Obitus

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  1. Quote:
    Originally Posted by Combat View Post
    DPS wise my calculations show a theoretical DPS for the build above at around 306, counting the -res in the set. While CR is active that jumps to a spike of 370ish.
    I'd be fascinated to see those calculations.
  2. Quote:
    Originally Posted by Issen View Post
    You have a point as well, I suppose, but on my StJ/EA scrapper I'm not exactly lacking for slots anywhere at the moment (All my attacks have 3 slots atm, level 22, and my defense powers have about 3 slots so far).

    If it was WP, I could see being starved for slots. But right now I see no compelling reason to skip Initial Strike.

    As for taking FF out of Heavy Blow...actually, I could see a reason for keeping it there. On my current build I don't have Hasten, reason being that I'm taking everything from the primary from Confront, everything from the secondary save Overload (I don't like panic buttons or the crash), and Spring Attack. By putting an FF proc in Sweeping Strike, Heavy Blow, and Spring Attack, there's pretty good chances it'll proc. While obviously it can't proc more than once at the same time, it's STILL good chances considering Heavy Blow recharges super quick and Sweeping Strike/Spring Attack are both AoEs.
    I apologize if it wasn't clear, but I was talking about respec builds. I never ever skip the first tier attack when I'm leveling up. At level 22, I wouldn't expect you to have done so either.

    That said, your third paragraph is about as good a justification to drop an attack as any, for a finalized build. You're saying you're starved for power slots.
  3. Quote:
    Originally Posted by MikeRobe View Post
    And I was laughing a bit last night when I was seeing people complaining about the end cost in help. I started watching carefully and a little adjustment took care of that problem for me... open with a knee to the rib to knock down their res a bit, follow with a couple belly punches, don't use a finisher even though it is ready, knee 'em in the ribs again to knock down that res and then finish 'em off. Obviously not needed on minions, but I was ripping orange/red bosses to shreds doing it this way instead of a paper best chain (without sucking for air) Of course, this is at low level... things may evolve as I get up to higher levels.
    Quote:
    Originally Posted by ClawsandEffect View Post
    As far as my attack chain goes....I'm not even going to try and figure one out. What I'm going to do is take all the attacks in teh set and chain them together in random orders, and maybe throw Kick in on occasion as well (because it looks like the kind of kick a street fighter would use)
    I very much doubt that anyone -- not even the most dedicated powergamer -- adheres to a strict attack chain except in very rare circumstances. Quite apart from the robotic monotony of clicking buttons in a prescribed order, the game's content just isn't designed for that sort of gameplay.

    Drawing up an attack chain can be useful, though. An attack chain can give you an idea of how much wiggle room you have with respect to power selection, slotting, and even give you an idea how comfortable you'll be spamming attacks randomly. I had a Tanker build, for example, with such a tight attack chain that I found it almost unplayable; almost any deviation resulted in a chorus of "power not ready" sound effects as I flailed about for an attack that wasn't recharging.

    If I had been paying more attention to what the numbers were telling me before I rolled that build, I wouldn't have rolled it. For sorta the same reason, I'm staying away from Time Manipulation for the time being; when I look at the on-paper strengths of the set, I start drooling, but looking at the set on paper also tells me that I'd need to manage an uncomfortable (for me) number of clicks to maintain the huge numbers that draw me to the set in the first place.

    More to the point of the thread, drawing up attack chains gives us a basis to compare different sets' damage capability. It ain't a perfect model, but it's better than looking at the crit damage of one attack and then proclaiming that, say, Scrapper Street Justice will pwn all. Specific claims require specific evidence.
  4. Quote:
    Originally Posted by CactusBrawler View Post
    Pretty much all of them since I21 launch actually.
    The available evidence suggests otherwise. They do post announcements about scheduled maintenance, you know. And those announcements are still there.
  5. Quote:
    Originally Posted by CactusBrawler View Post
    So downtimes going throughout the entire of the afternoon, ending perhaps 6pm or 7 pm or 8pm or 9pm (or like 3am yay) BST aren't peak times?
    How many scheduled downtimes have actually done that, though? I play (generally) off-peak in the United States, and I can count on one hand the number of times I remember seeing a downtime notice that extended past noon, EST. And no, a downtime that finishes at 6pm isn't peak hours.

    If the servers go offline unexpectedly, that's unfortunate but it's a different subject. By definition, discrimination can't be accidental.
  6. Quote:
    Originally Posted by Gideon View Post
    The issue has become that, whether or not (I rather suspect not) Paragon intended it this way, the EU customers have had the resoundly short end of the stick of late. We all know the reasons, some of them even make sense, but between downtimes pretty much consistently being in EU peak hours,
    Pretty sure server downtimes haven't been consistently scheduled during your peak hours unless you live in the Hawaiian region of Europe. Or unless your definition of "peak play hours" coincides with business hours on weekdays.

