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Wait... people actually like, much less love, Empower and Weaken? o.O
From an optimization standpoint, it's not really worth it to love all of the combos at once. In general, you're better off choosing one because otherwise you're gonna be hurting for power choices. -
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PS: 1.188 sec animation, 5 sec base recharge, 7.392 sec required recharge, 0% +rech required -
Quote:If you're curious at all about Quick Recovery, Stamina and anything else involving those powers, check out this thread. I get into the specifics of the various slotting option and why they're better than others.I have incorporated this change into the build, but Id still like to know the details for my own education. I take it that over a long enough period of time the +end proc IOs will provide more endurance recovery than the extra 0.24 end/sec that Mids says Im losing from this switch? Do you know how often the proc IOs have a chance to fire in an auto powers like Quick Recovery and Stamina?
If you don't want to bother reading it, suffice it to say that a Perf Shifter proc in a passive or toggle power would generate, on average, .2 end/sec. With 2 of them in your build, you'd be generating .4 end/sec (from the 2 procs) at the cost of .24 end/sec (from not having redzoned End Mod values or the set bonuses) along with the additional benefit that the Perf Shifter endurance isn't going to be debuffable, so even if you get hit by a Sapper, you'll at least have some chance at having endurance. -
Quote:Yeah, forgot to subtract the 1. Bad Umbral >.<Also, if the -KB enhancements used exactly the formula used by endrdx or recharge, only 700% would be needed to go from mag 6 to 0.75, not 800%. (The formula is n / [1 + %]; 6 / 8 = 0.75; 8 - 1 = 700%)
Quote:A simple solution could be a m / [1 + %ⁿ], where m is the base KB rating, and n is some constant decided upon for the formula. If n = 2, ~264.5% kbrdx is needed to bring m = 6 down to 0.75. If n = 3, ~191.2% kbrdx is needed to bring m = 6 down to 0.75. etc. Alternatively, a different formula could be... um... formulated
For reference, 3 +0 schedule D enhs (current Knockback) is 168%
As to how to put it in game, I'd probably make them specifically knockback set IOs that specifically mention that they reduce the effect of knockback powers. Give the knockback reduction a null value in the balance of the set (re: it's an enhancement that doesn't actually count when calculating the enhancements values) and build it like a normal damage IO set (Acc/Dam, Dam/Rech, Acc/Dam/End, Dam/End/Rech, Acc/End/Rech, Proc) except that all or some of the enhancements have the "free" KB redux on them. -
Quote:Since Sweep is 1K>PS>TE, the attack string would then be BF>1K>PS>TE.If I wanted to run BF--Sweep combo non stop how much recharge would I need in each power?
BF: 1.452 sec animation, 12 sec base recharge, 7.524 sec required recharge, 59% +rech required
1K: 3.432 sec animation, 15 sec base recharge, 5.544 sec required recharge, 170% +rech required
PS: 1.584 sec animation, 5 sec base recharge, 7.392 sec required recharge, 0% +rech required
TE: 2.508 sec animation, 12 sec base recharge, 6.468 sec required recharge, 85% +rech required -
That's what I'd have to guess as well, but I wanted to without judgment until I can actually see all of the information.
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Reviewing bad builds... Seeing them always makes me cringe.
First things first, your slotting of the */Regen powers:
The 4 piece set bonus for Numina is only going to benefit Dull Pain's heal. It will do nothing for Reconstruction, so you're better off not even bothering with it. Also, why did you not put the Numina proc into FH when you put it into Health? You'll get more replacing that Heal/End/Rech with the proc if you're aiming for max regen.
That is, by far, the strangest slotting I've ever seen for Quick Recovery, especially since it seems like you're focusing on +recov set bonuses when you're running Claws/Regen, which is one of the most endurance sustainable builds already. You also didn't use the Performance Shifter set, which is pretty much the best thing you can put into either QR or Stamina thanks to the proc. You're better off aiming for either 3 slots (Perf Shifter proc, Perf Shifter EndMod, level 50 common End Mod) or 4 slots (Perf Shifter proc, EndMod, End/Acc, End/Rech). I'd probably go with the 3 slot simply because you don't really need that extra .16 end/sec because you're already running massive overkill on your blue bar.
