Dakroell

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  1. Does anyone have any experience of how well BS/SD works for tanking for the end game content? I'm looking for a brute combination that is a solid tank and does good damage for solo play as well and this looks like a decent combination just looking at the numbers.
  2. Here is a prospective build I had in mind. Don't worry about the order I slotted certain powers as I was just playing around with how much enhancing I wanted with certain powers. I'm more interested in the actual slotting and power selection.


    Villain Plan by Mids' Villain Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Corruptor
    Primary Power Set: Ice Blast
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Ice Bolt
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Accuracy/Damage/Recharge
    • (3) Thunderstrike - Accuracy/Damage/Endurance
    • (5) Thunderstrike - Damage/Endurance
    • (5) Thunderstrike - Damage/Recharge
    • (7) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Radiant Aura
    • (A) Doctored Wounds - Heal/Endurance/Recharge
    • (13) Doctored Wounds - Heal/Endurance
    • (13) Doctored Wounds - Heal
    • (15) Doctored Wounds - Endurance/Recharge
    Level 2: Ice Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Accuracy/Damage/Recharge
    • (9) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Damage/Endurance
    • (11) Thunderstrike - Damage/Endurance/Recharge
    • (11) Thunderstrike - Accuracy/Damage/Endurance
    Level 4: Accelerate Metabolism
    • (A) Efficacy Adaptor - EndMod/Recharge
    • (15) Performance Shifter - EndMod/Recharge
    • (17) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (25) Performance Shifter - EndMod/Accuracy/Recharge
    Level 6: Radiation Infection
    • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (17) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (23) Touch of Lady Grey - Defense Debuff/Endurance
    • (25) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
    • (46) Defense Debuff IO
    • (50) To Hit Debuff IO
    Level 8: Freeze Ray
    • (A) Essence of Curare - Accuracy/Hold
    • (27) Essence of Curare - Accuracy/Hold/Recharge
    • (27) Hold Duration IO
    • (46) Endurance Reduction IO
    • (50) Recharge Reduction IO
    Level 10: Aim
    • (A) Adjusted Targeting - To Hit Buff/Recharge
    • (29) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (29) Recharge Reduction IO
    Level 12: Ice Storm
    • (A) Detonation - Damage/Endurance
    • (31) Detonation - Damage/Recharge
    • (31) Detonation - Accuracy/Damage/Endurance
    • (31) Detonation - Damage/Endurance/Range
    • (43) Recharge Reduction IO
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    • (33) Recharge Reduction IO
    Level 16: Super Speed
    • (A) Run Speed IO
    Level 18: Bitter Ice Blast
    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (19) Thunderstrike - Accuracy/Damage/Endurance
    • (19) Thunderstrike - Accuracy/Damage
    • (21) Thunderstrike - Damage/Endurance
    • (21) Thunderstrike - Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Recharge
    Level 20: Enervating Field
    • (A) Endurance Reduction IO
    • (33) Endurance Reduction IO
    • (34) Endurance Reduction IO
    Level 22: Lingering Radiation
    • (A) Accuracy IO
    • (34) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 24: Boxing
    • (A) Accuracy IO
    Level 26: Tough
    • (A) Titanium Coating - Resistance/Endurance
    • (36) Titanium Coating - Resistance/Endurance/Recharge
    • (36) Titanium Coating - Resistance
    • (36) Titanium Coating - Endurance
    Level 28: Choking Cloud
    • (A) Essence of Curare - Accuracy/Endurance
    • (37) Essence of Curare - Accuracy/Hold
    • (37) Endurance Reduction IO
    Level 30: Bitter Freeze Ray
    • (A) Essence of Curare - Accuracy/Hold
    • (37) Essence of Curare - Accuracy/Hold/Recharge
    • (39) Hold Duration IO
    Level 32: Blizzard
    • (A) Detonation - Damage/Endurance
    • (39) Detonation - Damage/Recharge
    • (39) Detonation - Damage/Range
    • (40) Detonation - Damage/Endurance/Range
    • (43) Recharge Reduction IO
    Level 35: Super Jump
    • (A) Jumping IO
    Level 38: EM Pulse
    • (A) Essence of Curare - Accuracy/Recharge
    • (40) Essence of Curare - Accuracy/Hold
    • (40) Essence of Curare - Accuracy/Hold/Recharge
    • (42) Essence of Curare - Endurance/Hold
    • (45) Endurance Reduction IO
    Level 41: Scorpion Shield
    • (A) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense/Endurance/Recharge
    • (42) Red Fortune - Defense
    • (43) Red Fortune - Endurance
    Level 44: Web Cocoon
    • (A) Essence of Curare - Accuracy/Hold
    • (45) Essence of Curare - Accuracy/Hold/Recharge
    • (45) Essence of Curare - Accuracy/Recharge
    Level 47: Weave
    • (A) Red Fortune - Defense/Endurance
    • (48) Red Fortune - Defense/Endurance/Recharge
    • (48) Red Fortune - Defense
    • (48) Red Fortune - Endurance
    Level 49: Burnout
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Scourge
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Healing IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (46) Endurance Modification IO
    • (50) Endurance Modification IO
  3. Since CoH has going free to play I decided to give it another shot after a long hiatus. My level 40 Ice/Rad seems to be the only combination that is a good match (others were more concept ideas and not the best of matches) so I figured I would level it to make money. So I need a build that is good for farming since I'm poor and have nothing but SOs soketed.

