Windenergy21

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  1. Quote:
    Originally Posted by Chaos Creator View Post
    You say that like it is a major travesty to have to download.

    Also, no.

    If it means you have to redownload, reinstall, move the files you saved from builds and replace them when its re-installed. Then yeah, it is a major pain.
  2. Sure you can, fight some energy resistant foes, and then not to see if the splash damage is resisted, or, just check your combat log to see what type of damage is being done to the splash enemies.

    Also, Red tomax has t-strike at 40.04 for the energy damage. Meaning 80ish damage to splash slotted, and its 41.71 for the smashing part. So Its about 162 damage to the main target, not 120.
  3. Windenergy21

    Blaster Balance

    Quote:
    There are only a handful of powers in the game that score more than 3.56 scale damage, and all of them are exotic or exceptions. Nukes, Assassin's Strikes, Energy Transfer and the Dominator Total Focus (by a bit, it's 3.88) do that, and that's all the player powers I'm aware of that do that.
    I'd more than say that snipes fall under the exotic category. With the longest activation time for an attack, and the interruptibility, i'd more than categorize it as such. 2.785 seconds is the activation time needed to give the snipe a normalized DPA. Even ARs faster activation time is still way off by far for the damage it does without having to touch the attacks recharge.

    Or perhaps a mix of both, shortered activation to like 3.2 seconds, and slighter increased damage as well. Whichever as long as the DPA becomes worth to use the power.

    As to having the higher damage scale and being worried about that, you shouldn't be, because you need to factor in exactly the fact of the activation time and fact that its interruptible and recharge. As long as they all match up, then anything is fine as long as i'm concerned. You could have a ST attack with a 10 damage scale, however it would have to recharge in something like 50 seconds and take over 10 seconds to animate. Which is not something i would consider useful at all, but stat-wise would be perfectly sound. (aside from being able to possibly 1 shot a boss so it WOUDLNT happen, just saying as an example, the suggested snipe would be nowhere near that however so would be fine)

    And this is all consdering the main thing, which is equalizing the snipes DPA. I really see zero reason why their activation time COULDN'T just be shorter like AR's.
  4. Quote:
    Originally Posted by MutantX_7 View Post
    I've got a planned lvl 25 build that will have 39% melee, 34% ranged, and 34% AoE. The only issue at the time is that it doesn't have AAO and t-strike until lvls 26/28 and t-strike won't be slotted til lvl 30+, trying to figure out if the higher def, less offense build would be better or my lvl 25 build with 31%/30%/30% would be better. Decisions decisions.
    I picked up t-strike asap. Its able to use as a ST attack or aoe attack really. Plus its the sets main form of mitgation really.

    My build has those, but sadly is putting off chain induction till 26, and after deciding to get the mez protection and not holding it off till 24 will have to do so for AAO. I still seem to be doing ok like such however.
  5. Quote:
    Originally Posted by NeonPower View Post
    I'm not sure about best but i know making an elec/shield would effectively waste the potential on both sets as you have 2 AOE teleport powers, that as far as i know are designed for entering battle, so having two wouldn't be very useful, tho this could potentially give you a free slot if you don't take one.

    No way is it useless to have both. And you don't want to use it to teleport in battle with shields, you'll want to go in first, so AAO is boosting the damage on those 2 teleport aoes. Or you can alternate them if the team is kiling fast.
  6. Quote:
    Originally Posted by peterpeter View Post
    All I know is that I made an elec/shield scrapper on test during I16 beta and it was giggletastic. I just recreated him on live, after getting over the disappointment of not being able to pick the name I wanted on the server I wanted.
    What name were you trying to go for?
  7. Quote:
    Originally Posted by TigerKnight View Post
    Ok, so a question to the DM/shield players out there, is your scrapper IO'd out?