    During that 12-hour scheduled maintenance a couple of weeks ago, in fact, the complaint thread was still going long after the servers had come back up, and come back up early; AFAICT, the only thing that extended into the evening hours, GMT, was the forum whining.

    There are valid complaints to be made, but stuff like this thread and the hysteria over downtimes that are designed to occur during off-peak times for NA and Europe diminish your arguments.
  7. Quote:
    Originally Posted by Arcanaville View Post
    I think its been 4 stacks of resistance and 2 stacks of DoT for a while. I know in beta at one point the DoTs stacked like crazy, but I thought that was reduced either in beta or soon after release.
    Yeah, all I know is that the consensus seemed to be 5-6 stacks coming out of the Beta, and then there was that 1-2 week period when Reactive turned any Rain power into a nuke -- so either the stack limit was much higher at some point by design, or the stack limit didn't function at all in Rain powers.

    Anyway, this news dramatically changes some of my build theories. Well, ok, it changes some of my builds' on-paper capability; I'm not sure that it changes my options much.

    Still think the Reactive DoT is better than the RES debuff, almost no matter what the numbers say about a hard-target situation. Through most content (in AoE attacks, against low-hp targets), even 2 max stacks of the DoT will make a much more noticeable difference. That's just me, though.

    Thanks for the clarification.
  8. Quote:
    Originally Posted by Arcanaville View Post
    Actually, this seems to be a case of some errant testing creating a myth. When the proc first came out, I tested it and confirmed it performed as it does now. I mentioned it on the forums, and promptly forgot about it.
    Interesting. Good to know.

    Quote:
    Originally Posted by Issen View Post
    Actually, I'd argue that taking all the combo builders is a very good option for StJ characters for one very good reason: If you miss on your finisher. Unlike Dual Blades, your combo isn't broken by missing, and since combo level refreshes everytime a builder connects, Initial Strike (the one builder most commonly skipped) is great to toss out to keep your Combo Level at 3.

    I won't argue that it's not skippable or otherwise something you could respec out of if you wanted to, I just don't see a reason to do it personally.
    The reason to skip Initial Strike is pretty compelling; you're already looking at taking and enhancing 4 single-target attack powers, and 2 AoEs, just from your primary set. Anything you can do to give yourself a little more breathing room on a high-end build is worth the albeit unfortunate sacrifice of a cool-looking power.

    Missing a combo builder on StJ is much more forgiving than missing any element of a Dual Blades combo. The difference between the tier 2 bonus and the tier 3 bonus isn't that big a deal; you'd probably be lowering your DPS anyway if you went out of your way to cram Initial in after every miss.
  9. Quote:
    Originally Posted by Atomic_Funk View Post
    Agree 100%. I am just one of those people who actually like predictable nature of fury vs criticals. Both were played up to 20/21 before I stuck with one, which as you state is swayed toward brutes at those levels.

    Then again all subjective comparisons should be taken with a grain of salt, as they are by nature, subjective. The OP poster did ask for subjective views, so I gave mine.
    Heh, no I mean I wouldn't even trust my own subjective impressions about that comparison. Deciding what I prefer is subjective, but even subjective impressions can be skewed. If you're happy with your Brute then that's great; I don't think you can go wrong, honestly -- but your experiment may have given you a distorted impression of how the set would play on a Scrapper.
  10. Quote:
    Originally Posted by Obitus View Post
    Please's recharge-friendly chain gives us Heavy-Rib-Heavy-Sweeping-Heavy-Shin-Heavy-Crushing -> 147 DPS, with the same caveat as above, so about 3% higher with the Rib debuff.
    Just wanted to note that I typoed this chain in my spreadsheet (forgot the second Heavy Blow), so the quoted DPS number should be 144.2.

    Quote:
    Originally Posted by PleaseRecycle
    Yeah sorry I messed up my recharge consideration of CU, would have saved you and BrandX some time heh. RC's debuff lasts eight seconds, which means it only just fails to cover my own much longer attack chain.
    NP. I started typing that monstrous reply before BrandX and Giant responded to you, and then got distracted by other stuff and only came back to finish much later, so apologies if it seemed like I was piling on with the correction.

    The Mids' database shows both the damage and RES debuffs for Rib Cracker at 5 seconds, but hey, these things can be wrong. I haven't checked, but I'm assuming City of Data doesn't have Street Justice yet. Did you pull that 8 second figure out of the in-game info?

    Quote:
    Originally Posted by Giant2005
    Wow didn't realize Rib Cracker's debuff was so short lived - I made the mistake of looking at the taunt duration in Mids for Brutes...
    That attack isn't nearly as good as I had once thought..
    Yeah, whether the debuff is 5 seconds or 8 seconds (see above), I think Rib Cracker is designed as a proactive defensive attack. The damage debuff is really really nice if you spam the power as often as you can, at least in theory (have to double-check to see if it stacks with itself).

