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Quote:Actually, if it lasted 4.75 seconds longer, it would be too strong. Just look at the numbers Werner put up. By doubling the duration, you'd be doubling the power of the proc and allow that rare proc to deal more damage than a purple proc. The only proc that breaks that is the AH proc and there's a reasonably good reason for that (i.e. it's useless against minions). Just look at Werner's numbers. It's pretty much balanced with other rare procs.Would people be doing something SO game breaking with that that they would need to nerf the proc. No. Would it cause you physical and mental anguish if it lasted 4.75 more seconds? Sounds like it might.
If you think it should be stronger, show some evidence of it. If you know anything about me, you'd realize that I don't agree with half of what the devs do. I simply agree with the devs when they're, you know, in the right. However, if there is something wrong that needs correcting, I have no problem pointing it out but I do so with numbers, logic, and precedent rather than screaming "should be"s and "wants" without any supporting evidence. Try doing that and, maybe, you might actually make some ground rather than looking like a petulant child. -
Quote:Inflation is defined as (insert laughably untrue definition here)Actual economists and people that know what they're talking about define inflation as "a rise in the general level of prices of goods and services in an economy over a period of time". These people don't need to pull a definition out of their ***** that simply serve to allow them to arrive at preconceived conclusions about the solutions needed.
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Quote:Chance to hit and chance to proc are not intended to be directly correlated. Streakbreaker was added specifically because people couldn't deal with the .0025% chance that they'd miss twice in a row when they had a 95% chance to hit. Acting as if streakbreaker provides any precedent for some of your opinions on the BU proc is rather demanding upon any logic system.Yes that's why when each chance to hit is separate they invented streakbreaker.
Quote:And what you also seem to miss, is the way it works as a build up. With build up, you don't just, or i sure hope not, just randomly fire off build up with no cause for when you're using it. So lets say it does go off in combat, most attacks you just used, yay, you get to use a tier 1 and maybe tier 2 attack, so very hardly worth it. You seem to be expecting that because you're in combat already if it goes off, its going to mean much of a lick of anything. I'd much rather the proc be a constant small damage/to hit buff rather than the way it works now.
Seriously, are you even listening to yourself? You're now saying that the proc needs to become a passive proc that supplies the same average benefit for no other reason that you don't like how it works when it's slotted into a toggle. If you want it for frontloading damage, stick it in BU! If you're cool with treating it like a global benefit with a random chance of occuring, then stick it in FU, Tactics, or FA. Quit acting like there is some horrible problem with the proc just because you don't like how it works even though it works perfectly fine and accomplishes exactly what it's intended to accomplish for every other person that uses it. -
Quote:I wouldn't go with Kinetic Combats even with the other 2 slots filled out simply because they're crazy expensive and, as a positional defense set, you're only getting half of the benefit from them. If anything finish out an Oblit 6 piece and roll with some Crushing Impact 5 piece for some +rech (delicious delicious +rech).Ok, this isn't mine, I'm helping a buddy out. He wants a sturdy claws build with no purples, becuz he is cheap.
I hacked this together, and think it is 'ok'. Now, see what you make of it!
On a similar note, 4 slotting your SR passive with stuff like end redux and rech is kinda pointless. The powers are always on and cost nothing. You'll get more out of slotting them straight up for +def, not to mention that you're only getting a 9% +acc buff out of them (which you're 2 over cap for anyway) so there's not really much benefit.
For softcapping, remember, BotZ is your bestest friend ever. 5 piece Scirocco's and 6 piece Thunderstrike are nice, but you'll get more out of just using a 3 piece BotZ in SJ, not to mention that you'll also get to use those slots in more efficient manners.
Slash is always going to be a top contender for attacks when you're ignoring PvP IOs because of the AH proc, which you will always want to make space for. -Res is a wonderful and cost effective way to crank up your DPS against hard targets.
Here's my (newly revised to account for the healing unique fix) Claws/SR no-PvP, no-purp build. It's softcapped like yours (with a bit more for defense debuff buffer), packs in a good deal more recharge (27.5% more), more damage recovery, and is still endurance solvent even with FA on (yours goes a bit overkill on the blue bar support). It should also manage a good deal more damage thanks to a better attack string (FU>Focus>Slash>Wait) and better AoE capability (Shockwave > Eviscerate).
