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Posts
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Joined
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Quote:Not the same thing at all. I think it would depend largely on concept. In terms of damage (completely guessing here), I would assume that both sets are roughly on par with each other, doing mostly smashing damage. Both have a some secondary effects that provide mitigation (MA - knockback, stuns; KM - knockdown, stuns, -dmg). I think MA probably edges it out on damage while KM is more defensive.Hiya folks,
I'm looking to make a scrapper for solo leveling, which would be better KM or MA? My secondary will be WP, is one better than the other for soloing or basically the same thing?
Thanks!
Both have a martial arts type of feel to them. Many of the KM animations look like kung fu, while MA is a hybrid of a number of styles of mostly kicking fighting arts (e.g., Tae Kwon Do)
Both would solo just fine. -
Quote:Completely wrong. Shield charge with build up and with SOs prior to the changes did close to 788 points of damage every 60 seconds (assuming 2 recharge SOs in SC). Nova with BU and Aim does around 1000 points (around 600 points without BU/Aim). Both completely wipe out +3s.I think SD was the same way. Was fine under normal play but not at extremes.
However, Nova drains all end and recharges at a far slower rate with SOs.
There's no way you can say with a straight face that it was "fine". -
I tested and gave extensive feedback in beta about this change. I fought vigorously to keep the recharge the same and lower damage. Anyone who wants the first pass changes that Castle suggested (keep damage about the same but change the recharge from the current 90 seconds to 150 seconds) I think is nuts.
This power *had* to change. There's no way in heck that a scrapper defensive power should rival (sometimes outright exceed) what a blaster nuke can do. Fortunately, Castle allowed us to give feedback on the issue and the long time shield players preferred the same recharge - lower damage alternative by a wide margin.
This is a good change. The power is still incredible and worth taking. It didn't receive the same treatment that some overpowered powers received in the past.
My shield scrappers now have to apply a second AoE to wipe up +2s. Big deal. The nerf could've come in far worse: reduction of radius, increase in recharge, more decrease in damage, longer animation time, etc. -
Honestly, the best sets happen to be the one you find most fun. Fun characters invest you emotionally and will see the most playing time.
KM works with a lot of secondaries. Actually just about all scrapper primaries and secondaries work well, though some are more optimal than others. KM has -dmg as a secondary effect so any secondary that benefits from that will be good - which is essentially just about all of them.
If you're planning to level this up in Praetoria, I'd suggest regen or WP for a good first time scrapper. Regen because you can pick up quick recovery at level 4 and not worry about running out of end. WP because it's a solid secondary that's good with just SOs, newbie friendly and works well in the latter parts of the game if you choose to invest it full of IOs.
As for myself, I started a KM/Fire Armor character just to check out the new sets. I have no idea whether or not I'll be keeping the character or not, but I've already started to hate the Syndicate blade adepts with a passion. The KM/Regen character I had in beta fared much better. But KM/Fire may be a late bloomer. -
This was as of 3 PM Pacific time, not quite prime time. -
In my haste of taking my scrapper from heroine to villain, I haven't spent much time in Praetoria. I would assume that any new players would end up there. So, have you run into any new players there?
I'm hoping that GR draws a fair amount of new blood, though I think the main appeal of the expansion will more likely be to players that haven't played in awhile and wanted a fresh start.
I've seen a few new players register and make themselves known on the forums (which is good to see), but have no sense in what GR has done with players not familiar with the City of * brand. -
I'm completely speechless. I gotta give you props for coming back though.
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Quote:It's not. I keep seeing all these posts from people who want to farm and I just roll my eyes. Is farming adequate? Sure, it's a faster way of generating influence than regular missions and probably faster than trying to collect merits. Not sure if it's faster than collectin A-merits, but time will tell on that one. It's not faster than marketing on it's own. Marketing + farming on your off time and farming for AE ticket is probably the fastest method since you're using both synergistically.Grand total of 562M inf after I collected it. It feels weird to have half a billion inf, a quarter the inf cap, when my highest level character is 20. I keep thinking I'd be able to greatly increase my Inf intake if I had a character high enough to do some farming. Then I wonder if it's true.
However, if a) you don't have a farming capable character, b) are mostly a casual player and don't have a lot of time to play c) don't enjoy soloing (since the most optimal farming takes place for a single character at +2/x8/no bosses settings), farming is suboptimal.
