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Posts
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Late to the game and agreeing with everyone, but what the heck...
A significant percentage of the build approaches that we debate are so far over the line of what you'll ever need in game as to be kind of ridiculous. We find ourselves spending billions to be in the position of being unable to challenge ourselves without finding the hardest targets in the game, or turning off all our powers and running invincible, or whatever other silliness we can come up with.
Yes, a straight up Super Reflexes with SOs, Elude and Aid Self will survive almost anything that the game will throw at you. You don't need the soft cap. You don't need to spend billions. You just need a decent understanding of how your powers work, and how to play the game. And that's what you're seeing in your own experience. Last man standing on a team of 8? A single death on the ITF? You're golden. There is seriously no need to build a stronger character. We do it because we enjoy it, not because it's even close to necessary to play the game.
Generally, I think of defense as starting to kick in in the teens, and really kicking in in the twenties. If you're in the thirties, you're getting a LOT of mileage out of your defense. Nothing even close to being at 45, but still, quite a lot. -
For DPS and EPS, it does depend on budget. At the absolute top end, they put out comparable DPS for comparable EPS with the nod going to Katana on both scores by a very small margin. But Katana can get there at significantly lower recharge than Dual Blades, so I would suggest it even if it weren't for Divine Avalanche. And Divine Avalanche is very useful. So between the two, I would definitely recommend Katana/Willpower.
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For the best numbers, you want to start at the bottom of the spreadsheet and then scroll up until you see something similar. I got better as I did more builds, and never corrected older stuff nearer to the top of the spreadsheet. I don't know that I have any Willpower examples the way I would currently handle them. Yeah, even Iggy's Katana/Will right down near the bottom isn't how I would do it today. I should update it, just like I should finish a million other projects.
The N through U columns were the old way that I was handling tier 9s. I'm happier with the approach I used on ValBlademaster and Maelwys, and will be doing that in the future. It won't make a big difference in the end number most of the time, though.
Anyway, 1064 is actually a very good number, and 1758 is well into serious AV soloing territory. When looking at other numbers in the spreadsheet, keep in mind that I won't normally even look at a character that I don't think is solid. Some of the lower numbers tend to be either early efforts of mine or showing someone that their build isn't nearly the unkillable monster they think it is, at least comparatively. -
Broad Sword DOES have high burst damage and spits out really big orange numbers, but that won't matter for AVs. For AVs, you're talking about sustained damage per second. And Broad Sword isn't as impressive for DPS, particularly if you're spamming Parry to keep your defenses high, as you would when soloing AVs. It's ENOUGH, but it's nothing impressive. You're not going to have perma burst, because Build Up is part of the burst, and it isn't perma. And yeah, Fire and Dark will also be a little less resisted, probably.
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The Numina and Regenerative Tissue uniques are enhanced by the healing enhancement in the power.
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I'd stick with Broad Sword/Willpower unless you just want to level something new up. It's easy to get Willpower to sustainable endurance. You'll be at the lowish end of the damage scale, but still enough to take out AVs.
If you want to start something new, I agree with BrokenPrey's recommendations.
Dark Melee/Shield Defense could probably solo the most AVs. The incredible single target DPS gives you access to the 50% resistant ones, and also gives you the speed to take out Ghost Widow before she lands her death hold. -
It's funny 'cause it's true - I want the fewest attacks that I can get away with, and I'm a big fan of simple A -> B -> C -> B chains. So for Fire, I'd probably run the Incinerate -> Scorch -> Cremate -> Scorch chain. It's merely good DPS, but it only takes three attacks, and has very good EPS, which is good for making an AV soloer on the cheap.
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Quote:When last I looked at it, endurance looked nearly sustainable. I asked for help on the endurance, and Umbral said that he thought it would probably be OK, and did some calculations himself to show why. I did take his advice of moving a slot from Build Up to Conserve Power. It looks like it will depend a lot on the situation. Do you need Death Shroud? Do you need Tactics? How often are you hitting Dark Regeneration? How many targets do you have for the Theft of Essence proc to reduce or eliminate the endurance cost? Are you lucky or unlucky with it and the Performance Shifter proc? There are so many variables that I think it's something I'll just need to try in a lot of situations to know for sure.That's the rub right there, and why I abandoned this project myself, stalling my Kat/Dark at 47.
