Werner

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  1. Yeah, thanks everyone. Great forum. Great game. Great people. It was a pleasure talking with you all, all these years.

    Ugh. Bummer.
  2. Quote:
    Originally Posted by magikwand View Post
    Katana has the much loved Divine Avalanche which will boost your melee and lethal defense with each application. This one is still incredibly useful, but I would argue that in SO only builds it won't do as much good as IOd builds that are built for defense. +Defense is helpful, but if you are starting from scratch and have 0 defense to boost, having a minimal boost is not incredibly helpful. (not sure of the exact value, or how much it can be enhanced, or even how many times it can stack, but you get my point?)
    The exact value, enhancement and stacking are very relevant. It's not a minimal boost to defense. Double-stacked (pretty typical) with two defense SOs puts you at 42% melee/lethal defense. Just about anything will soft cap you at that point. There are plenty of attacks it won't affect, but it's great for the ones it does affect.

    Not that there's anything wrong with Dual Blades. As mentioned, you get better AoE and flashier attacks. Assuming you use Divine Avalanche on Katana (the reason to take the set), Dual Blades will also do better single-target DPS. It's also nice to have Blinding Feint boosting your damage aura. I just don't consider Dual Blades the equal of Katana for mitigation. So it depends on what you're after.
  3. Quote:
    Originally Posted by BrandX View Post
    Id love to see the Claws/Regen. I've been working on a Regen build with specific goal requirement, and have yet to make it! :/ It may not be possible, but Id love to see other builds.

    Do you have a link?
    Here's the thread.
    http://boards.cityofheroes.com/showthread.php?t=260718
    It looks like John's most recent version of the Claws/Regen was posted on 5-20-2011. Defense is much lower than I was thinking, but then, we were abusing +3 Enzymes to pull off our defense numbers, so they were surely somewhat higher then than they now appear. It looks like he calculated a survivability score about 60% that of the best Katana/Regens. So yeah, not as good as I'd remembered, at least on paper. Sorry for my bad memory.

    It's over a year old, so you won't be able to use the builds directly, but there may be some information there that's still relevant and useful.

    Edit: A quote of mine I like, "The Regeneration secondary seems made for these waves of damage. During those forever times when everything is going OK, you aren't even touching your heals. Then when one of those massive waves of damage hits, you're sitting on a huge list of powers that will all help keep you in the game and ride it out. On a Regen, you just about never find yourself just clicking when things recharge, over and over, getting the highest average level of mitigation and damage recovery. You're matching your mitigation and damage recovery up to the spikes and waves. Played well, that makes Regen much stronger than measures of average performance over time suggest."
  4. Quote:
    Originally Posted by BrandX View Post
    Wasn't that also a Katana/Regen build. Basically, take the set with Parry and you can do that for most sets?
    Yes and yes, though I believe it was John Printemps that did something very similar with Claws/Regen. The most survivable builds, at least on paper, did NOT have soft-capped defense, but instead fell into the mid 30s somewhere. I can't remember what John's build had, but I assume it was something along those lines. Claws would be missing out on sky-high melee and lethal defense, but I'd give it the edge on active mitigation (Shockwave plus movement), plus you tend to be incarnate soft capped on demand with Moment of Glory and Shadow Meld. It might well be as survivable in practice in the right hands, just not on paper, and not without a little extra work.

    But yes, add Broad Sword, Katana or Titan Weapons to ANY set, and you can get something pretty solid. Some benefit more than others of course. My Katana/Dark had better on-paper survivability than the Katana/Regens we were proposing. But that assumed you could reliably hit Dark Regeneration right before dying, every time, and that's not going to happen. Regeneration has its own dangerous dance to perform, of course.

    So pretty similar, and I consider my Katana/Dark to be near the top end for Scrapper survivability. Strengths and weaknesses vary, of course, making comparison a bit difficult. A survival-spec'd Dark Melee/Invulnerability would run circles around me against smashing/lethal enemies, for instance, or I would assume a Super Reflexes against heavy defense debuffers like +4x8 Incarnate Banished Pantheon.
  5. Quote:
    Originally Posted by Darth_Khasei View Post
    Kinda glad to see Werner chiming in since I know he knows regen inside out. Also interesting to here him say leave it alone.
    Honestly, I DON'T know Regen inside and out any more. Other than an occasional fling for old time's sake, I haven't played my namesake Katana/Regen in years, and that was my ONLY Regen. I've never played Regen with Shadow Meld. I've never played Regen with Incarnate powers.

