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Quote:Higher level critters hit more because they get an accuracy bonus which is applied after defense and to-hit are calculated. For example, 5% * 1.10 = 5.5%. I don't know the exact numbers but that 5.5% chance to hit you would be something you might see in your combat log against +1s.Hmmm, good to know. I thought there was a bit more to-hit on their part, as it sure seems like higher level NPCs are able to hit noticeably more. Of course, their damage IS higher, so maybe that's why I notice so much.
Quote:My SD/SS Tank is at ~52% to all positions. 30-somthing to PSI I think.
The click power to get DDR is always double stacked.
I STILL get debuffed to nothing against some mobs, but in general Percy is not going to die unless the RNG decides its time, which does happen.
So, I am of the opinion that over 45 is not a waste, but that more above 45 than you expect to get debuffed is a good sweet spot.
You probably don't have 95% defense debuff resistance if you are dying to heavy defense debuffs. Are you running Grant Cover? Can you post your build? -
Most critters' base to-hit chance is 50%. The minimum chance to hit after defense is calculated is 5%. This means anything past 45% is wasted. Accuracy modifiers (including critter level bonus) are calculated after to-hit and defense.
There are a few critters with higher to-hit or to-hit buffs. Battle Maiden, Lord Recluse, and Devouring Earth are a few. Against those, you can just pop an inspiration.
If you don't want to feel like you wasted time going overkill on defense, redo your build for 45% defense and attempt to get close to 95% defense debuff resistance by getting Active Defense on a 60 second cooldown. -
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Quote:That much recharge isn't possible without Hasten. If I understand the OP correctly, they do not want to use MG or Hasten in their builds. This leaves the potential recharge of each power at a maximum of about 175% total bonus. More would be possible, but very expensive.True - (Doh. When I removed MG it broke the calculation in my attack chain planner for single instance repeaters...)
It seems the above would require 285% Recharge in Smite, 217% in Gloom, 211% in SL and 52% in Shadow Punch. For a total of 43.73 DPA, at the expense of a bit more recharge.
All three non-MG chains are fairly close actually, region of 5-6 DPS difference when slotted plus Fury. Enhancements and Buffs are really going to be the deciding factor. Using Shadow Punch twice in the one chain loaded up with Procs might even tip the balance in favour of the chain with the least raw DPS. Really depends on slotting. -
Not having Midnight Grasp in your build and not wanting to use it at all are two different things. Your first post wasn't clear to me on which category you fell in. Scrappers frequently strive for the best DPS they can obtain, so I figured you were working with an old or unoptimized build and were looking to respec to improve DPS.
Your best bet would be to figure out an attack chain for yourself. Without seeing the build, we won't know what attacks you have and what kind of global recharge you have. Mids' has a powerset comparison tool that you can use to look at the base damage per activation times of all of your attacks. By looking at that, you can figure out which attacks to activate first in your chain and then try to figure out how to use your highest DPS attacks as often as possible. -
Are you familiar with attack chains? The highest possible DPS chain DM can do is Smite >> Midnight Grasp >> Smite >> Siphon Life. This requires a lot of recharge to perform and is not cheap to do that on a DM/SD Scrapper. Also, the fact that you're using Smite twice in a chain makes it the best place to put a proc. Its low base damage makes a damage enhancement less valuable than a proc in most cases.
To figure out how fast an attack needs to recharge, add up the shortest total activation times for the other attacks performed between your desired attack. Smite would need to recharge as fast as you can activate Siphon Life, not Midnight Grasp. MG needs to recharge as fast as you can activate the other three attacks. Mids' calculates and displays Arcanatime now if you set it in the options. -
Is this how they plan to keep us paying for the game while we wait on Issue 20 to be released some time after April 18th?
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The goal with any defense-based build is to hit 45% defense. If you don't understand why that is important, try reading some Paragon wiki pages. After that, try to get defense debuff resistance, global recharge bonuses, and any other set bonuses you like.
