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Quote:He was probably using the term "defense" not to apply to the actual mechanical term in game, but more the the general term that is more often referred to as "survivability".incorrect, the best set for defense is SR (because of its ease of hiting soft-cap and its DDR values, though is late blooming), the second best set for defense is SD (though it does hit first place with excessive cost in IO's), the third best is Invul (for its self stacking def buff), then WP (with HS at 28) tied with DA (with CoD at 20)
It is true that */WP is easily the most survivable set exclusive of IOs thanks to the impressive damage recovery abilities combined with the respectable damage mitigation. With IOs, the point becomes debatable because you begin dealing with softcapped builds, which have a distinct mitigation advantage (45% +def is twice as survivable as 40% +def), and increased damage recovery thanks to +regen IOs and set bonuses, which, thanks to how damage recovery interacts with existing damage recovery and damage mitigation, favors sets that are heavier on damage mitigation. -
Quote:Here's the interesting thing about OwtS and the +recov it provides: the only time it breaks even is when you've got no +end and it's not slotted for end mod. If you've got any +end, it's actually going to be a net gain because the +recov scales with your max end whereas the -end does not.Precisely. I suppose it could be used as a poor mans recovery booster that comes at the cost of taking most of that end away 2 minutes later.
The problem with using OwtS as an end recovery tool is that, for 4 minutes after it ends, you've got 60 endurance less than you ended with. OwtS is only worth being treated as an endurance recovery tool if you're just shy of endurance solvency (re: within .167 end/sec with 100 end). If you're not, you're handicapping yourself by giving yourself a smaller pool of endurance to try to ride out the downtime with. -
Quote:You can get a pretty darn survivable scrapper, but it will always pale in comparison to a similar tanker for 2 very important reasons: base hp and max resistance. While the difference between a defense softcapped Tanker and Scrapper isn't that significant (Tanker is roughly 40% more survivable), it gets much greater when you begin using resistance (at res cap and no +hp, Tanker is roughly 250% more survivable) because Tankers have the 90% +res cap whereas Scrappers are hindered by the 75% +res cap (which I still think should be increased to 85% to match Kheldians and allow them to have higher potential resistance than Blasters/Controllers/Defenders).How ludicrous would it be to design a scrapper who's main focus was that of damage mitigation? In essence, I will be playing an Elec/Invuln scrapper and the notion of having capped defenses and resistances (S/L at least) appeals to me. Is this a mainstream kind of thing or something more suited to a secondary build used for soloing and other special circumstances?
The base hp issue simply means that Tankers are going to be healing themselves for more with all of their self heals and that any +hp that a Tanker provides a greater increase to survivability than it does for the Scrapper.
Elec/Invuln could quite easily fulfill a pseudo-tank role, though you'd probably want to get Confront or Provoke to get that last mag 1 needed to Taunt bosses for the team vital aggro management function.
My big issue with designing survivability focused Scrappers is that you might as well just build a Tanker. If survivability is your big concern, go with the AT that actually focuses on survivability and the applications of that survivability more than damage.
As I see it, Scrappers should only focus on survivability only as much as it applies to their own ability to inflict as much damage as possible. If you're sacrificing damage for survivability, you're doing yourself a great disservice. Scrapper survivability exists to allow you to deal damage. -
I think this is the primary problem. I'd love to see elec blast given a tier 3 blast, but it's kinda hard to do so without breaking the Cottage Rule. There are only 2 powers could really be replaced/modified to make a tier 3 blast: Tesla Cage (increase the damage to make it an energy damage clone of BFR) and Zapp (turn into non-Snipe blast).
Zapp isn't likely to get the change, if not because of Cottage Rule then because of the problem of taking away IO set categories. The problem with increasing Tesla Cage's damage is that it wouldn't really do much to fulfill the "tier 3 blast" role because the base recharge would probably be somewhere near 20 seconds, which isn't really fast enough to make it a reliable contributor to an attack string.
The biggest reason to doubt a Voltaic Sentinel change is the Cottage Rule though. You don't get much more cottage rule than turning a pet into an actual blast power. -
Yeah, that's enough to run the attack string seamlessly, but you're not going to be able to run that attack string for very long. You'll be eating 3.5 end/sec running that attack string on top of eating up 1.16 end/sec. Assuming you get the +end accolades, you're only recovering 3.2 end/sec. With a single target for Dark Consumption, you'd then add an extra .395 end/sec, so you'd still have a 1.065 end/sec deficit (re: 103 seconds before you run out of endurance from full).
