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Quote:Checking in game, it still debuffs defense. What's you're probably remembering is the issues that surrounded Eye of the Magus in which it once said that it reduced your recharge rate even after they removed the recharge rate reduction.I was under the impression that the devs removed the penalties of both this and Magus/Demonic quite some time ago.
Have never seen mine drop when using it, and I run "watch attributes" for defense figures all the time in case of debuffs, but perhaps my memory is failing me
Edit: They probably have not changed the descriptions, though! A common occurance -
Quote:This is only true if you believe that people are actually intelligent (they aren't). Look at any random person's build and I will be able to tell you, with 99.99% assurance, how that person is built incorrectly from an effectiveness standpoint. At least 75% of those times, it will be a gross build error, such as forgetting a mez toggle or ignoring a powerful attack or completely ignoring endurance sustainability.Perception is reality. If the majority of the playerbase thinks that Defenders are underpowered, then they are underpowered.
If you really believe that the people that think that healing is a more powerful survivability tool than buffing are accurate gauges of balance and comparative power, then you need to realize that most people have only the barest clue of what's going on and use incredibly inaccurate heuristics to gauge power rather than actual balance. You've got people like Ultimo that still, to this day, attempt to compare Defender performance to Scrapper performance while solo and believe that it is a valid demonstration of imbalance when the Scrapper handily outperforms the Defender. You've got people that believe that Tankers are outperformed by everyone except for Defenders because they've got lower damage capabilities even though they've got several magnitudes more survivability. You've got people that believe that Force Field, Trick Arrow, Sonic, and Storm are atrocious Defender primaries because they lack a heal even though, appropriately used, any of them will equal or even outperform a Kinetics, Rad, or Emp Defender when placed on a team and tasked with keeping everyone alive and dangerous.
The average person has no clue what balance is or even what it looks like. All they know is whether or not they enjoy playing a character. You could have the most overpowered AT/powerset that has ever existed and it wouldn't get played by the average player because it isn't fun. There's a reason fewer Defenders and Controllers are played/made than Scrappers and Blasters: Scrappers and Blasters are a more popular play style. This has nothing to do with game balance. It has everything to do with how interesting the ATs are.
Now, if you really want to see where the population is decent at determining game balance, it's better to take a more involved look. Players are remarkably good at figuring out which powersets are balanced within an AT based on how many people take them, keep them, and play them. Players are also remarkably good at figuring out which powers within powersets are balanced based on how often said power is taken and even when it is taken.
I don't think I've ever seen a dev site comparative populations of ATs as a reason why any AT is weaker than any other. Inter-AT balance is almost always brought up as a matter of performance rather than population (re: Stalkers revamp, Dominator revamp, Scrappers getting Critical, Blasters getting Defiance 2.0, etc.). More importantly, the devs have repeatedly cited the lack of a power getting chosen by the players as a whole as a reason why they have changed a power. Siphon Life got improved for Dark Melee because almost no one took it (and many people, like myself, kept telling the devs that the DPS was too low considering the AoE costs). Conserve Power is getting turned into Energize, not only because it was largely useless in a set that already had an overflowing blue bar but because almost no one took it and used it. Moment of Glory got altered into its current awesome form for the exact same reason.
To summarize for anyone that isn't really into reading my various rants on the subject of people at large being blundering idiots, it's pretty simple: the comparative population of the ATs simply serves to demonstrate what playstyles players prefer within the context of the game; it does nothing to demonstrate any fundamental imbalance within the ATs in question. -
Quote:Well, what could easily be your biggest problem is that you're running an SS/Shield Brute. For every Rage activation you're cycling, you're also eating up 25 endurance which adds up rather quickly, especially if you're packing enough recharge to double stack it.Also I'm having endurance issues even fully purpled with an emphasis on end reduction... would the +end procs push the balance? I've already got the recovery ones in there, and as much end reduction as I can spare while still being soft capped.
In order to alleviate your endurance problems, you've generally got to stack +end (10% +end is easily accessed via the passive accolades), +recov (Stamina, which I assume you've got), and end redux (which is generally more important for Brutes than it is for Scrappers). Without seeing your build, I would be hard pressed to tell you what you could do to improve it, but the +end procs (such as the Perf Shifter proc) will definitely help. The Perf Shifter proc is the single best enhancement you can put into Stamina and easily arguably the best enhancement for Quick Recovery as well. If you've got an IO build with passives that can take the Perf Shifter proc that don't have the Perf Shifter proc in them, you're operating less efficiently than you could be.
