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Posts
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Quote:You're still incredibly missing the utility of the proc by not knowing and therefore being able to utilize its random chance of going off. Unless you're in the middle of a ST AV killing chain fo the most part you can almost never utilize the proc going off.It has a 5.25 sec duration (functionally 5 second) duration so that is is half as strong as a normal Build Up. It has a 5% chance of activating because it can be slotted into powers like Focused Accuracy and Follow Up. If it weren't, the proc would be capable of providing more +dam than the original power it is based off of (Build Up). There isn't a single proc in the game with that kind of power, whether unique or not, that is comparable to a power on its own.
Assuming that it "should" be stronger just because of some arbitrary desire rather than realizing that, if it did follow suit with those desires, the IO would be incredibly overpowered is simply unintelligent. Acting as if slotting a single IO into a single power "should" somehow offset slotting the entirety of the power otherwise is unintelligent in the extreme. There's a reason they fixed the ability to enhance the attributes of the heal uniques. It's the exact same reason why the Gauss proc isn't as strong as you think it "should" be. -
Of which can be slotted into say a tier 1 blaster attack and quantifiably added into attack chain calculations for ST uses. The guassians however you can never really use due to the short duration and willy nilly chance of it firing off.
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Quote:You're forgetting by in LARGE, how its already immeasurably weaker due to the fact that it IS a chance for build up, and therefore can NEVER guarantee when to use it, which is the way build up effects have much of any use at all to begin with. Even with 10% chance 10 second duration, with still such a low chance/time would lend it to still be so unnacountable as to still not warrant it into much of any calculations. The situation with FU i was trying to see if possible would be about the only time it could be used as such.Actually, its got a 5.25 sec duration for a very good reason. It's the same exact reason why the damage procs don't deal as much damage as a fully enhanced attack. The procs are designed to be weaker than their real power counterparts.
I'm curious why it "clearly" should be 10% rather than 5%. Do you have any evidence other than preference? The entire reason why the BU proc was weakened was because it was too strong. If anything, it's fine where it is because otherwise it would be too strong. -
Quote:First off I was just asking if it were, not telling you or anyone to do it, so no need for the attitude. Secondly i didn't even think to check that it only lasted 5.25 seconds. Its always in FA on my toons so i don't usually know exactly when it fires off to check to see its duration, and foolishy just assumed that it lasted 10 seconds like it SHOULD, not 5.25 crap that the devs for no reason have it at, just like its a 5% where it should clearly be 10%. These things sadden me. It would have been nice to have a better use for the proc such as a case like this, doubly sad it just isntThe average damage buff isn't worth it, trust me. Because it's a 5% chance to proc to grant you 100% +dam to each of your attacks for the next 5.25 seconds, that's not a 1.18 end damage modifier. Hell, it's not even close to that because your other attacks are actually getting slotted. I didn't bother doing the math because it's crazy friggin' obvious. Now that you're asking me to do it for you, I'm also going to be making sure to do my math right because it's rather obvious you can't, nor can you get all of the info right.
First off, the duration isn't 10 seconds. The duration is only 5.25 seconds and you don't even get all of the 5.25 sec duration because the duration actually begins in the middle of the animation you use to get the effect. It depends upon what attack you're using, but, in general, you can only rely on getting 4.25-4.75 seconds of the buff.
Secondly, the proc is not an end damage multiplier. It is a +dam effect. It's additive with every other +dam buff that you're packing on there, including enhancement and the actual +dam buff from FU, and not multiplicative, like you seem to be assuming.
The actual +dam contribution of the Gauss proc is 5% +dam (5% chance to proc / 100% +dam when active) for roughly 4.75 seconds after. Depending on your attack string, you can get a little overlap. FU>Focus>Slash>Wait(.396 secs) is going to get 5% +dam on all of the attacks except for Focus which gets 10% (the buff fades while Focus is animating). FU>Focus>Evis is going to get 5% +dam to all of the attacks.