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I ran through the list I've got of AV resistances and came up with a list. I then went through all of their power entries on Paragonwiki to make sure that they didn't have mez effects. Some of them do, but they're not particularly reliable and/or not particularly devastating, so I included them with a note that they *can* mez (generally with an attack that has a chance to mez).
Archon Burkholder (chance to stun)
Vandal (multiple chance to stun)
Arbiter Sands (can immob and KB, upper level version has reliable holds and stuns)
Night Widow Nocturne
Silver Mantis (can immob, has unstoppable)
Wretch (chance to stun, has unstoppable)
Baphomet
Clockwork King
Psychic Clockwork King (can but only with Psychic Wail low hp attack)
Hopkins (multiple chance to stun)
Jurassik - not the GM - (weak to negative energy, chance to stun)
Terra (weak to negative energy)
Citadel (chance to stun, can knockback)
Synapse (chance to sleep and stun, can knockback)
Nemesis (chance to stun, can knockback)
Battle Maiden
Bobcat (weak to negative energy, can knockback, has unstoppable)
Diabolique (phases in and out, can knockback)
Foreshadow (chance to stun, can knockback, has elude)
Infernal (can knockback)
Dra'gon
Lord of War: Hro'Dtohz (multiple chance to stun)
Captain Castillo (can immob)
Colonel Durey (couldn't find a powers entry, presumably no mez effects beyond immob)
Ruladak the Strong (chance to stun)
Mary Macomber (weak to negative energy, can knockback)
Luminary (multiple chance to stun, can knockback)
Mynx (has Elude)
Valkyrie (has MoG, has Resurrect)
Depending on your strategy, you should be able to get around some of the AVs that have chances or even multiple chances to use mez effects by avoiding melee. -
Quote:This is why I said "2.5 end/sec at the very least". Running with higher tier attack chain, I'd definitely aim for more endurance (though I would probably know the exact end/sec that I need to run simply because I would have calculated my end/sec consumption using the attack string anyway).So yeah. As a VERY vague rule of thumb, you could target about 2.5 EPS for recovery minus toggles.
This is also why I didn't outright say "2.5 end/sec". I qualified the statement. I gave that as the absolute minimum that I would give myself. The requirements for endurance sustainability change with every build you'll have (and often with different iterations of the same build) so it's impossible to give a flat "this much end/sec is how much you'll need". -
Quote:Well, personally, I try to aim for a 1:1 ratio between consumption and recovery, but that's factoring in attack string endurance consumption, which I doubt you're asking about incorporating. Even without attack string endurance consumption incorporated, I rarely, if ever, have a specific ratio in mind. There isn't really a reliable relation that I've been able to find that would support such an assumption. If you're not interested in simply doing a flat calculation of endurance sustainability (slightly time consuming but not particularly difficult), I've always found it better to simply aim for a passive surplus of roughly 2.5 end/sec at the very least, if not substantially more if I'm aiming for a top tier attack chain.1. What is a good ratio for Endurance usage versus recovery for non WP/Regen and such toons? I know this is a "broad" question. For most powersets, I just do the standard 3 slotting of Stamina, use Atlas Medallion and mostly aim for 32% end reduction for most powers (more if needed).
The required/desired surplus is, of course, dependent on the attack string in question. A low damage attack string such as would be used by a common IO leveling build is going to require a substantially smaller endurance surplus than a top tier AV soloing build that's packing on all the recharge it can so that it can eke out just over 200 DPS.
Quote:2. "Typed" vs. "Positional" Defense, iirc, one generally trumps the other?
Neither is really "better" though. Positional tends to be easier to get to higher values but has holes to position-less attacks whereas typed is simply harder to stack up with IOs because there are so many values that you need to get to cover all of your bases and most of the sets are sub-par otherwise. -
Quote:I highly doubt the devs are give Ninjitsu even more survivability if they proliferate it, much less a Taunt aura and an AoE Placate within the same set (re: they're completely at odds with each other). Ninjitsu is already easily one of the most powerful personal survivability sets in the game (effective levels of defense, tohit debuffs, full power self heal, AoE Placate) and one of the only reasons that it's moderately balanced is because it's exclusive to Stalkers (re: low hit points means greater weakness to lucky attacks as well as lower self healing). Compound that by switching Caltrops out for a power that more directly contributes to survivability (tohit debuff aura) as well as giving it to an AT with more hit points and you just serve to make it worse.I think Caltrops would change to a taunt aura with a tohit debuff or something.