    The option to go into defensive mode is nice, but the number of viable attack options in the set are apt to give the powergamer fits; skipping Initial Strike wasn't a difficult decision for me, but I'm really struggling for something else to skip. Stylistically, I'm leaning towards Shin Breaker, but it does have the best non-finisher DPA available. Course, spammed Heavy Blow with procs is pretty good too.

    Decisions, decisions. At least now I'm reasonably sure that I'm not going to hurt my DPS too terribly much if I tinker with the attack chain. Seems the set's real strength lies in situational burst damage anyway.
  11. Quote:
    Originally Posted by Giant2005 View Post
    It is better on a Brute. The combo mechanic is enhanced by Fury but not by Criticals.
    Eh, that's true, but it's a fairly minor point in the grand scheme of things. Basically, you're looking at a ~20% loss to the crit damage of one attack out of every four. In other words, the net 25% bonus for combo level 3 isn't counted in crit numbers, but combo level 3 requires you to use three builder attacks that aren't affected at all by the quirk you describe.

    And since crit damage only applies about 10% of the time, um, yeah.

    I'm not saying StJ is better on Scrappers; I'm just saying that we're talking about a tiny edge either way.

    Also, to the poster you quoted: if you were experimenting with the set on low-level characters, it's worth noting that Brutes are far and away the most damaging AT in the game in the lower levels, because:
    • AT damage scalars don't normalize until something like level 22.
    • The low-level game is balanced around TOs.
    • Fury functions exactly the same way at level 1 that it does at level 50.
    A Brute is doing 2-3 times as much damage as just about anything else at the start and only gradually levels off as everyone approaches SO level. It's just a quirk of the AT. I'd take any subjective comparison with a grain of salt unless you compared the two at level 25+.

    If you did compare them at higher levels, then great and more power to you; just thought I'd throw that explanation out there.
  12. Quote:
    Originally Posted by Marka Ragnos View Post
    Thank you for the suggestions, Obitus. I like the revisions a lot. On a side note, does anyone know why Spinning Strike takes Ranged AoE enhancements instead of PBAoE? I haven't played the set yet, but I assumed the attack would be more like FSC than Fireball.
    There are competing theories on that, and more than a couple of complaints besides.

    But the simple answer is that Spinning Strike is a Targeted AoE; it just happens to be a targeted AoE with a very short (melee) range. If you wanna be paranoid, you can argue that the devs made it that way to penalize IO builds -- because PBAoE IO sets are generally better than TAoE IO sets.

    If you wanna be positive, you can argue that the devs were doing us a favor by giving Spinning Strike better positional synergy with Sweeping Cross; in other words, because Spinning Strike centers on the target and not the caster, you can get full mileage out of its (relatively small) area if you position all of the targets in front of you, whereas a 6' PBAOE would require you to have some of the mobs behind you.

    If you position yourself for optimal use of Sweeping Cross, you won't have to move much if at all to leverage Spinning Strike, and vice-versa.
  13. Quote:
    Originally Posted by PleaseRecycle View Post
    It looks to me like it a chain of rib cracker -> heavy blow -> shin breaker -> heavy blow -> crushing uppercut would not be outside the realm of possibility. If you use initial strike instead of heavy blow it should be easier without much of a dps sacrifice. This is obviously not going to be a cheap build either way, but without doing the math I dare guesstimate that its dps is very respectable. Shin breaker with an achilles' heel, initial strike or heavy blow with procs if that's possible. Maybe only for initial strike.

    Actually I guess it wouldn't be impossible to run rib cracker -> shin breaker -> initial strike -> crushing uppercut. That's a lot of global recharge but people do stranger things. I wonder if the rib cracker debuff stacks from the same target.
    Well I haven't spent a lot of time on it; I've just been kinda unimpressed by the numbers I'm seeing when I plug various attack chains in for my StJ builds. But for the sake of clarifying (both for myself and for anyone else who's interested) let's look at a typical high-end MA attack chain versus StJ's attacks (using Mids' numbers @ level 50):



    Martial Arts:
    • Storm Kick - 82.58 damage, 1.056s cast, 6s recharge, 7 end, 78.2 DPA
    • Cobra Strike - 122.6 damage, 1.848s cast, 10s recharge, 10.19 end, 66.34 DPA
    • Crippling Axe Kick - 132.6 damage, 1.848s cast, 11s recharge, 11.02 end, 71.75 DPA
    Attack chain is Storm-Cobra-Storm-Crippling @ 72.37 DPS. That's base DPS, before considering enhancements, crits, procs, or what-have-you. With ~99% damage enhancement (3 level 50 IOs), the chain jumps to 141.12 DPS. With a 10% average crit rate, you're looking at 155.2 DPS, which is lower than I was getting the other day -- hm, ok, looks like Mids' is giving Storm Kick a 25% crit rate, which is almost certainly not correct. AFAIK, Storm has a 10% chance to crit on minions, and a 15% chance to crit on lieuts/bosses/etc. Anyway, if we take 15% for Storm Kick and 10% for the others, our average crit for the whole chain becomes 12.5%. 141.12 * 1.125 = 158.76 DPS.