Now, FU has a base damage of 55.1, Focus has a base damage of 95.7, Slash has a base damage of 90.8, and Evis has a base damage of 143.2. By ignoring +dam slotting in FU, assuming 95% +dam slotting, you're giving up 52.345 (55.1 * .95) damage. In exchange, you're getting 14.11 ((95.7 * 2 + 90.8) * .05) damage from the first attack string or 11.945 ((95.7 + 143.2) * .05) damage. 52.345 is a helluva lot larger than either 14.11 or 11.945.
It should have been rather obvious from the very beginning. The Gauss proc just isn't worth it: tiny chance to proc means tiny benefit on average and short duration means you're not even really capable of stacking it. I pretty much told you as much before. -
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Quote:But figure the math out though. Over time, with that chance being every time you fire off FU. Would have to figure its overall buff. 1.8 divided by 20 firing off chance times at least twice being used without its 10 second duration. So figure out the DPS when not slotting FU with the attack chain, and then multiply by 1.18 average damage buff from the gaussians proc. And seems really strange still that that proc is only a 5% chance and not 10% grr.Short answer, no, it wouldn't be better.
Long answer, no, it wouldn't be better because the chance for BU is only a 5% chance. That amounts to a 5% increase in damage for the next 3-5 attacks after you use it which definitely does not offset the fact that you're not giving Follow Up, which is actually one of your better attacks, any damage slotting. If you really wanted to go with the Gauss proc in FU, I'd probably go without the Gaussian's 6 piece (whoop-de-do, 2.5% +def to all positions... now you just gotta grab another ToD/Oblit and 3 slot a trans power) and just give FU a nice 5 piece IO set (Crushing Impact or Hecatomb) and the Gauss proc. -
Quote:I've got a fire/sr I'm working on currently as well. As mentioned I favor PVE much more, aoes and the like. I've got a build that caps mostly and gets to pick up energy torrent for an extra aoe too. Have considered a team + AV battler as well. Also if you're at 42.9% aoe and 48.6% ranged, there is a 3%ish defense bonus there i know that could be turned to even out the aoe and ranged to keep them both above 45%.Hey Windenergy, thanks for that build, gave me a great rout to go for a fm/sr that Iv'e been thinking about, though he may become a dm/sr. 45.5 melee def 42.9 aoe, and 48.6 ranged. Combine that with 402% regen, and 50% recharge before hasten.
Let the A.V. soloing begin!!!!!!!!!
Here's the one i'm using for my own Fire/SR with ET, just slightly less regen, and just under for aoe capped for melee/ranged, but fully slotted ET is nice for mowing down mobs faster:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire SR ET: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), DefBuff-I(5)
Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(11), DefBuff-I(13)
Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), DefBuff-I(7)
Level 8: Breath of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(36), RechRdx-I(43)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Kick -- Acc-I(A)
Level 16: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(17), DefBuff-I(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(34), RgnTis-Regen+(46)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(46), P'Shift-End%(48)
Level 24: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(25), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 26: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(39)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29), DefBuff-I(29)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(40)
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(40)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), DefBuff-I(36)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45), EndMod-I(45), EndMod-I(46)
Level 47: Laser Beam Eyes -- Empty(A), Empty(48), Empty(48), Empty(50), Empty(50), Empty(50)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 13% Defense(Ranged)
- 11.8% Defense(AoE)
- 18% Enhancement(Accuracy)
- 36.3% Enhancement(RechargeTime)
- 10% FlySpeed
- 180.7 HP (13.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 12.1%
- MezResist(Immobilize) 12.1%
- 7.5% (0.13 End/sec) Recovery
- 82% (4.58 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 3.13% Resistance(Negative)
- 10% RunSpeed
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Quote:It helps a good deal, slotted and with the numina bonus it grants about 50% regeneration, thats a pretty decent boost. And the endurance is bonus. Plus an easy place to get with numina and p-shifter up to 3.76% max hp, which is very useful on a SR, allowing more hp for the scaling resistances to work off of. Because of this HP bonuses and resistance bonuses are more valuable than any other build IMO.I haven't played with it, but the answer is "Yes". It's that whole theory of layering defenses again. One layer is recovering from the damage you take, which is a layer that Super Reflexes lacks. Physical Perfection helps there. It doesn't help a LOT, but it helps. For no temps no inspirations challenge play, it also helps you reach endurance sustainability with fewer compromises in the rest of the build. And even if you're playing with inspirations, who likes bleeding blue?