If you link your build, I can check out your build to see if I can improve the endurance efficiency (and other optimization). -
Quote:Yes. Any power that grants defense debuff resistance will have the defense debuff resistance enhanced by enhancing defense as long as the effect is not tagged to ignore enhancements and buffs. If you're ever curious about a power, just check out http://coh.redtomax.com/data/ under power quantification. It looks a little cluttered but once you learn how to read it, it makes perfect sense. For this purpose though, all you need to know is that if the RES(Defense) entry of a power has the [Ignores Enhancements & Buffs] tag at the end of it (none of the */Shield powers do).Another question: Does slotting grant cover enhance its defense debuff resistance?
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Well, I'd be more than willing to throw something out there but I'm simply curious as to what you want. From what little I know about Illusion Control (Controllers are, by far, the least interesting AT where I'm concerned) and Empathy, +rech is king (faster controls, faster buffs/heals, perma-Phantom Army, etc).
Here's a build I threw together with the simply aim of getting perma-Phantom Army (what do you mean 300% +rech while solo is out of the question?). Interestingly, it also allows you to Fort 6 targets, keep Ardenalin Boost on a target permanently with nearly 10 seconds of overlap, 70% uptime for Recovery and Regeneration Aura (which is key for not needing Stamina), and all of the attack powers on disturbingly low recharges (Psionic Tornado in 5.2 seconds, Spectral Wounds in 1.56, Blind in 2.34). All that +rech makes me smile.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Leadership
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 2: Blind -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(11), FtnHyp-Acc/Rchg(11), FtnHyp-Sleep/EndRdx(13), FtnHyp-Plct%(13)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(17), CoPers-Conf%(19)
Level 6: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(21), UbrkCons-EndRdx/Hold(21), UbrkCons-Dam%(23)
Level 8: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(25), Dct'dW-Rchg(27)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
Level 16: Group Invisibility -- LkGmblr-Rchg+(A)
Level 18: Phantom Army -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(34), S'bndAl-Acc/Rchg(34), S'bndAl-Build%(34), RechRdx-I(36), RechRdx-I(36)
Level 20: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx(36)
Level 22: Fortitude -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-Def/EndRdx(39)
Level 24: Clear Mind -- Range-I(A)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(39), Abys-Acc/EndRdx(39), Abys-Acc/Fear/Rchg(40), Abys-Dam%(40)
Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(43)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(43), S'bndAl-Dmg(45), S'bndAl-Dmg/EndRdx(45)
Level 35: Regeneration Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46), Dct'dW-Rchg(46)
Level 38: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(43), LkGmblr-Rchg+(48)
Level 44: Mind Over Body -- ResDam-I(A), ResDam-I(48)
Level 47: Psionic Tornado -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
Level 49: Resurrect -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
Quote:Seeing as the toon you're talking about is a DM/Regen, feel free to ask me about tactical or build advice as well. I feel more than confident saying that I'm one of the most knowledgeable individuals where that combo (or even the power sets individually) are concerned.Well, that was easy, and yes, I sort of figured they were meant to be icing on the cake and not something that would dramatically change the workings of the set...but I am lousy at numbers, and wanted input from "Someone Who Knows Something' before I did something very stupid. I would much rather appear the noob of noobs, and be jeered at for my stupidity, than doing something which might harm my toon.
Well, good. I can use the slots for such things as putting heals in...Instant Healing
Thanks Umbral, I raise my coffee cup to you -
Quote:The only resistance unique that's actually worth it is the Steadfast Protection 3% +def IO (well, and the Gladiator's 3% +def IO). The status resist and psi resist contributions are so tiny that it's functionally pointless. I'd ignore them on an Invuln as well.Hello all.
First of all let me say I know have a second level 50. Battlesneeze Jessie, my Dark/Regen scrap dinged 50 last night. I know this is ho hum to you all, but, I solo, and have many toons, so this, to me, is an "I DID IT" moment
My question is this, she is one of my original toons dating back to when things were inexpensive in WW. When WW started up, I was there
As a result, I have some "Trinkets" on her that I am not sure are doing her any good as she is of the Regen secondary which sees all damage as the same.
