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Posts
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Joined
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Quote:Actually, voluntary voting is not a true random sampling. It is a biased sample much like the polls typically seen on websites. The results are unscientific and can not reflect a true representation of the entire population of CoH players. Secondly, the voting caps at 999 which further limits its reliability as a true measure.It is as reliable as any other random sampling of a population. Depending on the sample size, it can be very reliable.
Using that kind of biased data one could reasonably conclude, for example, that War Mace / Energy Aura is the best powerset combo since sliced bread based on a long running thread on this forum. It is strong and pretty in any case. -
I don't think they are trying to break CEBR, but I do think that CEBR type leveling was on their minds when putting it into place. This is all conjecture, but I can imagine it going something like this:
Dev 1: "Hey guys, have you seen the brute forums lately? Check out the CEBR thread."
Dev 2: "What? One to fifty in five hours?"
Dev 3: "Holy crap! This guy has a screen shot of his character at fifty in two hours."
Dev 1: "We've got to shut this down."
Dev 2: "Aw man, the farmers are going to raise holy heck when we do."
Dev 3: "We could blame that new guy in accounting. What's his name?"
Dev 1: "Martin."
Dev 2: "Yeah, it's not us, it's Marty. He's just trying to make sure the playing environment is safe for everybody." -
The problem I see with the previous quote and ultimately their solution is that you can set up a scenario in which two characters with exactly the same powers, enhancements and running the same map compete for the best time. It is unlikely they will achieve the exact same time. In this scenario it becomes possible that the faster one triggers MARTy, the other does not. The more efficient player is penalized, the less efficient one is not. The less efficient character achieves the exact same results as the more efficient, or stated another way, the more efficient player is brought down to the less efficient player's sub-optimal achievement.
This kind of control of a populace typically doesn't lead to long-term success. Maybe it works better in MMOs. -
I just wanted to thank TopDoc for this guide. While I didn't roll claws/elec (went SS/FA), the info you provided made the journey to 50 easy, fast and lucrative.
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I started my brute four days ago and he is now 50 and comfortably farms 54/x8. In a sense his build was free since most of the IOs were obtained with AE tickets and the rest were obtained with influence earned with ticket rolls. Bronze ticket rolls in the 10-14 range initially provided me with quick influence to fill in some sets as I leveled (Steadfast Prot.: Res/Def, Steadfast Prot.: KB Prot., Rectified Reticle: xxxx).
The idea was to get to 20% fire defense (actually a little more so that using vengeance would cap me if running with someone else in the group) and use two purples to stay capped while solo and everything else was slotted for recharge. I'm providing my build as it sits right now exported to Mids' using Titan Sentinel. There are still SOs slotted because that is what was in most of my slots while leveling myself. It may not be optimum and he may not be the fastest farmer out there, but several of the sets used are dirt cheap even if you buy them at the market and provide good recharge and/or fire def. He still has some sets to go to be completed, but I'm happy with his performance as it sits right now.
The main points are:
1) You can get all the way to 50 with SOs and these are obtained with tickets
2) Plan your build ahead so you can craft the IOs you are going to need even if you don't have the power to slot them yet.
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Thanks for the suggestions. Actually, this build is based largely on the one you posted a while back. I think you omitted Shockwave from that one if I remember correctly. After the changes I ended up at 32.4% S/L defense, but the end drain was considerably less and the accuracy is still high. The reason I went with Focused Accuracy was partly for the To Hit Debuff resist. Circle of Thorns drive me nuts with their debuff as well as the vampyres in the 5th Column to a lesser extent.
I think I went with Multi-strike since I was already capped at 5% recharge, but the 3% damage buff, 9% accuracy and S/L def from the oblits are still worth it, so thanks for that. Your advice is greatly appreciated. -
I've been away from the game for about 9 months or so and I'm wanting to dust off my claws/regen scrapper. I've used Mids' to piece together a build based on one that Claws & Effect posted just before I19 came out. It has the following goals:
1) one small purple away from S/L softcap
2) perma Dull Pain
3) The accuracy to hit what I'm aiming at a large majority of the time.
I'm a bit worried about end usage on this particular build due to running focused accuracy along with the other defensive/res toggles. I'm at about a 2.1 : 1 ratio recovery to end usage just standing still. If this is enough, great. If not any suggestions on improvements would be much appreciated.