    My most recent "experience" with it was in Mids' and spreadsheets and forum discussion maybe six months ago. A number of people on the Scrapper board were really down on it at the time, and I (and several others) really felt that it had a lot more top end potential than most seemed to think. So my initial salvo was a soft-capped near perma Hasten Regen that could spend the majority of time at the Incarnate soft cap, and the community significantly improved it from there. I never built it, but at least several people adopted similar builds and reported great success. But even if that counts as experience, that was at the very top end, no expense spared, all Incarnate powers on the table. That's perhaps most relevant to what the Scrapper board tends to be interested in, but at best peripherally related to balance discussions and whether the set should be left alone, modified neutrally, or buffed.

    And I'm not strictly saying that they should leave the set alone. As a dev, that's probably what I'd do, or perhaps add some regeneration and recharge debuff resistance. I probably wouldn't touch Instant Healing. But as a player, and given my current temperament, I'd personally like to see Instant Healing turned into a toggle, acknowledging that it would have to pay for that in other ways.
  6. Quote:
    Originally Posted by SiGGy View Post
    I can see your point.

    However, I'm of the view that the power set named Regeneration should be akin to the healing-factor type Superheroes (our regen stat), just as it was around the start of the game.
    Yes, understood. And I actually ragequit the game for 6 months at some point during the change from "regeneration" to "spastic clicky-clicky". I grew to love "spastic clicky-clicky" as well, but it certainly wasn't what I'd signed up for. But actually, I'm out of love with it again, even if I believe that it's objectively competitive. I think I'd personally enjoy something in between.

    Quote:
    Originally Posted by SiGGy View Post
    Instant Healing prior to issue 5 was likely nerfed due to the amount of +regen you could rack up with no enhancement diminishing returns. Now that we're long past that, it would make sense to swap it back to its old functionality, possibly with a lower +regen value or a higher endurance cost.
    Sounds good to me personally. But back when I really loved the clickfest, I'd have argued against it. I'm sure plenty of people love it the way it is, so it may be best for the devs to let it be. Not sure.
  7. Quote:
    Originally Posted by SiGGy View Post
    As everyone can understand numbers, I'll throw some out there:
    ...
    Consider the above and tell me Regeneration doesn't deserve some love.
    That's kind of like me doing this:
    As everyone can understand numbers, I'll throw some out there.

    Standard SOs. No Weave, Combat Jumping, etc.

    Scrapper Super Reflexes:
    Triple-slotted defensive powers
    30.4% defense

    Scrapper Shield Defense:
    Triple-slotted defensive powers
    21.3% defense

    Consider the above and tell me that Shield Defense doesn't deserve some love.
    Regeneration is just one number among MANY numbers that define how useful a secondary may be. Are you getting hung up on the fact that the set is called "Regeneration"? Does that make you think it should clearly have the best regeneration in the game? If it were more-accurately named "the spastic clicky-clicky to survive set" would we even be having this argument? Well, that's what it's been for the vast majority of this game's history, NOT "regeneration".

    It doesn't somehow deserve the highest regeneration in the game based on its name any more than "Shield Defense" deserves the best defense in the game based on having "defense" in the name. That's not how game balance works.

    But perhaps you're not hung up on the name of the set.

    Anyway, I'm not even strictly disagreeing with you. I'm not opposed to a little Regeneration love. A little, such as the oft-suggested regeneration and/or recharge debuff resistance, or even what you suggested about making Instant Healing a toggle (with a suitable drop in regeneration rate). But bringing up a single stat in a vacuum isn't a balance argument. Otherwise, every set can say "My X isn't as good as set Y's X, so I need a buff."
  8. My Katana/Dark is a Brute now, mostly because I got sick to death of runners. I24's resistance buff makes that decision an even better one.

    Old thread is old.
  9. Quote:
    Originally Posted by JayboH View Post
    Psy hole? It's not typed defense. I don't recall having an issue with psy damage.
    Probably talking about non-positional psy, like fighting Malaise. I think those are rare enough exceptions that I don't really think of it as a hole.