I am about to do a level 50 respec, and noticed things like Impervium Armor's Psionic Resistance, Aegis Psionic/Status Resistance, and couple of Impervious Skin's Status resistance.
Are these keepers for her, or can I safely free up the slots by removing them and, I don't know, start up an Invul scrap and give them to it?
Thanks very much in advance
Lisa. -
It doesn't look too bad. Definitely not hyper-optimized but should be a decent enough performer. I'd be worried about how the build exemps since you've delayed most of your attacks until late in the build and also how endurance sustainable it is (2.24 end/sec net gain before attacking, which, assuming the use of a decent attack string, will probably burn ~3+ end/sec depending on attack string). There's definitely a bit of optimization that it could be put through to get better returns out of more powers.
If you want to see more discussion on the topic of Claws/SR IO builds, there's this thread on the exact same page that deals with the exact same issue. While I realize you're trying to get people to look at your build, please try not to clog up the forum with functionally duplicate topics. -
Quote:All of that is actually part and parcel of how the APPs are balanced. I can't remember the specific numbers, but I believe that APP powers are supposed to be somewhere on the order of 3 times worse than the original version of the power. This is why Body Mastery ET has twice the recharge and an extra quarter of the endurance cost of the Blaster version (which, thanks to Scrapper APP ranged attacks using the melee damage scalar, uses the exact same numbers otherwise).I went for ET since I already had CP and FA. It's nice, it works, but the recharge is too slow for what it does.
IOed to the gills it still takes 7.5 seconds to recharge. If it so much as went down to 5 seconds I would consider it good.
*And* it's rather endurance costly. -
Quote:It's pretty simple actually: Conserve Power and Focused Accuracy trump everything else that the other sets get (in general) since they augment Scrapper abilities rather than attempting to replace them (using methods that Scrappers have horrible modifiers for and thereby horrible performance with). LBE and ET are really just set mules for most players. ET is arguably the best AoE of the 3 APP AoEs though, so many AoE farming Scrappers take it for that reason.I would like to get more AoE attacks into my DM/SD. It looks like Darkness Mastery has 2, while the others only have 1. The thing is, I never see anyone talking about Darkness Mastery. Almost everyone seems to take Body Master. Why is this (I will admit, shooting lasers out of your eyes is just cool)?
As to Darkness Mastery having 2 AoEs (Torrent and Teneb Tents), it does... kind of, in the same sense that Weapon Mastery has 2 AoEs (Caltrops and Exploding Shuriken): Torrent is low damage and largely counterproductive to dealing damage because it's loaded with KB. Caltrops is largely low damage (excellent DPA though if you can immob the target) but is largely counterproductive because it scatters enemies.
Interestingly, before we knew about Arcanatime, Darkness Mastery used to be the old standby for the non-weapon sets because Dark Blast was awesome for DPA (re: it used to be used in the same way that Brutes and Stalkers use Gloom).
Still, the APPs for Scrappers are still largely unimportant. The debate as to which is "best" is closer to which is "least mediocre". All three of them are painfully underwhelming (as compared to APP performance for Blasters, Defenders, and Controllers) because they don't really work with what Scrappers do. They give Scrappers little bits of stuff that takes a large degree of to be effective (control and ranged attacks). -
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Here's a top tier IO build that I made (and recently tweaked to make the endurance problem a bit less problematic, especially against a single target). It should be pretty amazing on both the AoE and ST damage front simply because of Soul Drain feeding Blazing Aura and DC/Consume coming up every minute for additional AoE beatery (which you'll probably want to use at every opportunity since I eschewed Stamina for more +rech). It'll definitely be a decent farmer and might be able to take out a few AVs (too lazy to calculate end sustainability on a single target atm, but it should be fine, especially if you turn off Blazing Aura).
