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That depends on what you consider "crippling". A build that does so isn't going to be a top tier damage build because its not going to have much in the way of recharge and the sets that increase s/l defense have a tendency to under-enhance damage by being lower level sets, but it's going to be incredibly hardy. Of course, if I wanted to be hardy at the expense of damage capability, I'd just roll the character as a Tanker.
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Quote:The numbers you got grok with the numbers that I gave you. Charged Brawl is going to give roughly 20% higher orange numbers than Boxing will. What you're forgetting (and what makes Boxing suck miserably) is that it takes 1.32 seconds to animate whereas Charged Brawl takes only 1.056 seconds. Boxing deals ~20% less damage and takes ~33% more time to animate. That's substantially worse on both counts.In game, CB was doing 48+70 (118) vs Romans, Boxing was doing 105 (Boxing has one less damage enhancement from the CI set in my current build). Against Warwolves it was something like 21/26 and 39 for Boxing... in any case, the damage was very close and Boxing was not as well enhanced as CB.
edit: those numbers come from a level 48 character -
That proc is actually rather bleh. In an optimized attack string (CB>CI>CB>JL) at level 50 (1338.6 base hp), the proc would grant you roughly 13.386 hp (2 attempts * .1 chance * .05 heal * 1338.6 base hp) every 5.148 seconds (1.188 + 1.056 + 1.848 + 1.056) for 2.6 hp/sec. And that's not including the .95% chance to hit (which would pull it down to 2.47 hp/sec). Base regeneration is 5.59 hp/sec, slotted Health brings it up to 9.95 hp/sec, and adding the +hp accolades (which the proc doesn't benefit from) brings it up to 11.9 hp/sec. In an SO build, the proc barely increases your damage recovery capabilities when using a top tier attack string. When you begin to consider what the passive hp/sec of a build that could manage the top tier attack string would probably be (definitely at least 20 hp/sec at the minimum), the comparative benefit is even less. You'd be much better off just going for a 6 piece set bonus (Touch of Death or Mako's Bite) or a damage proc (which would actually add a decent bit to your DPS because that's an extra ~25% of the base damage per activation).
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Well, first things first, Charged Brawl does a good deal more damage than Boxing and takes less time to animate. Looking at raw damage doesn't tell you much, especially if you consider attacks like Total Focus or Eagles Claw. They may deal a lot of damage in a single blow, but they're horrible for DPS because they've got cripplingly long animation times. A better metric of comparison is damage per animation time (DPA). Charged Brawl has a DPA of 54.7 (57.8 damage / 1.056 seconds), and Boxing has a DPA of 35.98 (47.5 damage / 1.32 seconds) (if those animation times look longer than you're used to seeing, I can explain Arcanatime). Now, 54.7 compared to 35.98? It becomes rather obvious which is better.
Now, in the Kick v. Boxing argument, DPA matters less because they're both atrocious attacks (35.98 compared to 26.57). All the power will really do for your build is sit there looking pretty, get you access to Tough and Weave, and, potentially, mule an IO set. As a set mule, Boxing wins hands down because Absolute Amazement is absolutely awesome, and even Stupefy is significantly better than any of the KB sets. No one should be using either of them as an attack (if you're optimizing). -
Bolded is mine. Brutes start off with a natural survivability advantage thanks to greater base hit points and have better secondary power sets, as well as higher caps, that allow them to be more survivable than a Scrapper in all but the most extreme cases. Under equal slotting and teaming assumptions, a Brute will always be more survivable than the Scrapper.
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Quote:That depends. The Scrapper achieves peak damage earlier than the Brute, but the Brute is going to achieve a higher peak damage. It depends pretty heavily on the team composition.but on teams, my scapper is going to do less damage than a Brute if we are both sharing the same team buffs on an ITF?
1 Kineticist: ~225% +dam from FS, 100% +dam from slotting, 160% from Fury, 7% average crit
Scrapper: ~5.11 scalar = 1.125 * (1 + 2.25 + 1.00) * 1.07
Brute: ~ 4.3875 scalar = .75 * (1 + 2.25 + 1.00 + 1.6)
2 Kineticists: ~450% +dam from FS, 100% +dam from slotting, 160% from Fury, 7% average crit; Scrapper is +dam capped at 400%
Scrapper: ~6.02 scalar = 1.125 * (1 + 3.0 + 1.00) * 1.07
Brute: ~6.075 scalar = .75 * (1 + 4.5 + 1 + 1.6)
Of course, this is further assuming that the Brute and Scrapper primaries are equivalent in damage capability (which isn't really fully accurate). The Brute/Tanker melee attack sets tend to be better top tier damage sets than the Scrapper sets. It's not universally true (Ice Melee is substantially lower than the Scrapper sets), but there are enough Tanker/Brute sets that have better pre-AT-mod damage than the Scrapper sets (Stone Melee is the biggest example) gives the Brutes a definite advantage. -
Quote:Give me a primary that isn't Spines and any secondary, and I'll give you an AV capable build. Hell, I could probably throw together an AV capable Spines build too, but I don't think I'd be able to do it with absolutely every secondary like I can with the primaries.If any of you is bored/willing to/have it somewhere - feel free to post some of your AV capable builds (alrdy got nihilli's awesome one
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"Builds by Umbral: Facebeatery you can count on!" -
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Quote:It depends on the AV, honestly. I'd take an IO'd DM/regen over an IO'd DM/Invuln for most AVs any day. Against the AVs that are really hard hitting and mostly s/l damage, the DM/Invuln is going to be a better choice. Of course, I'm also crazy well experienced with */Regen, so much that I barely fear Ghost Widow (lol, Soul Storm when I've got IH running).I'm not so sure that Dark Melee/Regen is a BETTER choice than Dark Melee/Invulnerability for AVs. Maybe Umbral can chime in on this one.