There are some people who enjoy farming and that's fine; however, killing the same mobs over and over again loses its lustre after the 1000th time you've done. I've farmed every farmable instance in the game...all the way from the early Dreck missions (where you get hundreds of Freaks in a single dumpster) to Shadowhunter wolves to demons, Battle Maiden and Liberate. I've done it with a variety of different characters too: Fire/Kin, SS/Fire brute, shield scrappers, shield brutes, fire tanks, etc. The only thing I haven't done it with is a Fire/Psi pre psy shockwave nerf.
Even with all that, none of that compares with just playing the market, especially on a influence generated per time spent basis. I think the best way to generate influence is to farm in bursts, to get the tickets you need and then use that to craft your recipes. You then bid on anything else desirable and then farm for purples at +2/x8 on occasion. That's how I do it if I'm looking to cap a character's inf in a short amount of time.
BTW, 500M by level 20 is *impressive*. -
Yes, Mid's factors in those two procs. And yes, I can go full bore with that build without chugging blues. If I were to take body mastery, I wouldn't be content with the levels of recovery you're currently sporting. And fireball is completely worth it.
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Quote:Yet even without body mastery, my recovery doesn't really lag much behind yours.I was taking Body mastery for PP and the easy drop in of a Perf Proc in it, and Lazer for a Apoc set.
Quote:Also the lack of demand on slots. I notice you have no GFS in your build, any particular reason why? Was it to fit in Hasten/Something else? -
1. Uninstall any old versions you have.
2. Download new version.
3. Right click on the install and choose Run As Administrator. Click Next as appropriate.
4. Do not update Mid's when prompted. No reason to, and the online update function does not work anymore. -
This is what I use. A little less recovery / resistance, more recharge and regen. I also have fireball in mine so a better mix of powers IMO. I think if you go body mastery, you should take Grant Cover as well. Otherwise, blaze mastery is the superior choice.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire-Shield-Very Expensive: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/Rchg(21), T'Death-Dmg/EndRdx(21), T'Death-Acc/Dmg(31), T'Death-Dmg/EndRdx/Rchg(31)
Level 1: Deflection -- HO:Enzym(A), LkGmblr-Def(3), LkGmblr-Rchg+(3), S'fstPrt-ResDam/Def+(17), GA-3defTpProc(50)
Level 2: Battle Agility -- HO:Enzym(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(13)
Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Regen/Rcvry+(5), RgnTis-Regen+(13)
Level 6: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Dam%(11), Mako-Acc/Dmg/EndRdx/Rchg(19)
Level 8: Swift -- Run-I(A)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Ksmt-ToHit+(15)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(46)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx(40)
Level 18: Fire Sword Circle -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(40), Armgdn-Acc/Dmg/Rchg(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod(23), P'Shift-EndMod/Acc(34), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc/Rchg(37)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(40)
Level 26: Incinerate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(29), Hectmb-Dmg/EndRdx(29), Hectmb-Dam%(31)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(37), Aegis-EndRdx/Rchg(43)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Rchg(39), Oblit-Dmg(50)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), HO:Enzym(39)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42)
Level 44: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(45), Apoc-Acc/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Dmg/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Acc/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 0: Ninja Run
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1. My characters have two Fs in their names: Fury Flechette, Field Factor, Freedom Fury, Flame Fencer, etc.
2. Every character must be influence/infamy self sufficient. No transfers or gifts accepted. Every character I've created since I came back has had 10M by level 6 or so, 20M by level 20 which is my measure for self sufficiency. If their build calls for purples, each character earns enough to get those themselves. I don't transfer from a farm character.
3. Every character is leveled solo until they can get the first temp travel power from a mayhem/safeguard. I don't partake in sewer/bank runs. Not that I have anything against them, but I think it's important to get a feel for your character early on. The initial experience determines whether or not I keep it long term. -
My force fielder is a soloer. Turn on force bubble and kill everything at range. With capped ranged defenses, there's not much that gets through, and the stuff that does there's the epic shield and aid self. She's probably the safest soloer I have, though it also makes her the most boring.
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I see no reason to change it at all. Seriously.
Traps is pretty awesome sauce as is with the debuffs, FFG and soft/hard controls. Triage beacon does just enough to top you off during hard fights and it can be stationed where you need it freeing you to place other traps in other places.
This doesn't mean I oppose any free buffs, but triage beacon isn't where traps needs help. The real (and only) stinker in the set is time bomb. -
I've always wanted Shadow Meld on a scrapper.
