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I have been working on a new build for my DB/DA with the aim of building up defence to all positions and having a little bit of recharge. I have put together a build below with about 30% global recharge and 32-33% defence to melee, ranged and AoE (one small luck inspiration should cap me).
I would be grateful for any advice on this build and how I might improve it.
thanks.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Hallowe'en Tank: Level 50 Science Brute
Primary Power Set: Dual Blades
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Power Slice -- Mako-Acc/Dmg:42(A), Mako-Dmg/EndRdx:42(7), Mako-Dmg/Rchg:42(7), Mako-Acc/EndRdx/Rchg:42(9), Mako-Acc/Dmg/EndRdx/Rchg:42(9), Mako-Dam%:42(11)
Level 1: Dark Embrace -- Aegis-ResDam/EndRdx:42(A), Aegis-ResDam/EndRdx/Rchg:42(3), Aegis-ResDam:42(3)
Level 2: Ablating Strike -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(11), ShldBrk-Acc/Rchg:30(13), ShldBrk-DefDeb/EndRdx/Rchg:30(13), ShldBrk-Acc/EndRdx/Rchg:30(15), ShldBrk-%Dam:30(15)
Level 4: Murky Cloud -- Aegis-ResDam/EndRdx:42(A), Aegis-ResDam/EndRdx/Rchg:42(5), Aegis-ResDam:42(5)
Level 6: Typhoon's Edge -- Oblit-Dmg:42(A), Oblit-Acc/Rchg:42(37), Oblit-Dmg/Rchg:42(45), Oblit-Acc/Dmg/Rchg:42(46), Oblit-Acc/Dmg/EndRdx/Rchg:42(46), Oblit-%Dam:42(46)
Level 8: Blinding Feint -- Mako-Acc/Dmg:42(A), Mako-Dmg/EndRdx:42(34), Mako-Dmg/Rchg:42(43), Mako-Acc/EndRdx/Rchg:42(45), Mako-Acc/Dmg/EndRdx/Rchg:42(48), Mako-Dam%:42(50)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+:30(A)
Level 12: Combat Jumping -- Zephyr-Travel:42(A), Zephyr-Travel/EndRdx:42(17), Zephyr-ResKB:42(17)
Level 14: Super Jump -- Zephyr-Travel:42(A), Zephyr-Travel/EndRdx:42(19), Zephyr-ResKB:42(19)
Level 16: Swift -- Run-I:40(A)
Level 18: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:42(29)
Level 20: Stamina -- P'Shift-EndMod:42(A), P'Shift-EndMod/Rchg:42(21), P'Shift-EndMod/Acc/Rchg:42(21), P'Shift-Acc/Rchg:42(42), P'Shift-EndMod/Acc:42(42), P'Shift-End%:42(42)
Level 22: Vengeful Slice -- Mako-Acc/Dmg:42(A), Mako-Dmg/EndRdx:42(23), Mako-Dmg/Rchg:42(23), Mako-Acc/EndRdx/Rchg:42(40), Mako-Acc/Dmg/EndRdx/Rchg:42(40), Mako-Dam%:42(40)
Level 24: Dark Regeneration -- Armgdn-Acc/Rchg:50(A), HO:Golgi(25), Numna-EndRdx/Rchg:42(25), Numna-Heal/Rchg:42(39), Numna-Heal/EndRdx/Rchg:42(39)
Level 26: Sweeping Strike -- Oblit-Dmg:42(A), Oblit-Acc/Rchg:42(27), Oblit-Dmg/Rchg:42(27), Oblit-Acc/Dmg/Rchg:42(29), Oblit-Acc/Dmg/EndRdx/Rchg:42(37), Oblit-%Dam:42(39)
Level 28: Cloak of Darkness -- HO:Enzym(A), LkGmblr-Rchg+:42(43)
Level 30: Death Shroud -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Dam%:50(31), Sciroc-Acc/Dmg/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(31)
Level 32: One Thousand Cuts -- Oblit-Dmg:42(A), Oblit-Acc/Rchg:42(33), Oblit-Dmg/Rchg:42(33), Oblit-Acc/Dmg/Rchg:42(33), Oblit-Acc/Dmg/EndRdx/Rchg:42(34), Oblit-%Dam:42(34)
Level 35: Oppressive Gloom -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(36), RzDz-Acc/EndRdx:30(36), RzDz-Immob%:30(36), RzDz-Acc/Stun/Rchg:30(37), RzDz-Stun/Rng:30(43)
Level 38: Boxing -- EndRdx-I:40(A)
Level 41: Tough -- HO:Ribo(A)
Level 44: Weave -- HO:Enzym(A), HO:Enzym(45)
Level 47: Mu Lightning -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Acc/Rchg:50(48), Apoc-Dmg/EndRdx:50(50), Apoc-Dam%:50(50)
Level 49: Soul Transfer -- RechRdx-I:40(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]21.5% DamageBuff(Smashing)[*]21.5% DamageBuff(Lethal)[*]21.5% DamageBuff(Fire)[*]21.5% DamageBuff(Cold)[*]21.5% DamageBuff(Energy)[*]21.5% DamageBuff(Negative)[*]21.5% DamageBuff(Toxic)[*]21.5% DamageBuff(Psionic)[*]11.4% Defense(Smashing)[*]11.4% Defense(Lethal)[*]16.4% Defense(Fire)[*]16.4% Defense(Cold)[*]11.8% Defense(Energy)[*]11.8% Defense(Negative)[*]3% Defense(Psionic)[*]19.9% Defense(Melee)[*]20.5% Defense(Ranged)[*]20.5% Defense(AoE)[*]32.5% Enhancement(RechargeTime)[*]38% Enhancement(Accuracy)[*]2% Enhancement(Stun)[*]5% FlySpeed[*]191.2 HP (12.8%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 12.4%[*]MezResist(Immobilize) 12.4%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 9.1%[*]MezResist(Terrorized) 2.5%[*]11% (0.18 End/sec) Recovery[*]28% (1.75 HP/sec) Regeneration[*]15% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr /> -
[ QUOTE ]
...From your original post, its generally accepted that powers like haste and stamina (which you can only boost one thing on) shouldnt be more than three slotted...
