imbalance, It just "feels" like Defenders pay a pretty large price for their "team awesomeness". Not to mention that when they are in their "awesome mode", it can feel more like "work" than "fun".

    Sorry for the rambling
    We may not disagree at all! If you notice Elec blast was front and center of the sets that I highlighted as needing some love.

    With regard to the vigilance end discount I actually really liked it on my storm and (pre HL) cold defenders. Even when you are doing your job people will take some damage and they use a lot of endurance. I imagine I'd like it on a sonic as well. But the other sets either don't use very much endurance or have powerful heals which is where I agree with Silas that it is either unnoticeable or only effective if you ignore part of your role.
  4. Quote:
    Originally Posted by Biospark View Post
    Many tart responses came to mind reading this Frosticus, but I decided that you are entitled to your own opinion of the situation.

    So all I will say is... Ouch !

    Even if I wasn't such a fan of the Defender AT, I think that I would be happy that the Devs took some interest in our needs and gave us something. If Corruptors need something as well (And I have heard many say that they do) then (if it was me), I would be "squeaking" on the Corruptor Boards. But Thats just me.
    No, I won't do that. I run up an analysis send it to Castle or the appropriate dev and then I'm done with it. If they pander to unsupported vocalizations more than demonstrated data then I'm personally pretty handcuffed in the system. I've tried the whining approach a few times about changes in this game. It just leaves a sour taste in my mouth.

    I apologize if I'm coming off as gruff, I do have a number of defenders and am looking at a couple others to level up.

    The thing is the devs took a look and gave something to Defs but was there actually a need? The need is about as compelling as me complaining that my brute fury doesn't have unreal tournament style phrases attached to different damage levels.

    I'll be the first on board if specific power sets were being examined to address some of the inequalities within the AT, but a global buff really doesn't address any of the issues that defenders have other than to spackle on some fresh filler in hopes the cracks won't resurface in the near future. A global buff like this benefits the defenders that were already strong at solo'ing far more than the defenders that struggle with it. And the defenders that were already good at solo'ing (basically everything but Emp and FF and elec blast) already solo'd well lol.

    A FF/elec going from 70.5 dam at lvl 50 to 81 dam with the new buff isn't magically going to make FF users satisfied with solo performance once the shinyness of the buff wears off.

    But my storm/sonic will take that same buff and go from ~115.6 dam to 133.4 dam with my tier 1. The buff is about 1.7x as good for my toon which already cuts through bosses as fast as many scrappers. My total focus, which is already devastating because of all the -res I throw out will go from 414 dam to 477.8 dam.

    So I'll definitely be able to see and feel the buff on that toon. It is a major increase in my orange numbers. But I really don't see a FF or emp being satisfied with it in the long run.

    Basically I'm not excited about the specifics of the buff because of all the defender whining about struggling to solo it wasn't a global complaint it was always specific to certain sets. But rather than address specific problems the Uncle Benz 2 minute instant rice solution was employed.
  5. Quote:
    Originally Posted by Silas View Post
    Maybe if Scourge kicked in earlier on minions/lts?

    Either way, given how long it took for Defenders to get this, I think Corrs won't be getting any Inherent love any time soon
    Ya corrs aren't bad at all, they just need a little something more imo. But I was saying that long before this defender buff. This buff just makes the issue more apparent.

    That said, we don't have the corr populace whining about damage like defenders did for various reasons:
    - scourge, though not nearly as beneficial as most people think, is highly visual and powerful "feeling"
    - corrs don't have any dog sets like FF or emp when it comes to delivering personal damage.
    - a higher percentage of corrs actually play their toon offensively being the only full blast AT available redside. Whereas some defs barely attack, or skip some strong attacks altogether.

    I think it is a case of the corr wheel not being nearly squeaky enough and corrs being nowhere near broken that we will see nothing for the AT until after the Cathedral of Pain is put back in. Defenders were in a similar boat in that they weren't broken at all, but their wheel squeaked so badly it was nearly a screech.

    I think the dev explanation for the defender buff says it all. Pure whining got this change put into place. And while I say good for defenders (I play them too), its not how I prefer things to be prioritized.

