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Posts
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Quote:So if it averages lets say 3.5 PPM, it can come down to recharge, the other issue though is actual gameplay. Just because you get a power to recharge faster, doesn't mean you use it in all situations equally so often. Ruining the chances of it firing if you don't use the power as optimally as it is recharged.Ah, okay, those are questions and concerns specific enough to address
The changes don't make procs less worthwhile as you add more recharge. The thing is, under the current system, fast recharge makes procs dramatically better. The changes just make it less dramatically better. The changes mean that *slotted* recharge will leave your procs roughly the same as they were in the first place, and global recharge will still make the procs better. Slotting more recharge reduces the proc chance, as a percentage, but the power recharges faster and can thus be used more often, so it will still go off roughly as often overall. (You can game the system a little bit on this, by slotting as little recharge as possible in your procced-out powers and relying on global recharge bonuses, but in most cases this doesn't make a huge difference.)
You suggested increasing the % chance based on recharge, but that IS what the PPM system does. PPM is not a set number of procs per minute, nor is it an upper limit, or any such thing. It's just an average. A 3 PPM proc could go off ten times in any given 60-second period, or it could go off zero times, or whatever other number. But on average, it will go off three times; more than that, actually, if you have global recharge bonuses.
Making procs less effective (per target) in AoE powers than in single-target powers is consistent with the design of AoE powers in general, which is that they are less effective per target, but make up for it by hitting multiple targets. (A decent case might be made that the proc's effect should be reduced by the power's areafactor, rather than the proc chance, but that probably has additional technical difficulties and definitely doesn't work as well for procs that do things other than dealing damage. But that's mostly academic at this point.)
Will all of this change build strategies and alter the build metagame? To some degree, yes. But honestly, most builds that I see now don't stress out a lot over optimizing their use of procs, and I doubt that will change dramatically post-i24. A Hecatomb proc will still be awesome, but the optimal place for it will be Haymaker or Knockout Blow, rather than Jab. And in a large majority of cases, even if you don't go out of your way to game the system, you'll still be at least as well off as you are under the pre-i24 rules.
And say my fire/rad who honestly is only dealing good damage cause he has 3 damage procs in choking cloud, hotfeet, and I believe 2 in fire cages. This seems like it's going to supernerf him. -
Quote:So basically the more we enhance our characters with recharge, the less the procs will be worth it :/ If the concern is that in long recharging powers a % proc chance is less effective, then why not increase the % chance based on recharge instead of having it at a set amount per minute? The only reason I slot procs is in the builds/powers that can get enough recharge to make them actually useful. Point being to make the lower damage/effect per recharge powers gaining more of the bonus due to that factor.You've already quoted the post that gives the general overview of the changes. PPM procs are explained here: http://paragonwiki.com/wiki/PPM
If you have specific questions, I'm happy to help, but for the general overview I don't know what to tell you other than to direct you to Synapse's posts in this thread.
And I see at least what they're doing with that in single target powers, but I REALLY don't see the need to nerf it for powers that have a larger aoe, being of the point that generally they have a less effect/strength.
And better yet, keep the rule the same, instead of lowering the chance to proc by being in a higher recharge power, instead, have increased damage/effect from the proc when placed in a higher recharging power. -
Quote:I'm not sure what this all means as to how it works to begin with and how it will be changed. Can someone point me to each change and how it will affect procs? And as I saw someone post, I assume that things like numina regen/recovery and Regen tissue +regen will will grant a constant bonus when slotted in things like health right?Hi All,
I wanted to reach out to you all to let you know that we're aware of your concerns regarding procs per minute versus IO static proc chances. In some situations the procs per minutes on store bought enhancements (SBEs) are superior to those in IOs. I've read through your feedback and understand your concerns. We have a course of action we'd like to take for Issue 24. The changes we're going with are:
1) All IO procs will have their flat percentage chance to trigger updated to use Procs Per Minute.
