Spruce

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  1. Spruce

    Market UI Tweaks

    Agree with... everything here (huh, that never happens in the other subforums), but my biggest issue is the responsiveness. Make a bid when my slots are already full, and the bid shows up in my transaction inventory for a few seconds until the system realizes it's not supposed to be there. Make a bid that doesn't immediately fill, cancel it and put in a higher bid, only to have both bids then show up in my "bought" window, and now I have two of whatever it is, one of which I overpaid for. Sometimes listing items doesn't register at all - I get the large-listing-fee warning and click yes, and nothing happens.

    I've pretty much learned to deal with all the naming quirks and whatnot, but having to sit around and wait for the UI to play catchup with whatever I'm doing bothers me to no end.
  2. Firstly, Hide only partially suppresses when you're in combat. Suppressed, Hide provides a base of 1.875 defense, which with your slotting becomes 1.875 * 157.52% = 2.95 defense. Editing the Mid's database to show this properly is possible but I don't bother - rather I'd just keep Hide turned off and aim for a total of at least 42.1 defense showing in Mid's.

    Now, I'm not too familiar with Spines or /SR, but the first thing I notice is that you shouldn't need any +def enhancement in Elude. Elude unslotted takes you to the def soft-cap for most things, and combined with your other /SR powers will take you far beyond it. In fact, if you're aiming to be at the soft cap all the time, I don't think you need to take Elude at all (unless you need it for the recovery?).

    What I would do is drop Vengeance, Tactics, and Elude (or Assault). Take Tough and Weave. Put a Steadfast Protection proc in Tough. Move the Gaussian's set to Build Up, and take all six pieces of it. Weave and the set bonuses will take you to about 50% defense to all, which should be enough for the majority of situations. You can also throw a Kismet proc into one of your passives, which should slightly make up for losing Tactics.

    If you're set on keeping the Leadership pool, you could instead drop the Leaping pool and stay soft capped.

    I like the Red Fortune set, but 5-slotting Hide seems like overkill to me. I suspect you can better use 2 or 3 of those somewhere else, though I'm not exactly sure where. Nor have I the experience to comment on +dam bonuses or Water Spout.
  3. Stalker Evasion actually gives more defense than scrapper Evasion and Lucky combined. I do believe you miss out on the scaling resistances.

    I believe the only significant way "Stalkers give up protection for being Stalkers" is in their crummy HP totals. The stalker versions of /dark, /elec, and /regen actually offer more survivability than their scrapper/brute counterparts because they give up an offensive or utility power and get Hide in return. /SR, /energy, and /WP have more of a trade-off but in my humble opinion Hide and Placate make up for the scaling resistance loss.
  4. Quote:
    Originally Posted by Castle
    To end the speculation:
    Example "Shared Aggro":
    On a team of 8, someone aggros a large spawn of 16 mobs. Approximately half the mobs immediately peel off and attack the aggroers teammates, regardless of LOS or Stealth preventing them from being able to see where those teammates are. For most ATs, this is a minor inconvenience. For Stalkers, it can cost them a substantial amount of their alpha strike damage.
    Does this... always happen? Mobs hitting me while I'm stealthed because a teammate aggro'd them doesn't sound like a familiar situation at all.

    Quote:
    Originally Posted by Castle
    The problems Stalkers have at this point are systemic, not specific to them. However, due to their intended playstyle, they are hit by these things in particularly harsh fashion.
    Okay, what problems are being referred to here, and under what sort of system would they not be an issue for stalkers? This line only makes sense to me in reference to the ambush-ignores-stealth and hostage-has-no-perception issues, which are not game-breaking (imo they're complications the AT should have to deal with, but that's neither here nor there). I don't see any systemic change that will fix the issue of stalkers bringing less utility to a team than any other AT, except for one in which every single TF/SF/trial/story arc/paper mission has a stealthable portion that grants xp.
  5. Quote:
    Originally Posted by Roderick View Post
    As you said, special IOs can be confusing. There are THREE types, not two, and knowing how to tell them apart lessens much of the confusion.
    To me it makes more sense to just think if it as just two types - procs are procs, and function basically the same whether they have a click-like effect or a toggle-like effect. That's just semantics though, think of it however it makes sense to you.
    Quote:
    EDIT: The Kismet +6% Acc IO is a Proc 120 as well. Try the LotG +Recharge, or a -KB IO.
    Yep. One way to be sure is to check out the set in Mid's. Global IO bonuses will appear along with all of the other set bonuses when you hover over a set piece. Procs will not.
  6. A proc's level is completely irrelevant as long as you can slot it. Lower level procs are better in that they can be slotted by lower level characters, and are strictly not-worse.

