BuffyASummers

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  1. [ QUOTE ]
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    People say you can see a hidden stalker with some aim inspirations. However my focused Acc with lvl 50 SO acc slotted cant see one....why?

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    Do you ONLY have Focused Accuracy? If so, you'll see my Stalker, but you won't see a Stalker with Hide+Stealth. Personally, I think a Stalker should have to earn the right to Hide+Stealth. =P

    [/ QUOTE ]

    I would be happy if anybody who has a -perception power could not get Stealth until after level 30 (or at least, unable to activate it until after level 30). Then, Siren's Call wouldn't be 'City of Invisible foes'. Actually, I just think stacking stealth powers should be unavailable in Siren's Call. A Stalker can still Hide, and use Stealth while Hide is on Cool Down, just not both at the same time. A buff from a teammate should be able to stack, though. So a Stalker's best friend would be a teammate with a grant stealth type power.
  2. [ QUOTE ]
    People say you can see a hidden stalker with some aim inspirations. However my focused Acc with lvl 50 SO acc slotted cant see one....why?

    [/ QUOTE ]

    Refer to this thread on perception
  3. [ QUOTE ]
    [ QUOTE ]
    You only need to see them at greater than 5 feet (melee range for most melee attacks - AS is assumed to be 5 feet). So, only my Katana/SR Scrapper, if I do a respec and get Tactics, can see a Hide + Stealth Stalker. Yet, they don't prey on Scrappers like they do Controllers and Defenders in Siren's Call on the Justice Server.

    I guess every Blaster has to have Targetting Drone and Tactics (or a teammate). Every Controller and Defender has to have either Tactics plus a teammate with Tactics, or Tactics and a teammate with Clear Mind. Since these are the ones that Stalkers prey upon (no risk to themselves) So, I guess my Controllers are stuck inside the gate looking for the perfect team

    No, I just go and play and die to Stalkers and feel sorry for them because they feel like they can't beat me unless they one-shot me... Any real men (or women) out there willing to even try?

    [/ QUOTE ]

    I don't bother ASing defenders/controllers...and rarely AS blasters. I just don't need to. It's faster to kill them with TF+ET and all their things that would interrupt my AS, don't interrupt normal melee attacks.

    And if you're not one of the builds that can see stalkers and don't want to get the powers that will interrupt or reveal them, well then yuo have no business PvPing solo and then complaining about it. A solo dominator can't do much about an energy melee tanker with granite armor and teleport foe/TP self. my stalkers can't do crap about ice/ tankers. Some builds will trump yours...that is the way of PVP.

    [/ QUOTE ]

    I pay 14.99 a month and am not allowed to PVP when I can't find a team? I am sick of PVE. That is all that is keeping me here
  4. You only need to see them at greater than 5 feet (melee range for most melee attacks - AS is assumed to be 5 feet). So, only my Katana/SR Scrapper, if I do a respec and get Tactics, can see a Hide + Stealth Stalker. Yet, they don't prey on Scrappers like they do Controllers and Defenders in Siren's Call on the Justice Server.

    I guess every Blaster has to have Targetting Drone and Tactics (or a teammate). Every Controller and Defender has to have either Tactics plus a teammate with Tactics, or Tactics and a teammate with Clear Mind. Since these are the ones that Stalkers prey upon (no risk to themselves) So, I guess my Controllers are stuck inside the gate looking for the perfect team

    No, I just go and play and die to Stalkers and feel sorry for them because they feel like they can't beat me unless they one-shot me... Any real men (or women) out there willing to even try?
  5. [ QUOTE ]
    Someone soloing in SC, that doesn't have a method to avoid AS deserves to get a sword/claw/spine/fist in the back. People keep trying to balance the game solo and thats not how it works.

    [/ QUOTE ]

    Except, that when I go into Siren's Call and can't find a team, I like to go and assist the NPC heros defeat the NPC villians. Of, course, I die to the NPC's all the time (hit the wrong one, aggro too many... lol). I don't want to not be able to play just because of one AT that SC is full of (wonder why?). I guess Stalker's in SC should not be able to toggle on Stealth unless on a team?
  6. [ QUOTE ]
    Nobody outside of double-stacked tactics, eh? There are so many ways to see through stacked stealth that don't involve stacked tactics.

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    Awesome. Let's get a list going. Here is the link to the perception thread

    What single hero without teammates and without using inspirations at level 30 in Siren's Call can see a stalker at greater than 5 feet (AS range)?. So, to clarify:

    (1) A solo hero
    (2) No inspiration use
    (3) Perception >5 feet
    (4) Stalker using Hide + Stealth
    (5) No buffs from others

    Ok, all perception powers in the game are relevant. Targeting Drone, Tactics, Focused Senses, etc.

    What combination can overcome level 30 (Siren's Call) Hide + Stealth Stalker's -perception? It doesn't matter the level of the hero, 50 with all Hami-Os qualifies.

    Now, list them

    Basic Scrapper Info in Issue 7 (draft)

    Basic Tanker Info in Issue 7 (draft)
  7. [ QUOTE ]
    Really? I rarely meet people in PVP who sit still long enough to be ASed, to begin with. I rarely meet people in PVP who can't see me. I rarely meet people in PVP who don't have some sort of anti-AS defenses. If someone falls into all three catagories, then they reserve no right to complain. I not only choose to use everything I have, but I'm almost FORCED to. Unless I can get the person to stay still and NOT attack me, I can't AS them.


    [/ QUOTE ]

    I can't even talk to my team without having to use Phase Shift to stop and type because of AS. If you have Hide + Stealth nobody outside of double stacked Tactics on teammates will see you, unless popping many yellow pills continuously. My Controllers do not have anti-AS powers. PFF is the closest, yet I have been AS'd inside it. Radiation Infection helps. Both root me and have activation times. I have been AS'd when activating them, and AS'd when I turn them off, yet, I am trying to move around continously (stressfully and sometimes painfully, I might add).

    No risk, no challenge tactics are cheap. But, that is my opinion. I had a teammate that set down a stack of trip mines and caltrops, teleported a villian into it and killed him. I told him that was cheap and quit the team. The villian had no chance. I understand that he was just using the tools the devs gave him, and I told him not to take it personally. It is just a cheap tactic. When I see I have someone perma-held, I let them go. It is just my personallity.

    Things that need to go away: perma-holds, 1 and 2-shot from melee and range, tp foe into trip mines, invisible foes taking more than half the hp you have left (yes, if you have 10 hp left, a hero/villian that you can't see should only drop you to 5 hp - if they become visible and then hit you, it can be full damage). People need to earn their kills, not get them free and cheap. Just my opinion.

    Basic Scrapper Info in Issue 7 (draft)

    Basic Tanker Info in Issue 7 (draft)
  8. [ QUOTE ]
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    Some powers such as Repel and Chilling Embrace can be AS'd, but not while the target is standing still. I must queue up the attack while in melee range, and then they have to move away and my AS will not get interrupted. It actually happens a lot, I will see somebody with Repel on, speed ahead to cut them off, queue up the AS when they get close, and then as they move by, BOOM.

    [/ QUOTE ]

    I presume by "queue up" you mean you're hitting the key constantly to try to initiate the attack just as the target goes by, not that you're queuing the attack before the target gets near and then letting it go off on auto as soon as the target gets in range.

    It's best to be clear, otherwise we feed myths about how easy it is to AS moving targets.