    Secondly, what is the best method for farming using a Ice/Rad? Any guidelines on how difficult of mobs I should be able to handle with the build pre-IOs? Post-IOs?
  4. Reserving this spot for future updates on Defense and Resistance applying to non-melee ATs.
  5. So these are my thoughts and opinions on what I think is needed in I7 to balance Defense and Resistance for melee vs melee fighting. If some of the numbers or my math is wrong, let me know, I'm quite prone to making simple mistakes with my math if I don't go over it in detail.

    A few quick notes to keep in mind for this guide. I am using 30% base defense and 30% base resistance to maintain balance within the system since these are what I consider the "average" among the sets. I also feel that a two acc in all attacks is required for most pvpers and take that in account for all my math and reasoning.

    In PvP I have from the start with no powers turned on or attacks slotted I have a 50% chance to hit another AT, likewise with no slots/passives/powers on. The formula for this has been show time and again as:

    (Base To Hit + To Hit Buffs - (To Hit Debuffs * Combat Mod) – Defense) capped at 5% or 95% * Accuracy (capped at 5% and 95%)

    So (.5 + 0 - (0 x 0) - 0) = .5, Then .5 * 1 = .5 or 50% chance to hit

    Now figure this is with typical build with 2 accuracy SOs slotted and no ToHit bonuses

    (.5 + 0 - (0 x 0) - 0) = .5, Then .5 * 1.66 = .83 or 83% chance to hit

    This seems fair so far. Now lets add it a defensive set with a 30% defense

    No slotted Acc
    (.5 + 0 - (0 x 0) - .3) = .2, Then .2 * 1 = .2 or 20% chance to hit (1 in 5 hits land)
    Slotted Acc (x2 SOs)
    (.5 + 0 - (0 x 0) - .3) = .2, Then .2 * 1.66 = .33 or 33% chance to hit (~1 in 3 hits land)


    Now in theory resistance and defense both at 30% opponents having 2 Acc SOs (not counting for streak breaks):

    1 million attacks @ 10 damage each vs 30% Resistance
    1x10^6 x (10 x .7) = 7x10^6 damage, Then taking accuracy into account 7x10^6 x .83 = 5,810,000 damage (5.81 DPA, damage per attack)

    1 million attack @ 10 damage each vs 30% Defense
    ((1x10^6) x .33) x 10 = 3,300,000 damage (3.3 DPA) So overall the resistance set is taking ~2.5 DPA more


    Now take a controlled fight with a Defense based set vs a Resistance set. The ATs are the same and only using attacks that average to 100 base DPA. Say the two have unlimited health and stand there beating each other for 2 minutes and attack 30 times a piece.

    30 attacks @ 100 damage each vs 30% resistance
    30(100 x .7) = 2100 damage or 70 DPA

    30 attacks @ 100 damage each vs 30% defense
    100(30 x .33) = 990 damage or 33 DPA

    So the defensive set would win based on these facts alone by taking 1,110 damage less and this isn't including the fact they are not being hit as much by status effects. This is a bit unfair to those ATs that don't have a way to significantly increase their Acc/ToHit or lower Defense as they will clearly lose out overall. I have proven this fact with fights of my DM/DA brute vs my friends Claws/SR stalker. I will admit this is hard to prove outcome since many other factors came into play, but I feel I lost because I missed him to often. This is more a set problem though as all melees have a good form of buildup that will allow for them to hit the target with the exceptions of DM and Claws (their buildup power needs to hit the target to "buildup" in the first place). I will say that ALL MELEE TYPES NEED A BUILDUP POWER TO HIT DEFENSIVE SETS because the melee sets are meant to fight vs the defensive and resistant sets.

    In order to consistantly hit, I consider a 90% hit rate consistant, a target with 30% defense a set needs 30% of a ToHit bonus.