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Also, Umbral, don't think it happened yet but if you check the patch notes for the upcoming issue they "fixed" where slotting the numina/miracle uniques into a power slotted for that effect would increase the percentage they did. So i'd make sure the numina/miracles are in health where you can use them sooner.
And on my builds clearly I like to avoid purples, which is a nice thing when using them. After opening your build just noticing my 430% regen versus your 344%. Or in your hp/sec differential 25.8/sec vs. 32.5/sec. I don't usually bother with AV builds, too long and boring for me, so not sure the exact damage intake you're dealing with, but for a no-purple's build, the extra regen can be something to definitely consider.
And not sure if you have, or know of someone who's tried it, but have you considered/tried the gaussians proc in follow up? I know its in FA but as in 6 slotting guassians in Follow Up, and Adjusted Targetting in FA? Changes the recharge in FU from 3.22 to 3.42 so i doubt that messes anything up, with slash, and FA + bonuses running once it hits once i'm sure its acc wouldn't be much of an issue, the big thing i'd notice though is the damage woudln't be slotted. Would the frequency of the build up proc going off with a chance every 3.5ish seconds be better than having it every 10 seconds in FA and having FU slotted for damage? -
Just a quick quip, [25.8 hp/sec.] yay to the stat that varies so much between builds its practically useless. Different for a tank, different for even the same build if you have one different HP bonus in it. It may tell you how many seconds till you get enough HP to take another AV hit, so i don't discount it for that, but outside of that, it is nearly impossible to tell how "fast" that is
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I always go by %/sec (same across every AT/hp bonuses/powers) or tics/sec to calculate speed. I could say exactly what that is, the 25hp/sec means absolutely nothing to help compare it to other builds i've played though wihtout knowing their exact hp and regen values.
Likewise, here is the build I made going for max regeneration, This is my PVE build I'm using, considering you're focusing on an AV killer, its not hard to drop say eviscerate to pick up hasten and swap some of the extra slots to agile/lucky/dodge to get that TINCY little .02-.3%ish defense that it's under the cap and likewise slot more LOTG globals, and an apocalypse negative damage proc into a 6th slot of focus for more damage and its 3% max hp bonus.
With hasten in the mix you can ditch a slot off of PB easily as well. And IIRC benefit more with an AV attack chain with swipe instead of strike but thats down to very technical logistics that are personally too close for me to worry much about but you get the idea.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Claw SR Tough Regen: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), DefBuff-I(5)
Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), S'dpty-Def/Rchg(13), S'dpty-Def(17)
Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), DefBuff-I(7)
Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(40)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(29)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(17)
Level 18: Focus -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Apoc-Acc/Dmg/Rchg(21), Apoc-Dmg/EndRdx(37)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Numna-Heal(23), Heal-I(43), RgnTis-Regen+(48)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(34)
Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(48)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 30: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(46)
Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), DefBuff-I(36)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
Level 47: Kick -- Acc-I(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 7.69% Defense(Energy)
- 7.69% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 12.4% Defense(Ranged)
- 13.3% Defense(AoE)
- 27% Enhancement(Accuracy)
- 21.3% Enhancement(RechargeTime)
- 10% FlySpeed
- 205.8 HP (15.4%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 8.8%
- MezResist(Immobilize) 8.8%
- 6.5% (0.11 End/sec) Recovery
- 118% (6.6 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 6.25% Resistance(Negative)
- 15% RunSpeed
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Quote:I can show you a build that will have your regen at a tic every 3 seconds like a regen doesThanks for the build. I suffer from Battered Wife Syndrome with Aid Self, no matter how much I hate it, I just can't seem to give it up. And my personal experience is that while the high regen is solid, I need the Aid Self not just to solo AV's but if I am going to do missions at +3 or +4, I kind of need it.