    I haven't tested whirlwind in a controlled setting, I just remember getting rather quickly interrupted during the few opportunities I've have to hit a stationary WW'er in the zones. Is is that the interrupt portion isn't auto-hit, do you think, or that the range is less than AS? If it's the first, it may just be harder for me as a */regen to do.

    [/ QUOTE ]

    They pulse. If you click AS between pulses, and they move out of range before the next pulse, you are not interrupted.

    Basic Scrapper Info in Issue 7 (draft)

    Basic Tanker Info in Issue 7 (draft)
  9. Actually, my Stalker stalker was in jest. I have no desire to hunt one AT, one person, one anything. I just want to spend some time in Siren's Call and have fun without being so stressed about that one AT hunting me

    I came back from WOW because I was getting bored over there. I never stopped paying here, because I love here. But, I have done the PVE thing and I haven't quite desired playing a Villian (not my personallity type) for the the new content over there, though I own a copy of COV.

    I am playing Dungeons and Dragons Online right now with 3 friends, but we don't play everynight or the whole time, so I am trying to have fun in Siren's Call. I know, I know, gank fest zone, don't even try. But, I want to try.

    Edit: it is actually the only PVP zone I know how to find, at the moment. I haven't found the others, yet

    Basic Scrapper Info in Issue 7 (draft)

    Basic Tanker Info in Issue 7 (draft)
  10. [ QUOTE ]
    [ QUOTE ]
    I'm curious what your Ice Blasters secondary set is? Also, I think perhaps your constant breaking of LoS is a little over the top. With my Stalker, I find that an erratic moving opponent is usually enough to prevent me lining up an AS.

    If you'll let me know what you secondary set is, I'll offer up the things that you could be doing differently that would make my life much more difficult.

    [/ QUOTE ]

    Chilling Embrace is from the Ice secondary, so it’s an Ice/Ice blaster under discussion.

    I thought Chilling Embrace was an auto-hit, so am a little surprised that the auto –spd and –recharge doesn't interrupt the AS. Seems like everything up to and including a sneeze into a wet hanky interrupts mine.

    If that doesn’t work I guess Frozen Aura would work since it’s a Sleep – but you need to be lvl 38 to take FA and.... it does have an accuracy check . If that's counted as an AoE check, then FA won’t work very well against a Hidden Stalker.

    Drop a lot of Ice Patches when / if you are not moving.

    [/ QUOTE ]

    Well, from my Ice Controller (Ice Slick), I can tell you Ice Patch is useless. I respecced out of it with my Blaster. I figure I won't be PVE anymore, been there, done that. I read Chilling Embrace is awesome, but it does no damage, so I assumed it wouldn't do a thing against Stalkers AS. I haven't stopped long enough in PVP to test the theory. If what you say is correct, then it seems like I should be able to have CE and Whirlwind going and read the newspaper, free from AS (but not stuns). But, I doubt that. I can test the theory.

    It seems that good Stalkers get around any power, including Hurricane. I was standing between two Hurricanes one time and one of the Hurricanes suddenly stopped. I looked over at the Defender who was staggering around stunned. The Stalker didn't use AS, he used another power that stuns and is not interruptable. Needless to say, that Defender died before the other Defender or myself could do anything. Now that is a talented Stalker

    Basic Scrapper Info in Issue 7 (draft)

    Basic Tanker Info in Issue 7 (draft)

  11. Well, my Ice Blaster has Whirlwind - I actually had a /respec from the Issue 6 change over. I had been playing WOW.

    I decided to go with defense instead of offense, making sure I got Chilling Embrace (mistake), Stealth, Super Speed and Whirlwind instead of Build Up and Aim (I have them, but after level 30). So, I bounce around like a maniac in Stealth and SS until I see a battle going on and then Hover up above that battle (still Stealthed and SS running along with CE) and start pulling the trigger while continuously moving..... very stressful.

    Needless to say, I haven't been killed, yet (liberal use of inspirations and continously leave the zone to refill them), but I haven't killed anyone... lol. I have a few assists.

    I have teamed, but I have to continously move in Stealth and SuperSpeed all over breaking LOS continously, so it is hard to tell I am even part of a team. I haven't decided if this is fun or not, yet. I prefer my Controllers, so I can go and assist the NPCs. But, they aren't built for PVP and die continously to NPC and/or villians. One Stalker yesterday saved her from more debt, though I think her debt is capped.

    Basic Scrapper Info in Issue 7 (draft)

    Edit: so why am I not using Whirlwind? Well, I haven't needed it to keep alive (stressfully moving around continously, breaking LOS with buildings, fences, dumpsters and stuff). When an EM stuns me out of the sky, I pop 4 or 5 defense insp, then toggle on Whirlwind and spam my attacks until I think my inspirations are gonna run out, then I turn on Phase Shift and run out of the zone to get more inspirations.

    Basic Tanker Info in Issue 7 (draft)

  12. [ QUOTE ]
    You post great info, very helpful. I'm sure a lot of people appreciate it like me, but......

    Welcome to PvP buffy

    [/ QUOTE ]

    Thanks. I am secretly trying to get the Stalkers to reveal their weaknesses while I build the ultimate Stalker stalker... hehe

    All I have learned so far is the ultimate Stalker stalker is a Stalker

    Basic Scrapper Info in Issue 7 (draft)

    Basic Tanker Info in Issue 7 (draft)
  13. You made my point for me. A team not built to handle a Stalker is at a disadvantage. If it had been four Tankers, all four would have survived. If it had been 4 Scrappers, they may have lost just one to a skilled Stalker.

    Now, on the other hand, if it had been a Brute attacking, or a Corrupter, or MM or Dom, then things would have been different. The villian may have chosen not to attack the 4 alone and gotten help in the first place, for fear of reprisal.

    The question is, did the Stalker fear he might die by taking out the Defender? What are the weaknessess? Visible. If he does a Placate on the Blaster (because of range), how long before Hide kicks in (legit. question)? Could the Controller hold him if the Controller quickly tabbed to target and did a Block of Ice? Obviously not, since the magnitude would be too low. Would the damage from Block of Ice prevent Hide from kicking in (legit. question)? Say, the Scrapper tabbed, targeted, jumped over and hit the Stalker at the same time as the Controller did. Was Hide interrupted and won't kick in? I want to know what danger the Stalker was in with Scenario #1. What challenge? If you were that Stalker, what actions do you take as the AS is hitting it's target (legit question)? Help me understand, please.

    Basic Scrapper Info in Issue 7 (draft)

    Basic Tanker Info in Issue 7 (draft)
  14. Four friends decide to check out Siren's Call. A MA/SR Scrapper, Fire/Dev Blaster, Dark/Rad Defender, and an Ice/Rad Controller. They stick togther and are checking out the zone. Bam, Defender is dead. "What was that?". A short time passes waiting for the Defender to get back from the Hospital. Bam, Controller is dead. "What the <bleep> was that?". Team leaves frustrated and angry.

    Now, same team after some research, comes back after respeccing for PVP. All four now have Tactics and Assault. The Ice Controller now has Artic Air. Blaster circles overhead. Scrapper circles around Defender and Controller. Stalker approaches, Blaster sends out a warning shot, Stalker either goes and gets a team, or does not bother the fearsome-foursome.

    Basic Scrapper Info in Issue 7 (draft)

    Basic Tanker Info in Issue 7 (draft)
  15. Actually, I have no problem being attacked by an invisible foe. I get attacked, they are now visible and I can decide if I should stand and fight or run away.

