Werner

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  1. Quote:
    Originally Posted by ClawsandEffect View Post
    Don't know if this was the one you were thinking of Werner, but I found the thread I started a while back where you, Desmodos, and myself were discussing Sword/Dark in depth.

    Here it is: http://boards.cityofheroes.com/showthread.php?t=189427
    I was thinking of something more recent, but that's kind of where it all started. Some of it is surely out of date by now, but the general thrust of the pros and cons should still be accurate.
  2. Quote:
    Originally Posted by BrandX View Post
    You'd have to really build for it at the cost of other things to get Willpower on a Scrapper to the Health Cap.
    Right, which is why you shouldn't do it. But you can.
  3. Quote:
    Originally Posted by Davonyx View Post
    you are getting typed defense bonuses from your 3 sets of 3 Eradications, which aren't really useful in your mainly positional build.
    The 1.563% ranged defense, 3.125% AoE defense, 1.8% endurance and 2.25% hit points are all VERY useful. The set bonuses from Eradication are great for a Sword/Dark.

    Quote:
    Originally Posted by Davonyx View Post
    And finally, I would most definitely have picked Sting of the Wasp over Gambler's Cut. You can slot it the same and get a more damaging attack for a whole 1 second higher recharge (without Hasten).
    Stick with Gambler's Cut. There's nothing wrong with Sting of the Wasp in and of itself - damage per Arcanatime is similar to Gambler's Cut. However, Gambler's Cut slots perfectly into the best Katana attack chains (including the two different defensive chains you'll likely be using most with a Katana/Dark), and takes better advantage of procs due to its very fast activation. In particular, it's the ideal spot for an Achilles' Heel proc.

    Edit: You might want to look at this thread for some Katana/Dark advice. There's an older thread with a lot more options being discussed, maybe from a couple months ago, but I'm too lazy to look for it. If you see Desmodos and I discussing pros and cons of soft-capping a Sword/Dark, you're probably in the right thread.

    http://boards.cityofheroes.com/showthread.php?t=269547
  4. Quote:
    Originally Posted by GoldenDestroyer View Post
    IIRC, when I last used my pb vs. Malaise, I activated the power analyzer and discovered that malaise has -res to lethal. I may be falsely remembering, but I think that's how it went.
    I believe you're correct.
  5. Claws, if you didn't know, you can export your live build to Mids' using CoH Titan Sentinel.

    I had a very short AV career with mine. I took out 11 of the Praetorian AVs in a row with no temps, no insps, no deaths with an earlier (less powerful) version of my build - Chimera, Shadowhunter, Bobcat, Neuron, Battle Maiden, Black Swan, Malaise, Mother Mayhem, Infernal, Marauder and Tyrant. I didn't have the DPS for the others. Tyrant was a bit of a cheat as I lured him into the lava since I didn't have the DPS. I probably do now. I really should give him and others another go.

    Some combinations can probably do better, but that satisfied me, and I didn't go back to AV soloing. I DID solo Nemesis at one point, because I had AVs turned on for some reason and happened to stumble into him in a mission. I used some inspirations there, as it was as I recall a +2x8 or +3X8 double pull, and I didn't want to play games dealing with stacked vengeance, but I could be recalling wrong. In any case, the AV fight itself was no inspirations, and I probably could have done the whole thing no inspirations if I'd actually noticed Nemesis instead of thinking he was just another Fake Nemesis until I got around to him.

    I also went to monster island to see what I could do. I survived four for about ten minutes, pulled two more, and made it a few more minutes before they put me down. That was also on my old build. I suspect I could do at least a little better now, but I haven't bothered. Again, other combinations could do better, but it made me happy.