    Also, to the the impressive numbers guys out there, how does fire/Shield compare to DM/shield and Elec/shield? Cause to be honest, I thought the discussion would be over which was better between those two. So I'm kinda curious how fire/ stands in all this.
    Fire/Shield is a great combo as well. More aoe damage than dark melee, less than elec, but more single target damage than elec. Its definitely a good viable build. No mitigation makes it somewhat painful to level up though. If you decide on a fire/shield, you will be pleased. I personally though would prefer a shield/fire tanker instead though, i hate not having combustion on the scrapper version when paired with something like shield.
  8. There is supposedly an official ston3ys mids update, but i'll list the one from the unofficial version for you here:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elec SR LClap: Level 50 Magic Scrapper
    Primary Power Set: Electric Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(13), T'Death-Acc/Dmg/EndRdx:40(31), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(39)
    Level 1: Focused Fighting -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(7), S'dpty-Def/EndRdx/Rchg:40(7), S'dpty-Def:40(50)
    Level 2: Havoc Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(13), T'Death-Acc/Dmg/EndRdx:40(21), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(39)
    Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(5), Sciroc-Dmg/Rchg:35(5), Sciroc-Acc/Rchg:35(15), Sciroc-Acc/Dmg/EndRdx:35(34), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 6: Agile -- S'dpty-Def/Rchg:40(A), S'dpty-Def:40(11), LkGmblr-Rchg+:50(11)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(9), Sciroc-Dmg/Rchg:35(9), Sciroc-Acc/Rchg:35(15), Sciroc-Acc/Dmg/EndRdx:35(34), M'Strk-Dmg/EndRdx/Rchg:50(39)
    Level 10: Practiced Brawler -- RechRdx-I:50(A), RechRdx-I:50(46)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Dodge -- S'dpty-Def/Rchg:40(A), S'dpty-Def:40(17), LkGmblr-Rchg+:50(17)
    Level 18: Chain Induction -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(19), Mako-Dmg/Rchg:40(19), Mako-Acc/EndRdx/Rchg:40(21), Mako-Acc/Dmg/EndRdx/Rchg:40(36), Mako-Dam%:40(37)
    Level 20: Hurdle -- Jump-I:50(A)
    Level 22: Health -- Numna-Heal/EndRdx:35(A), Numna-Heal:35(23), Numna-Regen/Rcvry+:35(23), Heal-I:50(31), RgnTis-Regen+:30(43)
    Level 24: Stamina -- Efficacy-EndMod:35(A), Efficacy-EndMod/Rchg:35(25), Efficacy-EndMod/Acc/Rchg:35(25), Efficacy-EndMod/Acc:35(31)
    Level 26: Focused Senses -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(27), DefBuff-I:50(27)
    Level 28: Lucky -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(29), DefBuff-I:50(29)
    Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(40)
    Level 32: Lightning Rod -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(33), Oblit-Dmg/Rchg:35(33), Oblit-Acc/Dmg/Rchg:35(33), Oblit-Acc/Dmg/EndRdx/Rchg:35(34), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 35: Evasion -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(36), DefBuff-I:50(36)
    Level 38: Quickness -- Run-I:50(A)
    Level 41: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
    Level 44: Physical Perfection -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(45), Numna-Heal:50(45), P'Shift-EndMod:50(45), P'Shift-EndMod/Rchg:50(46), P'Shift-EndMod/Acc:50(46)
    Level 47: Lightning Clap -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(48), Stpfy-Acc/EndRdx:50(48), Stpfy-Stun/Rng:50(48), Stpfy-Acc/Stun/Rchg:50(50), Stpfy-KB%:50(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 13.5% DamageBuff(Smashing)
    • 13.5% DamageBuff(Lethal)
    • 13.5% DamageBuff(Fire)
    • 13.5% DamageBuff(Cold)
    • 13.5% DamageBuff(Energy)
    • 13.5% DamageBuff(Negative)
    • 13.5% DamageBuff(Toxic)
    • 13.5% DamageBuff(Psionic)
    • 5% Defense(Smashing)
    • 5% Defense(Lethal)
    • 4.38% Defense(Fire)
    • 4.38% Defense(Cold)
    • 4.69% Defense(Energy)
    • 4.69% Defense(Negative)
    • 10% Defense(Melee)
    • 9.38% Defense(Ranged)
    • 8.75% Defense(AoE)
    • 3% Enhancement(Stun)
    • 48.8% Enhancement(RechargeTime)
    • 30% Enhancement(Accuracy)
    • 10% FlySpeed
    • 210.8 HP (15.7%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 8.8%
    • MezResist(Stun) 2.2%
    • 6.5% (0.11 End/sec) Recovery
    • 84% (4.7 HP/sec) Regeneration
    • 6.25% Resistance(Negative)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Touch of Death
    (Charged Brawl)
    • MezResist(Immobilize) 2.75%
    • 20.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Serendipity
    (Focused Fighting)
    • 4% (0.22 HP/sec) Regeneration
    • 10 HP (0.75%) HitPoints
    • 3% Enhancement(Accuracy)
    Touch of Death
    (Havoc Punch)
    • MezResist(Immobilize) 2.75%
    • 20.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Scirocco's Dervish
    (Jacobs Ladder)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Serendipity
    (Agile)
    • 4% (0.22 HP/sec) Regeneration
    Luck of the Gambler
    (Agile)
    • 7.5% Enhancement(RechargeTime)
    Scirocco's Dervish
    (Thunder Strike)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Serendipity
    (Dodge)
    • 4% (0.22 HP/sec) Regeneration
    Luck of the Gambler
    (Dodge)
    • 7.5% Enhancement(RechargeTime)
    Mako's Bite
    (Chain Induction)
    • MezResist(Immobilize) 3.3%
    • 20.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Efficacy Adaptor
    (Stamina)
    • 15.1 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.56 HP/sec) Regeneration
    Serendipity
    (Focused Senses)
    • 4% (0.22 HP/sec) Regeneration
    Luck of the Gambler
    (Lucky)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Lightning Rod)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Serendipity
    (Evasion)
    • 4% (0.22 HP/sec) Regeneration
    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Numina's Convalescence
    (Physical Perfection)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    Stupefy
    (Lightning Clap)
    • 2.5% (0.04 End/sec) Recovery
    • 25.1 HP (1.87%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |78DAA593DB4F534110C6F7F46281B6940AE54ECBFD2A4778534934513021A15A28F|
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  9. Quote:
    Originally Posted by lethalmight View Post
    I don't post much here aside from an occasional sarcastic quip, but I read from time to time.

    I have no idea where you come up with your numbers but they don't match any of mine.

    As an example:



    I didn't get any extra resistances in my build. True grit is 6 slotted with Numina's and Deflection is 6 slotted with Red Fortune both for the defense set bonuses. There wasn't any room to get extra resists and soft cap too. I did get a few extra health bonuses but no where near 13.1%.