I agree with you about Eviscerate, I love the animation, but it will have to go.. but this build I showed is every 3.5 seconds which should be more than enough.
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But with hasten running you can cancel out using strike to boost your DPS. It's an AV build, so that matters here. Otherwise i'd never really suggest hasten on either claws, or SR.
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I wish they'd get a talsorian/vanguard axe that's double sided. I hate the one bladed version there is now.
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Wow, just... wow, terrible
And "keeping them green"
Every 5 levels, like it's always been for the most part pre-IOs. If i'm replacing the 25 IOs anyways i'm not going to even bother with them, DOs/SOs work just fine until I get my sets. This is just something that doesn't need to work the way it currently does and jam things up. These are simple fixes for QoL with no reason for them not to happen. -
Not a fan of everyone feeling the need to take hasten. Especially on a set where you'll have your mez protection on auto and will have to rememeber to actually click it. You don't need weave, and to whoever exclaimed about pickign up maneuvers, if your build is right, its more than worth it, especially when considering teaming and it stacking with your grant cover.
Were you looking for a farm build? if so i can give you one including fireball, i still try to avoid hasten for reasons above even on a farm build with shields. -
Quote:Which i really hope they swap soon like they did for mace when it was wrong and give pendulum the 10 target cap
Weirdly, Axe lets you get up to 10 enemies with Cleave. It's a tiny narrow cone, so that seems all but impossible. But with a little kiting, I occasionally have gotten six with one blow, which I guess technically means I'm taking advantage of its ability to hit more than five. :P
This saddens me greatly they have it improperly set up like this for axe. With the target cap swap, mace is still better with the wider cones IMO, but it just feels wrong only hitting 5 enemies with pendulum, and for a knockdown set not having 100% knockdown on it where mace does.
If I didn't already have a WP/mace, i'd probably suggest going shield/mace over shield/axe. -
Quote:Wrong.Then go SS. Nothing can compare with a SD/SS as a scranker. AAO + double-stacked Rage + SC + FS = win. And PP to take care of your endurance.
Shield/fire. Fire's extra aoes and DoT outweigh the perma rage on foot stomp and its smashing only damage. (build up is always up for shield charge so no argument there)
Add fireball and its closer, but the shield/fire will still win out. Not to mention get aoes MUCH sooner than the shield/ss will, much more fun for the teaming ride up there.
Shield/SS: 1.95 + 65% + 80%
Foot Stomp: 214.88
Fireball: 172.38
Total: 387.26
Shield/fire: 1.95 + 65%
FSC: 216.32
Combustion: 150.28
Fireball: 131.82
Total: 498.42
This is the shield/fire without using build up, versus the shield/ss WITH perma rage.
Add in build up, and the fact that I didn't even include breath of fire, the shield/ss is SO puny in comparison.
FSC and foot stomp are on the same recharge, so if you're figuring attack chains stop right there, the shield/fire already has attack-wise the same as the shield/fire Granted FSC is like .57s longer, its too small to factor in when you look at having combustion added and the fact that its mostly fire damage versus foot stomps all smashing.
Shield/elec is great for aoe too, obviously more than shield/ss, but less single target.
Shield/mace and shield/axe are also great builds though. I love the whole "cop" theme with shield/mace with the riot shield and billy club. -
Take a look at this build. I personally enjoy my SR without aid self, and high regen. But this is MY build, for general PVE'ing. If you are focusing on an AV build, its a simple fix. Dropping spin for hasten to get the faster recharge for the attack chain. I'd still say keep shockwave, it may be a "aoe" cone, but its end cost isn't that much, especially with this final build, but take a look at its DPA, its actually one of your best attacks to use Vs and AV for DPA/DPS.