    As a side note, with Hover, Fly, soft-capped defense and massive psionic resistance, it's actually a pleasure to "street" sweep in the Storm Palace zone. Hmmm, I'm guessing the elementals drain endurance too, but I've never noticed. Maybe they don't. Just stay away from eyeballs, and be careful how you tackle brutes.
  6. Quote:
    Originally Posted by GoldenDestroyer View Post
    I swapped out the first power with Hack instead of slash, since I really really dislike the animation for that power
    You do want Hack instead of Slash, assuming that's what you were saying. That's one of the things that's different between Katana and Broad Sword.
  7. Quote:
    Originally Posted by Panikaze View Post
    This is what I managed to do BEST in terms of survivability.
    But I don't advise that build to anyone, I'm just copying/pasting here to hope someone can help me tweak this to a playable level.

    This build has /dark good resistance to all
    with ranged AND aoe softcap
    and DA double stack can pull you to mellee softcap
    It's a tank scrapper build, but it lacks recharge badly
    Here's mine. It's very playable. Positional and lethal soft cap with one DA, and about 75% with two, giving you some room for defense debuffs. Barrier should help as well. Similar resistance, slightly higher hit points. Better accuracy on Dark Regeneration, though still lowish. Similar but slightly-higher recharge. Better knockback protection, though still only 11 instead of 12, though with Hover it's not really a problem on the handful of occasions I've been knocked back as a result. Higher budget.

    If you want good recharge, I'd drop defense down to 40%, relying on Barrier to get you to the soft cap when it's critical. Pick up Hasten and maybe a couple more recharge bonuses with the room that should create in the build. It might be a better approach in most situations. I made my build in I19 before Barrier was an option.

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  8. I can't use Mids' links, so I can't look at the original build, but below is mine since it came up. It was made for I19, not I20. Add in T4 Barrier, and perhaps the 45% defense isn't necessary, and could be traded for something like, say, Hasten to speed up Dark Regeneration and better slotting of Cloak of Fear. But I haven't felt any need to respec.

    A soft cap build like this has its pros and cons. On the pro side, it is very survivable, which is the main point, though some other combinations can beat it in practice. On the con side, Cloak of Fear is poorly slotted, it may not really play like a normal Dark Armor, it may feel sluggish if you're used to high recharge builds, DPS is so-so, and AoE is less than so-so.

    I love it, but it's certainly not for everyone. In an old thread, someone made a build similar to this and absolutely hated it.

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  9. I haven't looked at either build, but Flashing Steel is probably often skipped on high-end end-game Katana builds. It's not that Flashing Steel is a bad attack, and if you can squeeze it in, great, but there are often other things we consider more important.

    I haven't poked around at how good Shadow Meld is on a Willpower, so I'll leave that one alone.

    Mids' doesn't have DPS numbers. The most accurate way to determine DPS is to actually make the build and solo a known hard target. We use Rikti Pylons for this purpose. Based on the time it takes, we can tell you what your DPS is. The less accurate way is to try to calculate it from the build. Those calculations, at least if you want to have something close to reality, can get fairly complicated.

    Tactics is excellent for closing the accuracy gap. It's to-hit instead of accuracy, which is typically much more valuable. The Kimset unique is similarly useful and for the same reason (it's to-hit instead of accuracy).
  10. Werner

    Scrappers Solo?

    Yeah, definitely don't slot sets for the secondary effects (well, never say never, but you'd need a really good reason). Slot damage sets, or in rare cases, frankenslot. How to build Scrappers depends on the Scrapper, but you're all but guaranteed to be looking for huge defense bonuses, huge recharge bonuses, or both. And that isn't going to come cheap. These days, I'd think even a basic build would run you a few billion. On the other hand, I may be using a strange definition of "basic build". And certainly, some combinations are cheaper than others to do "right".
  11. Quote:
    Originally Posted by Arcanaville View Post
    ...and most scrappers can hit the +health cap or get close to it.
    I think two can and should (Invulnerability, Regeneration) and two others can but shouldn't (Willpower, Shield Defense while One with the Shield is up). Did I miss some tricks?
  12. Werner

    Scrappers Solo?

