Umbral

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  1. Concerning your changes, you really didn't follow through decently. Getting rid of Hasten was a bad idea, since it nixes your ability to have perma-DP and all of your other all-important clickies up as often as possible. Your frankenslotting of those selfsame clickies detracted from their effectiveness, and you put in Tactics with no real benefit (it's there to hold on to the Gaussian's set). The additional 2 slots in Tough for Aegis would actually be better served as slots in CJ, at the very least to be filled with BotZ for a better positional benefit. By switching around the proc placement in FH, Integration, and PP, you further decreased their effectiveness because I did it specifically to optimize the enhancement contribution to those exact procs.

    Something big that I think you need to learn: +hp set bonuses on a */regen are completely pointless. While DP is up (and, even without perma-DP, it should be up at least 80% of the time), all but ~31-2 of those hit points are going to be eaten by the hp cap (2409.5). I've said it once and I will keep saying it until people learn it: +hp set bonuses when you've got DP is pointless. Don't bother aiming for them. You'll get all you need from tangential set bonuses.

    Honestly, before you try to mutilate a well designed build just to make it not the one you were expressly given out of some disturbed notion that you wouldn't be able to claim credit for what it accomplishes, ask why I did something rather than just assuming it did it for an arbitrary reason. Nothing in the build I gave you was slotted as was without a very good reason. Changing that slotting without knowing the reason (and often ignorant of the costs of changing it) have done you no good.
  2. For starters, GC is better than SotW simply because it takes less time. Both of them have DPAs lower than GD and SD to such an extent that you want to minimize the time that they take up. The other benefit is that GC animates faster, which means that you're going to get greater benefit out of the procs in it. It's definitely better to slot DA as an attack than as some kind of buff. It's easy enough to get 27.6% +def with the available IOs that it doesn't need buffing past it. Because it doesn't need any +rech loving, 5 piece Crushing Impact (all but Dam/Rech) is probably your best bet because it nets you another 5% +rech set bonus. You don't need Stamina and Physical Perfection in a */regen build. The endurance costs just aren't high enough. Considering the comparative costs, I stick with decently slotted PP and suffer through the minor endurance issues when I exemp below 39. QR and
    Stamina don't need all of those slots to be effective. The set bonuses don't really make up for the additional slots and minor increase in endurance sustainability.

    Here's a nigh-limitless budget build (re: everything but the PvP 3% +def IO was viable) for you that demonstrates what you should be thinking of.

    With a single DA, it'll hit 46.1% +def(melee), has excellent endurance retention (with FA on, ~200 seconds to empty; without FA, .04 end/sec shy of indefinite endurance), excellent DPS (~235 without doing the full calc) with the 10 second DA cycle attack string (DA>GD>GC>SD>GC>GD>GC>SD), excellent AoE damage thanks to the slotted presence of both Flashing Steel and Lotus Drops, perma-DP, 11 second downtime on Hasten, 57 hp/sec passive regeneration, 47.5% uptime on IH, and 20.5% uptime on MoG. If really want a taunt power, I'd recommend ditching BU for Calling of the Wolf. Of course, if you're willing to do without a taunt or Build Up and want absolute optimization, I'd trade BU for Maneuvers (same slotting), FA for CP (1 rech), and Maneuvers for Tactics (same slotting as FA). It'll net you complete endurance sustainability with FA on and better tohit with everything else the same about the build.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 1: Fast Healing -- Heal-I(A)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
    Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17), LkGmblr-Rchg+(19)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(21), Dct'dW-Rchg(23)
    Level 12: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(27)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
    Level 16: Integration -- RgnTis-Regen+(A), Heal-I(31), Panac-Heal/+End(31), Panac-Heal(31)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam(36), Aegis-ResDam/EndRdx(36)
    Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(42)
    Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(43)
    Level 35: Build Up -- RechRdx-I(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(43), RechRdx-I(46)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), Mrcl-Rcvry+(45), Numna-Regen/Rcvry+(45), EndMod-I(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  3. First things first, the problem with your equation was that it was calculating diminishing returns across the duration of the power, not the duration of the enforced downtime. You should calculate the average chance of occurrence for each 10 second period and then reduce that value to the actual uptime percent for each 10 second period (5.25 seconds out of every 10 seconds). Repeat this process for each BU proc, just as is done with the -res procs.