2) Proc chance will cap at 90%. This means that there is always a small chance for the proc to not trigger even if slotted into a power that would previously guarantee a proc.
3) Procs Per Minute will use modified recharge instead of base recharge. The reason for this is that the whole idea of Procs Per Minute goes right out the window when we keep the base recharge even though that value can be dramatically altered.
4) To compensate for this, the Procs Per Minute on all enhancements will be increased.
The goals of this change would be to create a strong level of parity between IOs and Store Bought Enhancements (in fact they'll be identical proc wise) and reduce the impact that the initial implementation of the PPM mechanic had on gameplay. Your feedback is very important to us so I wanted to see how the community feels about these potential changes.
I think it's important to stress that the overall impact to gameplay this will have on existing PPM enhancements will be small. That said players will notice a small performance hit at very high levels of recharge. The balancing point for the increased procs per minute rates will be based upon a reasonable level of recharge. That amount will likely change through beta testing. You'll all have a chance to play test this on the beta servers in the not so distant future.
Best Regards,
Phil "Synapse" Zeleski -
I don't suppose we can see what the new IO sets/values are and the new bonuses soon? This is really going to mess up about 90% of my builds most likely and cause a mass respec . Glad for the change don't get me wrong, but knowing this now is crucial to how I and many others are going to plan their builds. Kinda can't play most of my characters old enough to start slotting them until I know how I want to plan them now.
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What I don't understand is why they use endurance at all or at least don't have some kind of natural end discount considering you cant tell them what powers to use when.
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Ok, so it's energy. Clearly negative would be it's weakness, and of course it has that psy hole. So I really don't understand why it's missing the 9.36 or whatever amount resistance to fire and cold. Which are in effect forms of varying kinetic energy which makes sense to be able to resist those. So help me out here or is the power (2nd auto resist) just bugged that it's not granting those right now?
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Here with minimal changes (not that much were necessary) is a revised build with slots.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
KM WP: Level 50 Natural Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(5), Heal-I(13), ResDam-I(13), GA-3defTpProc(21), S'fstPrt-ResDam/Def+(40)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 6: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal(7)
Level 8: Repulsing Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(9), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Acc/Rchg(31), Ragnrk-Dmg/EndRdx(37), KinCrsh-Rechg/EndRdx(40)
Level 10: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(11), Aegis-ResDam(11)
Level 12: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(17), Numna-Heal(17)
Level 18: Burst -- Erad-Dmg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(25), Sciroc-Acc/Rchg(36), M'Strk-Dmg/EndRdx/Rchg(45)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(36), EndMod-I(46)
Level 22: Power Siphon -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(48), AdjTgt-Rchg(50)
Level 24: Kick -- Acc-I(A)
Level 26: Focused Burst -- Apoc-Dmg(A), Apoc-Dmg/Rchg(27), Apoc-Acc/Dmg/Rchg(27), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(45)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(29)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-ResDam(31)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 35: Resurgence -- RechRdx-I(A)