Dull Pain doesn't need that 6th Doctored Wounds slot. Get rid of either the end/rech or the heal/end. That 6 piece set bonus isn't even close to worth it.
Putting the Regen Tissue proc in IH is rather stupid. You're can't use it once every 2 minutes because it's taking 3 and a half minutes to recharge already. You should only put the heal IO procs into powers you plan on being on at all times because otherwise you won't be getting as much from them as you could. Just remove that last slot from IH.
As FunStuff already said, why don't you have MoG?!?! MoG is friggin' gold. It's a possible LotG +rech slot and has incredibly light slotting requirements. Either give it LotG +rech, LotG def/rech, and 2 common rech IOs or 3 common rech IOs. MoG isn't an optional power, like tier 9s for other sets. The only excuse for not having MoG on a */regen is that you're not level 38 yet.
Also, Revive is bad. Largely pointless and an absolutely horrible place to put that proc. Even if you're dieing once every 2 minutes, you're still not going to have the benefit of that proc at all times because it's still not recharging fast enough. If I see more slotting like that in future builds, I'mma have to smack you upside the head even harder than I am now...
Moving on to Claws/*:
No Slash is bad. Slash is where you get your Achilles' Heel proc chance which is where you get a nice little buff to your DPS. You definitely want to take it and give it 5 piece Crushing Impact and the AH proc. It'll fulfill one third of your three part attack string o' doom (FU>Focus>Slash>Strike). I'm also curious as to whether you were even planning on an attack string. Eviscerate isn't really good for an attack string at all.
It looks like you were trying to stick as many purple IOs into that build as possible without consideration for how effective they would be. The 6th piece of the IO sets are largely useless. I wouldn't bother with any of them. Remove either the Dam or the Dam/Rech (for Ragnarok, remove that redundant proc; Shockwave already does KB) depending on your recharge needs and save yourself the money and slot.
Pool powers:
Why do you randomly have a purple proc in Brawl? You might as well not even slot it if you're going to do that and save yourself the 20 mill.
Hasten is vastly overslotted. You could use those three slots and buy yourself another 20% +rech which will be infinitely more useful. 3 slots is all it needs. For Super Speed, why are you putting that proc there? You'd be better off going for a +move IO and putting the stealth IO into Sprint so that you can actually control the stealth level a bit more. BotZ three set would be optimal though because your build is sorely lacking in actual damage mitigation.
Stamina is vastly overslotted as well. Give it the same treatment as I prescribed for Quick Recovery. Health should probably get that Regen Tissue unique since it provides more +regen than any other individual IO in Health will.
This build should get you much more mileage for pretty much the same cost. It's got only 23% less +regen but is actually packing a respectable amount of positional defense (a trait that you have completely ignored) and a good deal more +rech. The open slot in Resilience is for the 3% +def IO. If that's a bit too rich for your blood, you'll probably want to move that slot out of Resilience and into Focus or Shockwave for another proc or put it into Integration so that you can use this alternate slotting (Numina proc, Numina Heal, Miracle Heal, Miracle Heal/End).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/Rchg(7)
Level 2: Slash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(11), Hectmb-Dam%(13), Achilles-ResDeb%(13)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(15)
Level 6: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
Level 8: Follow Up -- T'Death-Acc/Dmg(A), T'Death-Dam%(9), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(27), Dct'dW-Rchg(29)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Numna-Heal/EndRdx(31)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(33), Apoc-Dam%(34)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 22: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(37)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(39), Aegis-Psi/Status(39)
Level 26: Hurdle -- Jump-I(A)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(43), Dct'dW-Rchg(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 32: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(40), Ragnrk-Dmg(42)
Level 35: Health -- RgnTis-Regen+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(40), LkGmblr-Def/Rchg(42), RechRdx-I(45)
Level 41: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), Empty(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Try posting your build and possibly a screen shot of your build in game (or the combat monitor for your defense) for us to see. I don't think I've seen any +def discrepancies between Mids' and in game that you haven't already ruled out.