    I have no problem with someone being able to kill me with a killing blow, if I can see them coming and I can decide if I should stand and fight or run away.

    I DO have a problem with an Invisible foe with a killing blow. And, if it did not kill me in one-shot, that same foe can prevent me from targeting them, though I would be crazy to stick around anyways. And, that same foe, even if didn't prevent me from targeting them has the defenses of a Scrapper. And, that same foe has 90% damage of a Blaster from their non-AS attack powers. See my point?

    Basic Scrapper Info in Issue 7 (draft)

    Basic Tanker Info in Issue 7 (draft)
  16. The fact that I am well respected by the COH community for being a number cruncher and supplying information to help Tankers and Scrappers to know what their defensive/resistance based powers are does not mean I am not entitled to an opinion.

    What would happen if Defenders were given Hide? Stalkers would get Tactics (except the sets with +percept). So, then the Defenders stack Stealth. Now, a Stalker without Tactics and yellow pills or team support could not even attack that Defender. Then, give that same defender Placate! Then, give that Defender AS! The Defender doesn't even have the defenses of a Stalker.

    Now, give it all to a Controller!!! The Controller would fair a little better because of some control, but without the defenses of a Stalker, they wouldn't fair that well, I suspect.

    If a Stalker misses with an AS and are exposed, they still have the equivalent defenses of a Scrapper. A Defender or a Controller would be a sitting duck. Yeah, if a FF Def. could get PFF off within 2 seconds and hope the intended target doesn't have acc insp. Oh, I forgot I gave them Placate, too. So, at least one won't be able to even target the Defender! And, Hide would probably kick back in. So, I was wrong. A Defender with just those three powers (and Stealth) and not even using their Defender powers would be one-shot killing everyone that doesn't have at least 700 hp.

    Basic Scrapper Info in Issue 7 (draft)

    Basic Tanker Info in Issue 7 (draft)
  17. [ QUOTE ]
    Buffy, you seem to be asking that the Developers change Assasin Strike in such a way that a Stalker can never ever use it on a moving target, or a target that moves within the 4 second animation.

    I dont believe that this is reasonable.

    [/ QUOTE ]

    Actually, I haven't asked for one thing from anyone except the Stalkers who like to kill you without risk to themselves. I would like them to consider not doing that. Some of the good ones say they don't. The others say they don't have anything else they can do. I don't believe them.

    If you look at all my posts, they have been fact finding about the Stalkers AT (I do complain about the no-risk deaths ). If the people who played them didn't abuse their power, nobody would complain. Well, some would anyway

    I haven't asked the devs to do anything. I did send the one bug in when I got more damage in one-shot than I had hit points. That seemed like a design implementation bug to me, considering it wasn't an archevillian or Hamidon himself. I think my level 50 Scrapper was only one-shot once, and that was from the Psy Clockwork King's alpha-strike (no protection against psionic damage). I got revenge using Phase-Shift for the alpha. Hamidon himself couldn't one-shot me

    Oh, I remember a Blaster one time saying he got one-shot by a burning building explosing... something like 150 thousand plus points of damage...

    Edit: this is what I have learned so far:

    Stalkers get the defense and status-effect protection of a Scrapper (resistance cap of 75% was the same for all but Tankers and Kheldians on the hero side, unless they changed that), 90% of the damage of a Blaster, and Controller and Defender's hit points. They got a reduced Build Up (80% instead of 100%), no Aim, Placate (Placated foe can't target you for a short time), Hide (-500 feet perception) and AS (moderate damage + unresistable critical when hidden which appears to be about base X 7 damage).

    I also learned it takes Tactics + 2 of the lower accuracy inspirations to see a Stalker with Hide + Stealth (unless you have something like Targeting Drone or Focused Senses).

    And finally I learned about the Line of Site (LOS). You have 4 seconds from the point you hear Build Up (if you hear it) to break LOS. And, you can get AS'd if passing within 5 feet of a Stalker, no matter what speed if you don't break LOS.
  18. [ QUOTE ]
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    The only way for a Stalker to do what you described is to time the click juuuuuust right. Or click as fast as possible and hope for the best.

    [/ QUOTE ]

    the second thing you mentioned is actually alot easier then you describe. I do it on my stalker quite often against people with super speed (yes, my stalker is fast enough to run past someone with SS and stop to start clicking on AS till they run by. You can ask the many heroes in Protector's Sirens Call about that. Quickness, sprint, swift, 2-slotted SS will do that)

    [/ QUOTE ]

    Well, obviously, that is what he did. I used a poor choice of words with queue it up. He guessed my route to pass by him, clicked AS as I sped by and I was hit some distance away, since I didn't break LOS. The thing is, you have to do more than just keep moving around. You have to never step within 5 feet of a Stalker that is ready to click the button. It should not matter if you even have Whirlwind going since most have knock protection. You just have to keep moving and break LOS (of an invisible foe) every 3 seconds
  19. The only time I ever smiled when getting 1-shot AS'd was while my Controller was traveling 80+ mph across Siren's Call headed back to the entrance. I hit the main road that intersects with the hospital drive after maneuvering the obstacle coarse (area where the road is broken) and POW. Now that was impressive! I still haven't figured that one out. Only thing I can think of is that he blocked the little gate and I bounced off him, instead of the wall as I thought I had and when I continued on, he already had it queued up. Since I never broke LOS, that would explain it.
    Basic Scrapper Info for Issue 7 (draft)

    Basic Tanker Info for Issue 7 (draft)
  20. [ QUOTE ]
    Buffy, I respect you as a poster and I refer to your numbers all the time. I have noticed that since you've returned to the boards, you've made some uninformed remarks about stalkers.

    Uninformed may be the wrong word, but please roll a stalker and PvP with one before passing judgement about anything.

    [/ QUOTE ]

    Actually, when I saw that Stalkers get defensive secondaries with status-effect protection and I recorded the amount of damage my Controller took in Siren's Call to a 1-shot Energy AS kill when at full health, I bugged it. I filled out the form with the numbers and everything. It just made no sense to me that I could take that much damage in 1-shot from an opponent I never saw. It really boggled my mind, being the numbers person and all

    Basic Scrapper Info for Issue 7 (draft)

    Basic Tanker Info for Issue 7 (draft)
  21. BuffyASummers

    Two things...

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    2. We'll be putting in a check that prevents "one shotting"; if anything occurs within a fraction of second that brings a player from 100% Hit Points down to 0, we instead give the player 1% Hit Points.

    [/ QUOTE ]

    I don't see this helping at all. 1% of Controller/Defender/MM HP is nothing. A follow up attack with brawl would practically kill them. This won't buy someone enough time to pop multiple greens or receive a healing buff. Very poorly thought out solution.

    [/ QUOTE ]

    In Siren's Call, my level 38 Controller has 693 hit points. She was one-shot last night by an energy Stalker. After this change goes in place, she would be left with 7 hp and only a second (Brawl has 1 sec. activation time) to respond with 3 Health Inspirations or 3 Defense Inspirations or a Break Free (if stunned) and then the Health/Defense inspirations. It just won't help.
  22. [ QUOTE ]
    Thanks for the info Buffy, but maybe under SR, and elude, you might want to mention that you can't attack or assist allys

    (unless that has changed in I5), my scrapper isn't high enough to get it yet.

    [/ QUOTE ]

    The documentation is old. Elude was changed to be able to use while fighting a few months ago. It is a good power to turn on against Archevillains or when things are going south quickly. It will give you 3 minutes of great defense then, drop you to zero endurance and unable to regenerate any endurance for 15 seconds.