There is already little enough reason to go */SR. Proliferating */Nin would just reduce that number further.
Besides, it's not as if there is actually a lack of ability to follow the ninja concept. You've been able to make a "ninja" from day 1 by going Kat/SR or MA/SR. When they added APPs, you got most of your fancy ninja toys by going with Weapon Mastery. If you wanted to go the more "mystical ninja", Body Mastery worked wonders as well (CP + FA + Energy Torrent). -
Quote:Resistance debuffs are resisted by the specific damage resistances of the target in question. To put it in a less confusing way, if you've got 20% -res and the target has 20% +res(s/l) and 30% +res(fire), it would end up with 4% +res(s/l), 16% +res(fire), and -20% +res(every other). The formula to calculate it is totalRes = (baseRes - ((1-baseRes)*resDebuff)); keep in mind that all of the res values should be in decimals (20% = .20).1) how much of an effect does -res have on an av? Because on my 4 man team we were thinking of adding a friend to make a sonic/ sonic defender for the buffs, but more importanly the - res debuffs and I was just wondering how effective would that be?
For Culex's spreadsheet on the resistances of pretty much everything in game, download from http://www.culex.us/ig/coh/CHres.xls. It's probably one of the most comprehensive spreadsheets out there.
Quote:2)about how much -regen does it tale to floor an avs regeneration?
Quote:3)how much more difficult are giant monsters than avs? Can they be done with a 4 or 5 man team? -
Actually, I'd been posting builds for a while. While I hadn't been around since beta (I started about 5 months after release; I was a console gamer primarily before then), I was still posting builds and crunching numbers pretty soon after I started. The big issue is that, before ED and IOs, there really wasn't much point to posting builds. It was rather obvious that what to put where and all that limited you was generally budget or playtime (re: HOs, back in the day). IOs just made top end builds have substantial potential differentiation so there was point to posting them and discussing them more than once per Issue (or more than once per year, in the case of some power sets that were largely ignored).
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Quote:Actually, you probably have seen a number of builds, if not by me, heavily influenced by my past builds. What is now seen as standard slotting in a lot of powers happened became as such because I put out a number of builds that used those specific slotting strategies. If you've looked at any */regen build within the last 3 months, you've definitely seen a build of mine. I post copious commentary, suggestions, and builds in virtually every */regen thread I see.To be honest, in my triumphant return to the game after a little bit of a hiatus, I've never seen builds from him. I've certainly seen builds from the forum regulars that think quite a bit of themselves (some unwarranted), but mostly I just see builds with as many purple sets as the poster can fit into it like purples suddenly make the build not amateurish.
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Because the site would be unrelated to the CoX forums, I think it's safe to say that your current negative rep would have no bearing upon what builds you post. Either way, my suggestion was more that each poster would have a cumulative rep score for himself that was simply a composite of the reputations of all of the builds that s/he has contributed. The hope would be that the only thing that matters is a build's ability to perform and a contributor's reputation is based solely on his or her ability to generate worthwhile, effective builds.
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Quote:Kheldians already have something awesome: my name on two of their powersets and a number of their powers. That right there is a massive amount of awesome that they simply came with.We may however have to start a petition to get Kheldians something really cool for the next issue to convince her... or at least ask her real nice to help us out
Honestly, the best way that I could think of it would be to allow anyone to post a build to the database, but allow each build to have reputations and as well as each poster along with the ability to sort by primary, secondary, poster, and reputation. All that would require would be a 5 part database with the last entry consisting of the actual build (either in mids' or some other form). The hard part would really be putting the site together and allowing for all of the various search functions with a decent UI. -
TT does more damage. 8.45 + (8 * 6.26) = 58.53. 10* 3.06 = 30.60. 50.08 > 30.60. It gets even worse when you consider that TT also has better DPA (1.848 sec animation for 58.53 damage = 31.67 DPS; 2.244 sec animation for 30.60 damage = 13.63 DPA), they've got roughly the same area (Nightfall is a 1/3rd longer but 1/3rd thinner), the exact same recharge, TT costs less endurance, and TT has a secondary effect (immobilize) to make it better. The only "weakness" of TT (and the reason why it's got such a low recharge and endurance cost for its damage) is that a majority of the damage is delayed, not that the delay is particularly noticeable.