My real regret is not being able to fit super jump in. Really Fast Jack Slash just doesn't have the same ring to it.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Jumpin' Jack Slash: Level 50 Natural Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (25) Crushing Impact - Accuracy/Damage/Endurance
- (A) Doctored Wounds - Heal/Endurance
- (33) Doctored Wounds - Endurance/Recharge
- (33) Doctored Wounds - Heal/Recharge
- (33) Doctored Wounds - Heal/Endurance/Recharge
- (34) Doctored Wounds - Heal
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (25) Crushing Impact - Accuracy/Damage/Endurance
- (A) Doctored Wounds - Heal/Endurance
- (37) Doctored Wounds - Heal/Recharge
- (48) Doctored Wounds - Endurance/Recharge
- (48) Doctored Wounds - Heal/Endurance/Recharge
- (48) Doctored Wounds - Heal
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Rectified Reticle - To Hit Buff
- (9) Rectified Reticle - To Hit Buff/Recharge
- (9) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal
- (11) Doctored Wounds - Heal/Endurance
- (15) Doctored Wounds - Endurance/Recharge
- (23) Doctored Wounds - Heal/Recharge
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (A) Obliteration - Damage
- (13) Obliteration - Accuracy/Recharge
- (13) Obliteration - Damage/Recharge
- (15) Obliteration - Accuracy/Damage/Recharge
- (27) Obliteration - Accuracy/Damage/Endurance/Recharge
- (45) Multi Strike - Accuracy/Damage/Endurance
- (A) Celerity - +Stealth
- (A) Doctored Wounds - Heal/Endurance
- (45) Doctored Wounds - Endurance/Recharge
- (45) Doctored Wounds - Heal/Recharge
- (46) Doctored Wounds - Heal/Endurance/Recharge
- (46) Doctored Wounds - Heal
- (A) Decimation - Accuracy/Damage
- (19) Decimation - Damage/Endurance
- (19) Decimation - Damage/Recharge
- (23) Decimation - Accuracy/Damage/Recharge
- (34) Decimation - Accuracy/Endurance/Recharge
- (37) Thunderstrike - Accuracy/Damage/Endurance
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Multi Strike - Accuracy/Damage
- (29) Multi Strike - Damage/Endurance
- (29) Multi Strike - Damage/Recharge
- (31) Multi Strike - Accuracy/Endurance
- (31) Multi Strike - Accuracy/Damage/Endurance
- (37) Multi Strike - Damage/Endurance/Recharge
- (A) Miracle - +Recovery
- (50) Miracle - Heal
- (A) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Endurance
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (43) Reactive Armor - Resistance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (40) Luck of the Gambler - Defense
- (40) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (43) Positron's Blast - Chance of Damage(Energy)
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Rectified Reticle - To Hit Buff
- (50) Rectified Reticle - To Hit Buff/Recharge
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (50) Endurance Modification IO
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Yeah, Mids pulls it up as it appears. However, when you import it from the data chunk you can put the proper enhancements in, which in this case was the Decimation set for the recharge bonus.
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I'm currently at 33 on my ill/rad and I'm just trying to plan ahead for 50 with the i19 respec that we should get. I plan to be 50 by then. I shied away from the purple sets because I assumed they were prohibitively expensive. After checking the market I was surprised to find that the set is actually less expensive than the Kinetic Combat sets I bought for my tanker.
After following some of the suggestions I end up with 15% more recharge (which is overkill, I know, but I'm not always Johnny on the spot with hitting AM), and an extra slot left over.
Thanks for the suggestions. -
I was hoping to get some feedback on a planned i19 build. I don't have Mids patched for the upcoming patch so I just left off the Fitness pool and left 4 slots unused. Health will be 3 slotted (Miracle +Rec, Heal for the recovery bonus; Numina's +Rec/+Reg) and Stamina will be slotted with 3 common IO endurance mod). /Ice was chosen for the added defense and I wanted to get Recall Friend and Vengeance in it. Any help on more efficient slotting would be greatly appreciated. The slotting levels are not correct, I just used the dynamic mode to plug them in after the fact.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
i19: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (7) Basilisk's Gaze - Recharge/Hold
- (36) Thunderstrike - Damage/Endurance
- (36) Thunderstrike - Damage/Recharge
- (A) Miracle - Heal
- (19) Miracle - Heal/Recharge
- (23) Miracle - Heal/Endurance
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Accuracy/Damage/Recharge
- (5) Decimation - Damage/Recharge
- (7) Decimation - Accuracy/Endurance/Recharge
- (34) Decimation - Chance of Build Up
- (36) Thunderstrike - Damage/Recharge
- (A) Malaise's Illusions - Accuracy/Recharge
- (17) Malaise's Illusions - Endurance/Confused
- (25) Malaise's Illusions - Accuracy/Endurance
- (27) Malaise's Illusions - Confused/Range