    Edit: I should really learn to refresh long threads before replying.
  10. Quote:
    Originally Posted by Come Undone View Post
    With the revamp to presence pool I'm hoping the devs will decided they overdid it way back when they nerfed CoF. If it had halfway decent accuracy and a reasonable end cost I would probably use it, but as is it takes too many slots for too little benefit IMO.
    Yeah, I'd like to see that happen. Standard accuracy, non-extreme endurance cost. Then I think it would be more competitive in more builds, and still not overpowered compared to Oppressive Gloom.
  11. I don't like the bad guys stumbling around. I don't like how they move out of range, both of my damage and of Divine Avalanche in particular. And if I were on a team, I'd think that would be annoying for the people hitting them with AoEs.

    But I've backed off of an argument I used to make - that on a survivabilty build, you're going to take more damage from Oppressive Gloom than you would have taken from the minions. It's not that it's wrong; it's that it's irrelevant. If you're in any situation where Oppressive Gloom is doing more damage than minions would have, then you're 100% safe either way. When you really want one of the mez auras is when you're NOT perfectly safe. For instance, if my Katana/Dark has been defense debuffed through the floor. At that point, those little ticks from Oppressive Gloom are nothing compared to the damage they're preventing. And that's the whole point of the power.

    I still like the fear more if I can pull it off in a build, but it's hard to argue with the one-slot wonder of Oppressive Gloom. I've at least always used it while leveling, because it's just so much easier.

    Granted, I almost never team, but I've had the opposite impression as you. I thought everyone took Oppressive Gloom, and that Cloak of Fear was much more uncommon.
  12. Werner

    Tanks vs Brutes

    Quote:
    Originally Posted by planet_J View Post
    90% fury vs 100% fury is a 20% decrease in damage...take 20% damage away from a brute, and there is now a gap between brutes and scrappers...
    A 20% decrease in damage buff, anyway. Probably less than a 5% decrease in actual damage. Overly simplistically, figure you have 100% enhancement + 200% from Fury = 400% damage. Drop to 90% Fury and you're at 380% damage. Plus procs, plus Build Up, plus whatever.

    I'm not disagreeing with the point you're making, though, just being pedantic. The argument works the other way too, after all. If someone is claiming that now with the ATO proc Brutes can sustain 100% fury, well, even if they can, and not to trivialize a really nice buff, but it's not such a huge increase in damage as it might at first appear.

    I could be wrong, as I haven't calculated it out in detail, but I expect to lose damage in my switch to a Brute on my Katana/Dark. I expect to get it back in practice in most situations due to having more enemies on me and doing less chasing, but that's to me not really what we normally mean when we say doing more damage.
  13. Werner

    Tanks vs Brutes

    Quote:
    Originally Posted by Erratic View Post
    Truthfully I am somewhat surprised that Scrapper's aren't giving the hairy eyeball to Stalkers. . .something which at first glance seems to me to be better grounded than Tankers continually and without end doing the same to Brutes.
    I've actually not played or Mids'ed or number crunched any Stalkers, so I personally have no point of comparison. A Stalker might be next on the list once I finish leveling my two current Brutes, as a couple friends tell me they're great now, and that I'd like them.
  14. Werner

    Tanks vs Brutes

    Quote:
    Originally Posted by Erratic View Post
    What scapper wants to draw that type of attention?
    I and most of the Scrapper forum regulars.

    Quote:
    Originally Posted by Psiphon View Post
    Well Werner is rerolling his Kat/DA to a Brute for the taunt aura, judging by one of his posts.
    Yep. I rerolled as a Brute mostly for the taunt aura. I don't think I've played my Scrapper since rerolling. I think I'm 43 right now. The taunt aura is a huge quality of life issue for me, plus since I'm not chasing runners, I believe that I can get through most missions as fast or faster than the equivalent Scrapper despite doing less damage on paper.

    Quote:
    Originally Posted by Erratic View Post
    You didn't answer the question, you evaded it. I asked what SCRAPPER wanted the attention a taunt aura draws. Precious few in my experience because they are not designed to withstand it. Rerolling as a Brute means getting the taunt aura but also the tools to survive it presumably. However there are tradeoffs for this.
    It wasn't an evasion. It was an example. I would LOVE to have simply had a taunt aura on my Scrapper. If they gave it to me, I'd switch back. Believe me, my Scrapper can survive the attention, and I'm hardly the only one. I rerolled as a Brute primarily out of frustration with runners.