    (I was getting something like 178 DPS the other night w/ Mids' Storm Kick crit number, so my statement in the previous post may be totally off-base; we'll see!)

    In order to run that chain, you'd need ~325% total recharge in Storm Kick (and less in the other two), which is pretty easy to do on an IO build, leaving you room to do all sorts of things with defensive bonuses.



    Street Justice:
    • Initial Strike - 52.55 damage, 1.056s cast, 3s recharge, 4.37 end, 49.7 DPA
    • Heavy Blow - 72.57 damage, 1.32s cast, 5s recharge, 6.03 end, 54.9 DPA
    • Sweeping Cross - 93.84 damage, 1.848s cast, 8s recharge, 8.53 end, 50.77 DPA
    • Rib Cracker - 82.58 damage, 1.584s cast, 6s recharge, 6.86 end, 52.1 DPA
    • Shin Breaker - 102.6 damage, 1.584s cast, 8s recharge, 11.86 end, 64.7 DPA
    • Crushing Uppercut - 198.9 damage, 2.376s cast, 25s recharge, 14.35 end, 83.7 DPA
    Now personally, I've been debating a couple of different attack chains for this set, but I'm not going to go into all of that because it's boring; suffice to say that normally attack chains are pretty straight-forward: you pick out the best DPA attacks available and try to make them chain together. With StJ, you're pulled in a number of different directions because of the combo system, the RES debuff in Rib Cracker, and the perhaps unusually diverse proc selection (Achilles' Heel in Shin Breaker, Armageddon and/or Fury of the Gladiator in Sweeping Cross).


    Then you have the utter primacy of Crushing Uppercut, which means that you want ideally to structure the attack chain so that CU is cast almost as soon as it recharges; in other words, ideally the the length of the attack chain should be roughly equal to CU's cycle time (recharge + cast).

    Anyway, what we see immediately is that the second chain you suggest is impossible: Rib-Shin-Initial-Crushing would require Crushing Uppercut to recharge in 1.584+1.584+1.056 = 4.224 seconds, which is lower than the minimum achievable cooldown of 5 seconds (25/5 = 5; the recharge cap is 500%).

    The first chain you suggest, Rib-Heavy-Shin-Heavy-Crushing, is possible, but very very unlikely for any build to achieve on its lonesome. Crushing Uppercut will have to recharge in 5.808 seconds, which corresponds to 430% recharge in the power. The first 100% is free, and let's say the power's enhanced for 100%. Hasten's 70%. So you're gonna need to get about 160% in global recharge bonuses from IOs (and/or Spiritual Alpha, which at best will account for ~32% in a fully enhanced Crushing Uppercut).

    The above chain would give you 153.71 DPS w/ ED-compliant damage slotting, the 10% crit rate, and the bonus combo damage for CU. Factoring in one copy of the Rib Cracker RES debuff would raise that value to 165.24 DPS.

    My rule of thumb is that 400% recharge in any given power is about the practical limit I can expect to reach on most any IO build. YMMV, but just for argument's sake, my practical limit would put Crushing Uppercut at a recharge timer of 6.25 seconds. So if we take 400% recharge as the standard, and go with the above criteria of making CU available as often as possible (combo points be damned), we end up with something like:

    Rib-Shin-Heavy-Rib-Crushing-pause 0.178 secs -> 148.3 DPS, 159.5 w/ Rib debuff.

    If we cut out the pause by adding an extra Heavy Blow, we end up with Rib-Shin-Rib-Heavy-Crushing-Heavy -> 147.3 DPS, 158.3 DPS w/ RES debuff.

    If we go with Giant2005's attack chain, we end up with Rib-Shin-Heavy-Crushing-Shin-Heavy -> 151.8 DPS, 163.2 w/ RES debuff. The caveat is that the chain's too long for (AFAIK) the Rib Cracker debuff to be permanent. It is 5 seconds long, isn't it? If we say the debuff has approximately half uptime, then we're looking at 151.8 * 1.0375 = 157.5 debuffed DPS.

    Please's recharge-friendly chain gives us Heavy-Rib-Heavy-Sweeping-Heavy-Shin-Heavy-Crushing -> 147 DPS, with the same caveat as above, so about 3% higher with the Rib debuff.