Personally its going to be very unlikely that an AV will hit you twice in a row and kill you especially with tough on, and your quick regeneration. Keeping a couple of greens/sturdies should do you just fine. Also if you are focusing on an AV build, eviscerate is not going to be wanted in your attack list. Even if you do nothing else drop that for slash. (this is of course expecting you to have an aoe-focused dual build for normal teaming!!!)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Claw SR Tough: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), DefBuff-I(5)
Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), DefBuff-I(13)
Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), DefBuff-I(7)
Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(40)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(17), DefBuff-I(17)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Numna-Heal(23), Heal-I(43), RgnTis-Regen+(48)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(34)
Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(48)
Level 28: Lucky -- S'dpty-Def/Rchg(A), S'dpty-Def(29), LkGmblr-Rchg+(29)
Level 30: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(46)
Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), DefBuff-I(36)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
Level 47: Kick -- Acc-I(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 9.88% Defense(Energy)
- 9.88% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 13% Defense(Ranged)
- 13.3% Defense(AoE)
- 34% Enhancement(Accuracy)
- 36.3% Enhancement(RechargeTime)
- 14% FlySpeed
- 175.7 HP (13.1%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Held) 8.8%
- MezResist(Immobilize) 8.8%
- 8.5% (0.14 End/sec) Recovery
- 90% (5.03 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 6.25% Resistance(Negative)
- 19% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1409;696;1392;HEX;| |78DAA5935B6F124114C7875BB72D508AD0D22BD02BF4B642F4C14BA289569326452| |9D43E685B42710ADB9285B0D0169FFC00D5184D7CABB768D567B5C6F8DDC4731948| |8C2F266EE0FF9B39FB3F67CECEECA68E963D423CBE2E6C7D37CB79CBCA650BB57CB| |52A6BAE54BE6814BC103C8C6633D1F54AA358D28410C1B62197926529753458914E| |7059EE4AD3927AB681B38CDC2DCB2369F957CC92AC49B3AEB7079E74A552D65765B| |E6A98459EDC36EAA6B42CAF9A144B75B8E5A7D98A796058C68E5136EA4DFFADAA51| |D06F541E3673A9BC5597B5E610B435077F03FBA3ABE512F70131617F40E8DD24F46| |D11A6B709B339420AB36C946517BF28E4B4DB08619825C59EA6EE4359DB3F97BD0B| |590E55D61184C1A4F00C30B8EC1D30B894C1C5EB76F1BA5D6C288341A3955B2E6D9| |742DD454689103408537B84D83E210D593DDCADE859A0D02084DCBC9270630F4911| |829057B9BC7172AD41C8A7FAF105C9D5CFE67EEEC704835FED83FF44E0A39C7BC57| |84D08BE214CBF25C4DE11BA202BA0160FF04A1A840638E41CD8A02506D718F708F3| |D3E43B7F0D66E3A21BEC21B63B42C776BC33F484F19430F18C5001DFB0EA6FF8802| |A8C1C328E08134DC2EC23AEDE2064216B543DF6688B8E618C8F618C9F7E5FC326B8| |EC38970D73D930970D73D9D81F65AB90155159912FB413D1AF8C6F8C33C2C477C21| |29FD43A644DAA6626F99D98E266A6F80C32609851BB39B3C4390E21E21C72C5DFD3| |4ECC7D609C323E12E63F313E134EE1F41754D6026FFE6296C167B0F89C7C4B2F182| |F0976585E57AF8D3E42CB3B209450A79308D181251354217981719130E6EC7C9CF0| |834BACFE15493B3B5F9AB05124E2EC7C9CFF75FDF0B4EBF4647A41D751D220B60D1| |C6DA26CE1741B47791CEDA01470DAFAE96977EABB840D5D46B9827215E5184D9A1B| |C48DE241F1A2F4A1F850FA510228832823282728ADDF0A81FCB5| |-------------------------------------------------------------------|
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Quote:Um, Psi...Invuln though has a psi hole that is pretty much impossible to close.
Shields has no holes to damage types, great damage buff, high damage attack equivalent to ElM tier 9 and with the HO bug the ability to cap DDR.
I'd say SD wins all round
You're also forgetting, just because a bug allows you to cap DDR, doens't mean its supposed to, thats a fix to the HO bug, not shields. You're also forgetting, you look at sets with SOs, as that's what they balance around. Non-IOd shields is PAINFUL on a scrapper.