    Many Scrappers solo. Many scrappers have the survivability to handle a lot of attention. Many scrappers hate runners with a passion. Lack of taunt aura is a very common Scrapper forum complaint.

    What I do NOT hear on the Scrapper forum are complaints about getting too much attention on the secondaries that DO have a taunt aura. Oh, I'm sure people have complained before, but I just don't see it. Perhaps it's a more common complaint outside of the forum. I don't talk to people in game, so I don't know.

    That said, at least Scrappers have some choice in whether or not they have a taunt aura. As a dev, I'd probably leave it alone, even if I'd personally much rather all the Scrapper secondaries taunt.

    Quote:
    Originally Posted by Erratic View Post
    If the cap were 100,000% not even a team of full of Kinetics could get a Brute there. Would it be meaningful to complain that some other AT had an equally inaccessible but lower cap of 90,000%?
    Of course not. On the other hand, who could argue against raising their cap if they can't hit it? Either caps matter or they don't. If they don't matter, who cares if we raise or lower them? If they DO matter, then it's a legitimate point for a balance discussion.

    All that said, I'm far from convinced that Scrappers, Brutes or Tankers are out of balance. My personal hatred of runners is not an argument that Brutes are better in some objective sense that calls for rebalancing. I don't mind balance discussions; I just don't have a strong feeling on this one, and if anything is done, I think the devs should tread lightly.
  15. Quote:
    Originally Posted by Sailboat View Post
    I would like to see such a build, because I don't think I could do it with only the Steadfast +3% def. My casual attempt in Mid's gets to around 40% and that's running Combat Jumping, Weave, Hover, and Maneuvers.
    I suspect it was meant to say something like "Of the 3% defense IOs, I only used the Steadfast" which is to say "I didn't use the Gladiator's Armor, but I did use other defensive set bonuses." But then, if your casual attempt in Mids' got you to 40%, and we include tier 4 Barrier, we could say you're there.
  16. When you use a certain number of slots to soft cap, those slots aren't then completely unavailable to chase other goals - they're just constrained. Sets have multiple bonuses. Careful slotting allows you to therefore chase multiple bonuses at the same time. For instance, an Obliteration set gives you melee defese, but it also gives you recharge time, damage and accuracy, all of which are typically desirable, particularly the recharge time. So to make the best use of your slots, try to figure out which sets that boost defense ALSO give you the most of what else you want in the build. Of course you must also remain aware of enhancement values, such as the horrible endurance discount associated with Obliteration. Slot them in all of your AoEs on an AoE-heavy build, and you'll find yourself with an endurance problem in need of a solution.

    I leveled an Electric/Shield, and barely remember it, I think because of how fast it went. My main impression was that it had great burst AoE, but at least with a leveling build, not much in the way of sustained AoE. But that worked great when I was duoing with a herding Tanker, and if you add enough recharge, you can wipe out maps really fast.

    Like NurseDonna, my IO'd Fire/Shield doesn't have a heal. I DO notice the lack compared to my toons built for survivability, and it would be much better with a heal, but it's still very solid. I'd probably pick up Rebirth if I were incarnating him.

    I hope you realize that even a top end Scrapper built for survivability isn't going to match your Invulnerability/Super Strength Tanker if your Tanker is reasonably-built. The survivability isn't particularly similar. However, Scrappers can have ENOUGH survivability for most content, while putting out noticeably more damage. If that's what you're after, you've probably come to the right place. You could also go with a Brute.
  17. Quote:
    Originally Posted by EvilGeko View Post
    Considering that judgment is easily the second weakest slot, that's not saying a lot to me. I don't expect to get what I want, but more Hybrid isn't it. This isn't mechanical to me. Hybrid is worthless because of how it works. I don't like it. You can say, "You're wrong." But the power is useless TO ME. I don't like it and really don't want more of it. I will keep saying as such in hopes the devs don't repeat this nonsense, although I suspect they will.
    You're not the only one. I hate Hybrid. I consider it both OP and fail.