    Quote:
    "Due to concerns that Defenders inherent power Vigilance was "too weak" or "non-obvious" or "provided little benefit to the defender himself"
  6. Quote:
    Originally Posted by Garent View Post
    In my opinion, scourge does need a buff. I have a different opinion on what type of buff it should be though. One of the problems with scourge is that it favors certain types of powers over others. For example, it works very poorly with a lot of DoT powers such as ball lightning. Powers like this will merely get the power of each tic doubled, which often causes it to have no impact on gameplay as the enemy gets killed by another attack instead of scourge helping by killing the enemy immediately. Meanwhile, scrapper incinerate has its bonus damage front-loaded at the beginning of the attack.
    I know what you mean. I actually stopped playing my dark corr project recently. Scourge was doing next to nothing for the toon because the damage is all long duration dots and each new attack checks for scourge at a much higher relative hp than if the damage were upfront.

    I found I was often scourging things to death that gloom's slow dot would have killed anyway, meaning not just overkill damage on the scourge but an entire wasted attack. Even more prevalent in the dot aoe's.

    I also agree that when these powers finally do scourge the critical should be front loaded rather than just doubling the dots, as you say like scrapper incinerate.

    To be honest if I could I'd move the AT away from such a strong reliance on scourge, in some ways it reminds me of the gimmicky nature of old domination (though not so severe). I'm just unsure if the devs share that feeling or not. There are also those times where you are playing with a kin and having the ability to critical often is very nice.
  7. The numbers I've been tossing around have their damage output really close. From what I'm seeing defenders are actually ahead in raw damage for mature builds that utilize the stronger defender sources of +dam (assault, aim, souldrain, pbu). Which puts a lot of weight onto scourge. IMO it is too close given that defender forcemultiplication is significantly superior to corrs.

    I'm fine if the dev's want the corr damage advantage to be back loaded I just think a small positive tweak to scourge is appropriate. I haven't examined it closely, but if it started taking affect at 60% hp rather than 50% it might provide the boost that is warranted while retaining the form of the AT.

    I won't argue that scourge is very tangible, it is highly visual and even though most of it is wasted in overkill it feels very visceral and powerful. However, it isn't really that big of a damage boost over the lifetime of the toon when you figure we probably face ~90% minions.

    Granted if every corr set had something as good as rain of fire that checks scourge with every tick and double scourges then this discussion would be unnecessary.

    Prior to this change the only defender set that was superior to corrs for damage was sonic blast, post buff it looks like every set will be (excluding fire as the don't have it) once you factor in a complete build taking advantage of stronger +dam powers and stronger -res (for procs). I'm not really sold on the idea of defenders being on par with corr damage solo, while having a much easier time neutralizing targets with their powerful debuffs AND being considerably stronger than them in teams.

    The traps/sonic/dark build I'm looking at in mids is a monster compared to the sonic/traps/soul lined up next to it. As in so much better than it you would have to really be excited about the corr version and/or the ppp pets to make such a sacrifice.
  8. No harm no foul. I'm just glad we are all one big happy family again.
  9. Quote:
    Originally Posted by Kitsune9tails View Post
    Yes, but you can't really account for form up times
    Sure you can. The value you place on it is debateable, but it is always greater than 0, which by default will favor a longer duration taskforce as it will drive the value closer to the 1 merit per 3 min value if we assume the task is being completed in the dev assigned time.

    As the number distances itself from 0 it benefits longer duration tasks more and more. Even if we state that vill and hero tasks are formed in the same time it automatically puts villains at a disadvantage because their tasks are on average shorter.

    Quote:
    gathering Shivans and the like in the formula. If nothing else, not all teams gather Shivans specifically for a task (may have already had them lying around)
    Shivians are optional to assist in driving your time below the dev assigned value (ideally anyway, some tasks may be skewed by their use previous to merit assignment). However, the sunk cost of team formation is not optional. It will invariably occur.

    That said, if you use a shivian on a task then your total time spent on the task does increase because the shivian is expended and took time to get. Interestingly enough, if player A uses a shivian that was already in his possession and did not add to the teams formation time it would negatively impact Player A's total time spent on the task, while potentially lowering the time spent of all the other players.
    Quote:
    or even form up for a specific task ("Thanks for helping out on that mission, guys. Wanna do a SF?").
    The time spent to form the team that ran the mission prior to the TF would then be the task formation time. Until there is auto team assignment put in place (not saying I want it) team formation will always have a value greater than 0*

    *An exception goes to planned Tasks that are organized outside of the game. Such as when they are planned on the forums. However, the value is still likely to be greater than 0 unless everyone involved logged in at the exact same moment.