I'm too lazy to figure out the attack chain atm and the end needed to make it run but looking at the build it doesn't look good.
Otherwise he looks pretty damn strong though. If the end can be managed he'll be amazing.
Chain is my standard DA -> GC -> GD -> GC -> DA -> GC -> SD -> GC. Also just noticed that I have no Achilles' Heel, so I'll need to downgrade my uncalculated DPS estimate to maybe 150? Still enough for AVs and pylons, but it'll be slow going. OK, I just rushed through a DPS calculation and got 148 DPS and 2.73 EPS. That's better DPS than what I used on most of the AVs with Sergei, but it's a long slog. I'm not including Death Shroud, as you'd turn that off when fighting AVs to conserve endurance.
Again, a build in search of a reason to exist. *chuckle* -
Quote:With a 45.6% ranged defense and 54.7% smashing resistance, swarms of mobs can hurl boulders at him all day long.very durable (Barring swarms of mobs hurling boulders at him)
(edit: Wait... were you just looking at the typed defenses? That would explain the boulder hurling comment. The typed defenses are incidental. The build has soft-capped positional defenses.)
Quote:On a side note; I have been trying to figure out the calculations for your "Wernerscore" so as to understand it's meaning.
I take it that it represents an amount of incoming damage that the character can sustain before losing ground and dying?
The “Wernerscore” (not a name I came up with) is in a very broad sense a measure of incoming DPS that the build can survive indefinitely, yes. So in a very broad sense, this build can (on paper) survive about 5000 DPS of incoming damage from a crowd. You'd never see it in practice, though.
Yes, my approach is about what you're guessing. Two main parts of the calculation – damage mitigation and hit point recovery. For hit point recovery, I'm looking at base regen plus healing powers. And now that you mentioned it, no, I didn't take the 5% miss on Dark Regeneration into account. I really should, particularly when talking about a single target. At 3+, it starts mattering less and less, but I might as well calculate it correctly rather than assuming it hits.
For the defense and resistance, I'm using a matrix of percentages. The typed percentages are based on a careful analysis by... (I'm so sorry I'm forgetting your name!). The positional percentages were pulled out of my ***, and I set them at 70%, 20% and 10%, and just multiply those by each of the types for the % of incoming damage from that combination. In the past, when comparing builds, I've done quite a bit of fiddling with those numbers to see how the builds behave in different circumstances. You can see some graphs on the second sheet where I was comparing some builds for my main as we shift from melee to ranged or AoE damage. I haven't gone that far for a long time, though. Lazy I guess.
Anyway, I'm not using a composite average of all of the types and positions, but rather splitting the incoming damage by those ratios, so that the one that fails first is, in a sense, the one that dominates your survivability score. But take heart, Invulnerability tankers, with only 2.04% of the damage being psionic, it won't cause you to fail particularly fast. The 29.25% lethal melee damage is likely to be a bigger factor, despite your huge defense and resistance to it.
I should probably write up a list of all the ways that this number is wrong so that I can post it every time. It assumes an infinite number of hit points, essentially, and only cares that you take a random walk rather than trending up and down. It therefore underestimates the true benefit of more hit points, and how the same mitigation level from resistance leaves you in a much more secure position than the same level of mitigation from defense. On the opposite side, it ignores the various detrimental effects that defense stops that resistance lets through. It makes no allowance for to-hit buffs or defense debuffs, which can be very important. And so on and so forth. There are definitely better ways to calculate survivability, but this is one I consider good enough for my own purposes, which is to say comparing very similar builds to each other. Should I swap some sets around to give up 2% melee defense but gain 3% smashing/lethal resistance and another 8% regeneration? That's how this started, not as some way of assigning any sort of absolute numbers to builds, or reading too much into those numbers.