    For the resistance debuff proc, it should be calculated exactly as you are assuming. The contribution should be calculated for each proc individually because they stack exactly.
  4. Quote:
    Originally Posted by Bill Z Bubba View Post
    Or are you stating that this is only true for the CFBU?
    This. It's the same for the Force Feedback proc.

    Quote:
    If such a downtime state actually exists, it doesn't affect CFBU stacking, because I've seen them stack. Is self stacking even possible for any of the procs?
    The downtime exists for the single proc. The Gaussian's proc will stack with the ranged set (Decimation?) proc, but neither of them will attempt the proc within 10 seconds of the proc succeeding, which only matters when they're slotted into attacks.
  5. Quote:
    Originally Posted by Bill Z Bubba View Post
    CFBU: 1 - .95^(chances in 5.25 secs)
    When the BU proc procs, it triggers a 10 second downtime state on the BU state, not 5.25 seconds.
  6. Quote:
    Originally Posted by Jerrofla View Post
    Werner got the highest dps in his spreadsheet with the fu / eviscerate / focus chain. why take a power that has a knockback effect that barely works against avs? especially if it lowers your dps. endurance isnt much of a problem with stamina n conserve power n physical perfection now is it?
    FU>Evis>Focus was only the highest DPS when he had Focus's damage listed as being substantially more than it should have been for that specific calculation. FU>Focus>Slash was still at the top when that was corrected.
  7. Quote:
    Originally Posted by Vitality View Post
    Just curious...do you have the DPS for that?
    Unslotted base DPS using Mids' numbers would be 66.45 (501.2 damage / 7.524 seconds).
  8. Quote:
    Originally Posted by Vitality View Post
    Ok...and at level 50...I will have significantly more damage mitigation than at level 25.
    And there are 2 corollaries to that:

    If you're talking about the difference between an IO build and an SO build, then yes, you would, but you'd also be making yourself face an SO grade challenge with a tweaked out IO build.

    If you're talking about the difference between level 50 mitigation and level 25 mitigation on a DM/Elec, you'll probably be pretty underwhelmed. Elec Armor doesn't get much more mitigation past the first 4 powers of the set. What you've got at 25 with SOs is about as much as you can expect to have at 50.
  9. Quote:
    Originally Posted by Vitality View Post
    Well I was asking for the arcanatime numbers because I love the SP-Smite-SP attack...very fun IMO when seemless.

    I'm getting LBE and ET from Body Mastery for my other attacks.
    MG>Smite>SP>LBE>Smite would probably be your best bet for an attack string then.

    MG: 15 sec base, 5.28 needed, 185% +rech required
    Smite: 6 sec base, 2.224 needed, 170% +rech required
    SP: 3 sec base, 6.468 needed, 0% +rech required
    LBE: 6 sec base, 5.676 needed, 6% +rech required
  10. If you want some kind of Stealth for your Scrapper, your best bet is to use the Celerity +Stealth (or the Unbounded Leap +Stealth) and/or Super Speed. The Concealment pool just doesn't add enough to make it worthwhile. For the +Stealth IOs, my personal preference is to place it in Sprint, so that I can drop the Stealth off without any real loss of mobility or combat viability (losing Combat Jumping can drop you below the softcap on many */SR builds). Some people put the +Stealth IOs into Super Speed, but I prefer to use those slots for BotZ 3 piece. It's not like you're going to be using that base slot in Sprint for much anyway, right?
  11. Quote:
    Originally Posted by Vitality View Post
    I guess you could say I'm min/maxing a non min/maxing build, if you will.