I bring up my experience when addressing */Regen because it matter so much with */Regen. I could put together an absolute top tier */Regen build that obliterates everything and, if you're not on top of your game with your clickies, you're going to drop. Playing */Regen is nothing like playing any of the other defensive sets simply because player skill and experience matters so much more than it does for virtually any other set. I would recommend */Regen for doing almost anything solo, but I would always attach the warning that you're not going to just grab an awesome build and become awesome. It takes time and skill and experience to learn incoming damage patterns and the appropriate timing on your click powers and that's something that no other defensive set really has to deal with.
If someone has a boatload of experience with */Regen and with the game (re: knows themself and knows the AVs), then, yes, I would recommend */Regen over DM/Invuln. Otherwise, I'd recommend the much less experience requiring DM/Invuln. -
First things first, change your attack slotting. Hecatomb should go into Storm Kick (your best attack) rather than Eagles Claw (your worst). You should also think of getting rid of Eagles Claw in favor of Crippling Axe Kick for the simple fact that they've both got pretty much the same DPA (which is lower than Crane or Storm Kick for both of them) which means you'll spend less animation time doing sub par DPS (re: Storm>Crane>Storm>CAK is better than Storm>Crane>Storm>Eagles). Just as well, the 6 piece Hecatomb set is largely pointless. Get rid of the Hecatomb Damage and you'll be able to save a slot to put elsewhere.
Similarly, you went a bit heavy on the +rech set bonuses. MA isn't all that recharge intensive. Once you get Storm Kick down to a 1.848 sec recharge (225% +rech), that's all you really need. The global +rech will provide you with all the +rech needed to get Crane Kick and Crippling Axe Kick recharged fast enough (3.96 secs for each; i.e. 153% +rech and 103% +rech, respectively). You can then use all of the slots that you'd be saving on wonderful things like +hp and +regen (which will allow you to go without using the DPS castrating Aid Self for longer periods of time)! You might also want to consider putting a couple slots into Tough to actually enhance the +res value. As strange as it may seem, a little bit of +res is actually quite effective on an */SR. -
The tangential benefits of CJ/Hover are generally too big for me to get rid of the pool. Leaping or Flight means you'll get an LotG slot, ~3% +def(all) that's pretty much free, and 2 BotZ sets. The only time I'd take Fitness over Leaping/Flight is if it's an SO build that doesn't have access to all of the endurance assistance that IOs offer and all of the big advantages of CJ aren't really present.
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Quote:Get rid of Fitness. QR and DC should be more than enough to last you until you get PP.Fine I'll give in...it's a concept build with the Concealment Power Pool.
It's that pool that takes away the ability to have both.
Like I said it's a concept build...so try not to be too harsh haha.
Leaping/Flight, Speed, Fighting, Concealment. Problem solved. -
You're asking me to choose between getting to use my all important clickies more often (and be able to use the Mg>Smite>Siphon>Smite attack string) and the ability to have to use those clickies less. I'd rather have both of those, especially since it's not hard, in the least, to have access to both. What build are you attempting to put together that you can't afford both?
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Yeah, but I tend to ignore the -tohit from DM simply because it's not particularly reliable or huge in effective magnitude. Purple patch and rank modifiers all impinge greatly upon its effectiveness against a single target. Against an level 50 AV, the ~25% -tohit that is generated by the MG>Smite>Siphon>Smite string is the equivalent of only 3.75% +def. It's decent, but it's not going to be a major game breaker. Against smaller targets, they're generally dead before you can stack up the full string, and against multiple targets, you're only debuffing a single target out of the lot of them thanks to DM's ST focus.
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Quote:It's nice to know you agree with me.Its always possible its an occasional server-side lagging moment that throws everything off. During my original arcanatime-testing I did observe occasional moments when it seemed that chains of attacks were suddenly thrown off by a half second or so, as if the game skipped a cycle or two. I assumed that sometimes something happens on the server that makes it impossible to complete everything it needs to do in a combat tick, even if the zone is not overloaded.
But that is only a conjecture. I will say that its probably a good idea to have a little more recharge than necessary to factor in the occasional slow, but recharge usually cannot help mitigate server lag in the general case. So even ultrahigh recharge players might still see the occasional hiccough. -
I wouldn't bother aiming for any amount of defense unless you're going to end up with at least 20%. 15% is borderline, but less than that won't contribute often enough to significantly increase your survivability because, as Arcanaville showed us, low levels of defense don't do much to increase short term survivability (and */regen is all about short term survivability).