    The impact the sunk cost has on actual merits/min to time spent on the Task can appear pretty minor (as shown in my last post), but over time it can really add up.

    Quote:
    It would be tantamount to accounting for joking around, bathroom breaks, market runs, and training stops in the formula.
    No those are already accounted for in the formula because it is primarily based on median completion times.

    Quote:
    Similarly, it is difficult to account for 'challenge' because of the differences in builds and team composition and the like.
    Challenge is already accounted for. See Arcanaville's description on minimum thresholds for a greater understanding. While it may not be the most comprehensive system that could be employed it does account for challenge.
    Quote:
    Besides, be careful: although everyone wants there to be more SFs, do you really want a Quaterfield redside to 'even out' task lengths? It would be one way to handle the problem without recalculating the formula and taking into account various controversial/subjective factors (like how much pre-I13 data should 'count').
    I seriously doubt the devs would implement anything like Dr Q these days. I'm sure their datamining shows that they are so infrequently played that removing them would have no statistical significance on the game. If new ones are introduced they will all be sub ~2 hr completions.

    I can understand why you might have interpreted what I was saying as a request for longer duration SF's, but I actually wasn't. Quite the opposite actually. I want them to slice and dice the super long hero tasks like they are doing with Posi. Many of them need serious revision to bring them up to acceptable content standards. I'd also like to see 3-5 more SF's added in the 25+ game.

    For clarification: I'm not saying that formation time should be factored into the dev formula for merit reward, just that end users should be aware of it when calculating things like earned merits/time spent.
  10. Edit: deleting this post rather than dragging you through the mud. Pushing you face first into it was enough.
  11. Are you daft? this entire thread is about damage. Where are you suddenly getting the idea anyone is talking about surviving?

    You are on the cusp of earning a troll badge, which might actually matter as it is far less arbitrary and less nebulous than your self proclaimed title.

    And to top it all off you reveal you have 8 level 50 doms, 6 of which are perma no less. Yet you still came into this thread totally ignorant and unable to play a brute well. This is baffling. Seriously if you didn't just PL and RMT those perma doms then something is really out of sync in your postings.

    Before today I would have said it was impossible for someone to be a scrapper expert (10 level 50's according to your earlier claim) and have 6 legitimately built perma doms and be virtually clueless about how to excel while playing a brute. Will wonders never cease?
  12. Quote:
    Originally Posted by Da_Captain View Post
    Nah, I still got it. I was told to start with Brawl, my Scrappers don't even know what that is. If yours do, then you sir are the one who needs to reapply
    Brawl is useful before attack chain saturation, or if you are seeking an attack that cost zero endurance. You don't need to start with it, just include it during attack gaps. I use brawl on my scrappers until I have attack chain saturation. Some damage > no damage. Seems like something an "expert" would know.

    I also haven't made any claims of being an "expert" that was you and only you. I do have a lot of experience with both AT's that have shaped my opinion of them and I am quite good at numerical assessments as well.

    I personally don't think scrappers are complicated enough to be boasting claims of expert status, but if your pride depends on retaining a self declared, arbitrary and made-up title about the easiest and least complicated AT in the game then be my guest.

    Quote:
    No but not everyone plays at /x8 content, I don't automatically assume that people can do the things I can
    Good thing the majority of examples have been talking about 0/x3, which even the weakest pairing can handle post SO's (see earlier explanations of why less fury is required in earlier levels). Your attempt to move the goalposts just failed.
    Quote:
    It would only be irrelevant, if it wasn't an option, but it is and it is the base, just because it belittles you to play it doesn't mean that some don't, not everyone can compare or exceed your performance. (Though, I can)
    Generally, frequent forum posters tend not to be totally useless on an AT if they are going to be arguing mechanics with experience players ad nauseum like you have. There is always an exception though, you have certainly proved that.

    That said, I'm sure some people do play their brutes on 0/0, I'm also sure they are so casual about the game they don't give a rats *** about how their damage stacks up to a scrappers.