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I doubt it would ever be actual -KB. It would most likely be inverted knockback enhancement (re: enhancement attribute that reduces an effect rather than increasing it). The problem with this would then be that the devs would need to generate an entirely new enhancement schedule to allow for larger amounts of -KB (mag 6 would require 800% -KB enhancement to be taken down to .75 KB).
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You're expecting a power set that would only be effective against EBs and AVs. Or were you expecting power denial to actually do something to the guys that are firing guns or using advanced technology against you?
The problem with denial based powers is that they're either universally specific or universally overpowered. A vast majority of the time, the denial suppresses the specific story mechanic that a character uses to access his/her powers. Magical suppression generally does nothing to technology. Tech suppression of mutant powers generally does nothing to other technological, magical or scientific powers because it only inhibits the mutation. It would be hard to explain suppression of natural powers either way. Those that do inhibit all powers regardless of their source, I can guarantee that the character is intended to be a one shot character placed there specifically for the story. Otherwise, it would just be an issue of that character walking around going "no one has powers anymore because I say so".
As to why it wouldn't work in game, while the engine can handle removal/denial of specific powers (Nectanebo's Curse Breaker, Dimensional Grounding Ray) those powers are explicitly specific. In order to remove a power at random, each activation of the power would have to generate a new list of the powers affecting the character and then randomly pick from the list and mechanically deny access/remove it (which I'm not sure is entirely possible on characters or generic NPCs without some very hefty recoding of everything).
It's also hard to imagine an entire power set based around that. It's a single gimmick (and one that would be inordinately hard to incorporate unless a mechanic was designed from the beginning) not a full suite of powers. I guess you could feasibly say that there is an AoE and an ST version. Possibly another ST version that lasts longer than the basic one. Still, it would be like building a set around -regen: it's a powerful effect against specific targets (re: EB/AV/GMs), but against pretty much anything else you're fighting (re: anything not one of those), it's largely useless. -
Quote:The question is then how far below Blasters and Scrappers is appropriate. Is it a .9 damage modifier and 1204.8 hit points (2409.8 hp cap)? Personally, I'd find that more than a bit overpowered considering all of the other stuff that Defenders already bring to a team. Is it a .7-.75 damage modifier and 1070.9 hit points (1606.4 hp cap)?Will a Damage/HP boost to a level BELOW Blasters and Scrappers really be such a bad thing?
Honestly, I still don't see much point behind an AT wide increase to those attributes as a method to improve soloing ability. It would be much better (re: balanced) to simply ask Castle to review the powersets that are specifically underperforming while solo to provide them with a bit more solo capacity. Then you wouldn't get the problems of Rad/Sonic becoming even more powerful while FF/Elec only becomes a tad bit better. Some sets are perfectly fine where they are (Sonic Blast) and an increase to the Defender damage modifier would simply make them overpowered. -
Depends on the time that you're playing and the level range that you're checking. There is variance within the confines, but I stand by saying that Controllers (thanks to Fire/Kins) are more populous than other ATs by a rather large margin. There are, of course, times when the variance places Scrappers above Controllers, but, in all of my experience playing at all of the various times that I do, the Controller populations ends up on top by a substantial margin.
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Quote:You got so close because that initial case is assuming a single case wherein Hasten is active for the first 120 seconds of Dull Pain's recharge, which isn't a reliable instance. It's specifically because of this (and the fact that it doesn't matter at what time the +rech occurs, it only matters that it does and that it's on a reliable interval) that the only time I use the comparative recharge calculation is for powers that specifically add +rech so that their own on and off periods affect their recharge rates. For any power that doesn't naturally interfere with its own recharge rate, you're better off determining the average contribution of the recharging +rech powers and then calculating the recharge of the normal power using the average contribution for simplicity's sake.What I don't get is how I got so close to perma with only 88% rech in DP, and only 38% global rech, yet doing the same exact calculations DP was to rech 1.75 seconds after Hasten's effect wears off. Of course this isn't entirely consistent because doing it this way assumes that I would be using DP right after Hasten to gain the +rech for the full duration, which wouldn't always be the case. Perhaps that's why you chose to found the +rech contribution as well?