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), GftotA-Run+(7), GftotA-Def/EndRdx(11)
Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), GftotA-Run+(9), GftotA-Def/EndRdx(11)
Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/Rchg(13)
Level 6: Hurdle -- Jump-I(A)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(17), RechRdx-I(46)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 14: Health -- Numna-Heal(A), Mrcl-Rcvry+(25), Mrcl-Heal(25), Numna-Heal/Rchg(43), Numna-Regen/Rcvry+(45), RgnTis-Regen+(46)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
Level 18: Focus -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(29), Decim-Build%(29), Dev'n-Acc/Dmg/Rchg(48)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31)
Level 22: Quickness -- Run-I(A)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(33)
Level 26: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34), Achilles-ResDeb%(36)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), FrcFbk-Rechg%(37), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(39)
Level 35: Evasion -- GftotA-Run+(A), GftotA-Def(40), GftotA-Def/EndRdx(40), GftotA-Def/EndRdx/Rchg(40)
Level 38: Boxing -- Empty(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- P'Shift-EndMod/Acc(A), P'Shift-End%(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam(48)
Level 49: Weave -- GftotA-Run+(A), GftotA-Def(50), GftotA-Def/EndRdx(50), GftotA-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run -
Quote:The AH proc is the only really useful IO set outside of the normal domain of sets that you would actually slot into attacks. The fact that Dark Melee can slot tohit debuff and accurate tohit debuff IO sets into most of its attack doesn't really mean much, nor does the fact that Spines can slot slow sets. While Kat and BS can slot the AH proc virtually everywhere very few thought out builds actually do, and Claws and Dual Blades are only capable of slotting it into a single power.The issue of less directly useful sets also is related to the issue of secondary effects (or consist secondary effect) within the MA set. The -Def in some of the lethal weapon sets allows for the Achilles' Heel proc, a substantial boost to DPS. That in itself puts the potential of those sets higher than MA. Martial Arts does have access to some IO sets in stuns, Immobile, and even KB, but other than the Force Feedback Proc, many of those sets and their bonuses are not worth what one would be sacrificing to get them.
The balance issues underlying MA aren't based around IO sets and their capabilities. The fact that MA doesn't really have a single specialist secondary effect isn't really the problem. The problem with MA exists within the set's disproportionate and largely wasted focus on single target attacks (6 of 'em) without getting a substantial benefit from it. Most sets have 5 ST attacks and 2 AoEs (along with a BU and Confront), but MA gives up an AoE power for an ST attack that isn't going to contribute anything because it's already saturated on attacks. A good deal of the animation saturation problem comes from the tier 2 attack being the best attack in the set by a large margin. Even the tier 9 is rendered largely useless by a mediocre DPA. -
Quote:Saying that "hints and principles" exist within a build without expressly stating that it's not a good build in the first place doesn't really do much good because you just as well be stating that the "hints and principles" are the bad things that are done in the first place. It would accomplish much more to simply state what some good things are (Doctored Wounds 5 piece in Recon, DP, etc) and what the bad things you did were (6 piece Numina's in Integration) but the reason for doing it anyway (if there was one).Again, the "hints and principles" are there, provided you don't ignore them in spite of the deficiencies in the build. Yes, it's not the most min/maxed build out there. Hell, I took Revive and Cobra Strike. Swap those two out as well as the travel power and you could get a little more flexibility with using different sets and bonuses.
You can't automatically assume that something is going to be interpreted right, especially since you're attempting to teach someone that doesn't have a particularly firm grasp upon IO slotting in the first place. You probably thought that what you did at that time was a great idea as well even though it obviously isn't now.
Quote:And in light of all this, this bring up a side issue with the MA set itself: it's limited to a smaller number of directly useful sets and IO's compared to other Scrapper primaries. So that's going to lead to what a particular player wants to sacrifice for what the player wants to acquire. -
BotZ is Blessing of the Zephyr. It is an incredibly awesome set. It is a "universal travel" set that you slot into any non-passive power that provides an increase to movement speed (Flight, CJ, SJ, etc), with a few exceptions. The big benefit of it is that the 2 piece set bonus is 3.13% +def(ranged) and the 3 piece set bonus is 3.13% +def(AoE). An excellent way to shore up those defenses without devoting a lot of slots to them.