    I also honestly don't care if you can exceed my personal performance. I'm pretty sure there is no actual competition involved in this discussion. However, you are the first person I've encountered that claimed to be an "expert" at the easiest AT in the game and then struggled playing the other easiest AT in the game that plays almost identically.
    Quote:
    you said it
    I did and I also said that the gap is tiny.
    Quote:
    I can't agree with that...some people still have trouble with Doms.
    Honestly you haven't agreed with much and yet you've been wrong on pretty much every post you've made.

    Dom's are considerably more complex than scrappers or brutes. They rely on active mitigation vs passive mitigation and are a hybrid melee/ranged blaptroller AT.

    The difference in skill requirement to play a scrapper well and a brute well (which is what is and was being talked about) is probably about 10%. If that is a hurdle you are struggling with then I'd hate to see you on a dom or one of the other AT's that are greatly more complicated than the two easiest AT's in the game.
  13. Quote:
    Originally Posted by Da_Captain View Post
    That was really my mistake, I should have played him more like my Scrappers.
    And on the 18th time having it explained light finally shone.

    And on the 19th reply I was able to rest from all my works.
  14. Quote:
    Originally Posted by Da_Captain View Post
    I am going to show you how different a scrapper is from a brute. Because from what you are telling me to do for a brute to keep up fury are somethings I have never done on any of my Scraps
    Kill things quickly? from the sounds if it ya, you don't. But I already revoked your expert scrapper badge, reapplication starts in May.

    Quote:
    Assuming the mish is 0/x1
    alright so we are talking about a lvl 8 brute then?

    Quote:
    Now if Scraps had Energy Melee here is how I would enter a mish....

    Whirling hands, Energy Transfer (1st minion dead), Total Focus (Next minion dead), Bonesmasher then Barrage, on to the next group.
    This is the same thing a brute does if they want cause you will be at high fury before the first spawn is dead, then run to the next one and be doing more damage than the scrapper. Of course, you'd have to be rolling your face around on the keyboard to be fighting at 0/x1 when you have ET and TF (lvl 32+) so your analysis is completely irrelevant.

    I always took out the first spawn with bu+FE on my em/fire. It basically smoothed out my performance as I would have high fury by the time I was on to the next ones. Then again I leave 0/x1 solo to my emp with only 1 attack (just kidding, I don't have one of those).

    Quote:
    See how different playing a brute and Scrapper are, Brutes need to build up fury by doing small attacks to build up their bar, while Scrappers come in Killing.
    I'll use a car analogy cause everyone loves car analogies. Scrappers are like AWD cars, they are crazy fast off the line because they never lose traction, they are fast through the corners and they can handle rough weather with minimal performance loss.
    translation: scrappers start fast and can handle ups and downs of the game cause they always perform well.

    Brutes are like RWD cars. They spin out in the beginning while searching for the rear wheels to hook up and then accelerate faster. They have higher peak performance because less power is lost in the drivetrain and they ultimately turn in better laps times.
    translation: brutes start killing slower, but once they build up fury they move through spawns faster. You need a bit more skill (though not nearly as much as in the car analogy) to get peak performance out of a brute.

    AWD cars are typically easier to learn to drive at the edge, but RWD cars can outperform them when driven with skill.
    translation: scrappers are easier, but brutes are better race cars... and lets be honest, in CoX the difference in skill required is puny.

    Quote:
    Given the current Chain and mathematics at level 50 (Assuming one rage is active) the Brute would probably kill the first minion with KO blow and Gloom, building 8 with attacks and taking probably 2 attacks from each of the other 2 minions, that is another 8 giving a total of 16. The next minion would be dead from the next 2 attacks giving you 8 more, and that last minion would probably have 2 attacks off as well giving you 4 more for a total of 28. And this last minion could probably be taken out with a Punch and a Haymaker for 8 more, let's say you even used brawl on each minion that's 6 more for a total of 42. I didn't include the amount of fury depreciated in 3 seconds. If you are using anything else to prolong the battle to build fury, you are taking too long as a scrapper would have already finished the battle 2.5 seconds sooner.
    This is just gibberish, don't post math fu if you only have your 10th degree white belt.
  15. Quote:
    Originally Posted by Silas View Post
    Really, the only time a Brute isn't better than a Scrapper is Elec Melee and/or /SD, due to the low pet damage caps and AAO working off base damage.
  16. Quote:
    Originally Posted by Kitsune9tails View Post
    But it's not fewer Merits: it's the same number of Merits, just fewer SFs to get them with.