Keep in mind that recharge has pretty severe natural diminishing returns. Every additional percent you get adds less than the next. It's just like endurance reduction. Recharge is calculated by the formula (baseRechage/(1+rechBuff)). Because of this, it's easy to tell that the first 100% +rech reduces the recharge of a power to half of the base. The next 100% reduces the recharge of a power to one third (a 50% comparative improvement). The next 100% reduces the recharge of a power to one quarter (a 33% comparative improvement), and so on.
Quote:Yes, Elec Melee for Tankers single target damage wise is pretty bad. Charged Brawl only does 28.4 damage unenhanced, which unless mid's is just screwed up makes it the weakest tier 1 attack of the Tanker socondaries, and while the same is true that it's also the weakest for Scrappers, it at least doesn't seem to be behind by as much.
Having actually crunched the numbers myself, I see Elec Melee being quite the dangerous ST damage dealer. Chain>Charged>Jacobs>Charged has almost the exact same recharge requirements as the famous MG>Smite>Siphon>Smite attack string and deals similar DPS (67 v. 75 dps). It won't be competing at the top tier, but it's gonna be doing a lot better on AoE damage thanks to all of the multi-target attacks that it's packing. -
Quote:Okay, first things first, you do realize that Hasten is going to be on a constant cycle, yes? With 55% global +rech, it's got a 146.4 second recharge. That's 120 seconds on, 27.4 seconds down (recharge + animation - duration). Now, the potential worst case for Dull Pain is that Hasten is drops right as it begins recharging. So it would get 27.4 seconds of 150% +rech followed by 120 seconds of 220% +rech. In order for it to be permanent, it would need to fully recharge within 120 seconds.wait... you can make Dull Pain permanent without Hasten ? ... i'm pretty sure that that 50%-60% global recharge value on top of the 95% sloted recharge is not enough without Hasten, and unless the Hasten is permanent, you still encounter a recharge gap (all be it it may not occur for many cycles, hence the whole technicality, it may just be for a split second in the 237th cycle or for a sec or two in the 1743rd cycle, maybe more, maybe less, reguarless, it will happen eventually, it doesn't really matter for practical sake, it's virtually permanent, but it's just a technicality, ((the numbers are made-up guesses, so dont bother checking you math-gurus)))... feel free to correct me if i'm wrong, and plz show me DP being permanent without Hasten, ...actually, thinking abit more, would the actual recharge values to make Hasten permanent be enough to make DP permanent without Hasten?
27.4 seconds at 150% +rech (144 sec "base" recharge) would leave it with 116.6 seconds or 81% recharge remaining. Convert that down to the new recharge value of 220% +rech (112.5 second "base" recharge) and that would leave 91.125 seconds. 91.125 + 27.4 = 118.525 seconds total recharge.
Is that satisfactory? It doesn't matter where the +rech differences occur, they'll still generate the same end recharge value for the power. As long as Hasten is activated once every 147.4 seconds, Dull Pain will recharge in 118.525 seconds and therefore be permanent. Is that a satisfactory explanation? -
Quote:Nemesis staff does pure Smashing damage and hefty knockback whereas the Blackwand does pure Negative Energy damage and a small amount of tohit debuff.Nemi Staff does Knockback, and Blackwand does what? I know I saw a stream of black mist come streaming out of it meaning Negative Energy Damage?