    I also have to say that people that build and play the way you reccomend are the reason I solo most of the time. All brute force and IOs and no skill or finesse.

    I don't like to get defeated. If a team gets me killed 3 times on a mission or a task force I usually get mad and bail out and won't even log into CoH for a day or 2 after that.

    I team with M_K on Justice and a couple weeks ago we were teamed with a level 50 Elec/Shield brute on an ITF. 36 month vet badge and a set bonus list that was triple or longer than his powers list.

    He was a swaggering over aggroing kind of guy and his build and play style was all about him. Had nothing to do with the team. Only the glory for him and the team had to revolve around him. 6 times during that ITF he over aggroed and got himself killed leaving all us squishies (I was on my dominator) with a swarm of angry mobs bearing down on us.

    M_K was on his little level 48 Fire/Fire tank that I know has only like 6 lines of set bonuses. I have no idea how he did it but he picked up the aggro all 6 times and kept the team alive long enough for us to get the aggro back under control.

    I've seen him repeatedly do the things that you say are "the wrong way" or "not the best way" to do things and survive and win and keep his teammates alive while doing so.

    You are pretty much accusing him of deducting rep from you but I doubt he did for 2 reasons. That's not his style and I know 2 people that did deduct rep.

    Bottom line is that I've seen him do what he says he does. His advice is good and I've taken it on several occasions and never regretted it. Your numbers never seem to match up with the reality of what I see in game and for that reason (at least for me) your advice is suspect.
    How do you not see where i get the numbers from? True grit is 11.25% resistance, If you put 2 level 50 common resist IOs in it its about 17% resistance.

    You need to diversify, and not 6 slot true grit with only numinas, and deflection with only defense IOs. You need to slot them with resistances as well.

    Rest assured i'm not like the guy you teamed with on the ITF. I'm a finesser, its why i love cones, oh GOODNESS do i love cones lol. But finessing also takes more time. Its up to the player and the team to work together to figure just how much finesse is needed.

    Herding is a great example, lots of teams can benefit from it to gather the groups, especially in the lower levels. But i've also been on many teams where all herding did was slow the team down, as we had enough defenses/control, and enough wide area aoe and single target damage that the mobs were already close enough together that herding would actually make killing the mob take longer, even if some of the aoes would be slightly more efficient, the stragglers around the main part of the mob would be killed quickly and safely.

    I never said that what MK did was the wrong way, nor would i mind teaming with him. He thankfully seems to be one of the more knowledgeable players out there who doesn't follow the "you must have hasten!" type people, but like us all, has a bias towards certain skills/powers, which is what i'm debating with him on. Actually have never criticized once on his actual playstyle. I've only been debating with him on his build, which is what this thread is for, to lay out all the cards on the table for both sides and compare.
  10. Windenergy21

    Blaster Balance

    I agree completely.

    Yes i use energy blast as the main average basis as well. Not sure on the damage scale you're using.

    The old scale besides the actual level 50 daamge amount i used to use had power bolt at 2.778, blast at 4.556, etc.

    But per values Sniper blast in energy should be roughly:

    Power Bolt: 62.56 damage
    DPA: 62.56
    DPS: 12.512

    Power Blast: 102.6 damage
    DPA: 61.44
    DPS: 10.61

    Power Burst: 132.63 damage
    DPA: 66.315
    DPS: 11.05

    Sniper Blast (Current): 172.67 damage
    DPA: 39.88
    DPS: 10.57
    RECH: 12s

    Sniper Blast (with properish DPA): 269.37 (56% increase)
    DPA: 62
    DPS: 11.07
    RECH: 20s
  11. Quote:
    I don't know why you have choosen to stalk my posts and try to contradict every thing I choose to say but I wish you would cease doing so.

    Second is that (also as I said before) that I don't care to play dark with shields mainly for asthetic and conceptual reasons. My main shielder is a BS/Shields but shields was designed with such a constricted and constricting (and dare I say contradictory) theme that I don't see it as a go to set for any of my new scrappers. Which is a shame since I had several ideas for shield type characters that I would like to have made had sheilds been done with more flexibility.

    Now with all that said, I won't be responding to you again in this thread and will most likely put you back on ignore
    I'm nowhere near stalking you, and have even agreed with a few of your posts as well.

    I only contradict, because you seem to ignore all other aspects of what other sets can bring to the table. I simply provided an appropriate response, stating clear reasonses as to why they were such. I'm not malicious, and think its juvenile to block someone or give them a bad reputation simply because they have a different view that is different from your own where the information is sound.

    I did not contradict the benefits of dark melee, not by a long shot. But unless you consdier nothing from elec melee, and only that dark melee has siphon life, and elec doesn't then the thread will not achieve anything.

    I do not intend to make enemies, nor should voicing an opinion ever do so for anyone. I like a good argument, and backing up my opinions, but only if both sides are actually accepting everying being laid out in the context. Its all about weighing out the benefits to each, and for what you're doing, seeing which fits that niche the best.
  12. Quote:
    Since we are here in the scrapper boards we are talking about doing both. Getting mitigation from the scrapper secondary of our choice AND adding in mitigation from set bonuses.

    Let's do a little quickie math and look at the other side of the coin that you are belaboring.