    Less variety, perhaps, fewer options, but still 1 Merit per 3 minutes.
    This is true, the only wrench in the works is that it can and often does take a bit longer to form up a villain SF. But even pretending it take the same time.

    If it takes you 10 min to form up a team and run run RSF and complete it in the 1 merit/3 min time of 75 min so the task took 85 min.
    = 1 merit for 3.4 min

    10 min to form up a team and run STF and complete it in the 1 merit/3 min time of 111 min so the task took 121 min.
    = 1 merit for 3.27 min

    It seems small, but the longer TF's usually have more corners you can cut, but team formation time is always a sunk cost. One that is often higher villain side, but not always.

    The result is that the higher merit total of many hero tasks can be leveraged to earn more merits/min. Of course this disappears if your team stays together and runs multiple merit rewarding content, but that is usually the exception rather than the rule.

    The difference is seemingly small, but over enough time and enough people it can really add up.
  17. Quote:
    Originally Posted by Deus_Otiosus View Post
    As for using attacks...

    I just went to the RWZ Vanguard base and used the practice dummies in the armory.
    I don't think it has been changed, but

    Fury generation:
    Attack/Attacked for class minion/lut/boss
    Fury is awarded regardless of a successful hit

    4/2 so 8%/4% dam buff for 3 seconds.
    -2 (4% dam buff) decay every 1 second.

    Once you reach 80pts of fury it changes and you encounter diminishing returns so that exceeding 80% fury is more difficult than reaching it and/or maintaining it. Vs AV's the diminishing returns are not supposed to be present (or maybe just not as strong) so reaching max fury (95+) is more feasible.

    Just using attacks fury generation is more difficult as designed. It is maximized by attacking quickly and being attacked quickly.

    How quickly fury builds is dependent on your power choice use and to a lesser extent the mobs you are facing. If you have powers that decrease enemy attack rate (ie -rech, mezz, knocks) you will lower the amount of fury generation that they contribute. This is the given reason why ice melee/armor was removed from brutes as it supposedly hampered fury production. However, the devs obviously never played dark armor as it restricts enemy fury far more than ice ever could. And yet DA brutes still have little issues generating fury. I'm pretty sure we weren't given ice armor because of a specific fury exploit that would still exist involving hibernate. Anyway though.

    The math isn't particularly difficulty and it is pretty easy to see how reaching 75 pts of fury is a common occurrence. Obviously it gets easier the more powerful your toon becomes due to attack chain saturation and the ability to face enemies more frequently.

    That should make the early game comparatively worse for brutes then because they have less attacks and can't face as many enemies? It would. Except AT scalars don't take full effect until the late teens. This mean brutes are doing more damage with their attacks than their 0.75 scalar suggest meaning less fury requirements to match other high damage toons.

    It also means that during the restrictive levels where endurance is a major concern brutes have more leeway to slot end reduction DO's than is afforded to other AT's without having a major impact on their output.
  18. Quote:
    Originally Posted by Da_Captain View Post
    Here...? Don't make me laugh, do you know how much of the actual playerbase is actually on the forums? I have heard so many comments about Brutes needing a damage buff and some even saying a survival buff (Those comments are trivial though as most people who say it don't have fighting).
    Sounds like a secret conspiracy to me. Or it didn't happen. I'm aware the forums is not representative of the entire populace, but something as major as "so many comments" would likely sneak onto the forums at some point.

    Quote:
    I that statement couldn't be more wrong, Scrappers don't have to maintain anything but a green bar, and on an Expert Scrapper the Green Bar maintains itself.

    Anyway since I won't see a video and I have conducted an in game survey, I have all the answers I need, you keep to your opinions and I will keep to mine. Thank you all for the help, I will be playing my Brute on /x3 when solo so that I can keep a full bar of fury.
    "expert" scrappers know how to fly through spawns so fast blasters get jealous. It just so happens that applying that "expertise" results in Brutes flying through spawns so fast blasters get jealous.

    lol there is nothing technically difficult about playing a high damage armored AT short of occasionally having to prioritize targets within the spawn. If you said something like you were an expert storm player or expert with MM macro/binds you might have had a point.