You slotted a few attacks with 4-slot bonuses that don't really help much. Go for the 5 or 6 slot bonus if you aren't soft capped or if it provides global recharge. Keep in mind the bonus amount divided by the number of slots expended to get there is a way of viewing how "efficient" a certain set bonus is in your build.
Don't enhance Grant Cover's defense. It doesn't do anything for you. You still need to run it for the defense debuff resistance, though.
I'm not sure if it was a Mids' bug or if you did it. One With the Shield was on and Weave was not. One With the Shield probably won't be needed in your build. The crash at the end will likely get you killed.
Here is a build that uses the fewest number of slots possible to reach the soft cap. This leaves you with plenty of room to customize it the way you want. If you don't like Focused Accuracy, put the set in your build up. Also, try to get Active Defense down to a 60-second recharge so you can double stack it to reach the defense debuff resistance cap. Hasten and global recharge bonuses will help you do this.
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Yes, you will need to play in windowed mode.
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Quote:This is a very debatable statement. Against S/L damage, yes it is probably the most durable, but other sets do much better against other damage types.Invuln is a good choice if you don't plan on investing in IO's, as it's the most durable secondary available to scrappers.
In alphabetical order, here is what I think of each Scrapper secondary.
Dark Armor: Decent all-around resistances. Best heal in the game. Not the greatest set on a Scrapper, but it holds its own. With IO sets and defense, it should be very durable in almost all content, mainly due to the heal power.
Electric Armor: Good resistances against the most common damage types. Lacks a unique signature power or set-defining power. Very durable in IO sets but not so great to level.
Fiery Aura: Burn makes this set a popular choice for AoE Scrappers. It also has a good self-heal. With some defense from IO sets, it should be good against things you would otherwise avoid.
Invulnerability: Popular because it is cheap (doesn't require heavy IO investment) to make it feel tough in most content. However, the lack of constant self-healing makes it harder to survive against things that don't do S/L damage or things that debuff your defenses.
Regeneration: Old-school flavor of the month set. No longer as tough as it used to be - offers a different challenge for players. When combining Moment of Glory and Shadow Meld, this set performs as well as any other, but is expensive to reach that performance.
Shield Defense: Not for players who want something that works amazing right away. Takes almost as much investment as Regeneration to make it shine, but offers unique powers that make it the best for those seeking to maximize DPS or AoE.
Super Reflexes: Takes very little IO investment to reach high levels of durability. Be prepared to wait until your 30s to feel tough against everything though because your AoE defenses don't kick in until then.
Willpower: Like Invulnerability, this set is great without a lot of investment. It includes three forms of mitigation (defense, resistance, and regeneration) so it has the easiest time dealing with anything the game has to handle. That doesn't make it the best set. It just makes it the easiest set to play. -
It tells you when you search for "ice" that your search term is too short.
You may have to go page by page searching with your browser's search tool if you want to find "ice" in the topic name. -
I think your evaluation is accurate for tanking with SOs or generic IOs, and minimal team buffs.
If you factor in the potential to soft cap anything with team buffs and/or IOs, I think high energy and S/L resistance would be the most important factor. -
If they are in the area of effect when the power ends, the debuff ends prematurely.
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I think I will go with /Dark for the self-healing. None of the other secondaries offer anything substantial for tanking AVs. Tanking standard groups is trivial with defense buffs and the good resistances Electric Armor provides.
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You should try to soft cap E/N defense if you don't want to appear squishy on teams. Energy damage is the most common damage type after S/L. Focused Burst could use 3 Thunderstrikes. That's all I see without making major changes to the build.
You could enhance Tough if you pulled a slot from Combat Jumping and Burst. -
I want to make an Electric Armor Tanker because I see so few of them in the game. Stone, Invulnerability, and Willpower are mostly what I see. I just can't figure out which secondary would be best to go with Electric Armor for tanking on teams.