    Meaning that the power choices I picked were geared towards the concept of the character which are "non-AV soloing powers"...but I still want to min/max the build with the powers I have chosen.
    Understandable. I'm curious what you're going to be using to round out your attack string though. It's not possible to have the seamless chain fragment of Smite>SP>Smite present anywhere in your attack string (because the minimum recharge of Smite is 1.2 seconds at 400% +rech) and MG>SP>Smite>SP would have insane (re: 365% +rech) requirements on MG. Gonna be using Boxing, Air Superiority, or an APP attack to round it out?
  12. Quote:
    Originally Posted by Vitality View Post
    Haha...no need.

    I have all my min/max AV killing builds finished up.

    I've just been looking over my concept fun build.
    Ahh, well then, go about your business. Kinda curious as to what's the point of asking for Arcanatime calculations, which is pretty much only useful within the context of attack string optimization, if you're not going to be optimizing though. Seems to be contradictory to say that you're going for concept but asking for optimization help.
  13. Quote:
    Originally Posted by Vitality View Post
    Damn...pretty big ego for someone who crunches numbers for an online game.
    First off, I don't just crunch numbers for an online game. I actually crunch numbers for a number of different games, as well as doing advanced problem solving for a living (Computer Science ftw!). Secondly, it's a big ego no matter the context. I've never been told that I don't have a high opinion of myself. Still, no matter what you say, your build is still going to be bad. Just looking at it made me wonder if you'd done any research concerning it.
  14. Quote:
    Originally Posted by Vitality View Post
    My build in question doesn't use Siphon Life.
    Don't make me smack you upside the back of the head.
  15. Quote:
    Originally Posted by Samson_Sledge View Post
    This power set would be for Tankers and Brutes.Some of the Powers are already there..

    1)Personal Force Field
    If you're intending to allow Tankers and Brutes to have something akin to [Force Field.Personal Force Field] at level 1, you need to share what you're smoking. It's pretty much identical to Hibernate and doesn't allow any attacks to take place while it's on.

    Quote:
    2)Insulation Shield
    3)Repulsion Field
    I really do hope you mean Insulation Shield and Deflection Shield, because otherwise there wouldn't be any s/l or melee +def. Giving any melee AT a toggles that continually knocks their opponents out of melee range is just a bad idea.

    Quote:
    ..and the others.

    4)"Back-Up Power"-A Power equivelant to "Dull Pain" or "Earth's Embrace"
    I don't really see how +hp is thematically appropriate for a set that is based around bubbles of protection. The theme should be more oriented around not getting hit, rather than having some mechanism of bolstering oneself.

    Quote:
    5)"Richochet"-A shield power that would cause an Enemies attack to be directed right back to them!
    We've actually been told by the devs that it's impossible to do this without some large scale changes to the game engine.

    Quote:
    6)"Protrusions"-A power similar to "Icicles",once activated,the Shield would form hundreds of spikes on the Shield,rather than four or five spikes,stabbing the enemy away from the player
    This power is kinda like your +hp power, only weirder. It's like you decided that the power set needed a damage/taunt aura and you came up with something largely nonsensical to accomplish it. Why not just give it power such as "rapid expansion" that causes the bubble to fluctuate in size rapidly, taunting enemies and attempting to hit them with knockup (mag 4) every couple of seconds? At least then you're not trying to turn sphere of force into spiked spheres.

    Quote:
    7)"Three-Shot"-Once activated,the Shield generates spheres which shoot outward from the main Shield in the form of a Three-Way Shot,knocking enemies down which are in front of you
    8)"Force Ball"-Similar to "Shield Charge",once activated,the Shield would shoot you forward to the enemies,much like a Bowling Ball.
    So you just want another Shield Defense set. I get it now. It's not Force Field Defense. It's supposed to be a Shield Defense variant!

    Quote:
    9)"Shield Galvanization-"The most powerful tool of the Shield,once activated,the Shield draws power from all your nearby foes,making your Shield immeasurably strong,protecting you from all forms of damage,including Psionics,and when the power wears down,its the Shield that looses power,not your hit points.
    So is this supposed to be a crashless, full power god mode or something that's just a clone of the existing Shield Defense and Willpower tier 9s (re: light crash and provides a global increase to survivability)?

