Originally Posted by
Jellyfunk
AB has a lowish break and doc pistols are pretty quick, so it's probably up quite a bit.
Regardless, Malaise doesn't stack with UBT so in your dreaded crat/doc team, the crat's bringing less init debuffing (450+250+250+600) than the doc (1462+980 + occasionally 2569).
As for OPed tool sets, I like that crats have been buffed enough that you can use them in place of a doc or an enfo for many things. Doing mitaar with a crat, a shade and some traders or vortexx with some advies and an FP doctor, or 12man with a fixer tanking is miles more fun than sitting spamming "LF doc/tank" for hours.
Way I see it, nerf the init debuffs and there won't suddenly be rainbows and teamage for all. The minimal team elitists just sub in a second doctor for the crat. And the rest of us will still be in the same mess we are now.
I've done 12man without a crat and I've done it without an enfo/soldier. Not managed it without a doctor yet though.
A bit of a late answer, but anyhow ...
Anatomic Blight has a chance to break on attack of 12%.
A bit of simplified math to show that AB does break fast in a team setting:
A team of 6, with 4 dualwielding and 2 singlewielding, will do approximately 4*45 + 2*30 = 240 hits per minute or approximately 4 hits per seconds. (and yes, not everyone will hit all the time, just like the doctor won't hit everytime either).
The average amount of hits that is needed to break AB is: 50% = (100%-12%)^x (this is calculated by multiplying the chance that AB will not break on a single hit, which is 88%).
So AB has a chance to break of more than 50% after 6 hits. In the above team of 6, AB will on average break before 1.5seconds after landing it have passed (this is not the average duration, but the median).
This also ofcourse doesn't take into account that the in game procs are running on servers and that in AO funky things happen with those procs, but even with that, player experience has shown that AB still breaks very fast in a team.
About crats adding less init debuffs to a team than a doctor because of ubt: Well, as has been mentioned before (not sure if it was in this thread though ), most endgame encounters are immune to ubt and have been for a long time now. Ubt could be debuffing 10k inits, but if the boss has 100% immunity against it, it won't do anything. The init debuffs that turn endgame bosses into pushovers, are still those of crats, not any other profession.
The decision to have ubt 100% resisted on many bosses was made long ago to make boss encounters more difficult. What is pretty ironic is that while FC beefed up the permanent and unbreakable crat init debuffs from about 1000 to 2500+, FC at the same time also continued adding in new boss mobs that were 100% immune to ubt. There's an obvious flaw in their reasoning here
About your opinion that bureaucrats shouldn't be nerfed, because then doctors would be the only whose pve toolset is far above that of anyone else. I absolutely cannot agree with this kind of reasoning. For one, it could then also be argued that doctors shouldn't be nerfed, because then crats would then have be the only prof with a vastly superior pve toolset. This kind of reasoning creates a catch 22 situation where nothing moves or happens and the 12 other professions will continue to be leagues behind, while crats and doctors continue to get teams on a whim (unless the other 12 all get boosted up to current the level of crats, which would kill any challenge to be had in pve - unless they ofcourse chose to not use your toolset ). I would rather see the absolutely OP toolsets brought down to a more sane level and the absolutely worthless pve professions brought closer to those with good toolsets, so everyone can get teams faster and it's not just the minimal team setups based on crats and/or doctors.
12man or beast or any other endgame encounter can be done with a doctor and no crat, or a crat and no doctor, but with having either you set yourself up for a major/impossible challenge. It's true that a crat can make it possible to tank for professions who otherways can't tank, since their relatively lower hp is less of an issue with the mob hits being so spaced out. And being able to use evade tanks to tank with a crat (+ those crat aad buffs make a huge difference here, even though some crats claim that they are completely useless ), allows for even more damage mitigation and even less healing required. But why should the entire toolset that makes it possible for a semi-tank to tank an endgame encounter be completely concentrated in 1 profession? It could have come from a combination of several different profession who each add their contribution to the team, instead of the on/off switch that are crat init debuffs for pve challenges.