    I'm not sure what you're asking. I typically add Steadfast Protection and Kismet uniques as soon as I have a good place to slot them. I use SOs until the mid 30s. Then I frankenslot cheapo pieces for the enhancement values along with spec'ing into my final attack chain. I continue using a mix of SOs and cheap IOs on the way to 50. At 50, I decide if I like the character enough to IO out for real. If so, price is not a concern. I like playing the character, so continuing to play to earn the IOs doesn't seem like a chore to me. If it became a chore, I'd stop.
  13. Against normal to hit, I'll agree with maxed-out Invulnerability. Against incarnate to hit, I'm not sure the jury is in yet. Super Reflexes has the advantage of "easily" hitting 59% defense, but the disadvantage of low resistance and hit points, so I'd expect more trouble with spikes of damage.

    You know, a soft-capped Fire/Invuln/Blaze running Rebirth sounds pretty tasty. Heck, if you go with Barrier and are surrounded, you'd be over the incarnate soft cap. I'm not sure how it actually plays, though, as I think there's a fair bit of psionics and debuffs in the incarnate content.
  14. I don't have one, but I think I know how to maximize one in general. You want high end recharge, defense in the mid to upper 20s, and Shadow Meld. Spiritual Alpha. I'm not sure if Barrier or Rebirth would be better, though my money is on Barrier for this combo. Now you can cycle your defensive powers as necessary, allowing you to hit even the incarnate soft cap pretty much on demand and for as long as you're likely to need it. (Edit: Get Eye of the Magus too, and you basically have 5 minutes of incarnate soft cap. You wouldn't actually endlessly cycle your defensive powers like that, and instead use them on demand, but saying "5 minutes of incarnate soft cap" I think makes the point better.) You'll have perma Dull Pain capping your hit points. Combine that with Tough and Resilience for at least a decent ability to soak a hit. Your passive regeneration and Siphon Life keep your hit points topped off most of the time, also helping you to soak up big hits. And with Reconstruction, Dull Pain and Instant Healing on fast recharge, you have tools to handle things when the damage comes fast and furious despite your defense. Now, all that was about survivability, but you also have quite good single-target DPS with a near perma Soul Drain and the top DPS chain (Smite -> Midnight Grasp -> Smite -> Siphon Life). On the down side, not much AoE.

    I think Regeneration is currently out of favor. I don't think it deserves to be. Dark Melee I believe remains popular.
  15. Werner

    Scrappers Solo?

    Dark Melee/Shield Defense combines excellent single-target DPS with Siphon Life as your self-heal (and part of your DPS chain). It's not great for AoE, but if you decide in the end game that you want some, combining high recharge with Fire Ball and Shield Charge probably wouldn't be THAT bad.
  16. Rebirth may be a good alternative to Aid Self. They can of course be combined, but that would be overkill for most purposes.

    Having over 45% defense is nice for the incarnate trials since the soft cap on them is 59%. But you'll often be buffed, and when you aren't, 46.5% defense puts you one purple from soft cap. Your 48% then allows for a little bit of defense debuffing on top of that, so seems like a good point to be at.
  17. Quote:
    Originally Posted by rina_ View Post
    most people go for an extra 1 or 2% on their SR toons exactly because you can't simply ignore defense debuffs.
    ...which then lets you mostly ignore defense debuffs.
  18. Quote:
    Originally Posted by Shard_Warrior View Post
    Why would you if their mitigation is not (supposed to be) relying on Regeneration?
    I assume because "I monitor my regen rate on all of my melees".

    Similarly, I monitor both defense and base defense on my melees. Base defense goes red under any defense debuff to give me an alert. Then it's easy to glance up and see where my defense is actually sitting and respond appropriately.
  19. Quote:
    Originally Posted by Shard_Warrior View Post
    If you are going to softcap,why bother with Regen then? Just go /SR and take Aid Self or DM/SR so you have Siphon Life.
    Because they play differently, and different people enjoy different things? Some people like fire and forget survivability. Some people like something with more active survivability.

    Quote:
    Originally Posted by Shard_Warrior View Post
    That's not really relying on Regeneration (what the set is supposed to be for), is it?
    What is the set supposed to be for? Passive regeneration? The Regeneration secondary hasn't been about passive regeneration in probably five years or more. I'm sorry it's misnamed, but the power set is what it is. Would you be happier if we called it "spastic clicky survivy thing" instead?