Quote:Also, is endurance going to be a problem with that build? its at End Drain of 1.72 with a recovery of 3.77 (After switching in Maneuvers) -
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Quote:If you're going to start dropping purple sets, Hecatomb goes into Storm Kick, not Eagles Claw. In order to get the SK>Crane>SK>CAK attack string (i.e. the best ST attack string you can get), you need SK recharging in 1.848 seconds. You've got it recharging in 2.03 seconds with Hasten up. Switching Hecatomb to Storm Kick would pull that down to 1.75 sec recharge.Revised the build a bit Spider, still very expensive, decreased global recharge but I increased both defense and stamina a bit as well as adding Cobra Strike into the mix.
Also, you may not realize it, but half of Stealth's +def is suppressed in combat so you're actually getting less defense than in the original build. The power looks like it has pretty numbers but, in reality, Combat Jumping is just as good for defense, improves rather than injures your mobility, and costs a good deal less. Maneuvers would honestly be a better option.
Also, adding in purple and PvP sets doesn't really ensure that you're necessarily getting better numbers. If you threw in some BotZ sets and didn't mule as much, you could manage pretty much identical performance to that build for a fraction of the cost (because those Panacea sets cost an arm and a leg). -
Quote:It's got a lot of inefficient slotting in there. It pretty much requires Thunder Kick because it doesn't manage nearly enough recharge in Storm Kick. Putting Gaussian's into BU is mostly a waste since you're spending 6 slots for what amounts to 74% +rech since the end redux and +tohit are largely redundant. You also went for perma-DP but then kept going for more +hp set bonuses, which aren't particularly useful when you're already at the hp cap. There's a rather large bit of muling going on there that I would be reluctant to do.I normally don't like to post complete builds, wanting to allow other players to pick up hints and principles to make their own builds rather than give them a big cheat sheet. However, I'm in the "Sure, what the hell" kind of mood right now. The following is an old build that I used (I've since updated it). It's still a pricey build, but not as much as your proposed one is.
I wouldn't really consider many of the "hints and principles" in that build worth picking up, and it's a less than cost effective "cheat sheet". Either way, there are substantially better ways to spend ones money than what you did there. -
Quote:What do you honestly believe is the likelihood that you aren't attacking for any reasonably long period of time? If you aren't engaged in combat, it doesn't matter. If it does go off when you're in combat, you're already attacking. Do you not seem to grasp this concept? Each chance of occurrence is discrete and unaffected by other chances to occur. Procing out of combat has no effect on whether it will proc in combat. Just because you don't notice it doesn't make it untrue.After reading your entire post, I still see no basis for your claim. You're NOT going to be attacking in less than a second when it goes off. You "might" be, but more likely than not if it does there is a main chance that it would if timed that way make you want to jump in prematurely and quite possibly get you or the team killed by doing so. At least with damage procs, you're attacking anyways, so it doesn't change anything there, or mess up any timing.
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Quote:This much is obvious.I am actually not to well versed in this subject, other then the loading screen telling me that teams get a better exp bonus and people telling me that it's better to get drops by soloing.
Before we get any further let me explain what the bonus actually is and what it is not and why it is in virtually every MMO on the planet. It is not some mechanism that simply gives you more experience for an individual kill just because you are on a team. What the system does is provide a larger portion of the experience you would normally receive from that target than you would if the experience were evenly divided. With the system, when you're on an 8 man team, you get (iirc) 1/6th of the experience that you would receive if you killed that target alone. This means that the target is, functionally, granting 1/3rd more experience than it would be granting if everyone went out and killed one of the target on their own
(8 * (1/6) = 4/3).
If it didn't exist, there wouldn't be a reason to team with anyone that wasn't killing as efficiently as you do. Take 2 Scrappers for example (so we don't get into the complexity of buffs and contributed efficiency). One of them kills at a rate of 100 targets/hour, and the other kills at a rate of 75 target/hour. If they teamed up, they'd be killing 175 targets/hour. However, because they're teamed up and there is no "teaming bonus", they're each getting the experience they would get if they were killing 87.5 targets/hour. Essentially, the first scrapper is losing experience because the other scrapper isn't as good as he is. Now, let's apply a teaming bonus so that, when teamed, you get 4/7s of the experience you would get killing that target solo. They're still killing 175 targets/hour, but each scrappers is getting experience as if he were killing 100 targets/hour. The first scrapper loses nothing and, in fact, gains the benefit of having someone to talk to and pal around with while the second scrapper gets the benefits of having someone around to help him kill while he's there. Without it, skilled players would be penalized for teaming because other people aren't pulling the same amount of weight as them. With the teaming bonus to xp/inf, there is a reason to team up with people that are worse than you are because you don't need to pull as much weight as everyone else on your team just to provide everyone else with a benefit.