    Conclusion (also known as TL;DR): So, um, yeah. Looks like Street Justice is very ... er, modular for lack of a better word. All manner of different approaches end in basically the same place, unless I'm doing my math wrong (which is not at all unlikely).

    And because I was using the wrong number for Storm Kick earlier, I had an inflated idea of what MA was capable of. My suspicion is that the greater availability of high-end procs on Street Justice will push it farther ahead; MA really only has one uber proc option (Hecatomb), whereas Street Justice could potentially have three purple damage procs in a singe-target chain (Armageddon, Hecatomb, Unbreakable Constraint) and two RES-debuff procs.

    Regardless, I think it's fair to say that the Original Poster's estimation that Scrapper Street Justice would blow the doors off of everything else is highly exaggerated. It appears to be competitive among Scrapper Primaries for single-target DPS, but it isn't as good as the OP may think from just looking at Crushing Uppercut's ZOMG crit number.
  14. I chose a Mind/Fire Dom, on the theory that breadth of solo ability is more important than speed. It ain't gonna win any awards for farming speed or single-target DPS (though it's good at both), but the build has minimal situational weaknesses.

    Mag 6 controls mean that most anything I fight doesn't fight back. (And Mind's selection of control types is about as diverse as they come, so you're unlikely to come up against opposition that negates all of them.) Anything that the controls miss has to hit me through soft-capped ranged defense and ~50% S/L RES. Most anything with a powerful buff/debuff ability can be confused to my side.

    Ill/Rad or Ill/Cold is probably the king, but Mind/Fire's about as close as you can get without relying on silly looking phantom pets.

    Also, INV/SS Tanker with soft-capped S/L/E/N and 32% PSI DEF. That one's pretty good too. Those are my two most expensive builds, but really anything can be made ridiculous with equally ridiculous investment.
  15. Quote:
    Originally Posted by Keplar View Post
    Sitting at 92.5 on my EM/SD now, with hasten up (perma'd), 162.5. That doesn't include level 4 reactive Incarnate 45% recharge -- although I'm not sure how they add up together, it doesn't show in my combat attributes.
    At tier 4, 2/3rds of the Alpha enhancement ignores ED. At its most restrictive, ED reduces the value of your enhancement by 85%, so basically the Tier 4 Spiritual is, at worst, the equivalent of (45*0.66)+(45*0.34*0.15) = about 32% in global recharge. It can be worth significantly more in powers that are not fully enhanced for Recharge.

    It's a pretty big deal. AFAIK, Mids' takes care of the calcs for you, though, so I wouldn't sweat it. If you have selected the appropriate Alpha boost in the Incarnate window and have the toggle set to ON, the numbers you're seeing for each power include the Alpha bonus.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Then the DoT. Since the Dot can only stack up to two times and Reactive Radial has a 75% chance of procing the Dot, I just assumed it was always stacked twice, which is a pretty reasonable assumption. That's five ticks of 13.39 damage, or 66.95 damage over ten seconds, or 6.695 dps per, or 13.39 dps for two DoTs simultaneously.
    Interesting. So Reactive's max stacks have been reduced from ... 5 or 6 down to 2?
  17. Quote:
    Originally Posted by Ultimus View Post
    Aside from concept (Which is important but I am focusing on min/max), but from a min/max standpoint Scrappers and this set are leagues beyond Brutes with this set. Every one of their attacks with the set can critical, in fact, I'd say Crushing Uppercut breaks the original rule of no Scrapper critical exceeding a 12.666 Brawl Index with the exception of Headsplitter (and I forget the original reason but that was stated by Geko, the original designer a long time ago).
    "Crushing Uppercut's crit breaks a rule I don't remember set by a developer who's been gone for years."

    Quote:
    On Brutes the set's AOE is pretty crappy when compared to Super Strength. Likewise, the single target DPS of each set when min/maxing means you are going to take Gloom because it is one of the highest DPA attacks in the game. The thing here is, once again you get slightly penalized as a Street Justice Brute because by mixing in other attacks you run the risk of losing combo points which is losing DPS. Since the highest single target attack chains involve spamming Gloom this will hurt Street Justice. Even when fighting with the 7.5% debuff it still lacks in single target DPS compared to Super Strength and the duration of that debuff is so short it becomes very minute against anything higher then an even con. (Its base 5 seconds even con).
    "Super Strength and Gloom are awesome; therefore Street Justice sucks on Brutes."

    Quote:
    Ultimately, this is probably one of the highest single target DPS sets in the game For Scrappers but for Brutes its still in the shadow of Super Strength which superior in AOE and single target DPS.
    "I don't have any evidence that Street Justice's ST DPS is awesome on a Scrapper, but it sure makes my complaints more dramatic if I pretend that I do."