Like I've been saying, Nightfall is bad. Nightfall is atrocious. The dev that suggested bringing Nightfall over with those numbers needs to be slapped upside the back of the head and shown the error of his/her ways. -
Quote:That's actually even further from the truth. The correct version would be "Anonymity encourages behavior that would normally be prevented by the basic social contract." When you're no longer bound to be responsible for your own actions (anonymity), you're freed to behave in whatever manner you feel like and, depending on your personal feelings about humans in their natural state, generally means that the person is going to behave as large of a jackass as possible.No, that's a totally inaccurate summation. The correct concise version would be "Anonymity cultivates idiocy".
In general, the most simple version is just to use John Gabriel's Greater Internet ****wad Theory. -
Quote:Honestly, this is what I've thought from the very beginning (including the half xp bit). AE should never have been an equivalent leveling path. The box (and the devs) only promised an alternate leveling path, not an alternate equivalent leveling path. Sure, you may end up fighting harder enemies, but, then again, you're just as likely to face cripplingly weak enemies.It seems to me that a decent idea for AE would be to give 1/2 XP as in normal missions. That would slow down the PLers, keep the story tellers happy, and be in line with the whole concept in that, while I might learn fro a virtual training experience, I'm most likely not going to learn as fast as I would in a real life scenario.
Patrol XP could earn you full xp, and debt would mean you earn none until it's paid off.
Anyone care to pick the idea apart?
The reward for playing the AE shouldn't be getting the same/greater xp that you earn running around the city, from zone to zone, much less going through content that has passed developer scrutiny for critter difficulty and story content. The reward for playing the AE should be the very fact that you're no longer running through developer content. You'd be running through new content. That was the issue that AE was made to address: many players were getting tired of running through the same content as they started another character. AE addressed that by promising a slew of new content to be run through. -
Well, I can't really tell you much about how it will fare in PvP (though it looks like it wouldn't really be spectacularly effective), but I can tell you that it's not gonna be all that stellar of a PvE build.
First of all, you've got some really funky slotting. You seem to be aiming for the status resistance set bonuses more than anything else and passing up the +def set bonuses that would actually make you survivable. You didn't take Parry (wtf?) and you've got boatloads of highly suboptimal slotting (MoG, IH, Hack, among others). You put the Perf Shifter and Miracle procs into activated powers, where they'll be substantially less effective. It's like you were just trying to spend money without any idea of how to actually spend it effectively.
Here's a quick run down:
Where BS/* is concerned, you definitely want Hack, Parry, Disembowel and Headsplitter, and you definitely want to slot all of them well. Slash is bad, especially when you're talking about an IO build wherein the faster recharge means next to nothing. If you're going cheap (re: no purps), you're definitely going to want to go with either 6 piece Mako's (3.75% +def ranged) or 5 piece Crushing Impact (5% +rech) in Parry, Hack, and Disembowel. Headsplitter, along with Whirling Sword and/or Slice, should get 6 piece Obliteration. Make sure that you also put an Achilles' Heel proc into the attack you're using the most in your attack string (re: most likely Hack). This also means that the attack you're putting it in is probably going to get the 5 piece Crushing Impact to go with it. Build Up should get 2 piece Adjusted Targeting (Rech, Tohit/Rech) and a level 50 common IO.
Where */Regen is concerned, 5 piece Doctored Wounds is your go to assignment. Reconstruction and Dull Pain should both get it (DP doesn't get the Heal/End and Recon doesn't get the End/Rech). Depending on how many other 5% +rech set bonuses you've already got, Integration should either get 5 piece Doctored Wounds (all but Rech) or 3 piece Numina (proc, Heal, Heal/End) and Instant Healing should get either 5 piece Doctored Wounds (all but Heal/End) or 3 level 50 common Recharge IOs. MoG should get, at the very least, 3 level 50 common recharge IOs. If you're willing to spend a bit more, an LotG +rech, LotG def/rech, and 2 level 50 common recharge IOs will do wonderfully for it (slotting def or res into MoG is largely pointless because it's already overkill on defense and resist; +rech is the only important thing to enhance). QR should get the Perf Shifter Proc, Perf Shifter End Mod, and, depending on how many slots you've got to throw around, either a level 50 common End Mod or the 2 remaining effective Perf Shifters (End/Acc and End/Rech). FH shouldn't really get much unless you're overflowing with slots. With a single slot, a level 50 common healing IO is all it needs. Resilience should be delayed until the absolute latest and all that it should ever need is the steadfast protection 3% +def IO and, if you've got/can afford one, the PvP 3% +def IO.