[/ QUOTE ]
On hasten it is still possible to get perma hasten if desired with IO global set bonuses. You need to 5-6 slot hasten with lvl 50 vanilla recharge IOs and squeeze 90%+ global recharge out of set bonuses. Therefore with hasten it's all or nothing depending on what you are looking for. Some builds with slow recharging, game changing, powers can benefit greatly from this kind of insane recharge rate (although in many cases a total 170% odd recharge bonus from hasten and set bonuses is a bit of overkill). -
Curious about the warshade build. Why no Eclipse? Capped resistance and capped ranged defence would be extremely nice. Can you see anywhere in the build that might allow it?
-
Sounds good, count me in. What time do you start and when do you expect to finish?
-
[ QUOTE ]
Looking intresting, and also very very expensive
Anyone wanna sponsor? :3
[/ QUOTE ]
Sponsor!! I can barely afford to keep up my luxurious lifestyle at the moment! *throws another LoTG global recharge recipe on the roaring fireplace* -
Suggested tweaked build, drops maneuvers and tactics, still retains capped defences, and slightly larger global recharge.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Science Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Villain Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(42), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(43)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(5), RedFtn-EndRdx(7)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(11), RedFtn-EndRdx(11)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(23)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(15)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(17)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal(48), Numna-Regen/Rcvry+(48)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(48)
Level 26: True Grit -- S'fstPrt-ResDam/Def+(A)
Level 28: Grant Cover -- HO:Enzym(A), HO:Enzym(29)
Level 30: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(37)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: One with the Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(39), Aegis-Psi/Status(43), Aegis-EndRdx/Rchg(43), Aegis-ResDam(50)
Level 41: Aid Other -- IntRdx-I(A)
Level 44: Aid Self -- IntRdx-I(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(45)
Level 47: Resuscitate -- RechRdx-I(A)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]21% DamageBuff(Smashing)[*]21% DamageBuff(Lethal)[*]21% DamageBuff(Fire)[*]21% DamageBuff(Cold)[*]21% DamageBuff(Energy)[*]21% DamageBuff(Negative)[*]21% DamageBuff(Toxic)[*]21% DamageBuff(Psionic)[*]11.8% Defense(Smashing)[*]11.8% Defense(Lethal)[*]13.6% Defense(Fire)[*]13.6% Defense(Cold)[*]11.8% Defense(Energy)[*]11.8% Defense(Negative)[*]3% Defense(Psionic)[*]20.5% Defense(Melee)[*]20.5% Defense(Ranged)[*]19.6% Defense(AoE)[*]36% Enhancement(Accuracy)[*]32.5% Enhancement(RechargeTime)[*]10% FlySpeed[*]174.3 HP (11.6%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 6.05%[*]MezResist(Immobilize) 16.5%[*]MezResist(Stun) 6.6%[*]2.5% (0.04 End/sec) Recovery[*]34% (2.13 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]3.13% Resistance(Negative)[*]2.25% Resistance(Psionic)[*]15% RunSpeed[*]2.5% XPDebtProtection[/list] -
I have been pondering this, as I have put together an eventual build that caps defence to all positions on my katana/ninjitsu stalker (melee, ranged and AoE) and I thought that it might be worth swapping out divine avalanche for flashing steel.
Flashing steel animates fairly fast, recharges fast, has a wide arc and with the range increase to melee should hit quite a few people and give me some useful AoE, supported by crits in teams.
I can't think of a reason to keep divine avalanche with already capped positional defences, but I have a nagging reluctance to let it go.