    Quote:
    2)Power over the Mind

    Im sure that a superhero or villain could strengthen their mind to resist major damage,whether it be a natural,mutant,technological,scientific,or magical orgin?
    As has been said before, Willpower already exists.

    Apparently you haven't seen the 2 defensive powersets that Castle has made for Tankers and Brutes already. Your Force Field Defense is Shield Defense with some very minor differences and Power Over the Mind is pretty much the very definition of Willpower.
  16. You should probably also be curious about Siphon Life ((roundUp(1.93 / .132)+1)*.132 = 2.112 seconds), seeing as it's more useful within the confines of attack strings than Shadow Punch.
  17. Quote:
    Originally Posted by Elegost View Post
    Is there anything I should do differently? Or does this look good?
    (Would love for Werner to look this over ;])
    Well fine. If you want Werner to look over it, but not me, then fine! It's not like I'm not constantly updating */regen builds, especially Kat/regen, and routinely accomplishing much better results than the build you provided (mixing typed and positional defense set bonuses; underslotting your basic attacks; taking SotW over GC; so much /facepalm).

    I'mma go be a diva over here now, just minding my own business, if you're interested in my builds or opinions.
  18. Umbral

    Calm my fear

    Quote:
    Originally Posted by Possible View Post
    I don't have a percentage for you, but I can tell you that as I have both toons..The only time my regen ever gets terrorized is from the Famine rider in LGTF and Hami mito's or Hami himself whichever one it is..Never been other than that with my regen. And they both happen to fall on the same TF lol
    NPCs that terrorize are few and far between, so you're pretty safe without it. Until WP came out, the only set with Fear prot was DA, and DA didn't have immob or KB protection. Of course, in his constant quest to make anything new better than anything old, Castle has seen fit to give */Shields and */WP full mag protection from all 4 of the big mez effects (Hold, Sleep, Immob, Stun) as well the nominal "screw you melee" mez effect (Knockback, Knockup) and all three of the rare mez effects (Confuse, Terrorize, and Repel). Comparing the mez protection of the old sets to the mez protection of the new sets will always end up giving the old sets the short end of the stick.
  19. Quote:
    Originally Posted by Imaheroe View Post
    Righ off the bat I see:

    Too much ranged defense
    I wouldn't really call 48.1% +def(ranged) "too much". It's something you can save some slots on (like pulling that Red Fortune End/Rech out of Focused Fighting), but it's not a glaring problem. Something like 55% +def(ranged) (which I have a habit of ending up with when I start making */SR builds) is outright "too much", but a 3% buffer isn't all that horrible.

    Quote:
    Too much end recovery, I have too much end recovery and its less then yours.
    Well, considering his build is lacking the Perf Shifter procs (and assuming he intended to bring the passive accolades into the equation), he's only got a 2.56 end/sec passive endurance surplus with FA turned off, not to mention that he doesn't have a boatload of end redux in most of his attacks, I don't he's actually that safe. Depending on his attack string (not sure what he plans on using and too lazy to deduce it atm), he'd probably be running at a net loss considering the endurance consumption per animation second for his attacks: Strike (2.49 eps), Slash (2.74), Follow Up (5.17), Focus (3.66), and Eviscerate (2.40). Unless he's running with mostly Eviscerate and Strike, he'd be losing endurance for most of his attacks.

    Quote:
    your regen is kinda of anemic.
    18.6 hp/sec isn't too bad for passive regeneration. It's not stellar, but I definitely wouldn't consider it anemic, considering the sheer amount of damage mitigation that softcapped Claws/SR is packing already.

    Quote:
    Here is my current build:
    The problem with your current build is that it's not what the OP wants. He's looking for a procsaw build. Your build makes only tangential use of procs, not the massive proc use that the OP is desiring.
  20. Quote:
    Originally Posted by Vitality View Post
    I said "added AoE damage" not decent and I commented on it's low damage and long recharge.

    I do have Power Sink...but my endurance comsumption is pretty high.
    I'm thinking with the use of Energize and Power Sink up every 30 secs that I should be fine on endurance but I'm just not sure.