    But the distinction between procs and global bonuses is important, and is as Misaligned says (except that the Numina's unique is indeed a proc, not a global bonus). Also, some pieces with global bonuses also have standard enhancement components that do scale with level, such as the LotG and Steadfast Protection pieces. These you'll want at high level to get the maximum enhancement, unless you need them low for exemping.
  7. I guess I should add that the answer depends a lot on when you want your stalker hit its prime. My earlier suggestion to go for a resist- or regen-based set and stack defense with IOs and NB or BS assumes that you're looking at maximizing your potential post-50. The people telling you to take BS or NB with a defense-based set like /nin aren't wrong; you'll be able to cap defenses early in your career and without access to the best IOs, making you invincible for much of the leveling process - but all that defense will become sort of redundant if you want to min/max at the level cap.
  8. Quote:
    Originally Posted by Arcanaville View Post
    When I test I queue powers specifically to eliminate the round trip network lag. I still get beeps, but in a different way than you describe.

    Edit: and the lag you see is the difference I'm describing between the client and the server. The client tries to predict when a power will be available by its recharge as sent to it numerically by the server. However, the client always presumes 10 seconds will take 10 seconds to elapse. The server believes 10 seconds will take 80 combat ticks and 300 animation frames to elapse. When it takes two whole seconds to execute a single combat tick because the server is overloaded at a particular spot, it takes over two minutes for the server to believe 10 seconds as elapsed and a 10 second recharge power is now recharged and ready. The client doesn't know this and shows the power recharged. But it beeps because while the little button shows ready it hasn't gotten the "you can use the power now" signal.

    However, my testing seems to confirm my suspicion that if you queue a power on the server, and the recharge is just fast enough for the power to become ready when its needed, the server *executes* the power and sends the "the power is ready" message to the client, but in the time it takes for the message to actually travel to the client (network one-way lag) the client *also* believes the power is recharged, believes the power is queued, *hasn't* received the ready flag yet, and beeps. In other words, the client can beep even when the power has actually already executed on the server, and the client just doesn't know this yet.
    But that's not consistent with what I was describing at all. In high-network-lag situations, there is a delay between pressing a power button and receiving a beep. What explanation is there for this other than that the client tells the server, "I want to activate power X", waits for a response, and then decides whether to play the beep? Meaning that beep vs. no beep is entirely decided by the server, and should be consistent with what the server believes. I don't think the client's timing plays into the issue at all, aside from the cosmetic decision of whether or not to dim the power button. Forgive me if I'm misunderstanding you.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Maybe the problem is the beep. The beep is a client side thing, and it happens if at the instant you push the button the game client doesn't think the power is ready to execute. But if you queue the power, the power could execute at a moment in time when the server knows it can, but the client doesn't yet know you could.
    This is not the case. To test, I fired up CoH while torrenting, causing my in-game ping to be 1500 on my crummy DSL. This caused a noticeable delay in the time between me pressing a power and receiving the "recharging..." text/beep, sometimes by several seconds. Shut the torrents off, 200ms ping, and the beep is nicely responsive again.

    I'm also pretty sure I've seen it happen in reverse on the ITF, when the server lags so much that my long-recharge powers show on the client to be recharged but still result in a beep when I try to activate them.
  10. I don't have a ton of experience with different stalker sets, but I do spend a lot of time playing in Mid's, and I will say that if you want survivability at the expense of everything else, a pure defense set (/nin, /SR, /nrg) is probably not the way to go. The reason, of course, is that you can softcap defense through other means, but serious amounts of resistance or regen can only come through armor sets based around those attributes. If you go this route, you will definitely want your primary to be BS or NB.

    I may be underestimating the amount of survivability granted by the controls in /nin, but I hear /dark's controls are also decent and it is resist-based. As for myself, I have an NB/elec with range soft-capped, melee soft-capped given one stack of Divine Avalanche, 34 AoE def, 52 S/L res, 43 F/C res, 75 nrg res, 22 neg res, and 32 psi res. She still manages to put out 140+ dps, has solo'd a few AVs, and has completed the RWZ challenge. I don't see any reason why you wouldn't be able to achieve similar numbers with /dark, in addition to the mitigation from Cloak of Fear and Oppressive Gloom (at least, similar survivability numbers - your dps may be limited due to end issues).