As to the pools, travel powers get 3 piece BotZ. Swift/Hurdle should get but a single slot. Health should get the Regen Tissue proc and pretty much nothing else. Stamina should get identical slotting to QR (but only after completely finishing off QR). CJ should get some LotG +rech and BotZ loving if you can afford it. If you can't, give it a level 50 common defense IO. Tough varies pretty heavily depending on how much endurance you can afford to throw around as well as how many slots you've got remaining.
For APPs, Conserve Power is largely useless because you've already got QR and Stamina, along with the reasonably low upkeep endurance costs from */regen. If you're taking FA, your best bet is to give it 6 piece Gaussian's.
Here's a build showing you something more akin to what you should be aiming for. It's got substantial defense, substantial recharge, substantial damage, and excellent endurance sustainability. It doesn't adhere to some of my newer build conventions (re: I'd delay slice a bit and take whirling sword instead, slot up CJ a bit more, etc) because I made it a good while ago, but it should give you plenty of ideas to work with. If it's a bit too expensive for you, you can get away with switching 5 piece Hecatomb for 5 piece Crushing Impact and Armageddon + AH proc for 6 piece Obliteration. Of course, you'd then want to move around some of the other sets to stop yourself from breaking the "rule of 5" for the 5% +rech set bonus.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(9)
Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(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-Rchg(9), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19)
Level 8: Parry -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(25)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(29), Dct'dW-Rchg(29)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(31)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(33)
Level 18: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(19), RechRdx-I(34)
Level 20: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(33), Amaze-Acc/Stun/Rchg(34), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(40)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(34), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(37), Aegis-Psi/Status(50), S'fstPrt-ResDam/Def+(50)
Level 24: Hurdle -- Jump-I(A)
Level 26: Disembowel -- 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 -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(42), Dct'dW-Rchg(42)
Level 30: Health -- RgnTis-Regen+(A)
Level 32: Head Splitter -- Armgdn-Dmg(A), Armgdn-Dam%(36), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Achilles-ResDeb%(43)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(45)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 44: Stamina -- P'Shift-End%(A)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
While I haven't really done it with any Scrappers, my Fire/Ice tanker was built to exploit the location AoE mechanics. Ice Patch + Burn was a truly wondrous thing back in the day.
My newer DA/Nrg tanker was built primarily to exploit the AoE stun capabilities of both of the sets (though, soon after I built it, I looked back and decided that DA/Stone would have been a much better built for it).
My Elec/Nrg Blaster was done back in the day when it was actually possible to perma-drain entire mobs effectively (Power Boost + SC slotted for end drain) and built around that concept.
Most of my other toons haven't really operated off of any specific mechanical strategy, especially my Scrappers. All of the others were pretty much designed along the lines of "I wanna have an effective toon and I don't wanna use any FotM builds or sets I've already used". -
Quote:This would be true. Lingering Radiation has a 500% -regen debuff (listed as a -5 on City of Data; 500% is the same as 5, if you were curious) and Mental Manipulation Drain Psyche has a 250% -regen debuff (Dominator Drain Psyche hits for 500%. The other important thing to note is that Blaster Drain Psyche lasts 30 seconds on a 120 second base recharge (re: 25% uptime ignoring animation) whereas Lingering Radiation lasts 30 seconds on a 90 second base recharge. Because of the recharge time, it would take 300% +rech in order to make Drain Psyche perma as opposed to Lingering Rad's requirement of only 200% +rech.Hmmm, already thinking about the best way to do it...according to City of Data Drain Psyche is half the regen debuff of Lingering Rad; is that true, or am I misreading something?
Quote:Also where can I find the tables to calculate AV resistance debuff resistance? (I am guaranteed a Sonic, plus soon we will have all those Rad blasters stuffed to the gills with Achilles Heel procs)
Also, I'm reasonably sure that -res isn't affected by the purple patch either because the specific design intent was to have -res add a constant amount of increased damage and the purple patch already reduces damage; anyone can feel free to correct me if I'm wrong, though I'd like to see some kind of evidence to see for myself. -
Quote:You are correct.I think two slots in Stam outweighs the 2.5% recovery from 4 set perf. (But I could be wrong)
4 slot QR with 4 piece Perf Shifter grants 57.5% +recov from QR and 2.5% +recov from set bonuses. 2 slot Stam with Perf Shifter proc and Perf Shifter End Mod grants 35.6% +recov. This totals out to 95.6% +recov.