Level 38: Strength of Will -- ResDam-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(45)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(23), Numna-Heal(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(36), EndMod-I(46)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1535;699;1398;HEX;| |78DA8D945B53D35010C74FD2D45A68A591FBA550B90B6DDA00FAEAA8A8C3409D222| |A17811ACA11A299B69306B50F3EF81578F0D53BEA8BDFCB51D46F804BF64FE9D017| |33EDFC4EF6FC77CFEE764FB32F6723DFEFBCBE26940B371DAB52C92F155CAB5C966| |EE8AEE5EDB99623E809CE6713CBB910ADE227DBF9AC74A434E6EDA2F4EC42FEBAE7| |5985673DB5DD59F944162BD258B61DA75C7A215D7DAEB82B5D59F48C934524572A3| |9C682B4CA767127EABFDCB677763D7A6B39D9DA966E65D72EEBFEFB5CF1B95DB1B7| |6CC7F6AAFAADB25D306E94B6ABF9AC55F1A45BEDA2EC26E8BBA20B3C479AC81106C| |3425D645EB8C7BCB4C41C7D4A34C3E2E171698AEF13148B8A6FD31E3023C3AC8924| |996D53019F639DB41F0F8B551DAE749EF29FE7AD914F003E01F868F0693BE3330C9| |F15CA31C839AA41E4786E0944AEEB1437C47183A129D5B79D9F066798FD5798C357| |9963AF98CBE41846FC7086E33599E00C739534CDD034C7D836DAC64CB5333B48136| |58D88C2B646B61645F1FD5A907B0CB9C790FB26E5AE2377FD87EAF7F6E24FF017B3| |EB903954E5DE24F7B8378F287E2BF26ADD57FDBDA137CC54021A0ADE8E9EB7BFE59| |A3BDEA107EF99E90F4CF32353A5B89DEC233A7B8EE368224F71BA11A73BC9BA9E14| |683027D2CC6486B94E717A915F2FFAD687BEF5A14701D2C4A189A3FFFDE87F3FFAF| |F98CE1EC0D903989B04E62681B9499C999B0D8A3B881A0627D9B649B611D84630D7| |F76920C77107C63F71DE973F8307E017D4F715FCC63C880A31C9BECA247EDF247E5| |78DCE32509781DAD3A83D8DDA75D264A0C94063426342D3A7D5EE357DE811035AED| |D61E4D34EC661A2C668365BAC132D36059A8B7A47806725AEDCE0BC5571D3691055| |3AF40F5E7D4A62AE84A07A6BE0BDDF95DEF37CE7E7FEBFDF6B9C3FE349BA7D31C8E| |D5FE418E724DC77DE7F546DDDAAA5B6FD5AD175B2904D6FF002276E7FC| |-------------------------------------------------------------------|
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I don't think a rebalance of barb swipe would overpower the set though, but at least make the power worth picking up. I don't know anyone who picks it up and actually uses it. They could get rid of the semi-weird immobilize on everything to start the balance and I'd be fine with that. Even toning down some of the slows too. It wouldn't have to be much to make barb swipe in line. Impale already, though it has nice attributes, kinda hurts the ST damage as well with it's long animation, the only real ST attack in the set now is Lunge.
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How about this build, instead of /elec going /energy. Won't be able to do psychic enemies, but pretty much anything else.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
KM Energy: Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Quick Strike -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 1: Kinetic Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(5), S'dpty-Def/EndRdx(7), S'dpty-Def(48)
Level 2: Body Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(34), Mako-Dam%(46)
Level 4: Smashing Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(34), Mako-Dam%(46)
Level 6: Dampening Field -- ResDam-I(A), ResDam-I(7)
Level 8: Power Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(9), S'dpty-Def/EndRdx(9), S'dpty-Def(48)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Boxing -- Acc-I(A)
Level 16: Energy Protection -- ResDam-I(A), ResDam-I(17)
Level 18: Burst -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(37), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40)
Level 20: Energy Cloak -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), DefBuff-I(21)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(23), S'fstPrt-ResDam/Def+(43)
Level 24: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def(25), DefBuff-I(25)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Energize -- Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(29), Tr'ge-Heal/EndRdx/Rchg(29), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(31)
Level 30: Power Siphon -- RechRdx-I(A), RechRdx-I(48)
Level 32: Concentrated Strike -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(33), S'ngH'mkr-Dmg/EndRdx/Rchg(33), Mako-Dam%(46)
Level 35: Energy Drain -- DefBuff-I(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(37)
Level 38: Focused Burst -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Apoc-Acc/Dmg/Rchg(40), Apoc-Dmg/EndRdx(50), Apoc-Dam%(50)
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)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(50)
Level 49: Tactics -- EndRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11), Numna-Heal/EndRdx(11), Heal-I(31), RgnTis-Regen+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(15), EndMod-I(17)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Can we please get this power a proper animation/time. I want to try a spines scrapper again but I just can't get past spines ST lack, this would fit the chain well if it actually had a decent animation that was valued for the damage it does. Something like swipe from claws would make sense.