Neither is really going to make or break a build. It's really just a question of aesthetics and theme. Personally, I prefer the Nem stick simply because I love having a giant clockwork mecha-stick that somehow manages to throw out blue bolts of asplodieness. -
Quote:Increasing damage increases recharge as according to the damage formula, which, while not followed explicitly, is generally followed rather closely. Increasing the damage it deals while ignoring the recharge cost at the very least (endurance would definitely get increased a bit) would make the power more powerful than it should be (as according to "normal" balance considerations).What makes you think the base recharge would need to be increased that much? Will the blaster version of Cosmic Burst have it's recharge increased over the defender version?
As to finding Cosmic Burst and Tesla Cage to be equitable, that's a question as to whether the damage increased Tesla Cage would be considered more akin to Bitter Freeze Ray (as I was assuming) or Cosmic Burst (as you are). I'd be more confident in a BFR style overhaul rather than a Cosmic Burst style simply because BFR and Tesla Cage are both holds whereas Cosmic Burst is a stun (which generally gets less "value" where balance is concerned). -
Quote:Physical Perfection is definitely going to be better for the blue bar, if only because it's on all the time and doesn't have an endurance crash. Depending on how much +hp and +regen, you're packing OwtS and PP are probably going to provide roughly the same amount of damage recovery. Really though, OwtS provides a substantial increase to damage mitigation that PP doesn't have anything on.I haven't done any math, but I'd probably go with Physical Perfection. It's a small power, but it's always there, and in general, I prefer steady performance. It's a great spot for a Performance Shifter proc, and I'm always hurting for ways to get my endurance usage sustainable. And a little extra regeneration is always nice, particularly if you don't have a self heal.
It really depends on what you want out of the power selection. If you're just a little shy of endurance solvency and fine with your survivability, then PP is definitely for you. If you need some burst survivability more than you need blue bar assistance, OwtS is definitely going to be better. It's all a question of which end function you appreciate more: survivability or endurance sustainability. They both provide for both, but each focuses on one more than the other. -
Because */WP is already packing so much +regen, an extra 25% (or even 48.75%) isn't going to be particularly noticeable. You're better off saving it for the Elec/Elec Scrap (or any other Scrap that isn't focused heavily on damage recovery) because the small amount of +regen will contribute more comparative survivability for a set that already has substantial damage mitigation.
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Quote:Read my post explaining partial recharge functionality and it will make sense. Hasten doesn't need to be perma in order to provide a substantial quantity of +rech. It provides 70% +rech while it's up and 0% +rech while it's down, which averages out to something in between (45% w/ 3 common SOs), the value of which increases the more +rech you get.lol, deja vu, and we're back again to the technicality of it not being truely permanent unless the Hasten itself is permanent
Because of this, it doesn't actually require perma-Hasten in order to achieve the level of recharge that is required to get Dull Pain permanent (201% +rech). With 53% global +rech and Hasten slotted with 3 common SOs (55% +rech), Dull Pain will be permanent with 95% +rech slotting (53 + 55 + 95 = 203%).
Perma-Hasten is in no way required for perma-DP. -
Quote:Yes. Tough and Weave add 17.5% +res(s/l) and 5.85% +def(all) at a cost of .333 end/sec. The 3 passives will add 20% +res(all) on average and 8.775% +def(melee, ranged, AoE) along with ~30% defense debuff resistance for no end/sec.1. Am I better off taking the three passives from SR over boxing/tough/weave?
Quote:2. Can I hit the soft-cap without dipping into the fighting pool? -
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Couldn't find my discourse on calculating recharge across changing +rech conditions, so I'll just explain it again.
As I said in my previous post, current recharge is based upon a percentage. If the power at the specific time had a recharge time of 15 seconds and you were 5 seconds into it, it would be 33% recharged. The game wouldn't care if the recharge time suddenly changed to 5 seconds or 300 seconds. It would still consider the power to be 33% recharged. Because of this, long recharge powers, such as Hasten and Dull Pain, are better off calculating based upon average Hasten +rech contribution rather than having separate calculations specifically for the two conditions of Hasten up and Hasten down.