    Of course, large numbers of defense debuffers tear me right the hell up, but with a ranged attack from my epic pool I can pull them in small groups that won't cause cascading failure. If you're interested in jumping into the middle of large groups of mobs, and you want to be able to do it to EVERY enemy group, then you'll need a set with decent DDR. That's kind of a silly goal on a stalker though (not that I'm one to judge). Also my regen is pretty terrible at 11.7 hps and Energize only up every 48 seconds, but I guess you can't have everything.
  11. Quote:
    Originally Posted by Syntax42 View Post
    so soft-capping defense will help you avoid up to 95% of all damage in most situations.
    Quote:
    Originally Posted by macskull View Post
    At 45% defense, even-con minions are hitting you 5% of the time, equating to 95% mitigation.
    Hate to nitpick, but mobs only have a base hit chance of 50%, so soft-capping reduces incoming damage by 90%, not 95%.

    Other than that, these people are correct. Enhance whatever your powerset offers first, then use IOs to throw some defense on top of that.
  12. Huh, I had no idea I was opening such a can of worms.
    Quote:
    Originally Posted by Bill Z Bubba View Post
    Slash, Swipe, Brawl, Strike, Swipe, Repeat
    We have a stated cast time of 1.33 for slash.
    We have the arcanatime of slash at 1.584.
    Now we have a recharge time of swipe at 1.4783 that seems to be on the money.

    I have no idea what it means.
    So swipe is actually taking longer than the listed value to recharge? Interesting.

    Suppose that powers take an extra server tick to register as recharged, just like players take an extra tick to register as unrooted. This would effectively add about 0.132s to the recharge of every power - this seems unlikely to me to have escaped the notice of the DPS gurus around here for so long, but I'm not one of them so I wouldn't know. So your Swipe would have a recharge of 1.6103s, or only about 0.0263s longer than the Arcanatime of Slash.

    From the original Arcanatime post:
    Quote:
    Originally Posted by Arcanaville View Post
    The theory matches measurement usually to within 30ms, and often to within 20ms (less than one visual frame of animation). That's pretty good: I'm currently examining the question of whether there is another source of systematic error that can account for even *that* discrepancy, or if its simply an artifact of averaging dozens instead of thousands of attack chains to average out the jitter intrinsic to all of these measurements (when the server decides to do something every 132ms, that doesn't mean *everything* will be done instantly: it could happen anywhere within that 132ms window, which causes "jitter" in the measurements that can be partially averaged out).
    So, the cause could be that for whatever reason, Slash sometimes takes an extra 30ms or so to activate, which would be enough to stretch it out to longer than the (adjusted) recharge of Swipe. In these cases, Swipe fires normally, otherwise you get the "recharging..." notification. I guess the way to test for this would be to take various powers and enhance them until their recharge times are very close to multiples of .132, then bookend them around powers of the appropriate length and see what happens.

    Another possibility I entertained was that recharge times got rounded up to the nearest clockInterval just like activation times do (meaning Swipe would recharge in 1.584s), but this strikes me as unlikely, as it would cause recharge times and Arcanatimes to coincide very frequently, and the sometimes-recharged-sometimes-not effect wouldn't be so unusual.
  13. Heh, just saw that - Arcana herself preempted my question by a good 20 minutes. Not sure what you mean about not needing Arcanatime in this case - you'll still need to apply it to your other attacks in the chain, to figure out your target recharge.
  14. If I use, to choose a power at random, Gambler's Cut (0.67 activation, 0.924 arcanatime), when does it start recharging? 0.67s after activation? 0.924s? 0.792s (after the roundup but before the +1 clockInterval)?