    (For what it's worth, my own at-a-glance calcs at this early date show that StJ's single-target DPS is mediocre on a Scrapper, well behind Martial Arts. When you toss in the combo bonuses and the RES debuff from Rib Cracker, you might be able to reach respectable levels, but it's not yet clear to me that fully leveraging the combo system is optimal on a high-end build; in other words, in order to make sure that Crushing Uppercut/Sweeping Cross are always at their full damage potential, you have to spend extra time on lower-DPA attacks. Anyway, the set is pretty clearly designed to strike a balance between single-target and AoE damage potential, and there it succeeds.)

    (More to the point, Crushing Uppercut is awesomesauce, but one great-DPA attack doesn't necessarily make for great DPS.)
  18. Quote:
    Originally Posted by Arcanaville View Post
    There is a special case, and its why its slotted in Power Bolt and Power Blast on my energy blaster. Blasters get to use their top two tier primary attacks even when mezzed. If I'm mezzed I'm going to be forced to cycle just those two powers until I use a break or the mez wears off. By having the proc slotted into both powers, that extra +100% recharge when it procs can be very useful in getting a burst of damage to help out in that situation.

    This may be a special case of #3, where situations may arise when I'm basically *forced* to spam it.
    Absolutely. And even if we ignore Defiance, from what I've read of your Blaster, I get the impression that super-duper recharge is kind of her schtick anyway; if you really want to max recharge, then I think putting FF procs every where they'll fit is great. It certainly doesn't hurt.

    Also, in the interest of full disclosure: I may be a little biased against the FF proc because when it first came out there was a forced cooldown on the proc effect; it could never be up for more than 5 seconds out of every 10 (on top of not stacking with itself). That's around the time I did most of my hands-on experimenting with it.

    The OP has a very tight build though, and (s/he can correct me if I'm wrong) I don't think the goal of the build is to maximize recharge, per se. It seems like s/he was more interested in getting just enough recharge and happened to stumble onto the somewhat misleading way that Mids' handles FF procs, which led to a "hey, look at this" thread title.

    Anyway, just wanted to clarify a bit: I maybe came off as a little too critical of the FF proc in my previous post. Slotting it in single-target attacks isn't the most efficient use of slots, but as long as you're aware of the trade offs there are no bad or wrong choices. In your case especially, it's safe to say you're aware of the trade offs.

    On to the build stuff:

    Quote:
    Originally Posted by Marka Ragnos View Post
    I dropped Physical Perfection and Conserve Power in favor of Fast Healing and Focused Accuracy. The latter was done to take care of the underslotted accuracy of Initial Strike and Rib Breaker. Obitus made a good point about PP being superfluous, and FH made a dramatic impact on my passive regeneration. I've shifted some slots around to acquire more E/NE defense and am just shy of the softcap. I've left the procs in because even though they may not fire often in the ST attacks, I have to imagine that they'll fire at least once per Hasten cycle. The whole reason that I put them in was to make Hasten perma. Perhaps someone better at math than I can show this assumption to be true or false. The one thing that I know for certain about this build is that I need more slots.
    Ok, finally got a chance to go over the build, and -- keeping in mind that I haven't a whole lot of personal experience with Willpower or Street Justice, here's a suggested revision:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1596;737;1474;HEX;|
    |78DA6594DB4E13511486F774068142A1A5A5E5D89672686969A1807A654C1035316|
    |08AE5E0998C740B4DC6D24C6B50EFBCF005BCF1424D3CDCFB0E3E80872846DE4089|
    |A2BE80A98B597FDB914ED27C6BAFBDF63AEDD5BD786FBEFDCDF987A785D271C6D04|
    |BA5F5EC86A9178BD26CBEA897EF9ABA21E8F32D6FC9F04AA1A0DF91B970CD803602|
    |D5C5FAA234A44CCD99FA8E912F6CF6D5F4F3F2B62C94646A2D6F18C5ED1D690A676|
    |67BDB48658B52E6DA2D7141EA453AE3B216E7F29B5B655A7556B772D22C6DE58B5D|
    |678BF98DD49CA13F90EB8B7AA92CCDFB3D94C034FDDEF905BE8A26328488261C4BE|
    |025A6966576E488694DAC1E66AF58675431AD5ABA891552448959667249B1F4EFFD|
    |3015952665DF21C420F93B601EFB01FE64BACBEC7FF894C3E2658AA3721C87BAC2F|
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    |-------------------------------------------------------------------|
    Defense: 45.5% S/L, 32.5% F/C, 45.6% E/N, 29.3% Psi
    HP: (with all Accolades) 170.4%, or 2282
    Regeneration: (with one foe in range of RttC) 64.1 HP/sec
    Global Recharge: +65%
    Accuracy: Enough to cap against +3s without using Tactics, which remains in the build as a set mule/emergency thing. Generally I don't sweat extreme DEF/ToHit debuff situations on characters that have access to a Build Up power; those situations are rare enough that I figure I can just pop a yellow or two if BU isn't enough to carry the day.