    I don't like how it's sort of a click, and sort of a toggle, though I realize there's a bit of precedent. I don't generally like powers that are sometimes there, sometimes not, other than maybe one or two core things. So I really dislike it. At the same time, when it's up, depending on what you take, and what your build is, it can be completely OP. Not Destiny OP, but still pretty OP. I just don't like the sucky-mechanic, half the time OP, half the time worthless nature of it. I'd prefer half the buff full time. Heck, I'd prefer 1/4 the buff full time, 1/10 the buff full time. I just don't like Hybrid. It's not a numbers thing. I'm not even being rational about my rationale since we could say that Destiny is sometimes OP, sometimes sucky, and Destiny seems OK mechanically to me. But I just don't like Hybrid.
  18. Werner

    Tanks vs Brutes

    Quote:
    Originally Posted by Psiphon View Post
    Thank you for the reply, helpful as usual, I'm confused about your answer on health though.

    I appreciate that 25% extra health means that you can take 25% more damage but surely this only applies to damage taken?
    If both builds are at the soft cap they will be mitigating 95% of damage anyway, so surely resistance and Heath only come into play once this is bypassed and the damage taken. As such resistance and health can only be applied to the 5%.

    Sorry if I'm being dim!
    Let's try an example with nice round numbers.

    Your Brute has 2000 hit points, 40% resistance to everything, 45% defense to everything, and heals 30 HP/S.

    So your Tanker has 2500 hit points, 60% resistance to everything, 45% defense to everything, and heals 37.5 HP/S.

    You're being attacked with 2000 HP/S of damage.

    On the Brute, defense drops that to 100 HP/S. Resistance drops that to 60 HP/S. Healing drops that to 30 HP/S.

    On the Tanker, defense drops that to 100 HP/S. Resistance drops that to 40 HP/S. Healing drops that to 2.5 HP/S.

    Now, in a sense, yes, the difference that resistance makes is only 20 HP/S on incoming damage of 2000 HP/S, so a 1% difference. True. But can you see that 2000 HP/S is an unhelpful thing to compare to, and 1% an unhelpful result? The difference that really matters to us is between 40 HP/S and 60 HP/S, and that's a lot more significant that 1% would imply.

    And of course your health is only applied to the damage that gets through all of that. So in that sense, your 25% higher health is only absorbing a tiny fraction of the damage. But that tiny fraction is still an arguably significant 40 or 60 HP/S. All told, it's the difference between taking 30 HP/S and 2.5 HP/S, the difference between surviving about 1 minute and about 17 minutes. That's probably not going to make any difference in the outcome of this particular fight. So people are generally satisfied with Brutes.

    Now let's say you want to know how much incoming damage each can take indefinitely. The number you come up with is generally referred to as "survivability". Your Brute can indefinitely survive 1000 HP/S of incoming damage: 1000 * 5% = 50, 50 * 60% = 30, 30 - 30 = 0. Your Tanker can indefinitely survive 1875 HP/S of incoming damage: 1875 * 5% = 93.75, 93.75 * 40% = 37.5, 37.5 - 37.5 = 0.

    Now, I have defined survivability a little differently than standard. We normally define "incoming damage" as what you'd have been actually hit with if you had no mitigation, so we'd want to including the 50% to-hit already. I kept it as what I'd call "output damage", since you were using the 95% figure rather than the more commonly-accepted 90% figure for the mitigation provided by 45% defense. I personally have always used "output damage" when crunching numbers. But the two are equivalent for comparisons. All survivability numbers would just be cut in half for the more common definition, and thus the comparison would still show the same % difference.

    So based on this generally-accepted definition, most of us would say that the Tanker has 87.5% better survivability than the Brute. It won't make much practical difference in most fights. But sometimes, that huge raw survivability difference does come into play.
  19. Quote:
    Originally Posted by Evil_Legacy View Post
    yea so still with 50% depending on how those sets of two are ordered, you can roll a tail, tail. then second set roll a tail head and then again roll tail tail. so even with 50% chance you still can possible hit only 16% heads within three set. Or on the other end you can hit head head, then head tail, and then head head again and that would be 83% win.