- (27) Malaise's Illusions - Accuracy/Confused/Recharge
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (9) Red Fortune - Defense/Endurance
- (9) Red Fortune - Endurance
- (11) Red Fortune - Defense
- (11) Red Fortune - Endurance/Recharge
- (13) Red Fortune - Defense/Endurance/Recharge
- (A) Efficacy Adaptor - EndMod
- (45) Efficacy Adaptor - EndMod/Recharge
- (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (46) Efficacy Adaptor - Accuracy/Recharge
- (46) Efficacy Adaptor - EndMod/Accuracy
- (46) Efficacy Adaptor - EndMod/Endurance
- (A) Dark Watcher's Despair - To Hit Debuff/Endurance
- (13) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (15) Dark Watcher's Despair - To Hit Debuff
- (15) Dark Watcher's Despair - Recharge/Endurance
- (A) Defense Buff IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Expedient Reinforcement - Accuracy/Recharge
- (29) Expedient Reinforcement - Accuracy/Damage
- (29) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Endurance/Damage/Recharge
- (34) Call to Arms - Accuracy/Damage/Recharge
- (34) Call to Arms - Accuracy/Recharge
- (A) Interrupt Reduction IO
- (A) Endurance Reduction IO
- (48) Endurance Reduction IO
- (A) Accuracy IO
- (25) Accuracy IO
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (39) Glimpse of the Abyss - Endurance/Fear
- (40) Glimpse of the Abyss - Fear/Range
- (40) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (31) Basilisk's Gaze - Accuracy/Recharge
- (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (31) Basilisk's Gaze - Recharge/Hold
- (33) Essence of Curare - Accuracy/Hold/Recharge
- (33) Ghost Widow's Embrace - Accuracy/Hold/Recharge
- (A) Expedient Reinforcement - Accuracy/Recharge
- (37) Expedient Reinforcement - Accuracy/Damage
- (37) Expedient Reinforcement - Accuracy/Damage/Recharge
- (37) Expedient Reinforcement - Resist Bonus Aura for Pets
- (39) Call to Arms - Accuracy/Damage
- (39) Call to Arms - Damage/Endurance
- (A) Endurance Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (40) Basilisk's Gaze - Accuracy/Recharge
- (43) Basilisk's Gaze - Recharge/Hold
- (45) Basilisk's Gaze - Endurance/Recharge/Hold
- (48) Lockdown - Recharge/Hold
- (48) Ghost Widow's Embrace - Accuracy/Hold/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Chance of Damage(Energy)
- (43) Analyze Weakness - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
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Thanks for the quick reply. I don't know how I missed it. I've read your guide several times while leveling up my ill/rad.
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I was playing around in Mids while working up an i19 build for my ill/rad and had a question about the defense bonus to superior invisibility. The description states that you lose a bit of that defense when you attack, but when hovering over the effects it doesn't state how much is lost for attacking. It does state that the stealth is suppressed while clicking a mission objective, but I can't find anything about defense suppression while attacking. Just curious on the amount that is suppressed during an attack.
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Had an absolute blast last night. Yeah, count me in for Fridays.
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Also, you must have upgraded to GR before a morality mission will drop. If you haven't upgraded you will continue to get alignment missions after the first 10 tips are completed. I ran through 10 alignment missions with my wife over the course of two days. We expected her next tip to be a morality mission but she got an alignment mission instead. As soon as we upgraded her account the very next tip was her morality.
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Looks pretty tight to me. If you were willing to give up the +Chance for Build-up in Follow Up and the Performance Shifter in Physical Perfection you could squeeze out a soft-cap to S/L. Get the 2 piece Rectified Reticle bonus in Follow-up, which would replace some of the to-hit you would lose from the Guassian. Move the slot from Physical Perfection to Invisibility and put a common Defense IO in it and you're at 45% S/L defense with Invis toggled on.
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You could replace assault with Combat Jumping to add a bit more defense and it would be a nice spot for one more LotG global recharge to help with getting Dull Pain perma.
Edit: Forget the above, you're already in 4 power pools and DP is already perma. -
Quote:I think he was referring to an additional 80 million in profit for crafting the recipe into an enhancement. Actually, by his math you might have been able to increase your profit if you had crafted itHow is it that your profit was only 80 million after posting a IO for 400 million? Are the fees to post it that high? Cause that's over 2/3s of the money lost in market fees. That assumes 320 million in market and crafting fees for 80 million profit on a drop you got for free.