    Put another way, if I want to run an attack chain with a single Gambler's Cut with no +rech (3s recharge), how long does my chain need to be to avoid a pause? 3.67s, 3.924s, or somewhere in between?
  15. I've just started marketeering seriously (first read some guides on this section of the forum less than a week ago and have made close to a billion since then) and I still haven't quite wrapped my head around how the things I list for 11-12 million sell for 20 million 90% of the time. Yeah, I'd heard "bid low, have patience" plenty of times before, but it never sunk in how much people who buy things nao get soaked for until I became the one doing the soaking.
  16. What, did you just list every enemy group you could think of? Because I'd really like to know how you managed to die to cascade failure against Rikti, of all things.
  17. So, every time I respec I come up with a better way to get what I want out of my build a couple days later. Since I'm out of freespecs now, I figure I'll ask you all before pulling the trigger again. My aim is to be a general monster soloist that can handle both AVs and groups. Survivability is more important than dps (yeah yeah, "roll a brute", I know), but my biggest concern right now is recovery, and figuring out where to put these last two slots. The options I see are
    • Put one in Power Sink for more end drain, and 22.6 HP;
    • Put a recharge IO in Placate for more assassin strikes, which increases my dpe;
    • 3-slot Aegis in Tough for 1.56 AoE def and 3.9 S/L res
    • Put the Aegis unique and res/end in Conductive shield, replacing the unique in Charged Armor with a res/rech, for 3.13 AoE def and 1.5 S/L/F/C res;
    • Fill out the BotZ sets in Fly and/or CJ for 1.88 AoE def each.
    If my endurance efficiency improves enough I can also replace the Analyze Weakness piece in GD with an Armageddon acc/rech, for more global +rech and therefore more Energize. Anyone have any better ideas, or ways to improve the build in general?

    edit: I should note that I do not actually take the powers in this order in-game, so don't worry about that - I'm just considering performance at 50.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Nil Nocere: Level 50 Science Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Electric Armor
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Gambler's Cut
    • (A) Hecatomb - Damage
    • (9) Hecatomb - Chance of Damage(Negative)
    • (9) Hecatomb - Damage/Endurance
    • (11) Hecatomb - Accuracy/Damage/Recharge
    • (11) Hecatomb - Accuracy/Recharge
    • (13) Achilles' Heel - Chance for Res Debuff
    Level 1: Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (3) Luck of the Gambler - Defense
    • (31) Kismet - Accuracy +6%
    Level 2: Charged Armor
    • (A) Aegis - Resistance/Endurance
    • (3) Aegis - Endurance/Recharge
    • (5) Aegis - Resistance/Endurance/Recharge
    • (5) Aegis - Resistance
    • (7) Aegis - Psionic/Status Resistance
    Level 4: Conductive Shield
    • (A) Aegis - Resistance
    • (7) Aegis - Resistance/Endurance
    • (13) Aegis - Resistance/Endurance/Recharge
    Level 6: Kick
    • (A) Explosive Strike - Damage/Knockback
    • (48) Explosive Strike - Accuracy/Knockback
    • (48) Explosive Strike - Chance for Smashing Damage
    Level 8: Assassin's Blade
    • (A) Mako's Bite - Accuracy/Damage
    • (19) Mako's Bite - Damage/Endurance
    • (19) Mako's Bite - Damage/Recharge
    • (21) Mako's Bite - Accuracy/Endurance/Recharge
    • (21) Mako's Bite - Chance of Damage(Lethal)
    • (27) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 10: Static Shield
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 12: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (17) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    Level 14: Placate
    • (A) Recharge Reduction IO
    Level 16: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (17) Red Fortune - Defense/Recharge
    • (31) Red Fortune - Endurance/Recharge
    • (48) Red Fortune - Defense/Endurance/Recharge
    • (50) Red Fortune - Defense
    • (50) Red Fortune - Endurance
    Level 18: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (29) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 20: Divine Avalanche
    • (A) Luck of the Gambler - Recharge Speed
    • (23) HamiO:Lysosome Exposure
    • (23) Pounding Slugfest - Accuracy/Damage
    • (25) Pounding Slugfest - Damage/Endurance
    • (25) Pounding Slugfest - Damage/Recharge
    • (27) Crushing Impact - Damage/Endurance
    Level 22: Lightning Reflexes
    • (A) Flight Speed IO
    Level 24: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense
    • (36) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 26: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense
    • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (34) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 28: Energize
    • (A) Numina's Convalescence - Heal/Endurance
    • (37) Numina's Convalescence - Endurance/Recharge
    • (39) Numina's Convalescence - Heal/Recharge
    • (39) Numina's Convalescence - Heal/Endurance/Recharge
    • (40) Numina's Convalescence - Heal
    • (43) Numina's Convalescence - +Regeneration/+Recovery
    Level 30: Tough
    • (A) Titanium Coating - Resistance/Endurance
    Level 32: Weave
    • (A) Red Fortune - Defense/Endurance
    • (33) Red Fortune - Defense
    • (37) Red Fortune - Endurance
    • (42) Red Fortune - Defense/Recharge
    • (42) Red Fortune - Endurance/Recharge
    • (42) Red Fortune - Defense/Endurance/Recharge
    Level 35: Power Sink
    • (A) Performance Shifter - EndMod
    • (36) Performance Shifter - EndMod/Recharge
    Level 38: Golden Dragonfly
    • (A) Armageddon - Damage
    • (39) Armageddon - Chance for Fire Damage
    • (40) Armageddon - Accuracy/Damage/Recharge
    • (40) Armageddon - Damage/Endurance
    • (43) Analyze Weakness - Accuracy/Endurance/Recharge
    • (43) Fury of the Gladiator - Chance for Res Debuff
    Level 41: Superior Conditioning
    • (A) Performance Shifter - Chance for +End
    Level 44: Soaring Dragon
    • (A) Mako's Bite - Accuracy/Damage
    • (45) Mako's Bite - Damage/Endurance
    • (45) Mako's Bite - Damage/Recharge
    • (46) Mako's Bite - Accuracy/Endurance/Recharge
    • (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (46) Mako's Bite - Chance of Damage(Lethal)
    Level 47: Laser Beam Eyes
    • (A) Thunderstrike - Accuracy/Damage/Recharge
    Level 49: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (50) Miracle - +Recovery
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Assassination
    Level 6: Ninja Run