There are so many defense buffs, cause they're there to make sets very poor on surviving like shields and SR worth playing. Hence why positional defense buffs are much more than typed defense buffs.
The resistance bonuses however are far lacking for some time now. -
Quote:Might want to take some insight into this thread:People say without inventions shields isn't that great but why is it that if you pour an equal amount of influence into say a fire/shield and a fire/sr the shield will always be better?
BTW shields won't be nerfed by the fact that using SOs it is a good set, and is not in anyway over powered.
http://boards.cityofheroes.com/showthread.php?t=193025 -
I'm going to start by saying, this is the one build, you can really slot and use lightning clap for fun/bonuses, where in most builds it is more of a pain than to use. So i've made a capped build with it if you'd like. But most people skip it, (even though its a BLAST to use, especially when you dont need to worry about being killed with capped defenses for the most part and just go all willy nilly lol)
So here is the standard elec/sr build I'd go with:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Elec SR Tough: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), DefBuff-I(7)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(40)
Level 6: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), DefBuff-I(15)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- S'dpty-Def/EndRdx(A), S'dpty-Def(17), LkGmblr-Rchg+(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(40), RgnTis-Regen+(46)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(34)
Level 24: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx/Rchg(25), S'dpty-Def(48), S'dpty-EndRdx(48)
Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
Level 28: Lucky -- S'dpty-Def/EndRdx(A), S'dpty-Def(29), LkGmblr-Rchg+(29)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(31)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(48)
Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(36), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(43)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
Level 47: Kick -- Acc-I(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(50), Aegis-ResDam/EndRdx(50), Aegis-ResDam(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 8% Defense(Fire)
- 8% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 13% Defense(Ranged)
- 13% Defense(AoE)
- 35% Enhancement(RechargeTime)
- 33% Enhancement(Accuracy)
- 10% FlySpeed
- 195.8 HP (14.6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 9.35%
- MezResist(Stun) 2.2%
- 5.5% (0.09 End/sec) Recovery
- 90% (5.03 HP/sec) Regeneration
- 6.25% Resistance(Negative)
- 15% RunSpeed
Code:If you've got the ninja pack and have ninja run you could probably skip superjump to pick up lightning clap. You wouldn't really be able to slot it, or much at least (move some end mods from physical perfection, probably not much necessary but the bonuses are nice) But you could at least pick it up and slot it with an accuracy to use it for some fun once in a while :P It has the coolest sound| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1420;706;1412;HEX;| |78DAA5935B4F134114C7677BA140775B2A97428196FB9D85263E784934513021A15| |ADACA8302CD52877675D336DD82D4273F001AA3896FBE29EA47307E2E6F41A8E732| |C5187D73D3FE7F3367CE6D667653872BBA104FAF0B2D74D3B15C379F2DD4AC6A55D| |6FC29AB68178C55471646B299915C65BF580A0821122D877C4A3A529AE850AFD905| |CB61C3EFF515B927CBAE34B3FB38CBC83D471E4A37B2562EC99A2CD7CDD6404F572| |A8EB92EADAA5D2EF2E4965D2F4BD735D4A458AAC35284666BE503DBB5776DC7AE37| |22AB55BB60DEA83C68E453965B97B5463F74380BFF2F86504FD32FEE01A685E73E4| |1DF22C4B709133B84A93C21851BD428CA23BA609014BE1E425B5C20BE1A6A1DD26A| |7B64F214099D25C2059B30F19030F588F00DA2BC2ACA7B4026DF6342DB21473508E| |34F08D3FB843BD08C5F35E3E72EF45E42889BF90169032A6D80D3B673DA764E1BE2| |B4A37FA44D43480747691DF3DC3BA30F56825C5004B952144C7C924D61CC90D7069| |8C2AAADF0191D5B974723704C1B3844549A08C704C0D4CD265FF72679F5DC656C10| |A627C86FF11ACC86453BB8F7B2BBB7F7C843BD3D633C278CBE20DC06BFA84A1BE55| |6FA9B0C8D3A5AE2C696BC8413D8C9803AAF01BEBC185F5E8C2F2FFEAFCBCB429141| |B5DF412E32C4698778BFDF0DEC990F74984F32CE388595842A9838A196477E324E1| |967BC9D2661095F92A4C841C131B5FB312E38CEBB1AE75DCD71F90CF84DAA739E5C| |A482394830C326FFCC5B4A3AFB8E71CC784F98FBC0F848388636E755D43C5FCB025| |FCB4296F192FC165F315E133C50DE54AF8619A3F25E302DABCE97A37495C93EC632| |254A5E240CF9CE3F4EF8C123D6FFB2A47DE75F9AD0C892F09D7F9CFFF57CD25B793| |A329DA039943488B689A32D946D9CEEE0C8C2D12E4A01A7CDCF7AABD3F0256CE832| |CA1594AB2847E8140882045174140325841246E942E946E94389A1BC4169FE02519| |005B1| |-------------------------------------------------------------------|
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We're not taking away anything. The system will still work EXACTLY the same way, we're just eliminating the pointless combination screen. It would just do it automatically as you place the enhancement over the matching one in the power.
