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Posts
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Joined
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Thanks for running them!
I'm overjoyed by the possibilities and have to echo the sentiment that the only downside is that now I can't wait for them to hit live!
mr. purple cat says change the lore slot themes -
I know this is thread necromancy, but I just wanted to take the time to thank those who posted for their advice on this matter. The Brute in question, Fyren Kashari, is now 47. He is a beast, and not just because I have made use of the Animal Pack.
Thanks again everyone, you've been a big help! ^.^/ -
Quote:The math doesn't quite work like that.I really dont see how a Scrapper is better damage then a Brute?
Scrapper is 1.25 on the Damage Scale, a Brute is .75 this means that a Scrapper does 50% more damage or in a way a 50% damage bonus.
Scrapper scalar is actually 1.125 and Brute is 0.75, but Enhancements factor into that. Using 100% rather than 95% to make the math easier (and to hedgingly account for people using Musculature alphas) the numbers on pure enhancements look like:
(1.125x2)x1.1 = 2.475 Vs. (0.75 x 2) = 1.50
Fury still operates off the base scalar, so in the absence of other factors, Brutes need about [(2.475-1.5)/(0.75x2)] 65% fury to match Scrapper damage.
And that would be that if we were operating in the absence of other factors. In this case, Soul Drain is a major factor.
Scrappers get full 100% bonus from damage buffs applied to their larger scalar; Brutes get 80% applied to their smaller one. A given damage buff is, therefore, nearly twice as strong on a Scrapper than it is on a Brute. (1.125 x 1 Vs. 0.75 x 0.8) It's why sets with sustainable damage buffs (Shield, for example) are very powerful on Scrappers, and in a set with as permanent and powerful a bonus as Soul Drain, this is not inconsiderable.
Assume a Soul Drain hitting 5 targets. A scrapper will get 100% damage buff off this; a Brute will get 80%. Assuming 75% Fury (A baseline assumption for sustained combat usually used in Brute damage comparisons):
Scrapper:
1.125<Base Scalar> X (1+ 1.0<Enhancements> + 1.0<Soul Drain>) X 1.1 <Critical> = 3.7125
Brute:
0.75<Base Scalar> x (1 + 1.0<Enhancements> + 1.5<Fury> + 0.80<Soul Drain>) = 3.225
And that gap only gets wider as you add more Soul Drain targets.
Now, that said, Invul will be strong on a Brute. Since Invul is a resist-heavy set, the brute's higher Resistance caps are more likely to help him, and the HP buffs will be stronger. With this combo it definitely comes down to whether or not you want to do more damage, or whether you want to survive longer, which is really as it should be. -
Quote:It's one of my favorite things about the game; some people have invested a lot of thought and effort into their bios and tales. Even just standing around shopping and building things, some damned amusing stories are just a click of "info" away.There are a LOT of role-players on Virtue. Sometimes it's entertaining just to stand near a big crowd and read all the character biographies around me (I haven't seen as many people using this feature on other servers)
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If this trouble is extremely recent, then it can in part be blamed on the fact that Pokemon and Dragon Age 2 came out this week. >Everything's< going to have a bit of a manpower shortage, and I doubt CoH is the only MMO to be experiencing it.
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Quote:Let me be clear: I have no actual problem with cheap story devices to drive the punching. This is a comic book game, so yeah, I'm not expecting literary genius. I'm expecting flimsy excuses to beat up spiders.The entire game revolves around combat. In that sense, EVERYTHING is a cheap story device to drive the punching. There are no puzzles, there are no secret ID tasks, there really isn't much of anything to do aside from use your superpowers to defeat enemies and gain levels.
I'm more concerned that anyone thinks this one particular story device is interesting enough to become part of every high-end Incarnate in lieu of the free and open conceptualizing that, among other things, makes this game great.
Quote:You know....there's nothing that says you HAVE to take the Lore pet on every character. If it doesn't fit that character's concept....don't use it.
I'm not exactly ecstatic about having to choose between breaking and twisting concepts, and forgoing whatever powers the Lore pets provide. I'm no developer, but forcing players to decide between those things sounds like it isn't a good idea in a game where concept is important to some. -
Signed. My tiger's tail looks way too skinny.
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The 1-20 track through Praetoria is relatively well-thought out and significantly more interesting than the majority of story arcs currently in CoH.
But the TFs, Trials and endgame content seem to be discarding everything that makes Praetoria interesting; the shades-of-grey complexity and the whole theme of moral decisionmaking in favor of making it, as some have described it, Goatee Paragon. In these contexts Praetoria is basically a cheap story device to drive the punchin'.