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  18. I'm actually really liking hover on my min/maxed stalker. It's nice to be able to float just over the heads of enemies, letting me easily reach whatever target I want and limiting the number of mobs that can be in melee range at a time. I see myself using it on lots of melee characters... even though I much prefer SS to fly.
  19. My character has 115 max endurance. Before yesterday's patch, every time my Performance Shifter +end procs fired, my combat log would indicate that I had gained 10 endurance. Now they indicate 11.5. Did the procs get changed to use maximum endurance instead of base endurance, or was the old behavior just a text bug? Thanks in advance.
  20. Agreed. The pulsing and brightness need to be toned down.
  21. The LotG 2-piece bonus won't do anything due to the rule of 5, though going for the 3-piece may not be a bad idea.

    As for the attack chain, I think that DA -> GC -> SD -> GC -> GD -> GC is better than what you had. I haven't been able to find a chain that outperforms it on my stalker, to my chagrin. Unless you're okay with downtime on Divine Avalanche, and then you could consider replacing the Mako's piece in SD with a generic recharge and going SD -> GC -> GD -> GC -> SD -> GC -> DA -> GC. DA would be up 10 out of every 10.56 seconds.
  22. Quote:
    Originally Posted by Dechs Kaison View Post
    The worse news is that even with Stamina (slotted with one level 50 end mod IO) and Health (slotted with Miracle +recovery), I still only end up with 2.55 end/sec recovery, which isn't enough to run that attack chain.
    The Performance Shifter +end proc in an auto power nets you 0.2 eps on average. Pull the endurance enhancements out of Obsidian Shield and Murky Cloud and use the slots for +end procs in Superior Conditioning and Physical Perfection (or post I-19, in PP and Stam and replace the endmod with a third +end in SC). You'll lose a bit of lethal defense but stay softcapped to melee with one DA, and should make you just about sustainable come I19.

    -def/rech in GC? Should be a Mako's dam/rech. Or, throw in a damage proc and frankenslot. I suspect this will add more dps than the 3% set bonus.

    No reason for FS in your single target chain; the Achilles' Heel proc never stacks with itself.

    I've never used /dark but if you're planning on fighting hard targets I would think you'd want some +heal slotted into Dark Regen. The fast recharge is nice and all but since katana has redraw it loses a lot of dps to clicks, so a bigger heal that you have to use rarely is preferable. Not an issue if you're generally assuming full saturation, of course.

    Standard "I might be a noob" disclaimer applies.
  23. I got 143 dps on a pylon with my NB/elec. Yes, it took 41 minutes - I was sick and kind of bleary that day and barely noticed the time passing. I'm still far from having my damage powers all purpled out. I'm too lazy to do the calculations exactly but I think I'll end up doing around 155 dps once I'm done. The potential is there for more, but my attack chain is pretty subpar (DA -> GC -> GD -> GC -> SD -> GC means I overstack DA one-third of the time)

    I did manage an even-con nictified Romulus Augustus in AE. My dps is way lower there though since I have to play super-conservatively to do it - it's a damn close fight.
  24. Quote:
    Originally Posted by Siolfir View Post
    Also, the extra chance to critical from having your teammates nearby will also affect the double critical chance... so that's a wash.
    So if I have a teammate nearby I have a 3% chance to double crit out of hide? Or a 13% chance? Just with AS, or with everything?

    I may have spread some misinformation about this in one of the other threads. :/