And secondly, you WAY overcomplicated what I was saying.
We're talking 4 options here, since trainings are the base/starting enhancment:
1. Notify when replacing DO
2. Notify when replacing SO
3. Notify when replacing Common IO
4. Notify when replacing Set IO
Four options, not the abomination you just posted.
Additionally would be nice to have an "undo" feature.
Quote:And doing that when slotting multiple enhancements takes WAY more time than it should. This is here to simplify the whole process, not make it more complicated. 4 notification options, and eliminating the combination screen (while not losing any of its purpose, just getting rid of the new screen it takes you to).It's a small pain, but you can always find a path from the Enhancement Tray to the slot you want that doesn't involve passing over the wrong slot.
Quote:/unsigned for overcomplicating a system that works fine. -
2nd point too, trust me, just happened, nothing worse than overwriting an expensive IO with a simple SO because your mouse unclicked too fast lol
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I usually have notifications turned off because it takes FOREVER when upgrading pre-IOs especially when combining enhancments as I do.
There would be two easy ways to help to fix this to improve QoL greatly.
First, eliminate the combination screen. Its super slow, and unnecessary. With TO's, DO's, and SO's, if the enhancement matches, just have it assume you are combining when you place the enhancement over the new one. If for some reason someone would not wish to combine the enancements they would simply just delete the enhancement in the spot they wish to place the new one.
Secondly, a HUGE help would be to have it distinguish between what is being replaced. Give options for notifications when replacing between TO's, DO's, SO's, Common IO's, and Set IO's. This way, you can set it to overwrite/combine simple SO's, without ever having to worry about it overwriting a set IO without not getting a notification, and not being annoyed by the notifications when pre-IOs you are replacing your entire line of SOs/DO's/TO's.
As at least I know mine, not sure on others it does, or you can, have it save your options between characters. The ability to distinguish would mean you wouldn't have to continually update your notifications depending on what level of IO slotting each character is at. -
Quote:That is the worst reasoning ever. Look at the numbers/facts. First off, only 30% of the damage is fire/cold/toxic. So when comparing to say archery, 70%, exactly the same for the most part. Now 30% of that is the special damage type. Even if you match it perfectly so none of its resisted, you're looking at 30% full damage, versus the 30% that is resisted. Even if that's 50% resistance the enemy has (usually lower) that's 15% less damage, so we're looking at dealing 15% less damage, where the other sets, even if they are fully lethal, are balanced around this fact and have higher DPA/DPS etc to compensate for this. so they are already dealing the damage damage, where you have to take a full power, to swap ammo types and match up the effect to deal that same damage.In the end I want the same thing you do: a set that functions well. Not interested in ripping people apart.
The damage on Hail of Bullets is probably too low. I have "looked at the numbers," seen that 2 is more minutes than 1, and concluded that the power does less damage than some others. The probable reason is that the developers feel the ability to change damage types gives Dual Pistols some utility.