    Proficiency with scrappers leads directly to faster kill times. That exact playstyle leads to high fury.
  19. I tried to name one of my probots "malfunctioning eddy", but it was too long.
  20. Quote:
    Originally Posted by Da_Captain View Post
    Yeah I think the average of the fight more averages around 60%, Just from start of battle to end of battle for each battle on a 0/x1 mish. This is coming from an expert Scrapper, and a novice brute player, and I think your values don't include how an extreme beginner would play this game, they would expect so much damage and then when they have a hard time trying to survive to get it then they are left with the, "Brutes suck", "I tried them and didn't like them", "They need a buff", etc and that is not the case they were expecting something they didn't get.
    We know you think it is lower, you are the same guy that couldn't get it up right?

    Why would a beginner expect "so much damage" where does it say anything on the character creation screen relating their damage to another AT? It doesn't, it just says high damage, which I can assure you during the low levels they are extreme high damage because scalars haven't kicked in yet so they are comparatively doing more damage with their attacks than they eventually will.

    I've heard a lot of things around here, but never once have I heard "brutes suck", or "they need a buff" used to describe brutes. I've heard buff requests for specific powers, but never about the AT. I've heard the opposite though. /e shrug.

    Lastly, any, and I mean ANY, self proclaimed scrapper "expert" would have zero issues playing a brute to full potential. That isn't a statement of declaration of whether they will necessarily like brutes, but for any such "expert" fury is so easy to build and maintain it really is a non-issue. I'm not sure who was handing out the expert badges the day you got yours, but it may have been a clerical error.
  21. Quote:
    Originally Posted by Da_Captain View Post
    I still think 75% is a bit much to consider the average, if you think I am wrong show me, still waiting on the video, actions speak louder than words.
    You are the one arguing with the simple numbers, that makes the burden of proof fall into your lap. Also considering a vid of you playing was requested first and you are one of the only people I've heard say that fury building is difficult.

    I don't feel I have anything to prove. My brutes rip hard, generally a bit harder than my scrappers. I have no issues getting great mileage out of brutes. You are the one that is struggling to exceed 60% fury, that is your problem as we have been fairly helpful.

    You are deliberately seeking ways that make a brute struggle to build fury and then citing that as some all encompassing truth, when the reality is the vast majority of the time fury is simple and easy to get very high. If you are frequently afk'ing or letting a dominator beat you to the punch then ya brutes won't exceed expectations. Maybe the is representative of how you play the game, but it sure doesn't look like what I do.
  22. Quote:
    Originally Posted by Da_Captain View Post
    I ain't saying brutes can't be powerhouses, and I am not trying to call them a poor AT, the only thing I have been saying this whole time is that math done on this was at a brute being at 75% fury, I just don't believe that is something that is average enough to do research on, I think something more like 50% - 60% is about average.
    Sure, if you factor in non combat time you may well be right. But non-combat time is irrelevant. Brutes easily average 75% fury while fighting. The fact is they are usually at much higher than 75% during the fight. the 75% is derived by averaging the lower fury at the start and the higher fury near the end of each confrontation.

    Non combat time is irrelevant because if I sit at the market long enough I can drive my average down to nearly 0% fury.

    Quote:
    More than likely if I am just trying to farm merits I want the diff as low as possible because at this point I don't care about drops, inf, or exp. And I have seen and heard about Scraps and Brutes that have trouble with solo play. I know not everyone plays the game like me, some people only use SOs and the only pools outside their normal two are travel and fitness and some sets don't survive well without fighting (That is just a harsh reality, on most of my melee toons fighting is more important than fitness, on my WP and Regen I don't even have fitness, mainly do to the IOs that they have in them and fitness doesn't give too many good set bonuses).
    I'm currently running Mender Lazarus' Oro TF on my brute and averaging 15-16 minutes for 10 merits. That seems like decent merit earning to me for an almost entirely single target focused toon. If you are familiar with the TF it involves a lot of the "weak" aspects you talk about for brutes (if you are speeding it).
    My bs/shield that is 4 levels higher can't finish it as quickly.

    Quote:
    These current equations are under the assumption that a player is building to take on higher levels of diff, when we need to conduct research on base principals, not what considered easy to some, but what we know is easy to all, because what is not difficult for you could be difficult to others.
    Good point, except fury is easy to build on 1/1 settings so actually not a good point.