    Some people will use it everytime it is ready to go.
  23. Below is some information about being a Tanker in Issue 5. It will not tell you what type to pick or
    how you should play it. It will give you the numbers and some suggested slotting. Only the primary power
    sets are given. The first section talks about general information on resistances and defense in
    Issue 5. The second section is about the Fiery Aura Tanker, the third is about the Ice Armor Tanker,
    the fourth is about the Invulnerable Tanker and finally, the Stone Armor Tanker.

    Some general information on resistance and defense for Issue 5:

    Resistance is how much damage you take when you get hit. The types of damage you can take from villains
    are Smashing, Lethal, Fire, Cold, Energy, Negative Energy (Dark), Toxic, Psionic and Untyped (Hamidon).
    If a foe hits you and does 100 points damage and you don't have any resistance to the damage type, you
    take 100 points damage. If you have 20% resistance to that damage type, you will only take 80 points
    damage.

    Defense is whether you will get hit or not. An even level minion villain has a base 50% chance to hit
    you if you have no defense and no buffs or debuffs from friends or foes and the villain has no to-hit
    bonus and no to-hit buffs or debuffs from friends or foes. Powers can sometimes provide defense to
    specific damage types or provide defense to melee, range or AoE/Cone.

    All archetypes will now be able to reach their Max Defense sooner (was level 40, now level 20). Tankers
    now have a higher Defense cap than Scrappers and Kheldians. Scrappers and Kheldians have a higher
    Defense cap than all other archetypes.

    If you end up with 50% defense from powers and buffs from teammates, even though a minion now has a
    zero (50 - 50) chance to hit you, the game does not allow a zero chance to-hit and put a cap of 5% on
    the to-hit minimum. So a foe always has a 5% chance to hit you.

    Training Origin enhancements provide 5% additional to defense if using enhance defense buff (DefBuf)
    enhancements. They also provide 5% additional resistance if using enhance damage resistance (DamRes)
    enhancements. Dual Origin enhancements provide 10% additional and single origin (SO) enhancements
    provide 20% additional.

    Note: all enhancements assume even level (white)

    Tough (Fighting pool) is 15% resistance to smashing and lethal and each SO DamRes enhancement
    provides 3% more

    Weave (Fighting Pool) is 4.33% melee and ranged defense and each SO DefBuf enhancement provides
    0.866% more. Weave also provides some status-effect protection against immobolization

    Health (Fitness Pool) is 40% health regeneration and each SO Heal enhancement provides 13.3% more.
    Health also provides some status-effect protection against sleep


    Fiery Aura information for Issue 5:

    Blazing Aura is a damage aura that will burn any foe in melee range. It also provides a taunt-effect
    on each foe it hits

    Fire Shield (FS) is 30% resistance to smashing, lethal and fire and each Single Origin (SO) enhance
    damage resistance (DamRes) enhancement provides 6% more. FS also is 10% resistance to cold and
    each SO DamRes provides 2%. FS also provides status-effect protection to disorientation

    Healing Flames (HF) is 20% resistance to toxic and a self heal. Each SO DamRes provides 4% more

    Temperature Protection (TP) is 20% resistance to fire and 10% resistance to cold. Each SO DamRes
    provides 4% fire and 2% cold

    Consume provides endurance recovery and inflicts minimal fire damage to all villains affected in melee

    Plasma Shield (PS) is 30% resistance to energy, negative energy and fire and each SO DamRes provides
    6%. PS also provides status-effect protection to holds and sleep

    Burn inflicts fire damage-over-time (DoT). Burn also provides status-effect protection to immobilization
    Note: Foes that can escape will move out of the flames

    Fiery Embrace (FE) provides added damage and accuracy to your secondary damage powers

    Rise of the Phoenix is a self resurrection power and when activated will inflict fire damage and
    disorientation to any foe close by. It also leaves you with half your hit points and endurance and also
    leaves you invulnerable for a short time

    Note: there is not any status-effect protection to knock down, knock back (Acrobatics in the Leaping
    Pool can provide this protection or Hover in the Flight Pool can provide semi-protection to knock)


    Example slotting is shown below using even level (white) DamRes SO enhancements (90% cap):

    Smashing and Lethal (most common in the game) Issue 5:

    FS (6 SO DamRes) - Total 66%
    FS (5 SO DamRes) - Total 60%

    FS (6 SO DamRes), Tough (Fighting Pool) (3 SO DamREs) - Total 90%
    FS (5 SO DamRes), Tough (Fighting Pool) (5 SO DamREs) - Total 90%

    Energies (energy and negative energy) in Issue 5:

    PS (6 SO DamRes) - Total 66%
    PS (5 SO DamRes) - Total 60%

    Elemental Fire in Issue 5:

    FS (6 SO DamRes), PS (6 SO DamRes) - Total 132%
    FS (5 SO DamRes), PS (5 SO DamRes) - Total 120%

    Elemental Cold in Issue 5:

    FS (6 SO DamREs), TP (6 SO DamRes) - Total 44%
    FS (5 SO DamREs), TP (6 SO DamRes) - Total 42%
    FS (6 SO DamREs), TP (1 SO DamRes) - Total 33%

    FS (6 SO DamRes) (many do not take TP) - Total 22%
    FS (5 SO DamRes) (many do not take TP) - Total 20%

    Elemental Toxic in Issue 5:

    HF (6 SO DamRes) - Total 44%
    HF (0 SO DamRes) - Total 20% (many do not slot HF with DamRes)


    Ice Armor information in Issue 5:

    Frozen Armor (FA) is 17% defense to smashing and lethal, 30% resistance to cold and 12.5% resistance
    to fire and each single origin (SO) defense buff (DefBuf) enhancement provides 3.4% more
    Note: resistance is unenhancable

    Hoarfrost (HF) adds 40% (unenhancable) of your base hit points to your hit points, and then heals you
    40% (enhancable) of your hit points. It also provides 20% resistance to toxic damage and each SO DamRes
    provides 4% more

    Chilling Embrace slows the attack rate and speed of the villains around you in melee range. It
    also provides a 7% damage debuff Note: damage debuff is unenhancable

    Wet Ice (WI) provides status-effect protection to disorientation, immobilization, holds, sleep,
    knock and slows. WI also provides 30% resistance to cold and 1% defense (except toxic and
    psionic) Note: defense is unenhancable

    Permafrost (PF) is 20% resistance to cold, 12.5% resistance to fire and resistance
    to slows. Each SO DamRes provides 4% cold, 2.5% fire. Permafrost also provides some status-
    effect protection against sleep

    Icicles puncture foes around you in melee range causing minor damage and a taunt effect

    Glacial Armor (GA) is 17% defense to energy and negative energy and 30% resistance to cold. Each SO
    DefBuf provides 3.4% more defense and each SO DamRes provides 6% more resistance

    Energy Absorption (EA) is 0.5% defense (except psionic) for every foe in melee range up to 14 foes.
    Each SO DefBuf provides 0.1% more. It also provides endurance recovery per foe affected and endurance
    drain on those foes affected. It also provides status-effect protection to slows

    Hibernate when activated will encase you in a block of ice making you invulnerable to being attacked.
    It also immobolizes you and heals you at an increased rate, you cannot attack while hibernating

    Example slotting is shown below using even level (white) DamREs and DefBuf enhancements (90% cap):

    Smashing and Lethal (most common in the game) in Issue 5:

    FA (6 SO DefBuf) - Total 36.8% defense
    FA (5 SO DefBuf) - Total 34% defense

    FA (6 SO DefBuf), WI - Total 37.8% defense
    FA (5 SO DefBuf), WI - Total 35.% defense

    Energies in Issue 5:

    GA (6 SO DefBuf) - Total 36.8% defense
    GA (5 SO DefBuf) - Total 34% defense

    GA (6 SO DefBuf), WI - Total 37.8% defense
    GA (5 SO DefBuf), WI - Total 35% defense

    Elemental Cold in Issue 5:

    FA, GA, WI - Total 90% resistance

    FA, GA, WI, PF (1 SO DamRes) - Total 110% resistance

    Elemental Fire in Issue 5:

    FA (0 SO DamRes) - Total 12.5% fire resistance

    FA, PF (1 DamRes) - Total 27.5% fire resistance
    FA, PF (6 DamRes) - Total 40% fire resistance

    Elemental Toxic in Issue 5:

    HF (0 SO DamRes) - Total 20% (many do not slot HF for damage resistance)
    HF (6 SO DamRes) - Total 44%

    Other Defense (except psionic):

    WI - Total 1% defense

    EA (0 SO DefBuf) - Total 0.5% (1 foe) to 7.0% (14 foes)
    EA (1 SO DefBuf) - Total 0.6% (1 foe) to 8.4% (14 foes)
    EA (2 SO DefBuf) - Total 0.7% (1 foe) to 9.8% (14 foes)
    EA (3 SO DefBuf) - Total 0.8% (1 foe) to 11.2% (14 foes)
    EA (4 SO DefBuf) - Total 0.9% (1 foe) to 12.6% (14 foes)
    EA (5 SO DefBuf) - Total 1.0% (1 foe) to 14.0% (14 foes)
    EA (6 SO DefBuf) - Total 1.1% (1 foe) to 15.4% (14 foes)


    Invulnerability information in Issue 5:

    Resist Physical Damage (RPD) is 7.5% resistance to smashing and lethal
    and each single origin (SO) enhance damage resistance (DamRes) enhancement provides 1.5% more

    Dull Pain (DP) adds 40% (unenhancable) of your base hit points to your hit points, and then heals
    you 40% (enhancable) of your hit points

    Temporary Invulnerability (TI) provides 30% resistance to smashing and lethaland each SO DamRes
    enhancement provides 6% more

    Resist Elements (REl) is 7.5% resistance to fire, cold and toxic and each single origin (SO) enhance
    damage resistance (DamRes) enhancement provides 1.5% more

    Unyielding (Uny) is 10% resistance to all types except psionic (only 5% to smashing and lethal),
    and each SO DamRes enhancement provides 2% more, 1% smashing and lethal. It also provides
    status-effect protection (hold, sleep, disorient, knock, immobolize) that increases with level
    up to level 35. It also has a 5% defense debuff

    Resist Energies (REn) is 7.5% resistance to energy and negative and each single origin (SO) enhance
    damage resistance (DamRes) enhancement provides 1.5% more

    *Invincibility (Inv) provides 1.5% melee defense (0.75% ranged) to all but psionic damage for every foe
    in melee range up to 14 foes and also adds a to-hit bonus for every foe in melee range up to 14 foes.
    It also provides a melee Taunt effect. Each SO DefBuf provides 0.3% melee (0.15% ranged) more

    Tough Hide (TH) is 5% defense to all types except toxic and psionic. Each SO enhance defense buff
    (DefBuf) enhancement provides 1% more

    Unstoppable (Uns) is 70% resistance to all types except psionic and each SO DamRes enhancement
    provides 14% more. It also provides status-effect protection (hold, sleep, disorient, knock, immobolize)
    and a boost to endurance regeneration. When it ends, it leaves you with no endurance, unable to recover
    endurance for a short while and 10% of your hit points

    Example slotting is shown below using even level (white) DamRes SO enhancements (90% cap):

    Smashing and Lethal (most common in the game) in Issue 5:

    Unyielding (6 SO DamRes), RPD (6 SO DamRes), TI (6 SO DamRes) - Total 93.5%
    Unyielding (5 SO DamRes), RPD (6 SO DamRes), TI (6 SO DamRes) - Total 92.5%
    Unyielding (6 SO DamRes), RPD (6 SO DamRes), TI (5 SO DamRes) - Total 87.5%
    Unyielding (5 SO DamRes), RPD (6 SO DamRes), TI (5 SO DamRes) - Total 86.5%
    Unyielding (6 SO DamRes), RPD (1 SO DamRes), TI (6 SO DamRes) - Total 86%

    Unyielding (6 SO DamRes), TI (6 SO DamRes) - Total 77%

    Unyielding (6 SO DamRes), TI (6 SO DamRes), Tough (0 SO DamRes) - Total 92%
    Unyielding (6 SO DamRes), TI (5 SO DamRes), Tough (1 SO DamRes) - Total 89%
    Unyielding (5 SO DamRes), TI (5 SO DamRes), Tough (2 SO DamRes) - Total 91%
    Unyielding (0 SO DamRes), TI (6 SO DamRes), Tough (2 SO DamRes) - Total 92%
    Unyielding (0 SO DamRes), TI (5 SO DamRes), Tough (4 SO DamRes) - Total 92%

    Elemental (Fire, Cold and Toxic), and Energies (Energy and Negative Energy) in Issue 5:

    Unyielding (6 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 38.5%
    Unyielding (5 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 36.5%

    Defense to all damage types except psionic in Issue 5:

    Uny - Total -5% defense (that is minus 5% e.g. 5% defense debuff)

    *Inv (6 SO DefBuf) - Total 3.3% melee, 1.65% ranged (1 foe) to 46.2%, 23.1% (14 foes) (except psionic)
    *Inv (5 SO DefBuf) - Total 3.0% melee, 1.50% ranged (1 foe) to 42%, 21% (14 foes) (except psionic)

    TH (6 SO DefBuf) - Total 11% (except toxic and psionic)
    TH (1 SO DefBuf) - Total 6% (except toxic and psionic)

    *Note: Statesman says 1.5%. Player testing shows between 3% and 3.5%

    Stone Armor Information in Issue 5:

    Rock Armor (RA) is 16% defense to smashing and lethal and each Single Origin (SO) defense buff (DefBuf)
    enhancement provides 3.2% (cannot be active with GA)

    Stone Skin (SS) is 12.5% resistance to smashing and lethal and each SO enhance damage resistance
    (DamRes) enhancement provides 2.5%

    Earth's Embrace (EE) is 20% resistance to toxic and each SO DamRes provides 4%

    Mud Pots is a damage aura that will immobilize and slow the ones ensnared in melee range

    Rooted provides 100% health regeneration and each SO Heal provides 33% more. Rooted also has
    status-effect protection to holds, disorientation, sleep and knock down and knock back. It also
    has a slow effect, -fly and -jump

    Brimstone Armor (BA) is 25% resistance to fire and cold and each SO DamRes provides 5% (cannot be
    active with GA)

    Crystal is 16% defense to energy and negative energy and each SO provides 3.2% (Cannot be active
    with GA)

    Mineral is 16% defense to psionic and each SO provides 3.2% (cannot be active with GA)

    Granite Armor (GA) is 50% resistance to all but psionic and each SO DamRes provides 10%. GA also is
    20% defense to all but psionic and each SO DefBuf provides 4%. GA also has -slow, -fly, -jump,
    -recharge and -damage when active