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First of all, Hover has no tohit penalty associated with it being active. That's kind of the point: it's combat flight. The only power within the flight pool that has a tohit penalty is Group Flight, but that only applies to your nearby allies.
Second, Personal Forcefield isn't really going to be turned into a personal shield power in the vein that you speak of specifically because it would be so easy to circumvent (unless you're talking about a giant tohit debuff such a -75%, at which point it begs the question of why even bother allowing the ability to attack). It's not an issue of "pros and cons". It's a question of balance.
Third, the "best" FF build is highly debatable, especially if you're talking about a build or simply a powerset combination. Where builds are concerned, the question of what you're trying to accomplish is going to have a large enough impact on the state of "best" that it's impossible to simply state a single build is best. For powerset combinations, it depends on what kind of synergy you're looking for. */Sonic provides offensive advantage and has synergy in the sense that FF/* has very low animation time requirements. */Dark provides synergy in the form of -tohit to compliment FF/*'s +def (though, the -tohit isn't that spectacular against harder targets, nor is it particularly useful when you consider how easy it is for FF/* to softcap everyone with only Maneuvers).
Here's an IO build I've got for FF/Sonic. It's softcapped to range, can softcap all allies indefinitely, runs the Shriek>Scream>Shout attack string, and is infinitely endurance sustainable with WoC turned off. It's probably not going to be the best for soloing (though it will do so quite admirably), but it'll be an incredible force multiplier on teams (not to mention that it'll make everyone on your team nigh upon unkillable).
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Quote:Wrong. MG needs to recharge faster than Siphon.Chain wanted MG+SMI+SL+SMI
Arcanatimes
MG = 2.244
SMI = 1.188
SL = 2.112
So, you would need
MG recharged in (SMI+SL+SMI) 5.542 s
SMI recharged in 2.112 s
SL recharged in (SMI+MG+SMI) 4.62 s
MG: 4.488 seconds (235% +rech required)
If you're thinking to PvP with a DM/SD, you're going to be unpleasantly surprised. Even with lolmelee aside, defense sets are notoriously squishy because players have a base 75% chance to hit, much higher +acc than NPCs, and generally are packing substantial +tohit. Even worse, DM isn't well equipped for PvP because Soul Drain is long animating and requires hitting a target within 8' to provide the buff. LBE isn't going to be enough to solve the PvP problems of DM/SD.
You'd be much better off simply admitting that DM/SD isn't going to be a PvP character and allowing those 5 slots to be used elsewhere so that you can actually softcap to all. -
Base Acc is 1.3, not 1.4. It's still substantially above average, but it's not quite at nuke grade base acc.
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Quote:That's because you're not used to having a better version of Stamina on you already. Quick Recovery is 20% stronger than Stamina, */Regen has substantially lower endurance costs than other defense power sets at SO levels (.696 end/sec without any end redux slotting; to compare, */SR costs .867 end/sec), and Claws/* has 33% cheaper attacks on a DPE scale.I just can't understand that, though I'll take your word on it.
You can't assume from experience with other sets (especially builds such as MA/Inv, which aren't particularly kind on the blue bar) that Claws/Regen will have the same problems. It won't. Claws/* is easier on the blue bar than any Melee set other than Dark Melee (and only because Dark Melee has DC), and */Regen is kinder to the blue bar (at SO levels) than any other Defense set (Elec/* gets close, but Lightning Field is expensive enough to cost it the title). I assure you that you won't need Fitness (or at least Health or Stamina) until you start getting the expensive pool and APP toggles. -
The numbers are exactly the same. 20% chance for 20% -res(all) for 10 seconds. Neither of them stack with themselves (i.e. AH doesn't stack with AH, and Glad doesn't stack with Glad), but they do stack with each other (i.e. AH will stack with Glad).
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Quote:Mids' is correct. His best bet would actually be to yank that level 50 slot out of Stamina (going to the 4 piece Perf Shifter slotting, excluding the triple and acc/rech) and place an additional slot into PP for the additional Perf Shifter End Mod. He'd lose 2.5% +dam, but he'd gain .15 end/sec over either of those options.But definitely switch the performance shifter proc to a generic IO, unless mids is wrong.
Btw, if you're curious as to why Mids' is correct, it's because the Miracle proc benefits from enhancement slotting of the power it is slotted in. So the enhanceable recovery benefit of Perf Shifter is more than doubled by the presence of the Miracle proc. -
Quote:Castle is the one that told us that they could, without too much difficulty, create a knocktowards effect, in the manner I said they were capable of, when he informed us how knockup was created (which was much longer than a few months ago). "Currently cannot do that within the game" isn't the same as "it's too much work and we're not going to bother". The issue is that they would have to actually create the knocktowards effect and go through the game placing the appropriate resistances and protections to the new effect in all the appropriate places (re: melee defense mez toggles).When the powers guy, aka Castle, tells me they currently cannot do that within the game I tend to give him the benefit of the doubt.
Mind you that was from a few months ago so thing certainly could have changed. As they say, the one constant thing in life is change.