    Lets go with the soloing 16 mobs you are talking about. Let's give it a typical break down and say that 9 of them are minions, 5 are lieutenants, and 2 are bosses.

    Even con minions are going to do roughly 100 damage, lieutenants 250, and bosses 500.

    Thats a damage total of about 3,150. With softcaped defenses 5% of that will be making it in on average and the base resists in Deflection and True Grit will reduce that another 11ish percent but we'll call it 10% to make the math easy.
    Slotted true grit/deflection are around 17%ish resistances. Also factor in 13.1% hp from set bonuses.

    I'm not failing to see where dark melee is helpful to shields, at all, trust me i'm not. What i'm failing to see, is how what dark melee offers, outweights the mitigation of the knockdowns and fact that all but bosses will be dead, when we are also adding in IOs to the mix.

    I've played dark melee, lots of times, its fun in the beginning, but i always end up shelving my toons in the end because the defenses become strong enough and all i'm left with is a set with for the most part deals hardly any aoe damage where another set can much more easily shine through.

    You are also not calculating in your equation elec melee at all. You are equating nothing but shields base defense. Calculate now, when all minnions and lts are dead after about 4 seconds, and only fire off the first attack as the first shield charge knocks them and the bosses down, and the next lightning rod kills them, and knocks the bosses down as well. Add t-strike for more boss knock down, as that's whats left, or in the +4's case maybe some LTs as well, not even factoring in any crit's. But +4s aren't optimum either, +2/+3s are. +4s take longer than the +2/+3s do to killand are riskier for the reward you get for them anyways.

    My build additionally regenerates a tic every 3.5 seconds. with 1748 base hp with the set bonuses, is 25 HP/sec or so. If for your calculations need be, i could easily fenangle slots to soft cap defense for minimal loss.

    As to the inspirations thing, i dont like to ever plan to need them. But either A: when soloing they drop a buttload if your fighting an 8 man spawn. Or B: if you are with a team, any type of buff or mitigation by the smallest amount should be enough to boost the shields scrap when IOd out past what it should need for the most part.
  13. Windenergy21

    Blaster Balance

    Quote:
    So, essentially what you're saying is start from the powers with the highest DPA and add more from there until I have enough for them to loop, do I have that correct?
    Exactly.

    Quote:
    This is what I actually don't get - I can draw a highest DPA estimate and even predict an ideal attack chain, but I have never, for the life of me, seen an attack chain that was ever as linear as Attack 1 -> Attack 2 -> Attack 3 -> Repeat. They typically go 1 2 3 2 - 2 1 2 3 2 - 2 repeat, with the smallest attack occurring rather more frequently than the biggest attacks. What I'm saying is that I can plot a theoretical best attack chain, but I have both no guarantee that that'll fit, that powers won't wait while recharge while still leaving gaps open and, above all, I cannot predict if such a chain will even mesh.

    Let me give you an example: We have two powers. Power 1 animates in 1 second and recharges in 1 second, and Power 2 animates in 1 second and recharges in 2 seconds. There is simply no way for those to mesh without stepping on each other's toes and having one power wait while recharged and STILL leaving a gap anyway. And even then, it won't go like 1 2 1 2 repeat, but more like 1 2 - 2 1 2 - 1 etc. or 1 - 2 1 2 - 1 2 - 1 and so on. There is no way to avoid the gaps AND keep the powers from overlapping AND have them alternate.
    The 3 - 1 - 2 - 1 - 3 - 1 - 2 - 1 - 3 attach chain is the easiest attack chain to see the value of using the highest DPA attacks without a gap in the chain for the most part. Its not the OPTIMAL attack chain of course, because its assuming that the tier 2 is only recharging at max as fast as the tier 3 attack is, and there there is no overlap whatsoever. Granted the overlap, and gaps are very minimal in this attack chain, but the fact that they exist means its not THE best chain. But to get THE best attack chain takes a lot of calculations.

    And on the 2nd paragraph, this is why tier 2 attacks have a 1.67s activation, not 1 seconds. Youre right, currently there is no way to avoid gaps and overlaps with 1-2-1-2 or whichever attack chain, or any for that matter, because recharges arent 100% exact on time. There will always be some minor overlapping, even if you eliminate the gap time with a melee attack completely. What this means is you have to figure out which power is overlapping, and by how much.

    Just like you figure for your attack chain the highest DPA attack you have, you want to also start with that power and then try to complete your attack chain around it, then the 2nd highest DPA etc.

    Quote:
    I'm not sure what they were intended to do back at Launch, but right now Snipes are a gimmick. You can pull with them, or you could open with them provided you don't have buffs counting down (say, when Aim and Build Up are still recharging and you don't want to wait for them), but beyond that, they actually exact a higher cost for less damage over a longer time. I'm aware there are instances in battle when a Blaster can Snipe and not be interrupted, but short of having "just another attack," it's typically better to just fire off one or two conventional attacks, rather than waste time and energy on a Snipe that may not even fire.
    Which is exactly why increasing the damage, and increasing the recharge time to line up the powers DPA, would be the perfect fix. Making it USEABLE, or rather worthwhile in an attack chain should you need it and able to use it in combat without being interrupted, and also able to use it for its original function, whithout increasing its DPS to overpower it in long range hover scenarios etc. Essentially giving it TWO functions. Right now its damage, and ie DPA are too low for use for either for the most part.
  14. Windenergy21

    Blaster Balance

    I'm not sure why you keep bringing up DPE. Nothing about DPA has anything to do with endurance. IMO you need to cut the whole DPE though out of your head and look fresh.