    Example slotting is shown below using even level (white) DamRes SO enhancements (90% is cap) and
    even level (white) DefBuf SO enhancements:

    Smashing and Lethal (most common in the game) in Issue 5:

    RA (6 SO DefBuf) - Total 35.2% defense
    RA (5 SO DefBuf) - Total 32% defense

    SS (1 SO DamRes) - Total 15% resistance
    SS (6 SO DamRes) - Total 27.5% resistance

    SS (6 SO DamRes), Tough (Fighting Pool) (6 SO DamRes) - Total 60.5% resistance
    SS (6 SO DamRes), Tough (Fighting Pool) (5 SO DamRes) - Total 57.5% resistance
    SS (1 SO DamRes), Tough (Fighting Pool) (5 SO DamRes) - Total 45% resistance

    GA (0 SO DamRes, 6 SO DefBuf) - Total 50% resistance, 44% defense
    GA (1 SO DamREs, 5 SO DefBuf) - Total 60% resistance, 40% defense
    GA (2 SO DamREs, 4 SO DefBuf) - Total 70% resistance, 36% defense
    GA (3 SO DamRes, 3 SO DefBuf) - Total 80% resistance, 32% defense
    GA (4 SO DamREs, 2 SO DefBuf) - Total 90% resistance, 28% defense

    GA (0 SO DamRes, 6 SO DefBuf), SS (1 SO DamRes) - Total 65% resistance, 44% defense
    GA (1 SO DamREs, 5 SO DefBuf), SS (6 SO DamRes) - Total 87.5% resistance, 40% defense
    GA (2 SO DamREs, 4 SO DefBuf), SS (1 SO DamRes) - Total 85% resistance, 36% defense
    GA (3 SO DamRes, 3 SO DefBuf), SS (1 SO DamRes) - Total 95% resistance, 32% defense
    GA (4 SO DamREs, 2 SO DefBuf), SS (1 SO DamRes) - Total 105% resistance, 28% defense

    Energies (energy and negative energy) in Issue 5:

    CA (6 SO DefBuf) - Total 35.2% defense
    CA (5 SO DefBuf) - Total 32% defense

    GA (0 SO DamRes, 6 SO DefBuf) - Total 50% resistance, 44% defense
    GA (1 SO DamREs, 5 SO DefBuf) - Total 60% resistance, 40% defense
    GA (2 SO DamREs, 4 SO DefBuf) - Total 70% resistance, 36% defense
    GA (3 SO DamRes, 3 SO DefBuf) - Total 80% resistance, 32% defense
    GA (4 SO DamREs, 2 SO DefBuf) - Total 90% resistance, 28% defense

    Elemental Fire and Cold in Issue 5:

    BA (6 SO DamRes) - Total 55% resistance
    BA (5 SO DamRes) - Total 50% resistance

    GA (0 SO DamRes, 6 SO DefBuf) - Total 50% resistance, 44% defense
    GA (1 SO DamREs, 5 SO DefBuf) - Total 60% resistance, 40% defense
    GA (2 SO DamREs, 4 SO DefBuf) - Total 70% resistance, 36% defense
    GA (3 SO DamRes, 3 SO DefBuf) - Total 80% resistance, 32% defense
    GA (4 SO DamREs, 2 SO DefBuf) - Total 90% resistance, 28% defense

    Elemental Toxic in Issue 5:

    EE (6 SO DamRes) - Total 44% resistance
    EE (0 SO DamRes) - Total 20% resistance (many do not slot with DamRes)

    GA (0 SO DamRes, 6 SO DefBuf) - Total 50% resistance, 44% defense
    GA (1 SO DamRes, 5 SO DefBuf) - Total 60% resistance, 40% defense
    GA (2 SO DamRes, 4 SO DefBuf) - Total 70% resistance, 36% defense
    GA (3 SO DamRes, 3 SO DefBuf) - Total 80% resistance, 32% defense
    GA (4 SO DamRes, 2 SO DefBuf) - Total 90% resistance, 28% defense

    Psionic (one of very few powers in the game with protection against psionic damage) in Issue 5:

    Mineral (6 SO DefBuf) - Total 35.2% defense
    Mineral (5 SO DefBuf) - Total 32% defense
  24. Below is some information about being a Scrapper in Issue 5. It will not tell you what type to pick or
    how you should play it. It will give you the numbers and some suggested slotting. Only the secondary
    power sets are given. The first section talks about general information on resistance, defense and
    healing in Issue 5. The second section is about the Dark Armor Scrapper, the third is about the
    Invulnerable Scrapper, the fourth is about the Regeneration Scrapper and finally, the Super Reflexes
    Scrapper.

    Some general information on resistance, defense and healing for Issue 5:

    Reference to Numbers

    Resistance is how much damage you take when you get hit. The types of damage you can take from villains
    are Smashing, Lethal, Fire, Cold, Energy, Negative Energy (Dark), Toxic, Psionic and Untyped (Hamidon).
    If a foe hits you and does 100 points damage and you don't have any resistance to the damage type, you
    take 100 points damage. If you have 20% resistance to that damage type, you will only take 80 points
    damage.

    Defense is whether you will get hit or not. An even level minion villain has a base 50% chance to hit
    you if you have no defense and no buffs or debuffs from friends or foes and the villain has no to-hit
    bonus and no to-hit buffs or debuffs from friends or foes. Powers can sometimes provide defense to
    specific damage types or provide defense to melee, range or AoE/Cone.

    All archetypes will now be able to reach their Max Defense sooner (was level 40, now level 20). Tankers
    now have a higher Defense cap than Scrappers and Kheldians. Scrappers and Kheldians have a higher
    Defense cap than all other archetypes.

    If you end up with 50% defense from powers and buffs from teammates, even though a minion now has a
    zero (50 - 50) chance to hit you, the game does not allow a zero chance to-hit and put a cap of 5% on
    the to-hit minimum. So a foe always has a 5% chance to hit you.

    Healing is the regeneration of your health or hit points. Normal healing takes 240 seconds to go from 1
    hit point to full. Regeneration Scrappers have the ability to lower that time considerably.

    Training Origin (TO) enhancements provide 5% additional to defense if using enhance defense buff (DefBuf)
    enhancements. They also provide 5% additional resistance if using enhance damage resistance (DamRes)
    enhancements. Dual Origin (DO) enhancements provide 10% additional and single origin (SO) enhancements
    provide 20% additional. Heal TO enhancements provide 8.3%, Heal DO enhancements provide 16.6% and Heal
    SO enhancements provide 33.3%

    Note: all enhancements assume even level (white)

    Tough (Fighting Pool) is 11.25% resistance to smashing and lethal and each SO DamRes enhancement
    provides 2.25% more

    Weave (Fighting Pool) is 3.25% melee and ranged defense and each SO DefBuf enhancement provides
    0.65% more. Weave also provides some status-effect protection against immobolization

    Health (Fitness Pool) is 40% health regeneration and each SO Heal enhancement provides 13.3% more.
    Health also provides some status-effect protection against sleep.