Quote:This is rather silly, since teams are encouraged by the fact that you can kill faster which gets you faster exp. Also it's silly for the drops to be different because now people can solo at x8 which means you're now penalized for teaming on the drops side.
Secondly, just because you're on a team doesn't mean that you're killing faster to such an extent that you're actually getting more than you would be solo. Not everyone contributes the same amount, nor does every person with a buff always apply it, much less apply it to the target that will benefit the team most. Teaming does not necessarily equate to speedier killing than would be accomplished solo for each individual member. Most of the time, if there were no teaming bonus, Scrappers, Brutes, and other ATs that solo well would actually be losing experience because they kill stuff at quite a clip on their own and they wouldn't have 7 other people stealing their experience.
Thirdly, the game does not penalize the drop rate when you're on a team. The drop rate remains the same but the drops are simply divided equally amongst members of the team. There is no teaming bonus or penalty associated with drops. The only reason people say that you are penalized on drops for teaming is that there isn't a bonus to drop rates so that, if you're doing more than the rest of the team, you're getting less than you would while solo (as I demonstrated earlier on). -
Quote:The PvP and PvE games are so different that it's not really possible to have a PvE build that can really compete with PvP builds. Diminishing returns and the PvP normalization along with drastically different enemy values all make PvP a completely different monster.I'm in it for the long haul this time lol. Mainly I was looking for a good overall build where I can PVE while being able to do some PVP if I wanted.
Quote:I was hoping to be able to Perma-DP without having to rely on Hasten.
Quote:Anyone have a more realistic build that might be able to do that?
Quote:Also, what are some good Regeneration numbers for a Regen scrapper?
For a */Regen, the most useful thing to aim for is defense. Defense reduces how much incoming damage is actually going to hit you. Reducing that functionally multiplies your existing damage recovery by allowing that substantial damage recovery to act upon a progressively smaller portion of incoming damage.
The best model to think of this is to consider a rectangle: damage recovery (regeneration and heals) is equitable with the length and damage mitigation (defense and resistance) is equitable with the width (you could also make a 3-dimensional model by separating defense and resistance into separate axis, but the point remains the same since getting resistance is kinda difficult with the current IO set bonuses). Your survivability is the total area of the shape. If you've already got loads of damage recovery (like */Regen), you'll get more area out of adding more damage mitigation.
There are a few flaws with this model (such as the biggest one wherein adding damage mitigation is actually the best case almost universally thanks to damage mitigation operating by increasing in comparative effectiveness the more you've got until you reach the cap), but it gets the point across for */Regen. Adding damage mitigation is more useful than adding damage recovery.
Now, this isn't to say that you shouldn't get +regen set bonuses. Get them, but only get them when the cost is low. Don't aim for them. Just get them tangentially. They're not something you're going to want to go a good deal out of your way to get, but if it's only a single slot and it's a reasonably large +regen set bonus (like with the LotG 2 piece bonus) then get it, especially if it'll increase your defense as well. -
Quote:Except that I'm not. The devs can pretty safely assume that the proc is going to go off in combat or right before it. If it goes off in combat (as if you had slotted it in FA or Tactics), you're getting the benefits of it because, guess what, you're in combat and you're attacking! If it goes off right before combat (as if you had slotted it in BU or Aim), you're getting the benefits because, guess what, you're going to be attacking in less than a second! If it goes off while you're not in combat, so what? It's the same as if you could use the damage procs to attack the air while you're not in combat. It's not like it going off outside of combat is going to have some effect upon its chances to affect you while you're in combat later.You're still incredibly missing the utility of the proc by not knowing and therefore being able to utilize its random chance of going off. Unless you're in the middle of a ST AV killing chain fo the most part you can almost never utilize the proc going off.
The point of the proc isn't to provide you with a second Build Up power that will allow you to frontload damage to take out hard targets at the beginning of combat. The point of the proc is to provide you with a short period of drastically improved damage whenever you get lucky.