3 slot QR with 2 piece Perf Shifter and 1 common End Mod grants 55% +recov. 3 slot Stam with 2 piece Perf Shifter and 1 common End Mod grants 45.8% +recov. This totals out to 100.8% +recov.
That totals out to a difference of 5.2% +recov (re: ~.08 end/sec). -
The simple answer is that a self heal isn't actually needed. The complex answer is that many builds can completely ignore Aid Self because they've got enough passive damage recovery on their own, and Aid Self is just an easy, powerful way to increase your damage recovery by eating into your damage dealing abilities.
*/SR and */SD are both more than capable of obtaining more than 25 hp/sec passive regenerations (base regen is 5.575 hp/sec) thanks to +hp and +regen, which renders most need for a self heal largely unneeded. Of course, there will be times when you're facing 16 rabid Cimerorans and really wish you had a self heal to make sure you survive through the inevitable truck powered hit that will be coming your way every 5 seconds or so, but there isn't any guarantee that Aid Self would actually keep you standing.
Some people prefer paying for a little extra survivability. Some people prefer to continuously Scrap rather than stopping to apply band-aids every time they get hit. It's all a matter of preference. -
Quote:The simple reason is because a vast majority of sets operate by having substantially better damage mitigation (re: def/res) than they have damage recovery (heal/regen). Because of this and how the two of them interact (re: damage mitigation decreases incoming damage and functionally multiplies the effectiveness of damage recovery), public mitigation bonuses need to be much higher than public damage recovery bonuses in order to keep everything in line.I don't understand why we get such high defense bonuses, but not equivalent boosts to Regen, HP, & resists.
As to the defense v. everything else disparity (especially def compared to resist), it's pretty much because, as the devs see it, defense is less valuable than resistance because it's less reliable. Just look at any softcap scrapper and even they will tell you that enemies have gotten lucky once or twice and gone straight through their defense and floored them. You'll never have that with resistance because it's a constant reduction.
Personally, I don't see much reason as to why +def IO bonuses have to be twice as high as their +res counterparts, especially considering that defense bonuses all contribute to both typed and positional defense and that, on average, defense is already twice as effective as any individual point of resistance. I can understand why +regen and +hp bonuses are so low (if they weren't, you'd have */SR Scrapper taking themselves up to */Regen level hp/sec to go with their softcapped defenses) but I'm not grokking why +res set bonuses so pitiful.
My suggestion for the devs would be to increase the +res set bonuses to be equal to the +def bonuses and add an extra type to each of the +res set bonuses. This would still allow the +def set bonuses to still be better to make up for the "luck disadvantage" and +res set bonuses would actually be good enough to actually consider for a build. -
That simply demonstrates the power of the procs, not the potency of the power itself. As I've been saying since first learning about what the power was: it's not going to be worth it to slot it with anything except for procs. It's gonna be the Body Mastery equivalent of Resilience for */Regen.
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Quote:Base +recov is 12.5% +recov, Miracle +recov is 15% +recov, 2 piece Miracle set bonus is 2.5% +end, and 3 level 50 End Mod is 99.08% enhancment. Assuming the Miracle proc is enhanceable just like the +regen procs, 27.5% +recov is enhanceable and 2.5% is not, which means that you'd get roughly 57.25% +recov. If it isn't, you'd only get 42.385% +recov.What about with mircle +recovery, miricle health, +end, and 3 end mods? I doubt any of my alts would have the slots for this but was just wondering.
The Perf Shifter proc is, depending on who you ask, either a static increase of .2 end/sec (re: just under 12% +recov without any +end) or a scaling increase equivalent to just under 12% +recov (the second is the one I adhere to because, having reliably seen procs of greater than 10 end while not standing around, I've tested endurance sustainability under the assumption of scaling increase and found it to be accurate).
The total would then be anywhere from 54.38% +recov (unenhancable Miracle proc and non-scaling Perf Shifter) to 69.25% +recov (enhanceable Miracle proc and scaling Perf Shifter).