    Look, I'm telling you what's possible at the top end. If people don't want to build it or play it that way, they don't have to. It's a game. Everyone should play it how it's fun for them. However, I don't see how anyone can continue to claim that Regen CAN'T hit a high level of survivability. It CAN, incarnate to hit or not. Someone may not know how, or may not have the budget, or may not have the necessary twitch reflexes, or may simply choose not to build or play that way. But that's not at all the same thing as the secondary being incapable of competitive performance and therefore needing a buff.

    I'm not opposed to a buff. I'm just saying that "top end Regen survivability is teh suxxorz" or for that matter "I don't like having that many click powers" isn't likely to fly very well as an argument for one.

    Edit: Here, I'll throw a bone to the buffers. I suspect that Regens DO die more frequently on incarnate trials than most other secondaries. They CAN be built so that this doesn't happen, but as I said, someone "may not know how, or may not have the budget, or may not have the necessary twitch reflexes, or may simply choose not to build or play that way". The devs, I believe, care a lot about AVERAGE performance, probably more so than peak performance. It may not matter that top end Regens are laughing at the incarnate trials if average Regens are getting slaughtered. If I was specifically looking for a buff, I'd be wanting the devs to do some data mining, with the expectation that they'll then SEE the supposed performance gap.
  20. I don't know an example, but quite a few psionic attacks are non-positional. Fight Malaise, for instance, with a Super Reflexes with soft-capped defense. It isn't pretty.

    If you're soft-capped to melee and lethal already, Divine Avalanche would only be situational - incarnate trials, tip mission devouring earth, pets, suffering from defense debuffs (depends on secondary), and so on.
  21. This isn't a response to anyone in particular. I just want to address what I think may be a common misconception (or maybe I'm the one that's confused, in which case I'd like someone to set me straight).

    You should be able to soft cap Regeneration, and I don't mean Katana/Regeneration. Go with a perma Hasten build. Roughly speaking, get Shadow Meld recharging in 30 seconds, Moment of Glory in 60, take Barrier, pick up Eye of the Magus.

    Shadow Meld -> Moment of Glory -> Shadow Meld -> Barrier -> Shadow Meld -> Moment of Glory -> Shadow Meld -> Eye of the Magus -> Shadow Meld -> Moment of Glory -> Shadow Meld -> Barrier -> Shadow Meld -> Moment of Glory -> Shadow Meld

    If I got that right, that's five solid minutes of soft cap to most types. In fact, it should be five solid minutes of incarnate soft cap if you can get yourself to 27% defense (likely), and two of those five minutes are spent at significant levels of resistance to most types. And since you're way over perma Dull Pain, keep in mind that hit points are functionally resistance, and vice versa.

    Yes, you may in practice have a few seconds of gap here and there. Yes, you'll have to do something else for a little bit at the end of those five minutes. Yes, I know you wouldn't use the powers this way. On the other hand, that's because you would use them as the situation requires, which should be even more effective than endlessly cycling them. So at least in a discussion of the top end capability of Regeneration, which I think is what we're talking about, can we stop pretending that Regeneration has no mitigation, and only has heals? Yes, I know they aren't all part of your secondary. Aid Self and Rebirth aren't part of Shield Defense's secondary either, but I'm going to keep them in mind if I'm discussing the top end of what Shield Defense is capable of, or you'll find that Shield Defense isn't one of these 1000 DPS Scrappers we're talking about. You don't HAVE to pick up all those powers. But you CAN. Your Regen scrapper can be swimming in mitigation.

    Am I missing something? Or are other people?
  22. Quote:
    Originally Posted by Cyber_naut View Post
    This game has obviously moved past IO's, so that point is irrelevant. And if regen is 'blowing the doors off' other powersets, why are the devs buffing it?
    Arcanaville was responding to someone who talking about balancing around SOs. A point like that would likely not help the case of people wanting further Regeneration buffs. I believe that's why we're now talking about (I think) top end performance with all the bells and whistles.