Opinions/thoughts would be welcomed (proposed build data chunk below):
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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I would like to suggest that some more hats have a bald option (or even a bald option for all hats) and allow cyborg/robot arms with jackets and tops.
Modified to include robot arms more generally rather than just cyborg -
I have just spent and hour and a half in a CoT cave map trying to find a silly number of hostages, and most of that time was spent looking after I had cleared most mobs, so I thought...
Why not have an audio cue for hostages, have them crying or something and then you can hear if you are near them, a bit like the sound from glowies let you know they are nearby. -
As promised during today's session (though a bit off topic), a pictorial sample of life in Fallout 3:
My First Home Invasion!
Wack-A-Roach!
Be Vewwy Vewwy Quiet, I'm Hunting Ants
Channelling My Inner Psycho
My Lovely Leapard Print Jim-Jams
Showing my dog my duck hunting gun
Can I have one of those for XMas?
Worst Motivational Poster Ever
My audition for Slipknot -
I'm off to the wilds of Wales next week so I won't be able to join you on Monday.
Have a good evening. -
Ah well, good luck guys. I'm only level 36 on Pole-Star so I won't be able to join you
.
-
Sorry guys, but I can't make it today
.
See you next week. -
Sorry guys but I won't be able to join you this week
.
Have a great time this week and I will be back next week. -
-
Sorry my original maths was off, its a 25% difference between dwarf 3 slotted with resists (60%) and the cap (85%), which if defenders/tanks (warshade) or blaster/scrapper (peacebringer) provided a 5% buff to resistance in forms, would mean 5 of each would be required to cap resistance in dwarf form.
-
[ QUOTE ]
...and dwarf form would gain little benefit from +res because they are near the cap anyway...
[/ QUOTE ]
I am curious, my dwarf slotted with 3 SOs is just under 60% resistance to all but psi, and the kheldian resistance cap is 85%. Are you thinking about with eclipse carried over from human form? Also that would also only apply to Warshades, how would Peacebringer dwarfs make up the extra 25% to cap resistance? -
I was thinking it might not be too overpowered to allow the Kheldian inherent (Cosmic Balance or Dark Sustenance) to carry over to forms but at 50% of their strength in human form (e.g. 5% buff to resistance, 10% to damage and half a mag mez resistance).
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My tank was introduced straight to Tobias Hanson by Stephanie Peebles. It seems that Long Jack is not a necessary contact.
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I've taken Pole-Star to lvl 22, so if this turns out to be too high i'm happy to exemp
.
-
That's an interesting idea, the idea of scaling resistances when health is low.
But how about scaling positional defence (to melee, ranged and AoE) in the passive resistance powers when health is low instead, in a counterpoint to the way the passive powers work in Super Reflexes (give scaling resistanceas health drops).
Say have a maximum 15% defence when health is 10% or less for each passive, so if all three are taken you would have capped melee, ranged and AoE defence (45%)at very low health, and the defence value would scale to this maximum in some way as you lose health (either a scale starting at 100% health or if this is too powerful, maybe from 50% health).
Now whilst it seems strange to suggest the positional defence route (it won't stack with invincibility) it provides defence to all attacks (including psi and those psi mez attacks)and you would not have to consider the variable level of invincibility defence depending on foes (would be equally good against an alpha strike from an AV that knocks you down to low health or a large group of minions doing the same). -
I'd like to raise a few suggestions to mainly improve the non-smashing/lethal performance of Invulnerability, not by a giant leap but by a smidge
. In themselves I think they are not so much a massive upheaval of the set, more a gentle rebalancing.
The first is to raise all the passive resists (Resist Physical Damage, Resist Elements and Resist Energy) from 7.5% to 10%. This value has a precedents as it is the value for stone skin, the passive lethal/smashing resist in Stone Armour. Also, increase the non-smashing/lethal resist in unyielding from 10% to 15%, and remove the defence penalty.
Finally, give Invincibility a Defence debuff resistance, maybe not as much as sets that rely entirely on defence as their armour but enough so that it can retain some function when affected by a debuff.
At the moment an Invulnerability tank with all the passives, Temporary Invulnerability and Invincibility (all slotted with 3 SO Resistance and Defence enhancements) would have:
Smashing/Lethal Resistance: 66%
Fire/Ice/Energy/Negative Energy Resistance: 27%
Defence Against All (except Psi): 13% (1 enemy), 34% (10 enemies)
These changes would mean:
Smashing/Lethal Resistance: 70%
Fire/Ice/Energy/Negative Energy Resistance: 40%
Defence Against All (except Psi): 18% (1 enemy), 39% (10 enemies)
So good/bad, what do you guys think? -
On a related note reworked a couple of my cossies. I just couldn't reconcile my character's background with a roman cossie, so I revamped his Tech armour and his civilian cossie.
The tech armour now looks a bit like a heavily armoured M Bisonand when my bro saw the new civvies he said it made Commi look like Laurence Olivier in Marathon Man ...."Is it safe?".