    Here is my build:
    First things first, that build make the baby Jesus cry. I mean, you slotted Sprint and Lightning Reflexes for chrissake. WTF? Was the goal of that build to just run as quickly as possible? You're not even maintaining all that impressive of a level of survivability.

    Secondly, Power Sink, even against a single target, would be providing 50.4 endurance every ~27 seconds with a single target around. That's 1.87 end/sec at a minimum. With 3 targets, that's 4.07 end/sec. I assure you, if you've got Power Sink, you'll have no problem with endurance.

    If you're aiming for an effective build, try this one on for size:

    It doesn't have the same level of regeneration as your original build, but it's going to be taking much less damage thanks to actually packing respectable levels of defense, which means it's a good deal more survivable. This build will also be dealing much more damage, both AoE and ST, thanks to higher levels of recharge, better attack slotting, and the presence of Shadow Maul rather than the redundant Shadow Punch.

    The actual damage recovery discrepancy isn't even all that extreme anyway. With your build, you'd be running MG>Smite>SP>Siphon>Smite>SP and would therefore be getting 24.86 hp/sec (.95 * 231.4 / 8.844) from Siphon Life, 25.4 hp/sec from passive regeneration, and 21.66 hp/sec ((642.8 + (10.5 * 30)) / 44.22) from Energize. Mine can run MG>Smite>Siphon>Smite and would therefore generate 19.6 hp/sec (.95 * 139.2 / 6.732) from Siphon Life, 13.7 hp/sec from passive regeneration, and 27.5 hp/sec ((674.3 + (11*30)) / 36.52) from Energize. Totaling those up, that's 71.92 with yours versus 60.8 hp/sec with mine. Factoring in that mine is taking roughly half the damage of yours thanks to the higher levels of defense while maintaining the virtually the same resistances, the loss of 11 hp/sec doesn't really mean much.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
    Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3)
    Level 2: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(13), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(40)
    Level 4: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(5)
    Level 6: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Acc/Rchg(7), Armgdn-Dmg/EndRdx(9), Armgdn-Dam%(9)
    Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(46), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(50)
    Level 10: Static Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(11)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 20: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(34)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(39)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    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-End%(A), P'Shift-EndMod(45), Numna-Regen/Rcvry+(45), Mrcl-Rcvry+(45)
    Level 47: Power Surge -- RechRdx-I(A)
    Level 49: Grounded -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  21. Do you have Power Sink already? If you don't then take that because it's better than either DC or CP. If you do, then go with Power Surge. CP and DC are most useful when assisting endurance sufficiency, and Power Sink takes care of that. If you're thinking DC would be decent AoE damage, I'll have to once again renew my request that BABs design a facepalm emote. It's on a 3 minute timer and deals less damage than Shadow Punch. That's about as bad as you can get. The damage is simply there to make up for the fact that it has to make a tohit check.
  22. Quote:
    Originally Posted by NeonPower View Post
    i was going for S/L because most attacks have a S/L component, so i could be protected against most attacks, and i was told that S/L was easier to Soft cap then positionals.
    S/L being easier to softcap is debateable. You can get it, but the bonuses are in lower value sets that you're having to reduce the enhancement values of your build in order to access. The question is whether S/L is actually better to softcap because you're leaving yourself open to everything else out there by doing so. The positionals at least cover more bases so that you won't be torn apart by the other damage types.

    Quote:
    So, i direct this and all my questions to everyone, if positional defense is better how would be best to get high positional defenses, and would getting higher melee than i have S/L atm be much of a sacrifice to other parts of my build.
    Touch of Death 6 piece sets, Obliteration 6 piece sets, BotZ 3 piece sets, Weave, Maneuvers, and the Steadfast protection IO. Using those, you can get ~28% +def(melee) and ~18% +def(ranged, AoE) without sacrificing the enhancement benefits of your powers.