Oh, and my number doubles a later-developed forum consensus on the meaning of the words “damage mitigation”. Basically, I'm assuming a baseline of enemies hitting you 100% of the time for 100% damage. Since even with 0% defense and 0% resistance, even level enemies only hit you 50% of the time, my calculations would say that all super heroes start with 50% damage mitigation. The consensus was that it was more logical to consider this 0% damage mitigation, and work up from there. But I didn't want to go through and confuse myself by cutting all my numbers in half. I just think of them as a score anyway. Just keep in mind that if 5000 means taking 5000 DPS, that DPS includes all of the attacks that would have missed even if you had no defense.
Put more simply, these numbers aren't particularly meaningful, so take them with a grain of salt. -
Quote:It's kind of a build in search of a reason to exist. I'm sure it'll solo AVs, and I did crank up the healing enhancement in Dark Regeneration to perform well against single targets. But of course Dark Regeneration will also benefit from additional targets. And while it's probably OK, I'm not entirely convinced that endurance is completely under control to the point of AV and pylon sustainability. It does have Death Shroud and The Lotus Drops, but isn't really AoE focused. No confront or aggro aura, so not really a good off tank for a team, but it does have Leadership and should be team friendly. For reference, or if anyone wants to actually give it a shot and let me know how it works, here it is. I'm still leveling up.AFAIK, Werner was building that toon more to be a mega tank and less to deal gobs of damage. It could probably solo AVs, but it wouldn't do so as fast as other builds could. It was also very precariously balanced from an endurance perspective.
Empty slot is for the PvP +3% resist. Duplicate Steadfast protection is the PvP +3% defense.
Looks like I haven't calculated DPS or the “Wernerscore” for it yet. I'm guessing moderate DPS (175?) and a very high Wernerscore (2300?), particularly when surrounded (3000?).
(edit: I underestimated the on-paper survivability. Wernerscore is 2521 against a single target, increasing to 4192 against two targets, and 4906 against 3+ targets. Those are the best numbers I can remember for any scrapper.)
(edit 2: I see that Powerforge had a DM/SR build with Aid Self that put out better numbers against a single target, 3373.)
(edit 3: Since it is a significant potential problem, I'll mention that these numbers don't take defense debuffs or to-hit buffs into account. Those will certainly limit survivability in some situations.)
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Storm Kick -> Crane Kick -> Storm Kick -> Crippling Axe Kick
+225% recharge in Storm Kick
+153% recharge in Crane Kick
+103% recharge in Crippling Axe Kick -
I'm not a PvPer, but as far as AV killing, it falls short of perfection. Ranged and AoE defense aren't soft capped. No Aid Self and regeneration is poor. Haven't verified, but even if you plug in the accolades, it looks like it can burn itself out of endurance fairly quickly. Blinding Feint should be slotted as an attack, not just with recharge. Ablating Strike wants an Achilles' Heel. Seems a bit of a mess, honestly.
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I softcapped my Claws/SR by level 36 using only SOs and a single IO. There were a lot of compromises (mostly to offense) to get there that early, so I don't suggest doing what I did, but the build was perfectly playable, even strong, at least once I got past the terrible teens.
Unless you're doing a personal challenge by going all SOs and standard IOs, frankenslotting and a Steadfast Protection unique should give you a very high level of performance at a very cheap price, and you should be able to softcap fairly painlessly in the 40s with the influence earned to that point. Having a low budget doesn't doom you to being way below the soft cap on a Super Reflexes. -
Ditto on what Sarrate said about Death Shroud's endurance usage. So don't wait for four targets, or even two. Just leave it on.
And yeah, I don't like the new emoticons. -
Fire/Shield or Fire/Fire, maybe.
Fire/Super Reflexes is AV soloing on the cheap, but if you don't need the cheap survivability that SR offers, grab a secondary that adds to your damage.