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: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(7), ImpArm-EndRdx/Rchg(9), ImpArm-ResDam/EndRdx/Rchg(9)
Level 2: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(11), Armgdn-Dmg/EndRdx(13), Armgdn-Dam%(13)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 6: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Dam%(23)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(27)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(31), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
Level 16: Plasma Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(34), ImpArm-EndRdx/Rchg(34), ImpArm-ResDam/EndRdx/Rchg(36)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 20: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(46), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(50), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
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: Fiery Embrace -- RechRdx-I(A), RechRdx-I(46)
Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 41: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Here's a decent leveling build (though you should probably ignore the assigned levels since I did the progression ignorant of that). Dark Consumption and Consume are way more powerful than Stamina except against single targets, which is why they're in the build first. It's got Shadow Punch for lower recharge attack string goodness. Acrobatics which means you don't have to buy a KB protection IO.
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: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Shadow Punch -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(5), RechRdx-I(5), RechRdx-I(7)
Level 1: Fire Shield -- ResDam-I(A), ResDam-I(7), ResDam-I(9), EndRdx-I(9), EndRdx-I(43)
Level 2: Smite -- Acc-I(A), Dmg-I(11), Dmg-I(11), Dmg-I(13), RechRdx-I(13), RechRdx-I(15)
Level 4: Shadow Maul -- Acc-I(A), Acc-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(19), RechRdx-I(50)
Level 6: Healing Flames -- Heal-I(A), Heal-I(19), Heal-I(21), RechRdx-I(21), RechRdx-I(23), RechRdx-I(23)
Level 8: Siphon Life -- Acc-I(A), Dmg-I(25), Dmg-I(25), Dmg-I(27), RechRdx-I(27), RechRdx-I(29)
Level 10: Combat Jumping -- DefBuff-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Plasma Shield -- ResDam-I(A), ResDam-I(29), ResDam-I(31), EndRdx-I(31), EndRdx-I(43)
Level 18: Dark Consumption -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33), Acc-I(46)
Level 20: Consume -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Acc-I(46)
Level 22: Acrobatics -- EndRdx-I(A), EndRdx-I(46)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 26: Soul Drain -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36), Acc-I(36)
Level 28: Blazing Aura -- Acc-I(A), Acc-I(36), Dmg-I(37), Dmg-I(37), EndRdx-I(37), EndRdx-I(43)
Level 30: Health -- Heal-I(A)
Level 32: Midnight Grasp -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(39), RechRdx-I(40), RechRdx-I(40)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 38: Stamina -- EndMod-I(A), EndMod-I(42), EndMod-I(42)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- ResDam-I(A), ResDam-I(45), ResDam-I(45), EndRdx-I(45), EndRdx-I(50)
Level 47: Weave -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48), EndRdx-I(48), EndRdx-I(50)
Level 49: Temperature Protection -- ResDam-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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No, Scrappers have to choose between soloAwesome and soloAwesome+2. Scrappers sacrifice the significant amounts of synergy that every other AT brings to teams. If you're trying to look at Scrappers compared to all of the other ATs from a solo perspective, of course you're going to find everyone else worse compared to Scrappers but that's because are designed as expert soloers. They've got just enough defense and everything else goes into offense. On a team, that's less important because you don't need to balance your characters internally. You just need to balance the team and you get better balance and performance by choosing role specialists, which scrappers are not.
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In general, you just want to go at the AV alone. In some circumstances (re: high mitigation), the amount of damage that the minion will contribute will be less than the additional hp/sec that it provides by being in melee, but that depends entirely upon how much damage mitigation you're bringing to the party.
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Quote:Actually, as Castle said, */SD was designed around achieving a similar level of survivability as */Fire (re: lower than everyone else) to account for the additional offensive output that the set is capable of (AAO and Shield Charge). It's actually perfectly serviceable from this standpoint and excellently balanced as such. The reason it's generally seen as a powerhouse is because +def is much easier to work with from a optimization standpoint than +res is and */SD's offensive capabilities have much greater utility than */Fire's.I'm still of the same opinion that I was during the closed beta. Sheilds was balanced with what IOs "could do" in mind instead of on what SOs actually do.
It was never intended to be on the same level as other sets that are more fully developed to survivability. That's the reason why, in SOs, it's lower and, as many people that enter into it assuming incredible performance all the way through learn, a much harder time leveling than they originally bargained for. -
You would be wrong. Honestly, */WP does fine on single targets. RttC's additional regeneration for additional targets serves more to allow you to survive the higher levels of damage that are going to be hurled at you by larger groups than to feed your need against a single hard target. It is still perfectly serviceable against a single target.