    Quote:
    I don't understand what you mean by short slot, because if it's what i belive it means then your suggesting i slot a full set into each power which wouldn't be very efficient. also i do plan on using CB and CI as that is half of my attacks.
    Short slotting (aka under slotting) is when you don't fully slot a power that you should and thereby end up with really bad enhancement values for the power. You did this with both Chain Induction and Charged Brawl by only slotting them with 23% acc, 85.5% dam, and 41% end and rech. The enhancement values on those powers are so low that they're not going to be performing well at all. With that little acc slotting, you're barely going to be hitting at all and with that little recharge slotting, you're not going to be able to get a decent attack string. From how you've slotted those 2 powers, it doesn't seem like you plan on using them whatsoever, especially since you gave Brawl and Boxing, attacks which pretty much exist in Scrapper builds to be set mules and requirement powers, the exact same functional slotting.

    You also did the exact same thing for Energize, which makes me question whether you actually know how powerful it is.

    Quote:
    Will 4 attacks be enough to form an effective attacks chain concidering one of them is LR?
    Considering the powers you picked, no. Your 4 attacks would not be enough for a full attack chain since 2 of them are AoEs with substantial base recharges. Even worse, those attacks that would actually comprise an attack chain you've underslotted completely, rendering any chance of an effective seamless attack chain nonexistent.

    Quote:
    if i'm not mistaken those set bonuses effect regen as well and as i have health and PP they will be quite helpful in upping my regen, something very useful to high res sets. thanx for the warning about the LF proc, and tbh i most probally wouldn't need it with 4.03erps and 2 of those procs in the recov auto's.
    You are mistaken. The +heal set bonuses don't increase regeneration. They only increase actual healing, such as found in the initial benefit of Energize (re: not the regen).

    Quote:
    Lastly, by funky procs i guess your reffering to Call of the Sandman heal proc, i thought i would be useful seeing as i would be usign that attack as my chain filler, and a lack of defense would mean my health was vulnerable. so would this proc be useful of just end up as a waste of time and inf?
    No, I'm referring to your placement of the Perf Shifter proc in Lightning Field, inefficient placement of the Numina proc (you'd get more switching from 4 piece Perf and 1 Miracle to 2 piece Perf, 1 common End, Numina proc, and Miracle proc), and use of the atrociously bad Call of the Sandman proc. Using Charged Brawl as often as you possibly could, and assuming that even with that atrocious slotting you'd have a 95% chance to hit, the Call of the Sandman proc would only provide 2.675 hp/sec (.95 * .10 * 66.9 / (1.056 + 1.32)). Your base regen is already 26.4 hp/sec. It's a drop in the bucket and a waste of a slot.

    Quote:
    ps: i can't seem to find any up to date examples of how the defense mechanics work. I was hoping to find out the enemies base chance to hit depending on your defense so i know what to aim for when slotting. =)
    Check this from Paragonwiki. It's rather comprehensive. If you don't want to bother reading it, the goal for your defense should be 45%, whether it's positional or typed. The 45% goal is based on generating a 90% reduction in the chance to hit of enemies no more than 5 levels above you thanks to the hit formula, as given on that page. It won't always allow you to have a 5% minimum chance to be hit, but it will allow you to have the absolute lowest chance to be hit by that enemy as possible.

    Of course, without any native +def, it's pretty much a forgone conclusion that you're not going to be softcapping yourself because there aren't enough. At most, you'd be best of aiming for ~20-30% +def to as many types or positions as possible.
  23. Quote:
    Originally Posted by Katten View Post
    I'm planning on making this character into one of the old school buzzsaw builds that was so popular when IO's first came out, (That is multi procs and fast attacks) and that's easy enough to do without sacrificing offense, but I have sacrificed melee defense for it.
    So are you making the toon buzzsaw just because you want buzzsaw? It's not really all that effective now, especially on a claws character, thanks to the animation times and base damage of Scrapper attacks. Buzzsaw works on Brutes because they're already packing massive +dam, but, on a Scrapper, where we're netting massive benefits from any individual percent of +dam, it's not nearly as effective.

    Quote:
    So, if I can't cap melee defense, should I pick up elude instead of weave?

    (With weave running it'll be at 42% melee D, 50% ranged, 43% AoE)
    No, do not sacrifice 5% defense in order to give yourself the softcap ~50% of the time. You'll get better performance with Weave than with Elude.