    And on lots of toons with 3 tier blasts, i use those, plus one hard melee attack from the secondary and its seamless with less. On my fire/dev for example though, he uses Devastation acc/dam/rech, acc/dam/end/rech, t-strike: dam/rech, acc/dam/end, acc/dam/rech, dam/end/rech. The t-strikes are fairly cheap, especially if you use off levels, and you can fill the devastations with other frankenslot IOs if you want.

    Granted its overall about 90% recharge in attacks. But as shown is easy to do, cheap with t-strikes, and you can find other than devastation if you want a cheaper alternative. With fire blast this will give pretty much a seamless attack chain. I think someone has a formula to do it out there, but you can also think in your head "ok this power recharges this fast, and animates this long, so i have x amount of time to fit in other attacks before it recharges, then the 2nd attack i use recharges in x time etc"

    DPA just lets you know which powers to put IN your attack chain. Then you figure out their animation times and recharges and lower their recharge to get what you need to get the most seamless attack chain. Even if there is lets say a 1 second gap after using flares > fire blast > blaze > flares > fire blast > 1 second gap > blaze, due to DPA its more worth it to wait for that 1 second gap before using the next blaze than it is to use a snipe attack.

    Figure it this way, first calculate the DPA of the powers, then figure the max recharge you can get per power. Once you do that then try to formulate an attack chain, using the powers with the highest DPA first, then if due to their new enhanced recharge there is a gap, add the next highest DPA, until there are no more "holes" or there is not another power thats more worth using in those holes than it would be to wait that short while for the next higher DPA power to recharge and be used.

    I can say this much, with every blast set that has a tier 1/2/3 blast, with the slotting i provided, i've never had a problem stringing an attack chain with the 3 blasts, and the very slight possible use of one heavy DPA melee attack. In any blast set, the snipe is NEVER worth using in the attack chain.

    The only sets that come close are AR and Elec, who lack a 3rd tier blast. My elec makes up for it with 3 super hard hitting fast activating (ie high DPA) melee attacks, and the AR is ice, but has the slotting i provided and a few recharge bonuses that he can for the most part string just burst and slug.

    All of my blasters with the 3 tier 1/2/3 blasts don't use hasten either and can still achieve this. Add hasten in and i guarantee you wont have any gap in your attack chain. The 3 attacks unslotted with hasten is almost enough to do this on its own just for your reference.

    The attack chain: Tier 3 > tier 1 > tier 2 > tier 1 > tier 3 > tier 1 > tier 2 Is usually the easiest seamless chain to do without having to think about it. The 2 tier 1 and one tier 1blast activate in 3.67 seconds. So you have to figure what recharge you're having on the tier 3 blast to see what gap you have in your attack chain. Some rech frankenslotting + hasten pretty much gaurantees there is none. But if you're like me and hate using hasten then figure it like this:

    With my suggested slotting + some minimal recharge bonuses, like 2 from positrons blast, maybe a crushing impact set in a melee attack, On my energy/fire blaster for example, Power burst is on a 4.48 second recharge. This means that there is a .81 second gap before i can use power burst again.

    To figure out in the snipes case if its worth it to use the snipe, add that gap time to your activation time of power burst, then figure out which is more damage during its activation time, power burst, or the snipe. I can tell you right now Power burst is still going to win out.
  15. Quote:
    Originally Posted by Miladys_Knight View Post
    Soft capped defenses allow me to perfectly position 2 or even 3 spawns each and every time. The taunt in AAO means they go where I go and get squashed in my time on my terms.

    With Soul Drain you don't need Lightinging Rod to kill a spawn.
    You don't NEED anything but brawl to kill a spawn. But other powers CERTAINLY make it go faster.

    You also seem to be forgetting target caps. If were talking a full mob, it already has 16 enemies max in it which shield charge does.

    After you SD then SC, as i said if everything but bosses is killed at that point then you're not fighting tough enough enemies. While you're off "perfectly positioning" for max soul drain, then spending time lining up your shadow maul, i've already killed everything but bosses with a build up + AAO + LR + SC and maybe a thunder strike for some stragglers.

    I know your, what is it i forget max but 30%? more damage that a full soul drain gives over build up isnt going to come near doing that, at least not for the level enemies i fight.

    SC: 133.46
    SD: 62.56
    AAO: 12.5% for 1st 6.875 for each next 9

    Assuming you have max targets within range for all powers and SD is slotted for max damage, and going by red tomax's values:

    AAO: 6.875% x 9 + 12.5% = 74.375%
    SD: 50% + 10 x 9 = 140%

    SD = 122
    +
    SC = 546.35

    = 668.35 Not bad at max, against even level foes.

    Now the latter

    AAO = 74.375%
    Build up = 100%
    SC = 133.46
    LR = 133.46

    SC = 492.97
    +
    LR = 492.97 = 985.94

    Add t-strike: though a little wonky i believe only part of the damage hits the aoe so we'll go with the lower value:

    40.04 * 3.69375 = 147.9 + 985.94 = 1133.84

    Yes, dark melee gets dark consumption, but it is only useable in exactly half of these metrics. Washing that out, i'm also washing out chain induction which on a full positioned mob will hit a lot, and washing shadow maul for jacob's ladder.