    Edit: Too slow. Post now irrelevant. Leaving it because I'm not a fan of deleting.
  23. Quote:
    Originally Posted by Arcanaville View Post
    I calculate my SR being able to tank about 776 dps of emitted damage without resorting to aid self, but with the caveat that with so much mitigation tied up in defense, random unlucky bursts will make that level of damage not really survivable in the long run.
    And so using Aid Self your SR is very likely at 2000+ DPS emitted, 1000+ DPS mitigated/healed. That isn't survivable in practice, but is with a perfect stream of damage and perfect timing.

    Quote:
    Originally Posted by Arcanaville View Post
    I probably need to re-examine your survival calculations to see where your 6000+ numbers come from. I don't doubt your calculations themselves, but I don't think they can mean the same thing that mine do. Unless I've done something really wrong here, that number implies at least on paper being able to tank the aggro cap of monster island denizens with plenty of room to spare.
    Oversimplifying, my Katana/Dark regenerates and heals 155 DPS on top of soft-capped defense and 54% weighted damage resistance without Barrier.
    155 / ((50%-45%)*(100%-54%)) = 6739 DPS emitted, or 3370 DPS damage mitigated/healed
    Here are the full calculations for that and for my final proposed build from the top end Katana/Regen build thread. The builds are in the spreadsheet. You can plug in the enemy to hit at the top so that you can check incarnate trial survivability as well. Explanation for the spreadsheet is in the thread, 5-19-2011 7:01 PM and 5-20-2011 8:29 PM. And as I say there, "I know it's not user friendly. It grew over time. It was never something I sat down and designed for use, and now I'm so used to it that I have no motivation to make it easier. I swear that at work, my code is tight and elegant, my GUI is clean and beautiful, and the users have all the information they need at their fingertips, understood at a glance. I swear that my professional output looks nothing like this. "

    And already discussed, these calculations significantly overstate what is achievable in the game at these levels of damage output. Massive damage doesn't come in a stream designed to exactly match my mitigation, and I don't manage to hit Dark Regeneration at 1 hit point time after time after time. But at heart they're your good old "immortality line" () calculations, making them the kind of calculations I think most people mean when they discuss what are essentially survivability numbers like 1000 DPS incoming damage.
  24. Quote:
    Originally Posted by Nihilii View Post
    Yep. Additionally, if you can't build a scrapper to handle 1000 damage per second (generally speaking of course, which should be obvious to anyone who's actually looking to discuss rather than play forum semantics, but then with certain posters you just know you have to add these kind of parenthesis), you've got some fairly low standards for performance on highend builds ; even on a regen!
    Not enough parenthesis! My Fire/Shield concept build can only handle about 600 DPS, more when One with the Shield is up. It's enough for a RWZ challenge. Oh, wait... you said "if you can't" not "if you don't". Carry on!

    Quote:
    Originally Posted by Arbegla View Post
    And you can't kill mobs before they kill you?
    Before MoG drops? No. Not the ones that challenge a high end build. Probably some minions, though. As you say, I can at least reduce the damage. Except for AVs and the like.

    Quote:
    Originally Posted by Arbegla View Post
    The thing is, NOTHING can dish out 1000DPS nonstop without the player having a means to either kill said target, or have a way to mitigate the damage. So using your own example, its not possible in game.
    Again, before MoG drops? There's a big difference between "I can't kill the spawn in 15 seconds" and "I don't have the means to kill the spawn".

    Quote:
    Originally Posted by Arbegla View Post
    Plus even your softcapped Willpower or SR wouldn't be able to survive that much DPS being thrown at them, so your example doesn't so much prove your point as it just overkills everything.
    Incorrect. 1000 DPS, whether that's critter outgoing or player incoming, is easily survived on a high end build.