I'm not really tired of the former Praetoria, but I could quickly get sick of the latter if it gets too invasive, and that's kind of what the Lore slot pets feel like they're doing - Trying to invade character concepts in which Praetoria doesn't really belong. -
Well, if you can softcap (Achieve universal or near-universal 45% defense) without Weave, then sure, drop it, save the powerslot and the endurance.
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Yes, I would unreservedly support delay of the Lore slot until customization, full or partial, was available. I suppose it's already being argued to death as I speak; but I agree that the specificity of the current Lore slot pets seems to run counter to the spirit of free-flowing creativity that permeates so much of the rest of this game.
I'd prefer to see the four trees be as generic as possible to accommodate a range of concepts, for example:
Arms: Dancing weapons
Drones: Generic tech/robot attack and support drones
Legion: Self-clones
Spirits: Recolorable glowy magic/energy wisps
As the lore slot stands it will be filled last or not at all on my characters, and see little to no use. -
Quote:If you've deleted someone recently it may be possible to fill out a ticket with Support and get that character back.Did ya ever regret deleting a toon for whatever reason ?
i have just not recently i was just thinking about a bunch of my past toons non even made it to 50 and whats worse is i run into a wall sorta with ideas for new toons and think back on how my past ideas were better then what i've been trying. -
Quote:Basically, this. My melee types have only a little more trouble than my Blaster, and the fact that swords can't trouble them is pretty big. Once you get a handle on the timing of the patches the swords are the bigger threat.So, while my melee-centric types have had it a little tougher during the BM battle it's not that difficult once i learned to disengage my Scrapperlock and not simply stand stock still cycling attacks.
Plus if you actually took a ranged attack or two in your Epic Pool you can still do damage while BM is standing in a patch, which gratifies me a little. -
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Gimmick? I don't know, maybe.
Fun as hell? I think so.
The BM encounter has to be my favorite fight in the game on live right now, just because of the dancelike chaos that ensues, and all just from forcing people to go and move. The whole thing keeps me on my toes, rather than just mechanically hitting my attack chain over and over and over.
It's the thrill of playing a /Regen without having to build an entire character around that draining level of continual alertness. It lets me visit Happy Intense Attention Regen Land without having to live there.
I actually hope most of the Incarnate Trials are like that as well. Places I have to continually pay attention to my surroundings and can survive with the appropriate response, rather than just hope my teams' numbers beat their numbers. -
Okay! Thanks for the responses! \^.^/
From your descriptions of the sets, the fact that I think the character could get away with feeling very smashy easier than slicy, and the fact that I already have an SD/WM Tank, I think I'm going to take your advice and run with Super Strength.
So far the planned 50 build I've got worked up for it looks like this. I could easily have overlooked some obscure sets as this is my first time working for typed rather than positional defense, but I think this reasonably well balances power efficacy and set defense bonus:
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Fyren Kashari: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(31)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Heal(11), Numna-Heal/EndRdx(13), GA-3defTpProc(34)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(13)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(9), LkGmblr-Def(39)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23), RctvArm-EndRdx(25)
Level 14: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(34), Mocking-Rchg(36)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/EndRdx/Rchg(43)
Level 18: Boxing -- Acc-I(A)
Level 20: Rage -- RechRdx-I(A), RechRdx-I(25)
Level 22: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(40), P'Shift-End%(40)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx(33)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(27)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 32: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def/EndRdx(37)
Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob(45)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48), DarkWD-Rchg/EndRdx(48)
Level 49: Gloom -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50), Thundr-Dmg/Rchg(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Radial Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(19), P'Shift-End%(37)
Weird, no matter what I export it keeps exporting the Alpha Slot as Spiritual Radial Paragon rather than the more likely imminent Spiritual Total Radial Revamp, but whatever. Anyhow, the highlights include 42.5% S/L, 40.8 En/Neg, and 34.5 Fire/Cold. Darkest Night, RttC, Dark Oblit and Gloom should help make up the difference between those numbers and the softcap.
Regeneration is at 69.86HP with just one enemy feeding RttC, and a maxHP of 2470 with the accolades.
Whatcha think? -
So, for the past several days I've been trying to construct a Brute. I've already had immense success with a Fire/Shield Scrapper, currently my main, but I wanted to take things on a slightly different bent. So this time I wanted to build a brute for serious survivability.
I'm already pretty set on WP, to remove anything resembling endurance management issues and to allow monstrous regen, which I hear is disgusting combined with a softcap or near-softcap, which I've got the budget to pull off. Soul would close any softcap gaps with a bit of -ToHit, and to allow Gloom to shore up any ST damage deficiency.
So that seems good to me. Now I just have one question, one I've been waffling on so hard that it comes with blueberries, boysenberry syrup and a side of bacon - Which primary do I run?