    Basically, I lost a tiny smidge of standing Resistance (down 1.7% to S/L), and a fair bit of peak Resistance (w/ Strength of Will) for a little improvemet on just about everything else.

    I'm still leveling up my Street Justice character and don't have a really good feel for the set, but you should be able to construct a seamless attack chain without Initial Strike pretty easily. What's interesting to me about Street Justice with respect to ST attack chains is that the combo-builder system can almost encourage sub-optimal attack selection. And because aesthetics are such a selling point of the set, I can see people purposely choosing a slightly less optimal attack chain just for the sake of looks.

    (Personally, I'm not sure I want to use Shin Breaker yet; it's not bad looking, but I prefer all of the other attacks, and after years of playing MA in its various incarnations, I'm wary of building myself a StJ character that's too kick-heavy. YMMV.)

    (What I really wish is that we could combine some MA moves with Spinning Strike and/or Crushing Uppercut. How cool would that be?)

    Anywho, you should be end-sustainable for something like 20 minutes running just about any single-target attack chain I can conceive. If you wanna get spammy with the AoEs, you're gonna run yourself dry in like a minute and a half.
  19. Quote:
    Originally Posted by Kitsune Knight View Post
    There are many limits in CoX.

    Force Feedback: Chance for +Recharge procs don't stack (and aren't always-on like Mids treats them!). They only have a 10% proc rate, and last for 5 seconds... it's still a pretty good proc, but it's not as good as Mids would lead you to believe. If you're constantly spamming powers with the proc, it will be up fairly often, but, it won't be stacking with itself.

    Hasten is unlikely to be perma (pretty close, though). Overall the build seems fairly decent, you're softcapped to S/L (would be nice to get Nrg/NE softcapped, and maybe some more for Fire/Cold, since you've got relatively little protection against them).
    Yeah. For what it's worth, my criteria for using the Force Feedback proc in a given power are:

    1.) Is it an AoE attack?
    2.) Does it have a large area and (relatively) high target cap?
    3.) Is it feasible/desirable to spam it?

    Footstomp is the poster child, though I'm sure there are other good examples. Street Justice doesn't have anything like Footstomp; Spinning Strike is an awesome attack that takes the knockdown proc, but you're gonna have a hard time cramming ten targets into its much smaller area every time the power recharges. Still, Spinning Strike isn't a terrible place for the FF proc, if you're really jonesing for recharge.

    Crushing Uppercut and Heavy Blow? They are terrible places for the FF proc. Oh, it'll fire off occasionally against single targets, but the over-time benefit of the FF proc in single-target attacks is pretty pathetic when weighed against other options (damage procs, or just other enhancement schemes in general).

    As far as the rest of the build goes, I haven't looked over it very carefully, but I do question why you'd skip Fast Healing and why you'd take Body Mastery on a Willpower character. One of the really great perks of Willpower is that you already have very high endurance/health recovery; trying to tack extra onto those strengths is a valid approach, but it's rarely the most efficient one. More specifically, even if you are married to Body Mastery, I'd definitely skip Physical Perfection before I'd skip Fast Healing.

    If you possibly can, Energy/Negative DEF would be nice to have higher. Fire/Cold is, in my experience, not worth trying to soft cap.
  20. Quote:
    Originally Posted by UberGuy View Post
    Don’t try to frighten us with your mathematician's ways, Arcanaville… you sad devotion to that ancient religion has not helped us conjure up those stolen DPS charts, or given you clairvoyance enough to beat down the giant mon-*GAGGGHH*
    This ... concept build is now the ultimate power in the universe?

    (I suggest we use it.)
  21. Quote:
    Originally Posted by Rajani Isa View Post
    That is an incorrect assumption. Or maybe "false correlation" would be better.
    I didn't assume that there's no ToHit roll because it doesn't appear in the combat log. That there is no ToHit roll is rather thoroughly demonstrated by the fact that I stood in front of a Tarantula Mistress for minutes at soft-capped DEF and she never missed.

    The fact that the attack also doesn't appear in the combat log is suggestive (and possibly unintended), but it's not the entire basis for my conclusion.

    Quote:
    Even auto-hit attacks are supposed to show a to-hit entry if it affects you. The fact that this is not (it would be along the lines of "Mental Scramble was autohit") is a bug. Please report it. Also throw in a line "this seems to be auto-hit, should it be?"
    Eh, the power probably should appear in the combat log, but after I thought about it, I saw no reason why the power shouldn't be auto-hit. There are more appropriate places to ask if you think the question's worth asking.
  22. Quote:
    Originally Posted by UberGuy View Post
    Yeah, I've known that it was (currently) auto-hit for a while now, having found it in CoD and seeing the "Entities AutoHit" section. I don't know if it changed. I was very confident in days long gone that I had seen it miss. However, in more recent times it never missed, even on characters like my Night Widow, who has strong Psi defense as well as positional. That got me to go re-investigate, probably around a year ago now, and I saw the auto-hit entry.
    Heh, didn't realize this thread was that old until just now. Yeah, always imagined I could get the power to miss, too. I don't know if it was changed at some point or whether it was just because I rarely face Arachnos in small numbers (and there's so much pink crap flying around in large encounters that it's hard to know exactly what's going on).