True procs are, as defined by how they function, unreliable. The regular damage procs don't provide 14.36 damage; they provide a 20% chance to deal 71.8 damage. Are you really going to say that those procs are reliable when they don't do anything 4 out of 5 times? Increasing the chance to 10% or the duration to 10 seconds wouldn't make "reliable" or improve your ability to capitalize on it while it's active. It'll still be friggin rare and still only let you get in a few attacks.
The only way the devs could do anything to do what you're asking it to do is to have a game message flash on your screen saying "Gaussian's proc went off!" every time it went off so you would know it's active. Personally, I have no problem noticing that little icon on my list of powers, so it's not like it would help me much.
Considering you're "AV killing string" quip, I have to wonder: do you honestly believe that the only people that use attacks while in combat are people with AV killing attack strings? Just attack and you utilize the Gauss proc's benefits. The only time you don't benefit from it is when it goes off out of combat and, guess what, it doesn't matter anyway: you're out of combat.
Seriously, it's for arguments like this that the devs need to put a facepalm emote in game. -
Fire can cap fire resist pretty easily because everything you take gives you fire resistance.
Attempting to cap any damage type with Dark Armor or any damage type except for fire with Fiery Aura isn't going to happen. There just aren't enough +res set bonuses or powers that will get you there. All you can get is pretty much just Tough (for some s/l, but not enough to cap you), the 3% +res PvP IO (which is going to hurt your pocket book and not do a particularly large amount), and the 2-3% +res set bonuses that only apply to a single damage type. Even stacking all of those, you're not going to make much headway on the ~40% resistance you need to cap resistance. -
Quote:On average, yes, you will get more benefit out of slotting the Gauss proc into FA than into BU. When slotted into toggles, procs check once every 10 seconds. The fastest that BU can recharge is 18 seconds, so, at the recharge cap, you're checking roughly half as often. Of course, you're trading off the ability to have some control over when you get the massive +dam, so there's that to consider.With the Guassian set having a build up proc that works on toggled options, I would believe it'd have more effectiveness in Focused Accuracy over Build Up.
Quote:If I see the math properly, that'd be like 2 Build Ups instead of one every 40s that would 'occasionally' proc, put you at damage cap and wear off 10s later.
Something else to remember: the Gauss proc only lasts 5.25 seconds (functionally 5 seconds thanks to the power animation using up some of that duration). It is not a "full strength" build up.
Honestly, the bigger consideration where I'm concerned isn't which power you'll get more benefit out of but rather which power would benefit from 6 slotting with Gaussian's. The Gauss proc is unique so you can only get one power in your build that gets that wonderful 6 piece set bonus. Build Up doesn't really get much from it because it doesn't redzone the recharge and you don't really need to enhance the tohit all that much because 20% +tohit is already going to be enough to let you hit except in all but the most extreme cases. FA, on the other hand, actually gets some use from increasing your +tohit as well as getting something out of the end redux. -
I actually did a rather complex write-up concerning HoB and existing precedents as they applied to HoB. The end result was that the only changes that are really needed are a reduction in recharge to 60 seconds and an increase in the chance for each instance of damage to 60% (from 50%). Doing that would allow the average damage to keep pace with the average damage of Full Auto adjusted for the danger of it being a melee PbAoE while maintaining a similar ratio of average to maximum damage to the closest parallel for variable damage that I could find (Blizzard).
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Okay, so it looks like you're assuming ~230% +rech so I'll work with that. Considering the work that was done in the Scrapper forums, I'm going to go with a Stone/Fire Brute with the Seismic(1.716 secs)>Fist(1.056 secs)>Gloom(1.32 secs)>Fist(1.056)>Heavy(1.848 secs)>Fist(1.056) attack string.
