Shields, soft capped defense, and damage.
Very yes. It might be a lower damage buff, but it's boosting numbers that are almost twice as big to begin with. Then factor in criticals.
Where to now?
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Everything Dark Armor | The Softcap
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Where are you getting this information?
The damage bonus on Against All Odds is higher for Tankers, as is the damage on Shield Charge.
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Scrappers get +12.5% from the first target and 6.875% per target from AAO
Tankers get +10% from the first target and 5.5% per target
Scrappers deal 150 base damage in the smaller radius of shield charge and 106 in the larger at level 50
Tankers deal 113 base damage in the smaller radius of shield charge and 80 in the larger at level 50
Damage wise the tanker will not compete
Quote:
Oh bother (like Eeyore)
Where are you getting this information?
Scrappers get +12.5% from the first target and 6.875% per target from AAO Tankers get +10% from the first target and 5.5% per target Scrappers deal 150 base damage in the smaller radius of shield charge and 106 in the larger at level 50 Tankers deal 113 base damage in the smaller radius of shield charge and 80 in the larger at level 50 Damage wise the tanker will not compete |
On my notes I flipped those numbers for Scrappers and Tankers. That's the source of all my confusion. I got them from Mid's, I just copied them wrong.
Thank you for the clarification.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
Hi everybody,
I've been doing build ideas in Mids for my only Praetorian, a Sword/Shield Scrapper. I like that it's possible to softcap all the positions while having an extra AoE and damage bonus over *that other* positional defense set.
Then I realized something. The damage bonus on Against All Odds is higher for Tankers, as is the damage on Shield Charge. The base values are enough that a comparably priced build could get the same soft capped defense, plus a good amount of recharge, regen, what have you.
So my question is for those of you who understand the math and are good with damage modifiers. Is the difference in melee damage modifier for Scrappers and Tankers ENOUGH to justify doing this project as a Scrapper? Figure the build will be more expensive, have less recharge, and less hit points, but higher damage on all the powers in their respective attack sets. Again, the damage from the Shield set is higher for the Tanker, but the AAOs values mean less cause of the lower damage modifier... not sure how much less. Is it possible that AAO+more recharge would make the Tanker do close to (if not more) damage?
If you're someone who is in a position to run this math easily (like you have spread sheets with attack chains and all that stuff), I guess I would say assume the Scrapper has 40% global recharge and the Tanker has 80%.
A few notes, considerations I have already thought of, so they don't need to be pointed out. I just want to get to the heart of my above quesiton
1: I realize I couldn't make a broad sword Tanker. It would probably be something "similiar" though, like War Mace or Battle Axe.
2: I also realize Brutes could be brought into the equation. However, Brutes have the same defensive values in Shield as Scrappers, but even less damage from AAO and Shield Charge. With Fury, I'm sure it can be compensated for, but my current Primal Main is a Brute, so I'd like a mild change of pace... Plus the lack of recharge seems like it'd be more noticeable if I were chasing Fury.
3: I'm assuming survivability with this scenario. I understand that if the RNG decided to hate me, the Tanker is more likely to survive... with higher resists from Tough or True Grit if they are taken and higher hit points. I'd like to pretend for damage comparisons that both will survive whatever they're up against.
4: Leveling up, it would be much easier to soft cap as a Tanker. The Scrapper will realize this much later in his career.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.