The whole APP/Patron choices give new life to an old spines/regen scrapper I've had for a long time.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Spines-Regen-Soul: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Lunge -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(37)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Spine Burst -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(3), Armgdn-Acc/Rchg(5), Armgdn-Dmg/EndRdx(13), Armgdn-Dam%(31)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(46)
Level 6: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(7), AdjTgt-ToHit/EndRdx/Rchg(7), AdjTgt-EndRdx/Rchg(43), AdjTgt-Rchg(43)
Level 8: Impale -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(13), Apoc-Dam%(40)
Level 10: Reconstruction -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(11), Panac-Heal/Rchg(11), Panac-Heal/EndRedux/Rchg(21), Panac-Heal(34)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Dull Pain -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Rchg(34)
Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Numna-EndRdx/Rchg(40), Heal-I(50)
Level 18: Quills -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Sciroc-Acc/Dmg(19), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dmg/EndRdx(37)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Mrcl-Rcvry+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(46)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(40), Dct'dW-Rchg(46)
Level 30: Boxing -- Acc-I(A)
Level 32: Throw Spines -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(36), TtmC'tng-ResDam/EndRdx/Rchg(36), TtmC'tng-ResDam/EndRdx(50)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48)
Level 49: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 2: Ninja Run
Code:Feedback on how to improve the build most welcome. You'll need to get the lastest (issue 18 compliant) version of Mid's btw. Get it here: http://www.cohplanner.com/| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1423;705;1410;HEX;| |78DA9D94596F12511886CF94C129050A48E90AA574110A655AE2DA56E3856DD5069| |416ED95DA8C78A4C4091086BA5DF903BCD2C4BA44DBBAFD07E30FF246EF4D5CF05B| |4E89DE3A09EF33F3F2CE77BEF98643E1FE924F88476785D67BCEB61C67B3546E5A8| |D866CBA0B56A55A0E951AD59A74B2EBB2226BD9527DDB3684109183D06641DA529A| |6BDB55DB76621D7749DE9635479A74976C5AAD6ABD16BA58DB924D596B990727BE6| |2BD6E9B7969C11215BE58A9B66035A7872E4A0D296FF9955FD96A416A68B9512D9B| |A59665DF8165B09DCD82E5B464F3C120B4350D9F5DEC8F8EB62E925D42E444578AA| |04F1326D284C90C6109E31AC585981468ED19CA810ADA3C5758E00A8B04DF69C2E8| |19C20AC45D5CC1E57A4256FF53C633427687B00F39B72AEB7E43D6A15DC61E21BDC| |F7847780B7143C58D2C59DD266396BB982324738465C87A54DC1375A1D513638C12| |FAE284C418A11FE25EF5D8DE8886D679B0FCAA82FF3259BD794681D077899028122| |E403CC015F4C00659C1AB8C3542729D90E3A1BE877848550F7D859663E2F037C65D| |0A4C3E64DC231C827858F5174E91658015515664154E92621CAC012EDA3590A1D4E| |03FF80081210EB8877ED0A0867F327EF13BFCCD68F39B12349C55B86B44F53AC223| |88F208A23C82248F27CB93D00C7C0C6E2C364CEB7E042BAE2AC48F52EDB1638CE38| |C1384C449820BE2E3EA27343EA061B909936A4F64798869421E72535CD635C56FED| |4888C1CFABF0051E23A5964FED081CD5F473C60BC64B42FA15E13BFC016454D90C9| |79DE1B2335C4F4187E54DD5A6C9B9D93E4698112474436E8E73DA1CEF881CEF81A8| |DED99C42F0A8F27F5B09B28A7A67030A8D978EEB9D6DDAF6043B5FFFEFF1C977B0A| |867BD07F40A4A116503E51ACA75941B2816CA4D94324AFB73E7EEC029EC6B1E6501| |65112502FD89C79834BC205E141F8A1FA5172580124409A30CA3BC4669FF013941E| |D7B| |-------------------------------------------------------------------|
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St0n3y,
Thank you so much for doing this. You probably have no idea as to how much you've enhanced the game play for so many players such as myself.
Best and most sincerest wishes to your future endeavors.
FF -
Quote:Don't farm, learn to market. It's perfect for casual players. Just head to the Market forums, and read up. We pretty much tell you how on a regular basis.I don't have much money and don't play 24/7, for someone that does it casually what would be the "best" farm build, possibly also doing some solo runs, for the cheapest amount of money?