Seismic Smash: 148.5 base damage, 20 sec base recharge, 6.336 sec rech needed, 6.06 sec rech with 230% +rech, Mako's proc and Unbreakable proc
Stone Fist: 41.7 base damage, 4 sec base recharge, 1.32 sec rech needed, 1.21 sec rech with 230% +rech, Mako's proc and Hecatomb proc
Gloom: 73.4 base damage, 12 sec base recharge, 6.732 sec rech needed, 3.63 sec rech with 230% +rech, Apocalypse proc and Glad proc
Heavy Mallet: 95.1 base damage, 12 sec base recharge, 6.204 rech needed, 3.73 sec rech with 230% +rech, Mako's proc and Glad proc
Blazing Aura: 9.18 base damage, 2 sec activation time, Obliteration proc, Armageddon proc, and Fury proc
Seismic Smash: (148.5 * 8.5) + (71.8 * .2) + (107.1 * .33) = 1311.953
Stone Fist (x3): (41.7 * 8.5) + (71.8 * .2) + (107.1 * .33) = 404.153
Gloom: (73.4 * 8.5) + (107.1 * .33) + (71.8 * .2) = 673.603
Heavy Mallet: (95.1 * 8.5) + (71.8 * .2) + (71.8 * .2) = 837.07
1311.953 + (404.153 * 3) + 673.603 + 837.07 = 4035.085
4035.085 dam / 8.052 secs = 501.13 DPS
Blazing Aura(normal): (9.18 base damage * 8.5 max dam / 2 secs) = 39.015 bonus DPA
Blazing Aura(Oblit proc): (71.8 base damage * .2 proc chance / 10 sec interval) = 1.436 bonus DPA
Blazing Aura(Arm proc): (107.1 base damage * .33 proc chance / 10 secs interval) = 3.534 bonus DPA
Blazing Aura(Fury proc): (20% -res * .2 proc chance * 10 sec duration / 10 sec interval) = 4% -res on average
(501.13 + 39.015 + 1.436 + 3.534) * 1.04 = 566.920 DPS -
Quote:It has a 5.25 sec duration (functionally 5 second) duration so that is is half as strong as a normal Build Up. It has a 5% chance of activating because it can be slotted into powers like Focused Accuracy and Follow Up. If it weren't, the proc would be capable of providing more +dam than the original power it is based off of (Build Up). There isn't a single proc in the game with that kind of power, whether unique or not, that is comparable to a power on its own.Even with 10% chance 10 second duration, with still such a low chance/time would lend it to still be so unnacountable as to still not warrant it into much of any calculations.
Assuming that it "should" be stronger just because of some arbitrary desire rather than realizing that, if it did follow suit with those desires, the IO would be incredibly overpowered is simply unintelligent. Acting as if slotting a single IO into a single power "should" somehow offset slotting the entirety of the power otherwise is unintelligent in the extreme. There's a reason they fixed the ability to enhance the attributes of the heal uniques. It's the exact same reason why the Gauss proc isn't as strong as you think it "should" be. -
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Quote:Actually, its got a 5.25 sec duration for a very good reason. It's the same exact reason why the damage procs don't deal as much damage as a fully enhanced attack. The procs are designed to be weaker than their real power counterparts.foolishy just assumed that it lasted 10 seconds like it SHOULD, not 5.25 crap that the devs for no reason have it at
Quote:, just like its a 5% where it should clearly be 10%. -
Quote:The problem that I always had with ToF was specifically that it was single target. Sure, it's a great way to get rid of one guy hurting you, but the only times I actually needed some amount of damage mitigation to stay up was when I was surrounded by an inordinate amount of guys. Even a single boss wasn't going to make me start doing my immortality dance because a single boss didn't constitute a substantially large enough portion of my incoming damage to make up for the fact that I could have been killing guys faster with the animation time I was devoting to keeping that boss locked down.On a non-IOd scrapper I doubt fighting a single boss would be much trouble. Fighting a full spawn with bosses and LTs can be difficult on a non-IOd build, certainly not impossible. Much in the same spirit as Parry or Divine Avalanche, when fighting multiple targets, ToF was a great way to mitigate on threat (say a LT or 2nd boss) while you DPS'd the main threat.
Quote:Even against AVs where the To Hit Debuffs border on meaningless, ToF amounted to significant mitigation from the "fear" aspect of the power. -
Quote:If you're not taking Phys Per, then what's the point in taking Body Mastery? If you're just going for the AoE attack, Blaze Mastery is going to do a helluva lot more for you if all you want is the AoE. FA is more of a joke power, considering it provides less +tohit than Tactics, costs twice as much endurance, and only affects you. The only real reason to take FA is to get some tohit debuff resistance, but that's not going to do much since it's not really a huge quantity and still costs an arm and a leg.Does anyone take this on their fire/regen? Seeing as how a /regen wouldnt really need physical perfection and I could easily take the blaze mastery for fireball, buy would FA and energy torrent be a better option? Bottom line is I would like another aoe, but does fireball really justify taking the blaze mastery? Yeah i could use fire blast and char for set mules but I would rather have more useful powers and I'm thinking FA would fit the bill for a "useful" power with energy torrent providing that much desired aoe with a pinch of soft control.