I mean I got a one of the lesser purple set IOs yesterday. The IO recipe sold for 80 million with a 4 million fee so 76 million profit. With your math I should have gotten 4 million with 76 million in fees -
My claws/regen scrapper is at 45 and is working on slotting out his build. The Numina's, Miracles, and the LotGs are expensive, but those I am picking up with merits. The ones I do have were from good random rolls with hero merits. Inf is not difficult to make with just a little bit of effort, but the best thing I can tell you is avoid the 'get it nao' mentality and be patient putting your sets together. I'm in the middle of reworking my build and this is the first quick attempt at it using mostly sets he already has slotted.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Recharger: Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Darkness Mastery
Hero Profile:
------------
Level 1: Strike
(A) Crushing Impact - Accuracy/Damage
(3) Crushing Impact - Damage/Endurance
(5) Crushing Impact - Damage/Recharge
(7) Crushing Impact - Accuracy/Damage/Recharge
(31) Crushing Impact - Accuracy/Damage/Endurance
Level 1: Fast Healing
(A) Numina's Convalescence - Heal
(17) Numina's Convalescence - Heal/Endurance
(37) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Slash
(A) Crushing Impact - Accuracy/Damage
(3) Crushing Impact - Damage/Endurance
(5) Crushing Impact - Damage/Recharge
(7) Crushing Impact - Accuracy/Damage/Recharge
(15) Crushing Impact - Accuracy/Damage/Endurance
Level 4: Reconstruction
(A) Doctored Wounds - Heal/Endurance
(17) Doctored Wounds - Heal/Recharge
(36) Doctored Wounds - Heal
(37) Doctored Wounds - Recharge
(39) Doctored Wounds - Heal/Endurance/Recharge
(46) Harmonized Healing - Heal/Recharge
Level 6: Combat Jumping
(A) Luck of the Gambler - Defense
(40) Luck of the Gambler - Recharge Speed
Level 8: Follow Up
(A) Touch of Death - Accuracy/Damage
(9) Touch of Death - Accuracy/Damage/Endurance
(9) Touch of Death - Damage/Recharge
(15) Adjusted Targeting - To Hit Buff
(31) Adjusted Targeting - To Hit Buff/Recharge
(45) To Hit Buff IO
Level 10: Dull Pain
(A) Numina's Convalescence - Heal
(11) Numina's Convalescence - Heal/Recharge
(11) Numina's Convalescence - Heal/Endurance/Recharge
(31) Numina's Convalescence - Heal/Endurance
(36) Miracle - Endurance/Recharge
(36) Miracle - Heal/Endurance/Recharge
Level 12: Quick Recovery
(A) Endurance Modification IO
(13) Endurance Modification IO
(13) Endurance Modification IO
Level 14: Super Jump
(A) Jumping IO
Level 16: Integration
(A) Healing IO
(43) Numina's Convalescence - Heal/Endurance
Level 18: Hasten
(A) Recharge Reduction IO
(19) Recharge Reduction IO
(19) Recharge Reduction IO
Level 20: Spin
(A) Obliteration - Damage
(21) Obliteration - Accuracy/Recharge
(21) Obliteration - Damage/Recharge
(23) Obliteration - Accuracy/Damage/Recharge
(23) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 22: Hurdle
(A) Jumping IO
(46) Jumping IO
Level 24: Focus
(A) Decimation - Accuracy/Damage
(25) Decimation - Damage/Endurance
(25) Decimation - Damage/Recharge
(27) Decimation - Accuracy/Damage/Recharge
(27) Decimation - Accuracy/Endurance/Recharge
Level 26: Health
(A) Healing IO
(34) Healing IO
(37) Healing IO
Level 28: Stamina
(A) Endurance Modification IO
(29) Endurance Modification IO
(29) Endurance Modification IO
Level 30: Instant Healing
(A) Numina's Convalescence - Heal
(34) Numina's Convalescence - Heal/Recharge
(40) Recharge Reduction IO
(40) Recharge Reduction IO
(45) Recharge Reduction IO
(48) Healing IO
Level 32: Eviscerate
(A) Obliteration - Damage
(33) Obliteration - Accuracy/Recharge
(33) Obliteration - Damage/Recharge
(33) Obliteration - Accuracy/Damage/Recharge
(34) Obliteration - Accuracy/Damage/Endurance/Recharge
(42) Multi Strike - Accuracy/Endurance
Level 35: Resilience
(A) Resist Damage IO
Level 38: Moment of Glory
(A) Recharge Reduction IO
(39) Recharge Reduction IO
(39) Recharge Reduction IO
(43) Luck of the Gambler - Recharge Speed
(48) Luck of the Gambler - Defense
Level 41: Boxing
(A) Mako's Bite - Accuracy/Damage
(42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(42) Mako's Bite - Damage/Endurance
(43) Crushing Impact - Accuracy/Damage
(46) Crushing Impact - Accuracy/Damage/Recharge
Level 44: Tough
(A) Steadfast Protection - Resistance/+Def 3%
(45) Reactive Armor - Resistance/Endurance
Level 47: Torrent
(A) Positron's Blast - Accuracy/Damage
(48) Positron's Blast - Damage/Endurance
(50) Positron's Blast - Damage/Recharge
(50) Positron's Blast - Damage/Range
(50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Weave
(A) Luck of the Gambler - Recharge Speed
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Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Critical Hit
Level 2: Ninja Run
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I left all of the powers in place and tried to change the slotting to increase your defense without sacrificing too much hp. It is still over 3k with a bit more recharge to keep Rage stacked longer or reduce down time and a bit more resist. It has a little less regen (13%), but the soft-capped s/l and near capped other types should offset that.