    So were looking at your dm/shield = 668.35 when you have full Soul Drain, which yes can be done if you're in control, but on teams is not always the case.

    And the elec/shield = 1133.84 which can be the guaranteed amount with build up, and lightning rod hits 16 targets, where soul drain only hits 10, and with a larger radius.

    Now i can't offhand recall the max HP of an even level lieutentant. But who's going to fight even levels on an IOd shield scrapper? Factor in fighting at least +2s and if someone could give me the exact values i'd appreciate it.

    And though while creating CI as a wash for DC, its clearly much more aoe damage to boot even if it only splashes on 1 or two other enemies.

    In the case of this being IOd out, where survival is really not much of an issue, i fail to see the benefit of dark melee over electrical melee, outside of the more single target damage.
  16. I've never found the need for taunt on an invuln tanker personally. Invincibility is a STRONG auto hit taunt. Plus the extra to hit it gives makes your attacks more useful with gauntlet.

    Also even back when, invuln without the exotic passives is still fairly decent allowing you to hold them off till you pick them up.

    I'm assuming Gaff is giong for a tanking AVs build? or what exactly?

    As a tanker teams unconcered with the slightest help, but invuln is a pretty solid set. With the knockdowns of t-strike and uber kd/damage of lightning rod it has many tools for survival.

    Hasten i would suggest much earlier, for a big part dull pain which is a large part to your survivability, but also to recharge elecs ST attacks which are fairly low and CI which is a long recharge.

    Here is the build i made for mine. Like i said i didn't much find the need for tough/weave, and if you need them that early for what you'd be facing, the rest of the team isn't helping enough personally, not to mention the end issues before IOs with both tough and weave. Plus the nice addition of regenerating a tic of hp every 3.5 seconds

    Both extremely useful during dull pain (which yes is for the most part perma outside of like 10ish seconds on average. And during the very rare chance of using unstoppable.

    I've also toyed with ditching unstoppable for picking up energy torrent for extra aggro and aoe damage, would just require ditching a the 2nd slots in the exotic passives, one in RPD, and the one in FA, but the kd can help survival and extra aggro with good set bonuses as well.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Invuln Elec: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Electrical Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(43)
    Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(48)
    Level 2: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(48)
    Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(31), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(43)
    Level 6: Dull Pain -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(7), Tr'ge-EndRdx/Rchg(11), Tr'ge-Heal/Rchg(11), Tr'ge-Heal/EndRdx/Rchg(13)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(42)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(31), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(40)
    Level 18: Invincibility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(19), S'dpty-Def/EndRdx/Rchg(19), S'dpty-Def(42)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(42), RgnTis-Regen+(43)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(37)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(27), DefBuff-I(27)
    Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(50)
    Level 32: Resist Physical Damage -- ResDam-I(A), ResDam-I(37), S'fstPrt-ResDam/Def+(37)
    Level 35: Unstoppable -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Focused Accuracy -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(50)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Efficacy-EndMod(45), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(46), Efficacy-EndMod/Acc(46)
    Level 47: Resist Energies -- ResDam-I(A), ResDam-I(48)
    Level 49: Resist Elements -- ResDam-I(A), ResDam-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 7.38% Defense(Smashing)
    • 7.38% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 8% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 51% Enhancement(Accuracy)
    • 35% Enhancement(RechargeTime)
    • 203.8 HP (10.9%) HitPoints
    • MezResist(Immobilize) 8.8%
    • MezResist(Stun) 2.2%
    • 5% (0.08 End/sec) Recovery
    • 94% (7.35 HP/sec) Regeneration
    • 6.25% Resistance(Negative)
    • 7.5% Resistance(Psionic)
    ------------
    Set Bonuses:
    Reactive Armor
    (Temp Invulnerability)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Crushing Impact
    (Charged Brawl)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Crushing Impact
    (Havoc Punch)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Scirocco's Dervish
    (Jacobs Ladder)
    • 10% (0.78 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    Cleaving Blow
    (Jacobs Ladder)
    • 1% (0.02 End/sec) Recovery
    Numina's Convalescence
    (Dull Pain)
    • 12% (0.94 HP/sec) Regeneration
    • 35.1 HP (1.88%) HitPoints
    Triage
    (Dull Pain)
    • 4% (0.31 HP/sec) Regeneration
    • 14.1 HP (0.75%) HitPoints
    Reactive Armor
    (Unyielding)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Scirocco's Dervish
    (Thunder Strike)
    • 10% (0.78 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    Cleaving Blow
    (Thunder Strike)
    • 1% (0.02 End/sec) Recovery
    Serendipity
    (Invincibility)
    • 4% (0.31 HP/sec) Regeneration
    • 14.1 HP (0.75%) HitPoints
    • 3% Enhancement(Accuracy)
    Numina's Convalescence
    (Health)
    • 12% (0.94 HP/sec) Regeneration
    • 35.1 HP (1.88%) HitPoints
    Efficacy Adaptor
    (Stamina)
    • 21.1 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.78 HP/sec) Regeneration
    Luck of the Gambler
    (Tough Hide)
    • 10% (0.78 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Crushing Impact
    (Chain Induction)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Steadfast Protection
    (Resist Physical Damage)
    • 3% Defense(All)
    Obliteration
    (Lightning Rod)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Adjusted Targeting
    (Focused Accuracy)
    • 2% DamageBuff(All)
    Numina's Convalescence
    (Physical Perfection)
    • 12% (0.94 HP/sec) Regeneration
    Efficacy Adaptor
    (Physical Perfection)
    • 21.1 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.78 HP/sec) Regeneration