    (Out of curiosity just flipped coin ten times in sets. tail tails, tail head, head tails, tails, tail, tails tail. Assuming that neither one is one I'm aiming for before hand just flipping. But if heads in this case was a win that would be 20% hit out of 50% or tails for the win 80% win. Now with between each is a 40% increase/decrease in the win/lose spectrum. meaning on the same scale of a 5% chance to begin with 2% win normal range and 8 percent normal range. Giving that there are many that crit more than 8%, statistacally there must be just as many that hit below 2%
    I'm a bit lost on what you're trying to suggest. It's true that a roll of tail tail tail head tail tail includes about 17% heads. Is that what you're saying? What sort of meaning are you trying to draw from that?

    Every possible sequence of six flips has the same probability, 1/64. There are no special sequences. Your chance of all tails is 1/64. Your chance of all heads is 1/64. Your chance of tail tail tail head tail tail is 1/64. You could even write these sequences as binary numbers, heads as 0, tails as 1. They'd range from 000000 through 111111, the binary numbers that in decimal are 0 to 63, so 64 different numbers. So yes, it is JUST as likely for you to have all tails as it is for you to have any other sequence.

    But that's not at all the same thing as saying that having 3 tails is no more likely than having no tails, if you were trying to suggest something like that (I can't really tell). Let's go back to a simpler example with three flips. Our possibilities are:
    000
    001
    010
    011
    100
    101
    110
    111
    What's our chance of all tails? 1/8 (111). What's our chance of two tails? Well, there are THREE such sequences (011, 101, 110). The chance of two tails is 3/8. Chance of one tail? Also 3/8 (001, 010, 100). The chance of no tails is 1/8 (000). We can already see a very crude probability distribution starting to form. How about four flips?
    0000
    0001
    0010
    0011
    0100
    0101
    0110
    0111
    1000
    1001
    1010
    1011
    1100
    1101
    1110
    1111

    4 tails = 1111 = 1/16
    3 tails = 0111, 1011, 1101, 1110 = 4/16
    2 tails = 0011, 0101, 0110, 1001, 1010, 1100 = 6/16
    1 tail = 0001, 0010, 0100, 1000 = 4/16
    0 tails = 0000 = 1/16
    Our distribution continues to form. If all you're doing is counting, some outcomes are indeed more likely than others. In fact, the pattern it follows is well known, and you can calculate each number of each row in this pattern by adding the two numbers you see above it.

    1
    1,1
    1,2,1
    1,3,3,1
    1,4,6,4,1
    1,5,10,10,5,1
    1,6,15,20,15,6,1

    And so on. Note that the total possibilities each time doubles on each row, as we would expect for flipping a coin one more time.

    So what's our chance of 1 head in a sequence of six flips? 6/64. We can see it in the table, or we can write out all such sequences (000001, 000010, 000100, 001000, 010000, 100000).

    I could be clarifying nothing, as I'm not sure you're even disagreeing with any of this.
  20. Quote:
    Originally Posted by Evil_Legacy View Post
    well if one guy is getting more crits than he can count on his hands and toes, or about at least 20 crits out of the 90 attacks, assuming he has all digits, he is critting at least 22% of the time, way above the 5% base chance
    That one guy is probably making more than 90 to hit rolls per mission. I might make 1000 to hit rolls on a big map with my numbers cranked up, and with lieutenants and bosses (10%), and using a 15% chance to critical attack, or even the Scrapper chance to critical ATO proc. More criticals than I can count on my fingers and toes is then very, very likely.
  21. Quote:
    Originally Posted by Evil_Legacy View Post
    Just because you throw and hit 90 attacks, doesnt mean there is a gurantee crit in there.
    You're correct that there isn't a guaranteed crit. However, with 90 attacks on minions with your lesser (not 15%) powers, as already stated, there's a .95^90 approximately 1% chance of getting no criticals. There's therefore a 99% chance of getting 1 or more criticals. The average should be 5% * 90 = 4.5 criticals. So now you get at least some idea of the distribution of the bell curve. 1% chance of no criticals, average of 4-5 criticals. In the real world, with a 15% attack and lieutenants, your chance of no criticals would be lower and your average number of criticals would be higher.

    But I don't know why we're arguing basic probability and statistics with you when you can either keep your damage window data or run Herostats and actually demonstrate your critical rate.