    Quote:
    Originally Posted by Arbegla View Post
    If you can name anything in that game that will deal out a constant 1,000Damage Per second with the player having no way to kill said target within a reasonable timeframe (say 10 seconds, as even an SR would last that long) then i'll consede the point and not mention it again.
    The things that dish out megadamage are AVs, crowds of uplevel bosses, giant monsters, gathering phase spawns when you end up solo, various other things. A RWZ challenge probably starts around 1000 DPS. Some of those you can at least reduce the damage below 1000 DPS quickly. Others you can't. A double RWZ challenge will be more than that, and six bosses are likely to last more than 10 seconds. Herding giant monsters will be more than that. Multiple AVs will be more than that. Possibly single monsters or AVs. So the things in the game that dish out megadamage are the very things that you can't put down in ten seconds.

    Quote:
    Originally Posted by Arcanaville View Post
    In fact off the top of my head only soft-capped Willpower and Granite tankers fall into the 1000 dps club without resorting to external buffs, and maybe really strongly built Dark Armor tankers.
    We seriously MUST be defining 1000 DPS builds significantly differently. On paper (though certainly not in practice), my Katana/Dark will be an 8400 DPS build once I get my tier 4s. Against the incarnate soft cap, he's still 6600 DPS. Even with what I think your definition of DPS is, that's still a 3300 DPS Scrapper. How about Regeneration? The highest score from the recent high end Katana/Regen thread was about a 5500 DPS scrapper against the incarnate soft cap, or 2750 or so your way. Now, it doesn't work that way in practice. At those levels of incoming damage, discrete effects are probably MUCH more significant than these sorts of average survivability calculations. So the true survivability will be lower. But 1/2 that? 1/3 that?

    In the evidence column, how much DPS do the monster island monsters do? On an earlier iteration of my build with what I calculate as around 6000 DPS survivability, I rounded up 4 and survived for about 10 minutes, then grabbed another two and survived another three or five minutes or something before they finally put me down. I didn't record it. I was just curious. It was my one and only go at it.

    Now, my build is pretty extreme. But if I'm even a 3000 DPS Scrapper, 1000 DPS is easy if you know what you're doing.

    Edit: Ah, here we go. Actual testing, and this is using the "would have hit you at 0% defense 0% resistance" definition of DPS, so double it for what I'm normally saying (enemy damage output). This is my Dark Melee/Super Reflexes, I think with an I12 build, maybe I13. The incoming damage was negative, which I have less resistance to, so it probably approaches being a 1000 DPS build when weighted by damage type. It would probably be easy to get quite a bit more than this these days, perhaps double or better. I wasn't trying to prove anything about how tough this Scrapper was, just that theory matches observation pretty well for the standard model of mitigation, at least at these damage levels. Oh, and the reason that observation was below theory at 45% defense is that I was unable to round up a big enough spawn to do that much damage. These were fairly low damage mobs, though, so it's easy enough to run into more damage than that in the game as a whole.

    Edit 2: WAIT, this test was done WITHOUT USING SIPHON LIFE. I just stood there and took it. My survivability is MUCH higher than these numbers indicate. On the other hand, now that I'm thinking about it, I think I used damage output numbers instead of 0% defense 0% resistance numbers. Eh, whatever. It's still a 1000 DPS build however you define it, and it's easy to be much better than this these days.



    Quote:
    Originally Posted by Crysys View Post
    Don't know what you are talking about. I'm now fully IO'd (no purps) and T4'd out on all Incarnate powers and between alternating MOG, Shadowmeld and Barrier, I'm a god on iTrials. I solo chambers and boxes in Lams, pull Seige and Nightie in BAF's and run around like an idget in Keyes. I have decent (not capped) defenses on top of all this thanks to IO set bonuses and Parry from my primary.
    Thank you. I'd assumed that was possible, but hadn't done it myself.
  25. Good points.

    Now, a high recharge Regen can on paper meet its defense needs by cycling Shadow Meld, Moment of Glory and Barrier. However, Shadow Meld and Moment of Glory are slow clicks (I forget if Barrier is), so if you're spending 3 of every 15 seconds or whatever clicking on your defense, plus using your heals, your DPS is definitely suffering, so this point means nothing in the context of this argument. I just didn't want people to think that high end Regen has little defense without massive investment in defense bonuses. I'd personally still invest heavily in defense bonuses, though. And yeah, you can add a lot of defense and a lot of recharge at the same time.