There's almost no reason why you can't do stuff like this:
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Get rock armor and get enough smash/lethal defensive set bonuses (get used to buying those expensive Kinetic Combat sets) so they add up to 45%. That will help some.
However, it is not the panacea that some players claim it is. In the upper level game, exotic damage types abound. Stuff like Carnie illusionists and Tarantula Mistresses will laugh at that useless poo armor. The best way to not get mezzed is to mez them first and rely on your controls, judicious inspiration use and knowing when to pick your spots. Defense does help some, but it won't cover up bad play.
I always get a chuckle when I see farm spec'ed fire/kin/stone trollers try to do normal content. Most of these guys have been PL'ed and they're used to only certain sorts of behaviors from the mobs they're facing. It's hilarious to watch them do the fire cages and jump in the middle with hot feet thing against a large group of +2 Arachnos or Malta. -
Quote:It can happen, but not really. When niches are revealed, the general reactions are a) apathy b) excitement but laziness c) glossing over it since people just don't read.2. Don't tell people what you're crafting and selling for profit, others will move in and destroy your profit.
I can say stuff like I've bought level 40 Touch of Death Acc/Dmg/End recipes for 1.8M, bought the salvage for another 2.5M, listed it at 16,000,033 and had them regularly sell for 25 to 30M a pop. Oh yeah, I bought 3 stacks of 10 of them at that price and last one sold yesterday. This was redside btw. That's a hugely porfitable niche. I just revealed how I made around 700M over the last couple of weekends.
Even going this far, how many people do I expect to move in on this? Almost none. Maybe one or two, who will lose interest in about a week or two. -
Quote:I am simply saying that if I can't resist it then I can at least avoid it. I realize that no attack on the game is non-positional smashing/lethal.
Since this character is defense and resistance based the same principals that would apply to a Invul character would apply here.
??
When you're attacked, the game engine checks to see if you have positional defense and typed. If you have positional defense, the game engine uses that except in the situation of the aforementioned psionic attacks which have no positional component. It will *always* check for positional defenses (assuming you have some) except in the situation that you have higher typed defenses of that specific attack.
Quick example, let's assume your bane has 45% ranged defense and 30% smash/lethal defense and is fired upon by an enemy with a gun that does lethal damage. The game engine checks that the enemy is using a ranged attack and determines its tohit chance against your ranged defense stat. It completely *ignores* your smash/lethal defense since your ranged defense is higher even though it's attacking with a lethal attack. It does not do two tohit rolls against each vector type, only one tohit roll against whichever type is higher.
That's why it completely doesn't matter what your smash/lethal defense is because it isn't counted because your positional numbers are higher. That would be different if you had say a WP toon which had high smash/lethal defense but lower positional numbers.
I have absolutely no idea as to why you think it helps on your invuln character. I assure you that it makes no difference whatsoever. You don't have to take my word at it. Look here: http://paragonwiki.com/wiki/Defense
Quote:Defense bonuses carry tags as well, to specify what styles of attack they work against. Each Defense bonus applies only versus attacks whose tags match one or more of its own. There is one additional type of Defense bonus called Base Defense, or DEF(Defense), which applies against all attacks regardless of tagging.
Every time an attack is made against a target, the game checks the target's total Defense bonus against each of the attack's tags separately. Once the game has those separate totals, it uses only the best one in its calculations that determine whether the attack hits. -
Make sure you're going to:
http://boards.cityofheroes.com
instead of
http://boards.coh.com
The DNS redirect doesn't seem to be perfect and the latter will constantly log you out of the forums while the former does not. Well, at least this is what worked for me. -
Memorizing level 25/30 recharge commons is one of the first things I do if one of my characters are dead broke. You can make a few million a day just crafting those and selling them for a modest markup.
I target that level range because many players look to use generic IOs instead of SOs and typically use those ranges to switch. Plus the salvage for recharge instead of something like Accuracy is usually dirt cheap. -
Quote:That's not correct unless you're referring to resistance.Capping melee, and ranged defense along with smashing/lethal increases survivability much more than just going for positional defense. If I have learned anything over the years from playing Invul it's that..
There's no attack in the game that is a non positional smashing/lethal attack. None.
There are psionic attacks that ignore positional defense, but that's it. And really only a handful at that: blind, dominate, etc. Everything else checks for a type *and* a positional vector.
Your latest build does look better than what you had in the OP but what you're stating does not match up at all with how the base game mechanics work.