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Found the info for the piece I was missing...
Quote:This from Luminara from a while back in another thread on the same -ToHit +Def subject.Lieutenants inherently resist 10% of -ToHit. Bosses inherently resist 20% -ToHit. And +1s and higher of all tiers resist all debuffs (10% at +1, 20% at +2, 35% at +3, 52% at +4, 70% at +5, 85% at +6, 92% at +7, 95% at +8, 96% at +9 (here onward, it continues to increase by 1% per level)). Also note that these resistances to -ToHit trump even powers flagged as irresistible. -
Thanks for the quick reply, Dechs. And thanks to the rest that replied. I have a much better picture of defense and to-hit buffs/debuffs.
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I took another look at the formula posted by Aett and based on that it looks like -To-Hit is weighted exactly the same as defense when determining the final to-hit. Meaning that anything that would make -To-hit debuffs less effective would also make Defense correspondingly less effective. In other words, a -to-hit buff on a critter should work exactly like a corresponding +defense bonus on the player. What would change based on a critters level or rank would be his accuracy multiplier. Which is, according to the above formula, multiplicative. All +/- to-hit and defense modifiers are figured first additively.
Now, I may have all of this wrong, but does this mean that you do apply the full 3.5% of -To-hit to the mob (if it hits) regardless of level, but his accuracy multiplier is what is actually overcoming this, making it less effective? Wouldn't that effect defense in the exact same way? -
Using Mid's I was able to get a fire/fire up to 45.2% S/L defense. Unfortunately my laptop crashed before I could save it. Basically, since there are no defense powers in your primary all the defense had to come from set bonuses, pool powers, and ancillary powers. As a result of this, most of the set bonuses had to come from the more expensive sets to make up for that lack. Being able to slot Multi-Strike and Smashing Haymakers instead of Kinetic Combat and Obliteration makes it much cheaper.
Picking up leaping as the travel power allowed me to pick up combat jumping three slotted with common defense IOs.
All of the PBoE powers were six slotted with the Obliteration set.
All of the melee powers were five slotted with 4 Kinetic Combat and 1 common accuracy IO. The Kinetic Combat set is accuracy poor hence the extra slot.
Resistance powers were 4 slotted with Reactive armor with the exception that the one auto resistance power was 5 slotted with the extra slot going to the +3% defense IO from the Steadfast Protection set.
Build Up was 2 slotted with the Rectified Reticle set.
I four slotted Taunt with mocking beratement. If you can find two extra slots, six slotting Perfect Zinger gives good regen and dmg bonuses.
Boxing, Tough, and Weave were picked up from the Fighting Pool. Boxing was slotted as mentioned for melee powers with one exception. I rarely use boxing so I didn't add the fifth slot for the accuracy IO. Tough was slotted as mentioned above for Resistance powers, and Weave was slotted with common defense IOs.
Finally, I had to pick up the earth ancillary power so I could 4 slot salt crystals with Lethargic Repose and Quicksand with Curtail Speed.
Wherever there was a healing power I tried to get the 2 set bonus from Numina's to help with some regen. You could swap those out for Miracles for the end recovery instead.
And of course, Stamina was picked up from the Fitness pool. The real weakness seems to be Recovery, making the accuracy really important in Consume. Accuracy/End Mod/Rech frankenslotting in that power helped make sure it will hit as often as possible. It might be worth giving up a bit of defense, popping purples when needed, and going for some +recovery bonuses or slotting some +recovery procs to help with this. -
Yeah, might as well bite the bullet and spend the extra to get all the way there.
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Just a quick question concerning the -to hit debuff of RttC. According to Mids RttC has a 3.5% to hit debuff as part of its aura. My question is does this mean that the defense soft cap for WP tankers is 41.5% or does it mean rather that at the soft cap of 45% you have an effective defense of 48.5%?