Here are my thoughts on the advantages of each set in a team tanking situation:
Stone Melee - Two AoE knockdowns and a mag 4 hold.
Super Strength - Nice damage buff and one AoE knockdown.
Dual Blades - Smaller damage buff than SS and smaller radius AoE knockdown.
Dark Melee - More self-healing.
Does anyone have any thoughts or suggestions? I would be willing to consider a set not listed here if you can make it sound better than these. -
Take the proc out of Super Speed and put it in Sprint. That saves you a slot. You can activate both when you need to stealth past stuff.
Deflection is underslotted for both resistance and defense, but you enhanced Maneuvers, Weave, and Combat Jumping's defense.
You are underslotting endurance reduction in most of your toggles. This may lead to endurance issues. You have a net gain of 2.26 end/s after toggles are accounted for. Smite >> MG >> Smite >> SL attack chain will cost you 3.364 end/s. While attacking you will lose 1.1 end/s. This means you will use the same amount of endurance that Dark Consumption restores in 44.7s, but Dark Consumption is on a 54s recharge. Overall, you will be fine for a few minutes but long AV fights will require more Dark Consumptions, blue inspirations, and breaks from DPS, which decreases your chances of killing that AV.
Gaussian's Synchronized Fire Control is the most efficient defense per slot set, other than the two 3% single-slot IOs. You didn't put it anywhere in your build. If you make the build more efficient, you will have more slots to use for recharge bonuses and resistance from Tough and Deflection. Resistance makes a big difference in keeping you alive. Don't underestimate it just because you're a defense character.
Overall, the build will work. It could be a lot more efficient though. -
Try reading the guides in the stickied post if you want information on basic slotting. That information will not be any different even if it is from old issues. Some powers may have changed slightly, but those shouldn't affect basic slotting strategy.
If you want IO set builds, most people won't make them for characters under 50. Most people won't just hand you a build unless they have one lying around. You will need to do some research on both DM and regen to figure out what kind of build you want. After that, post your build and include your goals for the build and you may get help with your build. -
The damage Alpha boost isn't worth it, in my opinion. At the second tier, 11% of it bypasses ED. You probably already have close to 100% damage bonus in most of your attacks and you get another 100% from Soul Drain. That puts you at 300% total damage for your attack. Going from 300% to about 315% only grants a 5% damage increase.
If you use the accuracy boost, look at your combat log. Fight some +4s and see if you have a 95% chance to hit without the accuracy boost. You probably will, especially with Tactics and Soul Drain up. -
Most of the attacks that lack a vector flag are not a big threat. I have never died to them on my Shield Defense Scrapper.
Going for positional or typed defense depends on your chosen power set and your build. If your power set adds typed defense, it would be a bad idea to try to slot for positional defense. Some power sets make it harder to get one or the other based on the power slotting options. If you have mostly single-target ranged attacks, obtaining anything other than ranged or E/N defense will be difficult. -
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Many people don't like the crash to 10% HPs at the end of Unstoppable. Some people can't tank without using it. It depends on your playstyle and if you think you need it against tough AVs like Lord Recluse. Your team won't be too happy if you suddenly die because of Unstoppable though.
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Televisions are bad to use as monitors. They have very low pixel densities, especially when you get into the larger sizes like yours. A 1080x1920 monitor usually comes in at 23 inches in diagonal size, but your television stretches that out to take up over four times the square footage of screen space.
The best option I can think of is to look for Windows accessibility features, or some sort of magnifying software. I'm running Vista and I have a magnifier in Start, Programs, Accessories, Ease of Accesss. -
I think you need to post your builds. My shield Scrapper doesn't die in two hits like you describe.
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You won't notice much of a difference with the accuracy Alpha boost. The endurance Alpha boost would let you run Tactics for even more chance to hit stuff than the accuracy Alpha boost. Give the recharge/healing one a try too. Alpha boosts are not locked in like enhancements, and they are relatively cheap for the first two tiers.