I tried Dark Melee, only to discover that not having significant area of effect drives me >crazy.< So I've learned the goal I should pursue - Massive area damage. Fortunately, the character is a hulking demon-tiger, so a lot of primaries fit. Actually, this may be unfortunate, because it's making me suffer from deer-in-the-Astrodome indecision.
Which of the Brute Primaries does the most?
Elec seems like the first answer, but Lightning Rod is capped at 400% damage and on a longish timer and Thunder Strike isn't as strong as Foot Stomp or Spin. SS can stack up Rage and Footstomp has a huge radius and recharges quickly, and that Rage bonus seems like could easily apply to Pool AoEs and increase the potential. Claws does a lot of damage with its AoEs, even if small, and permanent doublestacked Follow Up could increase the potential of epic attacks, but it's lethal, and what if lethal gets >resisted,< could I then use the Achilles procs to decrease resistance, which is voltage over current, which is a small kind of berry, so what if I spread it on a sandwich and Grandma chokes on it and dies because I took the wrong powerset aaaaaargh.
My thought process has been like this for days. Does anyone more experienced with a variety of Brute melee sets have potential advice? -
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Here's my predictions:
1. Blasters will be overshadowed almost completely by Controllers, or indeed any powerset capable of making tapioca pudding, thanks to the requirements of the Incarnate Chef trial.
2. Likewise in that same trial, Plant doms and controllers will be rendered useless due to the curiously specific Salad Shooter attachment.
3. Scranklastfendruptrollers will be the only multipurpose builds capable of handling the requirements of the Philby the Wonder Squid trial, because they're the only name Philby will be unable to pronounce so that he chokes on his tongue and dies.
4. No one will ever love you.
5. In a note completely unrelated to point #2, cucumber sandwiches are being served in Pocket D. -
As I believe Ralph Waldo Emerson once said in 'Ode to a Sebaceous Cyst:'
OH HELL YES! \^.^/
*Does an ecstatic happy joy dance in new furs and total ignorance of romantic poetry!* -
I think this discussion about stalker underperformance may have been within the ulterior purpose of this thread, given the specificity of an original question that may well have been rhetorical, and the fact that the OP participates in this 'off-topic' discussion.
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Quote:Indeed, it isn't true anymore with the i18 update. Scrappers now do more damage at their cap:It's actually kind of a curve IIRC. Outside of some fringe cases (sets that have significant self-contained +DMG buffs), a Brute vs Scrapper always has the Brute leading. Add some moderate damage buffs and the Scrapper pulls ahead. Then somewhere near the end with high damage buffs, Brute leads and eventually as both are capped, wins again.
Then again, Brute damage cap changed recently so that may no longer be true.
Brute: 0.75 * 7.75 = 5.81
Scrapper: 1.125 * 5.00 * (even assuming minion critical rate) 1.05 = 5.91 -
Quote:An interesting point. I can conjecture two reasons for that.All comparisons about how much damage the meleers do always compare sustained damage exclusively. I don't think I've ever seen anyone try to make a comparison of burst damage.
1) Sustained damage as a function of time is easier to calculate and create meaningful comparison with the analysis of other forumites. Burst damage would require an arbitrary timeframe to appropriately calculate, and relies on lots of factors like Build Up, Aim, and short-term buffs. Many more variables could reasonably be brought into play.
2) It seems to me that burst damage just isn't as important against hard targets in a game like this. Against EBs and AVs most burst damage is really negligible in the overall scheme of things - AS will shave off a little chunk of their health, and then they'll keep fighting right along as if nothing had happened to them. Against Minions and LTs, what you want is burst AoE damage because, outside of annoying specialists, AS'ing one LT isn't going to make much difference.
Now, I'd actually like to see a burst AoE damage comparison at some point, but for purposes of our discussion here, Stalkers in general are going to be weaker in burst AoE than Scrappers, and for that sacrifice they gain in single-target burst damage, which is something the game doesn't really reward much. -
Quote:Removed the snark for ya.Well, you could always run something else and say that's how you got your Very Rare.
Overtones aside, it's a fair point, but the final roadblock for a lot of people on mains that already have well in excess of the necessary shards and components (My main has about 58 shards more than she needs to make her Very Rare, and I'm nowhere near the apogee of Shardgatherers) is going to be that 4th Notice.
Yes, it's silly. But then, a lot of what we're doing here is silly, so I don't see how that invalidates my post.It's an absolutely minor thing. I'm not going to set fire to any public structures just because they picked Psyche fourth, but I would have put Sister Psyche like second and made the STF or the Apex the fourth TF.
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