    Dark Armor information for Issue 5:

    Dark Embrace (DE) is 22.5% resistance to smashing, lethal and 15% resistance to toxic and negative
    energy. Each SO DamRes enhancement provides 4.5% more for smashing and lethal and 3% more for toxic
    and negative energy

    Death Shroud does negative energy damage-over-time (DoT) to each foe in melee range it affects

    Murky Cloud (MC) is 22.5% resistance to fire, cold and 15% resistance to energy and negative energy.
    Each SO DamRes enhancement provides 4.5% more for fire and cold and 3% more for energy and negative
    energy. It also provides resistance to endurance drain

    Obsidian Shield (OS) is 37.5% resistance to psionic and each SO DamRes enhancement provides 7.5%
    more. It also provides status-effect protection (Sleep, Holds, Fear and Disorientation) that increases with
    level up to level 45

    Dark Regeneration does minor negative energy damage and recovers 30% health per foe affected in melee
    range. Each SO Heal provides 10% more

    Cloak of Darkness is 3.25% defense and each SO DefBuf enhancement provides 0.65% more. It also
    provides stealth and resistance to immobilization

    Cloak of Fear causes fear to about half the affected minions in melee range. It also debuffs the
    affected foes accuracy by about 10%

    Oppressive Gloom causes disorientation to all minions affected in melee range. It lowers your health
    over time by a small amount

    Soul Transfer is a self resurrection causing damage to all foes affected in melee range. When you rise,
    you will be Invulnerable for a short time

    Note: there is not any status-effect protection to knock down, knock back (Acrobatics in the Leaping
    Pool can provide this protection or Hover in the Flight Pool can provide semi-protection to knock)


    Example slotting is shown below using even level (white) DamRes SO enhancements (75% cap):

    Smashing and Lethal (most common in the game) Issue 5:

    DE (6 SO DamRes) - Total 49.5%
    DE (5 SO DamRes) - Total 45%
    DE (6 SO DamRes), Tough (6 SO DamRes) - Total 74.25%
    DE (6 SO DamRes), Tough (5 SO DamRes) - Total 71.75%
    DE (5 SO DamRes), Tough (6 SO DamRes) - Total 69.75%
    DE (5 SO DamRes), Tough (5 SO DamRes) - Total 67.25%

    Elemental Fire and Cold in Issue 5:

    MC (6 SO DamRes) - Total 49.5%
    MC (5 SO DamRes) - Total 45%

    Elemental Toxic in Issue 5:

    DE (6 SO DamRes) - Total 33%
    DE (5 SO DamRes) - Total 30%

    Energies Energy in Issue 5:

    MC (6 SO DamRes) - Total 33%
    MC (5 SO DamRes) - Total 30%

    Energies Negative Energy in Issue 5:

    DE (6 SO DamRes), MC (6 SO DamRes) - Total 66%
    DE (5 SO DamRes), MC (5 SO DamRes) - Total 60%

    Psionic (one of very few powers in the game with protection against psionic damage) in Issue 5:

    OS (5 SO DamRes) - Total 75%
    OS (4 SO DamRes) - Total 67.5%
    OS (0 SO DamRes) - Total 37.5%


    Invulnerability information in Issue 5:

    Resist Physical Damage (RPD) is 5.625% resistance to smashing and lethal and each single origin (SO)
    enhance damage resistance (DamRes) enhancement provides 1.125% more

    Dull Pain (DP) adds 40% (unenhancable) of your base hit points to your hit points, and then heals you
    40% (enhancable) of your hit points. Each SO Heal provides 13.3% more

    Temporary Invulnerability (TI) provides 22.5% resistance to smashing and lethal and each SO DamRes
    enhancement provides 4.5% more

    Resist Elements (REl) is 5.625% resistance to fire, cold and toxic and each single origin (SO) enhance
    damage resistance (DamRes) enhancement provides 1.125% more

    Unyielding (Uny) is 7.5% resistance to all types except psionic (only 3.75% to smashing and lethal),
    and each SO DamRes enhancement provides 1.5% more, 0.75% smashing and lethal. It also provides
    status-effect protection (hold, sleep, disorient, knock, immobilize) that increases with level
    up to level 45. It also has a 5% defense debuff

    Resist Energies (REn) is 5.625% resistance to energy and negative and each single origin (SO) enhance
    damage resistance (DamRes) enhancement provides 1.125% more

    *Invincibility (Inv) provides 1.125% melee defense (0.5625% ranged) to all except psionic for every
    foe in melee range up to 14 foes and also adds a to-hit bonus for every foe in melee range up to 14
    foes. It also provides a melee Taunt effect. Each SO DefBuf provides 0.225% melee (0.1125% ranged) more

    Tough Hide (TH) is 3.75% defense to all types except toxic and psionic. Each SO enhance defense buff
    (DefBuf) enhancement provides 0.75% more

    Unstoppable (Uns) is 52.5% resistance to all types except psionic and each SO DamRes enhancement
    provides 10.5% more. It also provides status-effect protection (hold, sleep, disorient, knock,
    immobilize) and a boost to endurance regeneration. When it ends, it leaves you with no endurance,
    unable to regain any endurance for 15 seconds and 10% of your hit points

    Example slotting is shown below using even level (white) DamRes SO enhancements (75% cap):

    Smashing and Lethal (most common in the game) in Issue 5:

    Unyielding (6 SO DamRes), RPD (6 SO DamRes), TI (6 SO DamRes) - Total 70.125%
    Unyielding (5 SO DamRes), RPD (6 SO DamRes), TI (6 SO DamRes) - Total 69.375%
    Unyielding (6 SO DamRes), RPD (6 SO DamRes), TI (5 SO DamRes) - Total 65.625%
    Unyielding (5 SO DamRes), RPD (6 SO DamRes), TI (5 SO DamRes) - Total 64.875%
    Unyielding (6 SO DamRes), RPD (1 SO DamRes), TI (6 SO DamRes) - Total 64.5%

    Unyielding (6 SO DamRes), RPD (1 SO DamRes), TI (6 SO DamRes), Tough (0 SO DamRes) - Total 75.75%
    Unyielding (6 SO DamRes), RPD (1 SO DamRes), TI (5 SO DamRes), Tough (1 SO DamRes) - Total 73.5%
    Unyielding (5 SO DamRes), RPD (1 SO DamRes), TI (5 SO DamRes), Tough (2 SO DamRes) - Total 75%
    Unyielding (0 SO DamRes), RPD (1 SO DamRes), TI (6 SO DamRes), Tough (2 SO DamRes) - Total 71.25%
    Unyielding (0 SO DamRes), RPD (1 SO DamRes), TI (5 SO DamRes), Tough (4 SO DamRes) - Total 75.75%

    Elemental (fire, cold and toxic), and Energies (energy and negative energy) in Issue 5:

    Unyielding (6 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 28.875%
    Unyielding (5 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 27.375%

    Defense in Issue 5:

    TH (6 SO DefBuf) - Total 8.25% (except toxic and psionic)
    TH (1 SO DefBuf) - Total 4.50% (except toxic and psionic)

    *Inv (6 SO DefBuf) - Total 2.475% melee, 1.235% ranged (1 foe) to 34.65%, 17.325% (14 foes) (except psionic)
    *Inv (5 SO DefBuf) - Total 2.25% melee, 1.125% ranged (1 foe) to 31.5%, 15.75% (14 foes) (except psionic)

    *Note: Statesman says 1.125%. Player testing shows between 2.25% and 2.625%

    Regeneration Information in Issue 5:

    Fast Healing (FH) is 75% health regeneration and each SO Heal enhancement provides 25% more

    Reconstruction heals you 25% and each SO Heal enhancement provides 8.3% more

    Quick Recovery is 33% endurance regeneration and each SO endurance recovery enhancement provides
    11% more

    Dull Pain (DP) adds 40% (unenhancable) of your base hit points to your hit points, and then heals you
    40% (enhancable) of your hit points. Each SO Heal provides 13.3% more

