So basically what you want you and your colleagues to have a consistent mean damage of 45K or so on attacks as well?
https://prntscr.com/1j39nhr
That's from E Z P Z on August 3rd. VERY typical for your team on defense.
I'm not trying to be cheeky here because I really want to understand how this can be done and have tanks be in any way relevant or functional.
What is the functional goal you are after? A default 60% hit rate for duelers/damagers that can go up to 75% with pay-to-win features?
What dodge rate should tanks have in return on defense? What HP base should they have? My adventurer tank on Houston has gotten blasted for 10K damage in one round in tower defense due to "bad luck" recently.
It seems in groups Dueler/Damagers are OP on attack. The "opposition" in Houston shows up consistenty with 15-19 duelers on attack. They almost always win in a 40 v 40 (roughly speaking) battle.
Finally, two preemptive comments: Yes I don't have Spirit Gear but hope to get it, and no please do not mention "you need a different build" since probably 99% of The West FF community agrees that there's only one build that works for Adventurer tanks.
yes, if you read everything i said in this topic, that damage i dealt there was because of a high amount of crits and the hit rate is because of the tower bonus. on ground i have 153 attack, on walls i have around 166. if attackers are mounted on towers and i shoot from the ground, the hit rate and missed shots woulda been the other way around, like they are on attack. it's all situational.
very typical of your team too, only you have all the unioners on the server. me, luka and votca deal the highest damage out of the f2p players...only i am not f2p. i have deputy. the other 2 indeed are f2p.
it's hard to speak in numbers. what i am looking for is for everyone hitting in attack, including soldiers and advents, with the damagers being default damagers? i don't see how else this game is supposed to work.
that would mean union being nerfed slightly a bit closer to what f2p sets are, and either tower bonuses or cortina being nerfed, so defenses can actually bail so attacks have a chance.
if you want a real answer to this...i already wrote 30 pages here, i will actually make an effort and find the answer for your questions. although without properly testing and simulating battles, it is basically impossible. trust me when i say this, i am one of the people that really care about how this game works. i would actually test this on my free time, if i had the tools.
by now you can't speak of "group damagers" anymore. it is pretty obvious by now that the leadership duelers are the most played characters on this game, because they worked in the past meta. they do work now too, in defense. in attack no class works, so that was what i said in this topic all along.
and to answer your last comment, to be honest...i do not know which build works for tanks in defense. workers tell me full cortina is better than cortina+spirit in defense, while they use cortina+spirit in attack....i do not know the reason behind it, it's just what they told me and they told me they tested it, although for me....i just don't see how is that possible. for advents, imo...you have to squeeze as much hp as you can get with a fair amount of resistance and be prem to ghost. otherwise advents are unplayable.
PS: I am still waiting for an answer to the IFBC livingston + zapata combination and full cortina set. you can see with a clear eye that there is a 25 resistance difference only from the bonuses (without upgrades) + the 29.5 defense bonus of cortina. not even counting the extra traps, dodging, hp. so it seems pretty much obvious that the gear differences are way more in favor of tanks as they are now than the meta sets for IFBC. test that now, but don't tell me captain is a viable set again, please.