    As for your Touch of the Nictus example, you don't get a recipe drop every mob. I honestly don't know what the chance is. Let's see, when I'm farming, maybe I'm killing 300 enemies, and I probably get something like 10 recipes, just guessing wildly. So if you've killed 9000 enemies, we might expect about 300 recipes to have dropped. If you're right that Touch of Nictus: Chance for Negative Energy Damage is a 1/362 for recipe drops, and you've had 300 recipes drop, then your chance of having NOT gotten it is (361/362)^300 = 44%. So it isn't at all surprising that you have not seen that exact recipe. It wouldn't be surprising if you HAD gotten it either. It's pretty much a coin flip. (Edit: And it sounds like the chance of getting this particular recipe is dramatically lower for just grinding through enemies.)

    Anyway, you appear to not understand the math we're using, but hopefully I can explain it.

    Flip a coin. What's the chance of getting heads? 50%, right?

    Flip it again. There are now four possible outcomes for the two flips, all with equal probability of having happened. Heads heads, heads tails, tails heads and tails tails. What are the chances of getting two heads in a row, then? 25%, or 50%*50%, or 50%^2. That's also your chance of NOT getting tails, since they're two ways of saying the same thing.

    Fip it again. Eight possible outcomes of equal probability. Only one is heads heads heads. Now you're at 1/8, or 12.5% to have not gotten any tails, or 50%^3.

    The chance of NOT getting tails for N flips is 50%^N.

    Now what about criticals? It's the same formula, just a different probability you're plugging in. Your chance of not getting a critical for N flips is 95%^N. Now, that starts out very high, since any individual "flip" is very likely to not be a critical. But as N gets larger, the chance that you never had a critical gets small. As said, after 90 "flips", you're down to 1%.
  22. Quote:
    Originally Posted by Evil_Legacy View Post
    So what advantages do brutes have over scrappers? and what situations would a brute shine over a scrap, solo and or on teams.
    Other things being equal, the Brute will generally survive better, plus all secondaries have a taunt aura, plus I believe all attacks have single-target punchvoke (vs. Tankers' AoE punchvoke). So even with less damage on paper, a Brute may be able to leverage that damage better because it's more often surrounded by enemies than some Scrappers. On the other hand, even with more survivability on paper, a Brute may have a tougher time staying alive because it's more often surrounded by enemies than some Scrappers. And then there's Super Strength/Fire, which puts out crazy damage to make Scrappers jealous (even my IO'd out AoE-spec'd Fire/Shield is sad in comparison), and I'm told that Titan Weapons/Fire is in the same boat.

    I'm almost never on a team larger than two or three, so those were mostly solo and tiny team observations. A Brute is probably more team-friendly, as it can generally do a better job of keeping aggro off the squishies. But it can be more difficult to keep Fury up on a team, so damage output probably suffers compared to Scrappers. End game incarnate trials seem to like to require everyone to run away to avoid damage, which will probably swing damage even more towards the Scrappers on the incarnate trials, since they don't have Fury to lose, and are always at full attack strength.
  23. Thread necro.

    After routinely hitting 100% defense debuffs in incarnate content, and now that Ageless has either changed or we had the numbers wrong, and it's a full 120s of DDR, I now suspect that Ageless will be better for me. Outside of extreme defense debuffs, survivability is rarely an issue. The majority of my deaths are from extreme defense debuffs over a long enough period of time that Barrier and my healing rate simply can't keep up with them. I suspect Ageless will keep up with them better.

    No actual experience to back that up at this point, just simplistic numerical analysis that suggests that Ageless wins when the defense debuffs get extreme.
  24. Well, I'm a big fan of Katana/Dark, but the most fun I've had leveling 1-50 was my Broad Sword/Shield. I also love my Fire/Shield, where for fun I went with all sword attacks in melee. You can pull it off with enough recharge and enough recovery, but it won't be there while you're leveling. I don't think there's any huge Fire/Shield synergy, but Shield doesn't really need much survivability added by the primary (unless it's a heal), which is good since Fire gives you none. And Fire can do quite a bit of damage, which is just boosted by Shield.

    Edit: My Fire/Shield farming. Since Fire Ball plays a prominent part here, he sometimes puts the sword away, but you get the idea.