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Oh so they're not buffing them then? Or at least Resilience.
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^^^ necessary information. I think it's a good combo on it's own. Was going to do it myself, still might. Debating between that and a KM/Elec build to fight Avs but don't want to put gobs of influence into that but it would need the defense so I hear XD. As far as the KM/WP I was pretty happy with a fairly cost effective build on that.
There's not many situations where you'd "need" an ultimate build for the combo. AV's, it's not an AV set, no real S/L or typed defense to boost off of, and it's resistances are pretty low even for S/L for what you'd need against an AV with your only real heal the single target countable regeneration you have.
So I suggest a cost effective build on this one (I usually do but there are other builds I would go cost effective, but could argue the benefits of an expensive one lol, fyi my "cost effective" builds are mid-grade, not the cheapest but pretty darn tough, LOTGS i get while running tips as leveling)
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
KM WP: Level 50 Natural Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Quick Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(39)
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(5), Numna-Heal(13), ResDam-I(13), ResDam-I(21), S'fstPrt-ResDam/Def+(40)
Level 2: Body Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(39)
Level 4: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 6: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal(7)
Level 8: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(37), RechRdx-I(40)
Level 10: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(11), TtmC'tng-ResDam(11)
Level 12: Indomitable Will -- EndRdx-I(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(17), Heal-I(17)
Level 18: Burst -- Erad-Dmg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(25), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(39)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(36), EndMod-I(46)
Level 22: Power Siphon -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(48), AdjTgt-Rchg(50)
Level 24: Kick -- Acc-I(A)
Level 26: Focused Burst -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(27), Dev'n-Acc/Dmg/EndRdx/Rchg(27), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(29), DefBuff-I(29)
Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(31), TtmC'tng-ResDam(31)
Level 32: Concentrated Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 35: Resurgence -- RechRdx-I(A)
Level 38: Strength of Will -- ResDam-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)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(48), DefBuff-I(48)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(23), Numna-Heal(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(46)
Level 4: Ninja Run
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Can someone help? It used to be fine adn would keep me logged in every time I would go to the forums. But now even when checking the box to stay logged in it keeps kicking me out every time. I haven't changed any of my settings since then, and I don't have them set to auto-erase login information.
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Yeah I know he isn't maxed out for survival. I was just wondering if this build could do it. I can easily start by swapping the crushing impact for makos or ToD whichever is melee defense, and swap the multi strike in L-field and others in Burst into 5 dervish for aoe defense giving 35% melee and about 26% aoe. Could take slots out of power siphon and the end from PP to slot those up. I love my regen bonuses, but there really isn't anything to replace as far as those are concerned to be "overdoing regen" to get defense. Outside of if you mean slots to go elsewhere which I pretty much get by what I just said.
Thought it showed my alpha choice, spiritual core paragon. the 45% recharge one. I would be sacrificing mainly recharge to get the defense. All 5% so to a max of 20% that I have slotted. Could get one of those back in Energize, put some slots in the resists for another 6% aoe defense 35/32% then pretty easily, and still fairly cheaply. -
Anyone have any thoughts/suggestions on the tank build? I'm not really looking to put more defense into it, so could it survive as is? and would it have enough damage with a somewhat perma power siphon?
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It would be better to have them start at 100% and then value down the base resistance value to average the amount of resistance given throughout the HP bar. Yet another quarrel I have with the set that I suggested they fix (back when it was just on scrappers not even going into the porting to tanker debate)
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Quote:Given the ease of HP bonuses versus resistance bonuses I'd easily beg to differ. (though I do agree it would be nice and don't understand it not having toxic/psy resistance admitably, one of my quarrels with the set)And when that flack materializes, the specific reason I would give would be to address confusion regarding the resistance modifiers.