Or keep playing your DM/Shield until you have it IO'd out. -
Hey, now. I like tanks. I love that they want to save everyone. It's very sweet. Some of them just need to realize that even squishies can handle some aggro bleed. You don't need to drop everything to save my Blaster from that minion. It's going to be annihilated in just a second anyway. Keep things moving. And some need to realize that staying alive is an important component of holding aggro. It's shocking to me how often some tanks face plant. Dude, you're a TANK. How are you dying?
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Quote:Yep. On one of my Blasters, I'd rather be teamed with someone with Maneuvers than someone with Grant Cover. I'm not standing next to you, so 3.61% is much better than 0%. Well, unless I'm on my Fire Blaster. He's crazy and stands in the middle of the melee all the time.Well that's not always the case. One of my shielders builds has both GC and Manuvers. GC only provides it's benefit to teamates that are pretty much in melee with you. Manuvers has a 60 foot radius and provides that benefit to you, the melee folks near you, and all the squishies on the team.
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Putting numbers on it, the proc in a toggle is a 2.625% damage enhancement. With all the other damage enhancement flying around, you'd probably see not much more than a 1% boost to your damage output from it. If it IS a chance per mob, though, that could add up.
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I might be a little late to the party, and I haven't looked at the build, but I might as well post what I wrote.
Yes, you can keep Shield Charge.
You can probably keep Sadow Maul. You're right about your main attacks. If you can pull off the recharge, you want Smite -> Midnight Grasp -> Smite -> Siphon Life as your chain. If not, one or two Shadow Punches as filler won't hurt you TOO bad, but does require an extra power pick, making it harder to fit in the other attacks you wanted instead.
For the best chain, you'd need +235% recharge in Smite. Figure 90% from slotting, 70% from Hasten, and you're looking at 75% global recharge from sets. If you throw in a couple Shadow Punches, your recharge requirement drops to +128%, allowing you to skip Hasten if you want.
Frankenslot for everything. Siphon Life is so critical that it's one of the very few powers I recommend frankenslotting rather than picking up set bonuses, though I still got some set bonuses out of mine with three Numinas. Here is kind of the definitive thread on Siphon Life slotting options.
Yes, you can softcap with Maneuvers and Tactics, but you'll get more survivability out of Tough and Weave.
Hmmm. Haven't tried to build a DM/SD myself, so I'll leave where to slot purples to others. Looking at other replies, I agree that just putting them in the attacks may be enough. You shouldn't need five sets of purples. You're getting a lot from recharge, but not so much as to be worth sacrificing defense. -
I recommend Tough and Weave on pretty much every scrapper, though Tough won't do anything to solve the energy weakness. I'd personally just stack defense. You have a little bit in Cloak of Darkness. Add in Combat Jumping, Weave, Steadfast Protection in Tough, and some other defensive set bonuses here and there. It adds up. You could also pile on energy resistance, but I wouldn't approach it that way. I believe it's too hard to get much using that approach, though I admit I haven't tried. You'll also want to slot up Dark Regeneration, in particular dropping a Theft of Essence proc in there so that you can more easily spam it without burning out your endurance. Don't bother with enhancing the heal unless you spend a lot of time fighting single targets.
Some people have trouble managing endurance on Dark Armor, but there's nothing magical about it. You use the same endurance management techniques you use elsewhere put an endurance in each toggle, one or two in each attack, grab Stamina at 20, frankenslot your attacks for endurance reduction when you're at a reasonable level, and so on. Of particular note is Death Shroud, which I think is poorly understood. Think of it as an attack. In particular, think of it as an AoE that costs only half the endurance of other AoEs. In other words, take it, slot it as an attack, and use it. If you have to slow down on your regular attacks, do that rather than turning off Death Shroud.
Dark Armor also doesn't have any knockback protection. If you have influence, I'd grab knockback protection from IOs. If not, Hover sort of works, or you can go for the Leaping pool and take Acrobatics. Both approaches eat yet more endurance, though, so taking care of it with IOs is preferable.