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  17. Windenergy21

    Blaster Balance

    Quote:
    When I look at DPA, I'm seeing efficiency, but I'm not seeing a good way to draw a broader conclusion off that. I can look at a power's DPA, see it's more than normal and say "Hmm... Using this power saves me endurance" or "Hey, if I hit three people with this power, I'm actually saving endurance." All high DPA tells me, however, is how time-efficient a power is on single application, but it doesn't tell me how LONG it actually takes to animate. And since the only use I can think of for this is to try and calculate short-duration burst damage and it doesn't include duration in it, it seems to be not as much worth it as one would think.
    Were not talking about endurance here. That is an overall toon consideration yes, but is aside from what we are showing to achieve here.

    And DPA DOES tell you exactly how long it takes to animate and cast off powers. Thats where the "A" comes from in DPA. The activation time, the time it takes to cast off a power.

    As Strato said, no we can't just chain blaze > blaze > blaze. So yes recharge plays a part, but for example with flares/fire blast/blaze. You can steady stream those 3 powers with some rather minimal recharge and frankenslotting.

    When you get to that point, the higher the DPA is on an attack the better it is to use in your attack chain, because it means more damage for all X timeframe, ALSO incorporating into that is the fact that, lets say flares, is a shorter animation, meaning you aren't waiting for it to finish so you can use your next blaze for example.

    DPA is THE liming factor in most attack chains. I'm not really sure how else much between me and Strato to clarify that. We're not talking about DPE, and DPS only factors in to mean that the power is going to be up often enough to fit in the attack chain when its DPA is worth using, where is not going to be slowing down your daamge in the least amount of time by having to wait for its animation to finish before you can use another power that has a higher DPA.

    Think about it this way, you have a gun, the other guy has a corkscrew drill. Who do you think is going to go down first? The guy with the corkscrew, because he just takes too long to attack you when you shoot him dead in no time flat. The same damage (ie end result dead in this situation) in less time, means a higher DPA, end result win.
  18. Can always try both out with dual builds. Hope you have fun!!!
  19. Quote:
    Originally Posted by TigerKnight View Post
    I would be interested in your Elec/SR build Wind as I have an Elec Brute I can compare it to. Also, thanks for the perspective on the different Powersets.
    No problem:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elec SR LClap: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    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 -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(37), T'Death-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(50)
    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), DefBuff-I(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)
    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: Lightning Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  20. Quote:
    Originally Posted by Miladys_Knight View Post
    Soul Drain + AAO + Shield Charge is the only AoE a Dark/Shields needs.

    After that all you need is a couple single target attacks to finish off the bosses that are left over.

    Siphon life frees 2 or 3 pool picks up depending on whether the non-Dark shielder decided on medicine or fighting (neither pool is needed with Dark/)

    My build doesnt have either medicine or the fighting pool and sits at a cool 39%ish defense. Not capped but after build up and LR + SC its more than enough to outlast.

    You say its all the aoe you need as if mobs are always 100% perfectly placed around you, and are always full mobs and not sometimes half mobs, slow to get to you etc. I'd prefer to have much more, (and much more damaging) options.

    With the new i16 difficulty sliders, if you're killing lietenants with just soul drain AAO and shield charge, then you're not fighting tough enough enemies :P.

    But build up + AAO + Lightning rod + Shield Charge, well, cream in pants goodness!
  21. Yeah im hating all the incongruent mids. I currently have 3 versions, the old, the pre i16 from stoney, and the new i16, its on the middle one :/. If you need i can report it over to the new version.

    Is it safe to say that Mid will NEVER be back to doing the designer and i can overwrite the newest ston3y version over the old mids version in the same spot?
  22. Quote:
    Originally Posted by Foomy View Post
    So now that I16 has finally hit and a number of us can poke at builds we've never been able to concieve before I once again find myself at a loss. I never really did manage to learn the system behind stats in this game and still struggle hard-core when it comes to getting my character's built up right.

    What i'm looking at building now is an alternate version of my Elec blaster Kid Watt. With scrapper's now being given access to Electric Melee (which is one of the things i was looking forward to most to this issue simply because in my head this is what Kid Watt truly was meant to be) I can set about realizing this.

    I've decided on using Super Reflexes as my secondary power set, but planning the overall build is becoming something of a challenge and i have no idea how to go about doing it. Anyone have any suggestions/recommendations on either how i could go about building this character or how i could go about learning the system to predict just how well a build will go?