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Quote:It's one of those things that Mids doesn't account for but the game does.When I clearly go back and move some of my enhances on Mids, I am dropping in regen when I put the proc in Int vs. putting it in FH, and now that I have it in front of me, I stuffed mine in Health, my regen's sittin at 774% drops to 771% when I move it..I dont know, I know mids isn'100% accurate either, theres been a couple things that have thrown me off..
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I'm kinda curious which "well known scrapper player" you were teaming with.
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It does fine. The only times it should be severely disadvantaged would be against AVs that specifically resist smashing damage more than any other type. It'll still put out the DPS to kill 'em. It'll just take longer. All it takes to be able to kill and AV is just shy of 100 DPS. Anything over that just serves to make said killing take less time.
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Quote:Check the Limits page on Paragonwiki here. The regeneration cap for Scrappers at level 50 is 3000%. The recovery cap is 500%.You can only slot 1 Numina Proc per toon - they are unique - you can slot a Numina proc and a Miracle proc - what's the regen/recovery cap? Is there even a cap on those attributes?
You won't get to either of those without external buffs though. You'll barely get up to half, even if you build for it. -
Quote:It's gonna be about as effective as you can get while still being MA/Regen. That's how I build em.Also how effective do you feel that build would be?
Could you solo all AVs?
The issue with "soloing all AVs" with any */regen is that */regen is highly skill based. I have no clue how good of a */regen player you are so it would be hard to gauge whether you could solo all or even most of the AVs in the game. I'm confident that, if played intelligently by someone that knows the ins and outs of */regen like I do, the build could solo pretty much any AV except for the most annoying custom AE AVs. -
Quote:Lol. I was the kid that wanted my dad to explain the mechanics of the internal combustion engine when I asked that question (I was a precocious *******).I really hate speaking on the "Internet" because if someone thinks/feels that the person isn't clarifying, sometimes, a simple topic can become easily misunderstood. Umbral, thank you for your resplies and insight, truly. Also, I apologize for not articulating so there's no confusion with either side. It's 3:46 a.m. here.
With that said, my topic wasn't focused on /SR alone, it was meant as an example because of what I did with my SOed DM/SR scrapper. Leading to wonderment about: "Wow...Soft-Capping versus /SR numbers AND /SR like with Aid-Self would equal...something neat?". I'm not a number cruncher, just someone who tries to have "fun" but listens to advice of informed people.
Sorry, but the current post that I'm responding to just seems a bit blown off course. Kinda like a kid who asks dad: "What makes a car go?" And the father saying: "Well, son, the vector and trajectory of the car in alignment with wind, pending, on the lattitude and longitude degrees of any given surface point in proportion with weather conditions on an angular or linear road...".
In the end, the kid just wants to know what makes a car go in a simple manner without the extraneous details (Yes, I realize those details can be of importance, but sometimes reading into something beyond surface value isn't worth a drop in a bucket). I'm just a simple guy wanting to know if I HAVE to be Soft-Capped Crazed....If not, yippee!! Aid-Self is going to get alot of mileage. If yes (Soft-Capped), ok, time to buy some IO sets.
As to your question, it's pretty simple: the softcap is friggin' awesome. From a survivability standpoint, that last 5% +def you're getting will prevent as much damage proportionately as the first 40% +def you got. The softcap really is that awesome.
The reason why everyone is so softcapped crazed is explicitly because of this. Defense gets exponentially more effective the more of it you stack on until you reach 45% wherein you're harder to kill than most tanks outside of IOs. -
Quote:I'll check again tonight. I should be seeing Bill Z Bubba grants you 11 endurance or whatever the message is since he's got all the powerbuff accolades if it's 10% of total end.
The problem that I've always had is that it's not constant. I've gotten 10 end, 11 end, 10.56 end, and a bunch of other numbers less often. I've yet to actually see the number be stable as would be expected if it were a constant value. What makes me believe that it does scale with max end rather than base is because in all the times I've tested my performance in game, it's always meshed with the calculations I've done assuming that it scales with max end. -
Yeah, I didn't take Heightened Senses with that build. The build was utterly atrocious though. Completely unplayable from a damage and attacks string perspective (for me), and I doubt it would be anywhere close to endurance sustainable. The entire point of it was to say, "It's possible", not, "It's effective".
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