No idea what you mean about making a force field scrapper. But if you're looking at other secondaries, Fire/Shield is a major powerhouse. Fire/Super Reflexes is end game AV soloing for cheap. Any particular other secondaries you're looking at? -
Keep in mind that AVs only regenerate 94 DPS. My no-Hasten double-stacked Parry defensive build will still net 90 DPS against AVs, finishing them off in a little over 5 minutes. Hasten is required for max DPS, but isn't required to take out AVs in less than half an hour.
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Quote:I've never bothered plugging it. I've never found it to be a big problem. You just need to remember that you're not invulnerable to them, and can't sleep walk through them like you do through most content. Pay attention to your health. Be ready with inspirations. But you're a Scrapper. Tear them apart.I've been considering making a DM/Inv or DM/WP once we can customize our power colors. But you raise a question that I've always had about Invulnerability: How would you recommend plugging the "Psi hole"?
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Quote:I'm not sure there's a main strength of Katana/Regen, but it's a good combination. When built and played correctly, it's definitely one of the big boys (e.g., Val Blademaster vs. 4 AVs). But mess up the build or the play, and you'll face plant a lot when the going gets tough.I recently got a katana/regen to fifty. I'll admit, i shamelessly Pled him in double xp weekend. He's my fourth fifty but he's also my first scrapper. I seem to be getting the hang of him so far but i was wondering how well this build pans out. I've heard like most scrapper combos that it can be a very solid set, and I love the endurance recovery (of course i did just main a PB for a while). Was wondering how it stacked up compared to some other combos though, like what its main strength is. Any tips guys?
For me, I guess the main draw is HOW it plays. I LOVE the focus it requires. I LOVE that I "never" die as a result of running out of options, but only as a result of my own mistakes. I LOVE that I can go from green to dead in three seconds. It's exciting! It's not for everyone, but it's totally great for me...
... except when I'm feeling lazy, and then I bust out my Dark Melee/Super Reflexes, which can sleep walk through almost anything. It's not that it's better. It's just easier. -
Quote:Heh. I've never cared what the devs INTENDED. I just care what is POSSIBLE. And hard core AV soloing turns out to be a Shield Defense strength.Respectfully, and not restricting... you realize that shield defence is fully INTENDED to hit it's shine by being teamed? I'm not in the least suggesting it's functionality is limited to teams, but that the ...weaknesses youre runnin up against are intended to be reinforced via teamplay.
I'm grateful to see youre also working with grant cover... WAY too many shielders fail/refuse to take that power using the argument 'it don't help me'... a toggle on with great defense to encourage your teammates to run near you...?? No brainer! - ...I was one of the no brainers with my 1st shield... but fixed that idiocy when working final slottings.
As far as Grant Cover, I don't team much, but I can tell you that the last thing I want on my Blasters is for a Shield Scrapper to be chasing me around the map trying to give me Grant Cover, or to insist that I should jump into melee range and just stand there to get the benefit. My Blaster's main defense is MOVEMENT, and I'll take that over the Grant Cover buff any day. I suspect the same is true of other squishies.
That said, I took it on my scrapper, and use it situationally. It's good for buffing the tank, for instance, since you'll both be in melee. And it's nice when facing defense debuffers.
On the original questions, the BS/SD build I have planned is a low DPS one focused purely on survivability, double-stacking Parry to handle pets and to-hit buffs in AE and with no attack chain options for higher DPS. He'll do between 150 and 184 DPS depending on number of targets in range of Against All Odds. I consider that good enough for AVs. Swapping Parry out for Slash is a trivial change that buys you another 6 DPS or so. Stick an Achilles' Heel in Slash for more benefit. Might crack 200 with fully saturated AAO. Not sure how much better you can do without Hasten.
I wouldn't drop the Fighting pool. Even if you can soft cap without Weave, Tough is just too nice to skip in my book. Assault isn't a particularly big DPS boost, probably less than 5%.