The way you calculate is quite simple: at the time of the +rech conditional change (re: you get more +rech or lost any +rech), you calculate the percent of the recharge time (for the "original" recharge time) that the power has remaining and then convert it so that it's the same percentage of the "new" recharge time. Repeat this as often as the +rech condition changes.
I'll show you how to do this with Hasten rather easily. Assume Hasten has 95% +rech slotting. This means that, upon activation, it has a 165% +rech for a "base" recharge time of 169.8 seconds. The only +rech condition change is when the 70% +rech buff from Hasten fades after 120 seconds. At this point, Hasten has 49.8 seconds remaining until it is recharged, or 70.67% recharged. The new "base" recharge time is going to be 230.78 seconds. It is still 70.67% recharged, so the 49.8 seconds that were required while Hasten was active becomes 67.69 seconds. Add that time to the 120 second duration of Hasten and you get a total "real" recharge time of 187.69 seconds.
For situations in which you've got multiple +rech conditions changing throughout, you just repeat the percent conversion steps until you've accounted for each of the changes in turn.
Now, to determine the average +rech contribution, all we have to do is divide the duration by the total recharge plus the animation time of the power (120/(187.69 + 1 ) = .635) and then multiply it times the actual effect of the power (.635 * 70% +rech = 44.45% +rech). So then you'd be able to assume 44.45% +rech from Hasten, assuming no other +rech values (which would simply increase the +rech contribution).
Because of this, it's quite possible to get perma-DP without ever having perma-Hasten. I know this for a fact because I've got perma-DP on my DM/Regen and an 8 second downtime on Hasten. -
Quote:Because Dull Pain is on such a long recharge, it still still get partial benefits from non-perma Hasten. Powers track remaining recharge on a percent basis and, when the total recharge time changes, the percent remains the same while the time to recharge changes. This means that, if Hasten is up 50% of the time, the power will get the 70% +rech benefit for the first 120 seconds and no +rech for the second 120 second period. It will average out to 35% +rech, but the individual instances will change depending on the specific cycle of the power and the average contribution will remain roughly the same (it's one of those hypercomplicated variables that average out to roughly the same contribution over time).Technically isn't perma-DP still impossible due to a requisite being the +rech from Hasten, but Hasten in and of itself can't be made perma which means for a short time you won't have the +rech from it and thus can't truly have perma-DP, right?
In general, for long recharge powers (re: 120 seconds or more), it's best to simply calculate the average contribution of Hasten based upon Hasten's own uptime ratio. The way you calculate this average contribution is also demonstrative of how you calculate the recharge of a power as the +rech value of the power changes. Let me see if I can find the entire schpiel I have on calculating recharges across changing conditions... -
Invuln gets access to Dull Pain. Dull Pain + passive accolades = 31.54 hit points shy of the +hp cap. 2 3 piece Mako's Bite set bonuses = 40.2 +hp.
All it takes to get Dull Pain permanent is 201% +rech. With 95% +rech from slotting, that leaves just 106% +rech needed to get it permanent. All it takes to get that last 106%, is Hasten (3 level 50 common Rech IOs) and about 55% +rech.
Even if you don't go for perma-DP, it will still have a better than 50% uptime ratio. Without any +rech except for the 95% from slotting, it would still have a possible 65% uptime ratio. This means that, even assuming conservative use to get optimum benefit from the self heal portion, any +hp slotting you get beyond the first 2 bonuses would be contributing nothing roughly half (or more) of the time. You would get much more use out of +regen and +res set bonuses than +hp set bonuses. Any set that has Dull Pain should only get tangential +hp set bonuses, such as those provided by Mako's Bite and Touch of Death on the way to the 3.75% +def (ranged or melee, respectively) set bonus. -
Yes, but True Grit is already pretty slot hungry seeing as you want to get it into the redzone for both heal enhancement and resistance enhancement. It works better to put the Steadfast IO into a power that isn't trying to squeeze everything it can out of the 6 slots that it demands.