    Quote:
    *edit* I'm aware that complete sets are the better way to go to get more recharge (more DPS) and hold on to defense, I just felt left out of the proc craziness, and since claws works better with procs than other sets that's where I've gone.
    I don't recall Claws being any better with procs than any of the other sets, then or now. Still, I'm pretty sure you could manage 2 procs in each attack and still manage to softcap to all. 4 Kinetic Combats would net you 1.88% +def(melee) and space for 2 procs. BotZ sets would give you plenty of +def(aoe, ranged). I don't think "procsaw" and "softcap" are mutually exclusive.
  24. First off, short forum export please. Long export is annoying and pointless.

    Secondly, you're using a set that doesn't have any defense type preference. You're better off going with positional rather than typed based defense (or an inefficient mix of the two, which you seem to be doing).

    Third, don't short slot the enhancement effects for a power just because you want a specific set bonus. Enhancement will do more for a power than any set bonus. Of course, if you never plan on using the power, enhancement doesn't matter and set bonus trumps all. I really hope that you plan on using Charged Brawl and Chain Induction, even though you slotted them abysmally.

    Fourth, you've got some funky proc preferences. The 4th Numina isn't going to do you much good since you've only got the single heal (and you short slotted that, to boot). Putting the Perf Shifter into Lightning Field is actually going to grant endurance to your target, thanks to how the proc works (it rides the first end mod effect).

    I'd more likely build the character like this. It's not as directly survivable (re: lower melee defense and neg resist), but it's actually capable of beating some face in. It relies on Power Sink for a bit of survivability (from massive End drain) and endurance sustainability, which isn't really an issue when it's pulling in 2.43 end/sec (50.4 endurance every ~21 seconds) even against a single target. CI>CB>JL>CB attack string.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/Rchg(9), S'fstPrt-ResDam/EndRdx(27)
    Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17)
    Level 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(9), TtmC'tng-ResDam/Rchg(11)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(7), LkGmblr-Def(23), Zephyr-Travel(25)
    Level 8: Thunder Strike -- 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 10: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(11), TtmC'tng-ResDam/Rchg(13)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(33)
    Level 16: Health -- RgnTis-Regen+(A), Panac-Heal/+End(50)
    Level 18: Chain Induction -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(29), Hectmb-Dmg/EndRdx(31), Hectmb-Dam%(31), RechRdx-I(50)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25)
    Level 22: Energize -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(36), Panac-Heal/Rchg(36), Panac-Heal/EndRedux/Rchg(37), Panac-Heal(37)
    Level 24: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Boxing -- Empty(A)
    Level 32: Lightning Rod -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(43), Efficacy-Acc/Rchg(46), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(48)
    Level 38: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/Rchg(39)
    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-End%(A), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45), Numna-Regen/Rcvry+(45), Mrcl-Rcvry+(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  25. Quote:
    Originally Posted by BrokenPrey View Post
    How? the builds might be bad(didn't look) but after reading it and reading yours it says about the same thing.

    the only real thing is he says if your anything else but regen skip SP and you say for high recharge builds skip it. You both also talk about the good and bad of Shadow Maul. All the other stuff seems the same to me. DC and SD don't slot of an attack because the damage is weak and you really only care about the buff. SL is now one of the best attacks and is good to slot of an attack or a heal. ToF is your opinion some people love it some don't. So I really don't see why you call it bad if it is the builds then just say that because he is saying every thing you just said.
    The guide is bad and the power recommendations are similarly off on most of them. It places greater emphasis Shadow Punch and the tohit debuff than it should (the tohit debuff is actually rather paltry, even when stacked up), the slotting is off on most of the powers because it ignores the need of attack string oriented combat, downplays the incredible power of Dark Consumption, acts as if ToF is god's gift to Scrappers, and has old as well as bad (even at the time of posting) recommendations on IO sets.

    That guide was posted and created when I was taking a haitus from the game, which is why I didn't have any input on it and feel free to criticize it and suggest people don't follow most of those recommendations at all. It's a guide. That's doesn't make it a good one. At most, it's largely mediocre.