As far as I'm concerned, the only reason to take Body Mastery any more is Physical Perfection and sometimes Conserve Power, and the reason to take that is disappearing within the next couple of patches because they're removing the ability to enhance the attributes of the heal uniques so you won't even be able to stack it up for much longer. Apparently, they really did only ever intend Physical Perfection to be a proc mule because those values are way too small to bother enhancing. If you want AoE damage, Blaze Mastery is the better option. If you want FA, you can get it from Weapon Mastery or even just take Tactics and get more for less. -
Quote:The average damage buff isn't worth it, trust me. Because it's a 5% chance to proc to grant you 100% +dam to each of your attacks for the next 5.25 seconds, that's not a 1.18 end damage modifier. Hell, it's not even close to that because your other attacks are actually getting slotted. I didn't bother doing the math because it's crazy friggin' obvious. Now that you're asking me to do it for you, I'm also going to be making sure to do my math right because it's rather obvious you can't, nor can you get all of the info right.But figure the math out though. Over time, with that chance being every time you fire off FU. Would have to figure its overall buff. 1.8 divided by 20 firing off chance times at least twice being used without its 10 second duration. So figure out the DPS when not slotting FU with the attack chain, and then multiply by 1.18 average damage buff from the gaussians proc. And seems really strange still that that proc is only a 5% chance and not 10% grr.
First off, the duration isn't 10 seconds. The duration is only 5.25 seconds and you don't even get all of the 5.25 sec duration because the duration actually begins in the middle of the animation you use to get the effect. It depends upon what attack you're using, but, in general, you can only rely on getting 4.25-4.75 seconds of the buff.
Secondly, the proc is not an end damage multiplier. It is a +dam effect. It's additive with every other +dam buff that you're packing on there, including enhancement and the actual +dam buff from FU, and not multiplicative, like you seem to be assuming.
The actual +dam contribution of the Gauss proc is 5% +dam (5% chance to proc / 100% +dam when active) for roughly 4.75 seconds after. Depending on your attack string, you can get a little overlap. FU>Focus>Slash>Wait(.396 secs) is going to get 5% +dam on all of the attacks except for Focus which gets 10% (the buff fades while Focus is animating). FU>Focus>Evis is going to get 5% +dam to all of the attacks.
Now, FU has a base damage of 55.1, Focus has a base damage of 95.7, Slash has a base damage of 90.8, and Evis has a base damage of 143.2. By ignoring +dam slotting in FU, assuming 95% +dam slotting, you're giving up 52.345 (55.1 * .95) damage. In exchange, you're getting 14.11 ((95.7 * 2 + 90.8) * .05) damage from the first attack string or 11.945 ((95.7 + 143.2) * .05) damage. 52.345 is a helluva lot larger than either 14.11 or 11.945.
It should have been rather obvious from the very beginning. The Gauss proc just isn't worth it: tiny chance to proc means tiny benefit on average and short duration means you're not even really capable of stacking it. I pretty much told you as much before. -
I'm actually reasonably sure that it would be possible to have an empty scabbard when you're in combat and a full scabbard when you're not. The combat auras and Vanguard Shield have already demonstrated that it's possible to have a costume piece vary in appearance based on combat status. It might not necessarily be possible to vary it based on the specific combat status (i.e. sword attack combat status), but at least we know it's possible.
The problem of the weapon in the scabbard not appearing to be the weapon when drawn could be solved by making the scabbard a sub-costume piece of the weapon itself, which would allow for the scabbard to call upon the weapon model.
The only problem that still exists with having scabbards and holsters is in making sure they anchor appropriately thanks to the incredible variety of model shapes that exist. I'm not entirely sure how that would work outside of creating an entirely new anchor point (or series of linked anchor points) that varies in specific location based upon the physique and chest scales, though, once again, I don't know if that's possible or, if it were, how much work it would require to do so.