    90% consistancy
    (.5 + .35 - (0 x 0) - .3) = .55, Then .55 x 1.66 = .91 or 91%

    To Max out ToHit @ 95%
    (.5 + .4 - (0 x 0) - .3) = .6, Then .6 x 1.66 = .95 or 95%

    So the buildup powers only need a 35% bonus to consistantly hit a 30% defense AT, or 40% to hit the cap.

    Currently all buildup powers hit that cap without needing to slot of ToHits.

    Now I feel that the buildup powers are justified because they only last 10 seconds, in which time you can finish off a hurt target or hit them with various status effects to change the tide of battle. I'm sure your thinking, but Rage isn't 10 seconds it is on constantly with only a 10 second downtime when slotted. I fully agree that rage's ToHit bonus needs lowered since it is perma and melee oriented defensive sets stand no chance vs Rage. That said, Rage's ToHit is always on so they will overall hit the defensive set more times then the typical buildup. Rage's ToHit should be put around 25% slotted.

    (.5 + .25 - .3) = .45, Then .45 x 1.66 = ~.75 or 75%


    Sooooo....Now take a controlled fight with a modified Rage vs a Defense set.

    30 attacks @ 100 damage each vs 30% defense
    100(30 x .75) = 2250 damage (75 DPA)

    This compared to the prior results of attacking a resistant set:
    30 attacks @ 100 damage each vs 30% resistance
    30(100 x .7) = 2100 damage or 70 DPA

    This would put the sets very close damage wise and in my opinion "balanced".

    Some of you may complain that SS needs the ToHit to make it as viable as say Energy since it does the highly resisted smashing/lethal damage, but I say a perma 25% bonus will keep you hitting non-defense sets at the cap.


    Now the Granddaddy of all problems for defense presents itself in the power know as focused accuracy. Now I'm unsure of the exact bonus this power gives (hero builder says a base of 25%), but needless to say this would destroy a defensive build, especially when buildup is added on top of FA. In order to keep both sides happy I propose that FA be lowered to a base ToHit of 15% which puts it at 25% with 3 SOs, aka on par with Rage. As I have noted before with Rage, I feel this is "balanced".

    So what about Rage with FA? Honestly, only Tanks can have that combination so I wouldn't worry about it to much (tanks already have enough problems and could use the extra love).

    Now I know that the 9th tier defensive powers will make sets unhittable in most cases, but since it only last 3 minutes I think it is tollerable, nothing is making you fight them toe to toe while they are in "god" mode.

    On a final note, I feel toggle dropping must be eliminated for the sake of balance. The reasons it was introduce was because of the high %s of defense and resistance that could be obtained.
  6. A good guide overall.

    Boxing from the fighting PP is another quick attack to add to the fury chain (with its quick ACT and cheap End cost).

    Here is my build. The slotting order can vary somewhat, I typically slot the powers I find being the most beneficial at the moment.

    Exported from version 1.5C of CoH Planner
    http://joechott.com/coh

    Archetype: Brute
    Primary Powers - Ranged : Dark Melee
    Secondary Powers - Support : Dark Armor

    01 : Dark Embrace endred(01) damres(5) damres(9) damres(9)
    01 : Shadow Punch acc(01) acc(3) dam(13) dam(19) endred(37) recred(39)
    02 : Smite acc(02) acc(3) dam(7) recred(15) endred(37) dam(37)
    04 : Shadow Maul acc(04) acc(5) dam(7) endred(15) dam(25) recred(34)
    06 : Boxing acc(06) dam(40) dam(40)
    08 : Hurdle jmp(08)
    10 : Obsidian Shield endred(10) damres(11) damres(11) damres(13)
    12 : Combat Jumping defbuf(12)
    14 : Super Jump jmp(14)
    16 : Dark Regeneration acc(16) endred(17) endred(17) endred(19)
    18 : Health hel(18)
    20 : Stamina endrec(20) endrec(21) endrec(21)
    22 : Dark Consumption acc(22) recred(23) recred(23) recred(25)
    24 : Acrobatics endred(24) endred(40)
    26 : Siphon Life acc(26) recred(27) hel(27)
    28 : Soul Drain acc(28) recred(29) endred(29) recred(39) recred(39)
    30 : Murky Cloud endred(30) damres(31) damres(31) damres(31)
    32 : Midnight Grasp acc(32) recred(33) dam(33) dam(33) dam(34) immdur(34)
    35 : Death Shroud acc(35) endred(36) endred(36) endred(36)
    38 : Soul Transfer hel(38)