    Integration (Int) is 50% (unenhancable) plus 100% (enhancable) health regeneration and each SO Heal
    provides 33.3% more. It also provides status-effect protection (hold, sleep, disorient, knock,
    immobilize) that increases with level up to level 45

    Resilience is 5.625% resistance to smashing, lethal and toxic and each SO DamRes enhancement provides
    1.125% more. It also provides some protection against disorientation

    Instant Healing (IH) is 600% (unenhancable) plus 200% (enhancable) health regeneration and each SO
    Heal provides 66.6% more

    Revive is a self resurrection. You rise with 50% health and 50% endurance

    Moment of Glory (MoG) is 71% resistance (all damage types except psionic) and 80% defense. It also
    provides status-effect protection (hold, sleep, disorient, knock, immobilize) and endurance recovery.
    When activating MoG, your health drops to 25% and cannot be increased throughout the duration. When
    it ends, you cannot recover any health for 15 seconds

    Example slotting is shown below using even level (white) Heal SO enhancements in Issue 5:

    FH (6 SO Heal) - Total 225%
    FH (6 SO Heal), Health (6 SO Heal) - Total 345%
    FH (6 SO Heal), Health (1 SO Heal) - Total 278%

    FH (6 SO Heal), Int (6 SO Heal) - Total 575%
    FH (6 SO Heal), Int (0 SO Heal) - Total 375%
    FH (1 SO Heal), Int (6 SO Heal) - Total 450%

    FH (6 SO Heal), Int (6 SO Heal), Health (1 SO Heal) - Total 628%
    FH (6 SO Heal), Int (0 SO Heal), Health (1 SO Heal) - Total 428%
    FH (1 SO Heal), Int (6 SO Heal), Health (1 SO Heal) - Total 503%
    FH (6 SO Heal), Int (6 SO Heal), Health (6 SO Heal) - Total 695%
    FH (6 SO Heal), Int (0 SO Heal), Health (6 SO Heal) - Total 495%
    FH (1 SO Heal), Int (6 SO Heal), Health (6 SO Heal) - Total 570%

    FH (1 SO Heal), IH (0 SO Heal) - Total 853%

    FH (1 SO Heal), Int (0 SO Heal), IH (0 SO Heal) - Total 1203%
    FH (1 SO Heal), Int (6 SO Heal), IH (0 SO Heal) - Total 1250%
    FH (6 SO Heal), Int (6 SO Heal), IH (0 SO Heal) - Total 1375%
    FH (6 SO Heal), Int (0 SO Heal), IH (0 SO Heal) - Total 1175%
    FH (6 SO Heal), Int (6 SO Heal), IH (6 SO Heal) - Total 1775%

    FH (6 SO Heal), Int (6 SO Heal), Health (6 SO Heal), IH (6 SO Heal) - Total 1895%


    Super Reflexes Information in Issue 5:

    Focused Fighting (FF) is 12.5% melee defense and each SO DefBuf enhancement provides 2.5% more
    Note: villains melee AoE/Cone powers are also considered melee; e.g. Dragon's Tail, Head Splitter, etc

    Focused Senses (FS) is 12.5% ranged defense and each SO DefBuf enhancement provides 2.5% more

    Agile (AG) is 5% ranged defense and each SO DefBuf enhancement provides 1% more

    Practiced Brawler is status-effect protection (hold, sleep, disorient, knock, immobilize) that
    increases with level up to level 45

    Dodge (DG) is 5% melee defense and each SO DefBuf enhancement provides 1% more

    Quickness is 20% increase in attack rate (unenhancable) and increases speed (enhancable)

    Lucky (LU) is 5% AoE/Cone defense and each SO DefBuf enhancement provides 1% more

    Evasion (EV) is 22.5% AoE/Cone defense and each SO DefBuf enhancement provides 4.5% more

    Elude is 45% melee/ranged/AoE/Cone defense and each SO DefBuf enhancement provides 9% more.
    Endurance recovery is increased while active and when it ends, you are left with no endurance and unable
    to recover endurance for 15 seconds

    Example slotting is shown below using even level (white) DefBuf SO enhancements:

    Melee Defense in Issue 5:

    FF (6 SO DefBuf) - Total 27.5% defense
    FF (5 SO DefBuf) - Total 25% defense

    FF (6 SO DefBuf), DG (6 SO DefBuf) - Total 38.5%
    FF (5 SO DefBuf), DG (6 SO DefBuf) - Total 36%
    FF (6 SO DefBuf), DG (3 SO DefBuf) - Total 34.5%
    FF (5 SO DefBuf), DG (3 SO DefBuf) - Total 32%
    FF (6 SO DefBuf), DG (1 SO DefBuf) - Total 32.5%
    FF (5 SO DefBuf), DG (1 SO DefBuf) - Total 30%

    FF (5 SO DefBuf), DG (1 SO DefBuf), Weave (5 SO DefBuf) - Total 36.5%
    FF (5 SO DefBuf), DG (6 SO DefBuf), Weave (5 SO DefBuf) - Total 41.5%
    FF (6 SO DefBuf), DG (6 SO DefBuf), Weave (6 SO DefBuf) - Total 45.65%

    Elude (6 SO DefBuf) - Total 99% defense

    Ranged Defense in Issue 5:

    FS (6 SO DefBuf) - Total 27.5% defense
    FS (5 SO DefBuf) - Total 25% defense

    FS (6 SO DefBuf), AG (6 SO DefBuf) - Total 38.5%
    FS (5 SO DefBuf), AG (6 SO DefBuf) - Total 36%
    FS (6 SO DefBuf), AG (3 SO DefBuf) - Total 34.5%
    FS (5 SO DefBuf), AG (3 SO DefBuf) - Total 32%
    FS (6 SO DefBuf), AG (1 SO DefBuf) - Total 32.5%
    FS (5 SO DefBuf), AG (1 SO DefBuf) - Total 30%

    FS (5 SO DefBuf), AG (1 SO DefBuf), Weave (5 SO DefBuf) - Total 36.5%
    FS (5 SO DefBuf), AG (6 SO DefBuf), Weave (5 SO DefBuf) - Total 41.5%
    FS (6 SO DefBuf), AG (6 SO DefBuf), Weave (6 SO DefBuf) - Total 45.65%

    Elude (6 SO DefBuf) - Total 99% defense

    AoE/Cone Defense in Issue 5:

    Evasion (6 SO DefBuf) - Total 49.5% defense
    Evasion (5 SO DefBuf) - Total 45% defense

    Evasion (6 SO DefBuf), LU (6 SO DefBuf) - Total 60.5% defense
    Evasion (5 SO DefBuf), LU (6 SO DefBuf) - Total 56% defense
    Evasion (4 SO DefBuf), LU (6 SO DefBuf) - Total 51.5% defense
    Evasion (6 SO DefBuf), LU (3 SO DefBuf) - Total 57.5% defense
    Evasion (5 SO DefBuf), LU (3 SO DefBuf) - Total 53% defense
    Evasion (4 SO DefBuf), LU (3 SO DefBuf) - Total 48.5% defense
    Evasion (6 SO DefBuf), LU (1 SO DefBuf) - Total 55.5% defense
    Evasion (5 SO DefBuf), LU (1 SO DefBuf) - Total 51% defense
    Evasion (4 SO DefBuf), LU (1 SO DefBuf) - Total 46.5% defense

    Elude (6 SO DefBuf) - Total 99% defense