On the plus side, it would no longer be typed, so it would have toxic and psionic protection like it had in CoV beta. So I don't think those complaints you're imagining would be all that common. I'd probably be cheered. -
How about this as a tanker given the same circumstances? (again could get more defense losing some recharge, but asking as it stands) 20% defense with much more resistances and HP.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Elec KM PP: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Kinetic Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), ResDam-I(3)
Level 1: Quick Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 2: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Acc/Dmg/EndRdx(34)
Level 4: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(5), ResDam-I(5)
Level 6: Body Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 8: Smashing Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 10: Static Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(40)
Level 12: Energize -- Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(13), Tr'ge-Heal/EndRdx/Rchg(13), Numna-EndRdx/Rchg(15), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(50)
Level 14: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Power Siphon -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(33), AdjTgt-Rchg(37)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(23), ResDam-I(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Burst -- Erad-Dmg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(43), M'Strk-Dmg/EndRdx/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(31), RedFtn-Def/EndRdx(31)
Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(33), RedFtn-Def/EndRdx(33)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48)
Level 38: Concentrated Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
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: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11), Numna-Heal/EndRdx(11), Heal-I(36), RgnTis-Regen+(50)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-EndMod/Acc(34)
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To do so, probably not. But that's not what it is, and can guarantee you the flack it would get if it was.
It is a resistance. With a set value per power that can be properly adjusted. No reasoning why not to, just because it is dynamic vs. static. Would LOVE to hear a dev get in on this. -
Quote:However you quantify it, it is a resistance within the set. Yes it works differently than other static resistances, which I enjoy very much so. But fact of the matter, it has a base value for a power, and like every other melee defense set, resistances are scaled to the tanker AT. And there would be no changing it to a health manipulation. It offers resistance. Yes you can "averagely" quantify it. I've done so before as well. Which just shows how it would "averagely quantify" on a tanker with an increased value.Except its not. Even if you assert it should be scaled the same as any other resistance, it doesn't function as one. I did fairly conclusive analysis of the passives that determined that averaged across a wide range of situations:
1. The *average* value of the passives under combat conditions will likely be around 11%.
2. The damage mitigation strength of the passives will be only 3%.
3. The protective value of the passives will be equivalent to static resistances of about 26%.
Increasing the equations for the passives by 33% for tankers would actually change each of those numbers differently. Given their mechanics, its unclear *what* the equivalent scaling factor actually is supposed to be.
The other thing is that it is an exotic mechanic designed to simulate a special environment. It could be refactored into a different mechanic that was not resistance: scaling health for example. Doing so would only make the math uglier, but it would transform the feature from a mechanic that typically scales (resistance) into one that typically does not (+health).
Are you saying that as far as you're concerned, because its mechanically a resistance it should scale? Because that would mean that changing it to a health manipulation would eliminate your objection: you would then be compelled to state it should not scale at all, because those are the rules.
While we are at it, would you like to have all ranged attacks obey the ranged damage modifier, which is the explicit rule that is often violated for melee archetypes?
And it's not "mechanically" a resistance it IS a resistance (with a scrapper value of .3% per hp below 60%hp per toggle, transferred to .4% for a tanker) that has a base value that can be increased to match the tanker AT, that just works differently than a static one.
It would be exactly the same thing as saying that a tanker Shield armor should have an 11.25% resistance per deflection shield and true grit. Just because it's a dynamic resistance doesn't give it any other reason not to scale per AT. -
Quote:That's what I was thinking/worried about. I have a build to snag 26% melee and 17% defense without breaking the bank. Not sure if going that much for defense would be kinda breaking how I'd feel about the character itself.Nope.
You need defense. Just two to three good hits and you will be done for. You absolutely have to keep from getting hit in the first place. Unless you are going to eat insperations you will not be able to last long enough. Build for 32.5% S/L and eat a 1 purple at a time to stay soft capped or 45% if you can muster it. You will do well against most AVs but falter a little when fighting AVs like Mother Mayhem or Infernal.