    Anyway, was disappointing to find out the truth.
  23. Quote:
    Originally Posted by Nihilii View Post
    Bumping this because I've been under the same misguided notion for years and just thought I was being unlucky / there was enough tarentulas spamming it fast enough that it just hit me: as of today, Mental Scramble ignores defenses, despite all the info about it listing it as ranged and psy. If it doesn't always hit (something I'm not convinced of), I'm willing to bet it does 95% of the time.
    Yes. I explicitly tested this a week ago. I had just retooled my Tanker build to incorporate Psi DEF in large part because of the Tarantula Mistress debuff. I stood in front of a single Tarantula Mistress Lieutenant for minutes on end, watching the combat log and monitoring my defense/buff bar. Like clockwork, every 20 seconds or so the TM would stop flailing at me with her metal arms long enough to apply the debuff. My PSI DEF was maxed. She never missed.

    Mental Scramble doesn't even appear in the combat log. There is no ToHit roll.

    The good news is that each Tarantula Mistress can only apply one instance of the debuff; they apparently only have enough recharge to use it once it expires. Also, the boss version of the Tarantula Mistress apparently doesn't have the power, according to CoD as of the last time I checked.

    The only solutions are to kill the Lieutenant Tarantula Mistresses as fast as you can and/or pop Lucks.
  24. Obitus

    EA versus ELA

    Ehh, I can't say offhand which set is definitively better, not even if you narrow down the context (leveling builds, SO/generic builds, super-cheap frankenslotting builds, high-end IO builds, super-expensive IO builds w/ Incarnates, solo, teamed, whatever).

    If you are considering IO bonuses, though, it's worth pointing out that damage mitigation is more valuable the more of it you stack, and IO bonuses do not presently offer comparable amounts of +RES and +DEF. So even if we stipulate that the RES in Electric is exactly even with the DEF in EA to start (and all else being equal, now that EA basically has all of Electric's other tricks), the EA has a firmer base on which to build to its respective mitigation cap to multiple types of attack (the DEF soft cap to all but Psi).

    In theory, it's true that Electric's higher RES would make it more survivable if we assume both are at the DEF soft cap, but in practice Elec just can't get there for more than maybe one position and/or two types. Smash/Lethal DEF is great, but it ain't the end-all be-all, especially if you don't have any DDR.

    So after all of that babbling, the IOed comparison boils down to soft-capped EA w/ lowish-to-middling RES to prominent attacks (Smash/Lethal/Energy in the ~30% range) versus high-RES Electric with soft-capped Smash/Lethal DEF and no DDR. Depending on the situation, Electric can win, but my experience tells me that the EA will have fewer weaknesses through most content. That is, solo or self-sustainable performance through most content; team buffs will tend to favor the Electric just because RES buffs are rarer than DEF buffs.

    On a Scrapper, if I had to choose, I'd go with EA. On a Tanker, I like Electric; on a Scrapper not as much. YMMV.
  25. Quote:
    Originally Posted by Brimmy View Post
    The "trick" is the 'layering' of type-based defense, meaning that Energy almost always have Smashing, Fire tends to come with Lethal etcetc, and the Heal/Regen power is, for a def set more useful than a HP boost with slower recharge... And having Energy Drain which gives even more +Def is simply great for tougher situations, especially if you get debuffed, you can just 'drain' some of the def back.
    Layering type-based DEF? I might be confusing what you're trying to say here, but to clarify: if an attack is dual-typed (say Smash/Energy), there is no benefit in having high DEF to both types. The higher value of your DEF applies; the lower value is ignored.

    Other than that, yes, new-era Energy Aura is very nice. I had some fun drawing up a build that soft-caps Psi on top of everything else -- looking forward to playing some variation of that build when Street Justice comes out, in fact. And the extra +regen/end discount are really nice perks. In terms of pure (quantifiable) survivability though, EA seems to be basically a less-consistent version of SR, potentially stronger in some cases, potentially much weaker in others (IIRC less DEF-debuff resistance, no inherent DEF against Psi). If SR is a one-trick pony, then EA is a slightly more diverse but singularly less talented cousin.

    Subjectively, and ignoring aesthetics, I'd rather play EA over SR these days, but that's a different discussion.

    (Edited because I forgot EA has Toxic RES.)