    Quote:
    It's not the AoE Immob spamming I am worried about, It's the Seeds of Confusion, the AoE stuns, the AoE Intangible, the AoE KB, The pets, (A bit of that goes to their MM cousins).
    All of which other than the aoe intangible are non-issues unless you are sitting back and playing timid. Considering I've seen an aoe intang used 3 times in the 4 yrs I've been playing...
  23. Quote:
    Originally Posted by Da_Captain View Post
    Video if you could please, because I don't see it happening unless you herd up the whole map, In which time my scrapper could just run through the map killing everything while you are gathering fuel for your Fury
    I'll see if I have a copy of Fraps lying around somewhere, I don't have it on my pc at the moment.

    Quote:
    And most sets have a power that Crits 15% all the time
    Most is now synonymous with less than half?
    Quote:
    Edited for left out information and it's funny how you mention that they have a higher damage cap and if both ATs reach their respected caps Scrappers would deal more damage, even with a higher cap they don't outdamage scrappers. If both were on a team with a Kin, Scrapper damage would be more than a brute. Brutes need an extra 350% damage in order for them to do somewhat close to what a Scrapper does at it's cap.
    scrapper smite at cap:
    no crit = 82.6*5 = 413
    vs minion = 82.6*5*1.05 = 433.65
    vs luts+ = 82.6*5*1.1 = 454.3

    brute smite at cap:
    55.1*8.5= 468.35

    The numbers aren't supporting what you are saying as 468 > what the scrapper does

    It also says nothing of the super attacks like KO blow, or ET
    at cap
    KO blow = 148.5*8.5 = 1262.25
    ET = 190.2*8.5 = 1616.7

    For reference a Headsplitter critical at cap (hardest hitting attack available to scrappers with critical) = 1627, which will only occur 15% of the time and will just as likely result in massive overkill on a minion as it will be put to good use on a boss/lut


    Quote:
    Again, brutes don't start with 75%, You are ignoring that fact more than anything and if there isn't enough mobs it will be hard to attain it, while Scrappers need nothing. You can't maintain 75% when you are going from mish to mish, You can keep it when you are going from group to group and the next group isn't that close, You can't keep it when there aren't a lot of mobs around, does that make you a poor player?
    If I say yes will you accept that it might be you and not us that are wrong? Also the situations you just listed account for a tiny portion of typical play experience. You need to actively seek scenarios to gimp a brute.

    Look, a lot of players can leverage the fury system very well, that is because it is very easy to do. Yes there are times it can be difficult to excel with, but the vast majority of the time it isn't. If you actively seek situations that your brute struggles with then that is your prerogative. I seek situations my brute excels in. It just so happens that is almost the entire game.
  24. Interestingly enough Da Captain, the old mission settings let you vary between spawns set for 1 or spawns set for 2. It may sound crazy but brutes were crushing content back then too.

    I know I used the example of 0/3x (and probably Billz) because it is very easy for any brute to survive that difficulty and I find that is the point where fury is a total non-issue. It is always very high as long as you play through the mission at a reasonable pace.

    Lower settings than that and you do have to work a bit for fury, but still nothing like you are describing. It is still very easy to maintain over 75% fury even with team setting of 1.

    But it raises the question of why would you want to play on such low settings. That isn't very scrapper like or brute like. Both AT's have enough survivability to turn the settings up higher and higher. IMO the difficulty slider was put in especially for these two AT's.

    And no, doms/trollers don't sap you of fury. If that were true my fault spamming would be pretty counteractive to what I'm trying to do (kill things). Well they can if you hang back and let them run the show, but if you are doing that you probably shouldn't be playing a brute or a scrapper. Either AT with solid control at their back should be cranked up into overdrive because you just gained a massive boost in survivability. Work as a team, not a bunch of individuals in the same vicinity.

    Agro hungry tanks can put a dent in fury, that has been my experience as well. What I find works well in that situation is to either alternate being the agro sponge (easy enough to maintain high fury with every second alpha and just your attacks in between), or to actually split up into two groups and complete the task way faster because with a brute and a tank you usually have way more agro control and team survivability than is warranted for single spawns.

    It's no different than saying an aoe immob spamming troller will negate my earth/storm. Sure they can if we decide to play as individuals, but if we play as a team it is a non-issue.