    I'm kind of looking toward basing him more toward an AOE aspect and taking advantage of that sort of crowd control Electric Melee seems to have ingrained into it with a few of its powers. Any suggestions?
    I'm SOOOOO happy you decided to go SR. I made a build for an elec/sr that i think would be incredibly fun. And being SR, can actually get use out of lightning clap for cool factor, random fun, and its set bonuses.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elec SR LClap: Level 50 Magic Scrapper
    Primary Power Set: Electric Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(13), T'Death-Acc/Dmg/EndRdx:40(31), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(39)
    Level 1: Focused Fighting -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(7), S'dpty-Def/EndRdx/Rchg:40(7), S'dpty-Def:40(50)
    Level 2: Havoc Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(13), T'Death-Acc/Dmg/EndRdx:40(21), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(39)
    Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(5), Sciroc-Dmg/Rchg:50(5), Sciroc-Acc/Rchg:50(15), Sciroc-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 6: Agile -- S'dpty-Def/Rchg:40(A), S'dpty-Def:40(11), LkGmblr-Rchg+:50(11)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(9), Sciroc-Dmg/Rchg:50(9), Sciroc-Acc/Rchg:50(15), Sciroc-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(39)
    Level 10: Practiced Brawler -- RechRdx-I:50(A), RechRdx-I:50(46)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Dodge -- S'dpty-Def/Rchg:40(A), S'dpty-Def:40(17), LkGmblr-Rchg+:50(17)
    Level 18: Chain Induction -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(36), Mako-Dam%:50(37)
    Level 20: Hurdle -- Jump-I:50(A)
    Level 22: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(23), Numna-Regen/Rcvry+:50(23), Heal-I:50(31), RgnTis-Regen+:30(43)
    Level 24: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(25), Efficacy-EndMod/Acc/Rchg:50(25), Efficacy-EndMod/Acc:50(31)
    Level 26: Focused Senses -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(27), DefBuff-I:50(27)
    Level 28: Lucky -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(29), DefBuff-I:50(29)
    Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(40)
    Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 35: Evasion -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(36), DefBuff-I:50(36)
    Level 38: Quickness -- Run-I:50(A)
    Level 41: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
    Level 44: Physical Perfection -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(45), Numna-Heal:50(45), P'Shift-EndMod:50(45), P'Shift-EndMod/Rchg:50(46), P'Shift-EndMod/Acc:50(46)
    Level 47: Lightning Clap -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(48), Stpfy-Acc/EndRdx:50(48), Stpfy-Stun/Rng:50(48), Stpfy-Acc/Stun/Rchg:50(50), Stpfy-KB%:50(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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    The slot in practiced brawler will be right after you get the power, i fenangled the levels of a few slots so thats why it says 46. Otherwise this build is a very good one to go for, no end issues really, capped melee defense, .9% shy of capped ranged/aoe defense. Tough to help out resistances, all the imortant attacks, l-clap for some fun, a regeneration rate of 1 tic every 3.5 seconds. Very good ending build. Go for whatever frankenslotting you can early on, and work you're way up to this final result.

    Go for the full set of gaussians in focused accuracy as soon as you can though, its 2.5% defense bonus to all is going to be a big start in your survival increasing up very rapidly. Not to mention justify the end cost of FA before PP comes in.

    You wont be needing the miracle unique as someone mentioned, if you get one, craft it, and sell it for high bucks on the market to help fund the other IOs youll be needing, such as the numina unique.

    The 4 efficacy adaptors on stamina are also one of the first IOs youll want to fill up on, extra hp, recovery, and regen bonus on top of always having maxed stamina is a big help early on. Starting as early as level 30/31 using level 33/34s wil lbe cheap, and pretty much max your stamina benefits and you'll never have to worry about enhancing it again.
  23. Windenergy21

    Spines/Elec Help

    Definitely take lightning field. Damage auras are always worth it. Plus if you skip that, then why even bother going elec armor? Its weak outside of some bonuses like that, if you were skipping the damage aura you might as well, and would be better off going with willpower or invuln.
  24. So are we going to have to re-download a new version of mids EVERY time a patch is put in the game?
  25. Between the 3, i'd definitely go with elec/shield.

    Bs/shield is nice though, but if we're talking soft capping defense, part of the biggest boon of bs being parry will be pretty much wasted.

    Between SCRAPPER fire melee and elec melee i'd say elec has better aoe IMO for sure.

    For starters build up + LR + SC will pretty much clear everything but bosses, if not needing a t-strike as well to assist to get to that point.

    Fire melee for scrappers still disappoints me, as it loses combustion, which is a big source of extra aoe damage on tankers.

    Plus breath of fire, you will not have much any buff from AAO to boost it as you need to move out of the mob to hit most of them.

    So it comes down to 1.5x FSC + 1.1x BoF, versus 1.5x tstrike, + 1.5x jacobs ladder + 1.5x chain induction + 1.5x LR. On a scrapper, i'd say elec melee more than pulls ahead in the aoe department. But like all balancing, fire melee easily wins out in the ST department.

    But I wouldn't say elec can't still be worthwhile in that department, but what it outdoes in aoe makes it far more worth it. Not to mention elec provides some mitigation like the knockdown from t-strike that fire melee does not offer any of.

    Elec/shield FTW!!!!!!

    The end result will be probably one of the best post Issue 16 farmers out there as well.

    However not to say i'm not also excited about my fire/SR i'll be doing :P Also planned out builds for elec/SR, elec/regen :P

    If you want to take a look and how the overall defenses play out let me know.

    My elec/shield build is about 39% to defense, while may not capped, he has good hp bonuses and heals a tic of hp every 3.5 seconds. Pair that with the fact that 96% of the mobs won't outlast the first 3.5ish seconds, With 3 knockdowns for the alpha volley as well, and its pretty darn tough.

    My fire/sr build is capped defenses with 3.5s tic for regen as well which is also pretty spiffy.