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Quote:Yeah, we wondered the same thing in the earlier thread. We don't know. Murdok surely knows, but I don't think noticed the question. Seems to me that, like any other toggle, it would detoggle in a full endurance crash. I would guess you hit it immediately following the crash (edit: well, a blue inspiration, then it). You probably have at least a couple seconds to react. They probably won't kill you instantly, and any damage will heal back during Hibernate. And really, the recharge isn't QUITE good enough because you need to toggle on Elude before Hibernate drops, and it has a long cast time. So you'll have a rough moment or two at the beginning or the end. Probably best to have it at the beginning so that you're at full strength coming out of Hibernate.I actually wonder what would happen with Hibernate and the Elude crash, assuming you hit Hibernate before it crashed.
While it gives you massive recovery, Hibernate does have an endurance cost. It might be a bit of a crapshoot whether or not it gets detoggled by the end crash. -
Quote:That's what most people seem to think. But if that's what the devs are after, then raising to hit and making defense debuffs more common is the wrong way to solve that problem. As indicated, Super Reflexes and to a lesser extent Shield Defense have a lot of room to get much higher defense than we play with today. So defense sets would remain at the new soft cap if there's a new soft cap, and keep their 90%+ mitigation and 95% defense debuff resistance, generally at the expense of damage output and utility powers.I would guess if anything they're trying with the new content to bring softcapped defense back down to resistance set levels of survival. A good non-tanker resistance score is usually between 40 to 60%. Softcapped 'equals' 90%. 15% under softcap (enemies with 65% to hit, which is what the new DE and Battle Maiden have I think) is back to that 60%.
It's the survivability of resistance sets that would suffer. Right now, the reason they're competitive with the defense sets is that you can add so much defense to them. However, they have little to no defense debuff resistance, which is already a big hole in their mitigation. And if the soft cap is raised significantly higher than today, their defense would become increasingly meaningless, and their average mitigation level (at the top end) would plummet in comparison to the defense sets.
This assumes no further changes to what we have access to, of course. I haven't even been playing I20 beta, or paying attention to what people say about it. -
Quote:Yes, you DO in fact need to be the tiniest smidge short of the recharge cap for that. What I didn't realize, and I don't think most people realize, is that I19 makes that POSSIBLE. So that we're not discussing hypotheticals, here's the build. It isn't mine; it's Murdok's. Well, very close to Murdok's live build, just with a few tweaks by me (and adding billions and billions to the cost).Wait, what? Wouldn't you have to be the tiniest smidge short of the recharge cap for that, or did I miss something?
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Quote:My Katana/Dark is on Victory, but as far as seeing it in action, these are videos from the I17 version of my build:To be honest the only thing I think that would cause me to really start to question a full reroll is if they remove the ability for SD to cap DDR using hami-o tricks. Although I suppose if that ever comes to pass we're all in trouble because we won't be able to use enzymes in ways they weren't meant to be used.
Which server is your Kat/DA on? I'd love to see one in action.
Double Rikti War Zone Challenge
And yeah, I wouldn't be surprised if the capped DDR on Shield Defense goes away. There are actually two bugs involved as best I can tell, fixing either one of which would probably remove the capped DDR on most Shield Defense builds. But maybe they'll never be fixed, or they're considered features instead of bugs. I don't pay attention to or try to guess dev intent. I just play the game as it actually exists.
11 Praetorians in a Row - no temps, no insps, no deaths -
I think you're just paranoid, yes.
Also, if it turns out you're right that the sky is falling (higher to hit, more defense debuffs), then it isn't Shield Defense and Super Reflexes that will suffer. It's the other sets that have done everything they can to get to the soft cap, and just can't go any higher.
In other words, whether you're right or not about what's coming, I'd stick with your DM/SD. There is room in your build to add a lot of defense if that becomes necessary. It will involve compromises, but it can be done.
But yes, something with soft capped smashing/lethal/energy/negative defenses and Willpower levels of resistance, hit points and regeneration should be just as sturdy against normal content. Defense debuffs will be a problem, though, more so than on your Shield Defense.
If I bought into the assumption that higher to hit will be the norm, and that we won't get similar defense buffs, my choices for that content would probably be Broad Sword/Shield Defense or Dark Melee/Super Reflexes. Conveniently, I have both at 50, but neither have up to date builds.
Also, while I poo-pooed the idea at first, you can take a Spines and probably Claws Super Reflexes and pile on so much recharge that the down time on Elude fits inside the up time on Hibernate. I wouldn't want to twiddle my thumbs for 30 seconds, but if you think you need 100% positional defense with 95% defense debuff resistance, it's possible.
For now, I'm sticking with my Katana/Dark. I don't think the sky is falling, and if it does start falling, I expect to get falling sky repellent in future content. The sets are nicely balanced now. They'll be making things more difficult, but I wouldn't expect them to do it in a way that throws off that balance. Well, OK, I expect some problems and rebalancing. But I don't expect a permanent situation where one combination is THE answer. I expect all combinations to remain viable, and the best combination to change a bit from issue to issue. -
I don't bother with sets until I'm 50 and I've decided I like the character enough to keep playing and I've planned out a good build. But if you're sure you'll want to keep playing, and you have a build already planned, and you have the influence, and you like to examplar down, then go ahead and start slotting your sets in the 30s. The difference in enhancement values isn't so large that you'll be gimping yourself by starting early with lower level IOs.
I do start frankenslotting in the mid 30s or so. At that point I respec into my end game attack chain and frankenslot to get the necessary recharge and pick up as much endurance reduction as possible at the same time. That helps to afford all the toggles I like to run at that level and above.
Below that level, I stick with SOs. Unless I have something specific I'm after, attacks get slotting priority, aiming for one accuracy, one recharge, one endurance, and three damage. In toggles, one endurance reducer and two or three of what the toggle is for. Before SOs, I slot mostly accuracy and endurance reduction in attacks, and basically don't slot my toggles. They tend to get the default slot while I focus on offense.
I do recommend picking up a Kismet unique and Steadfast Protection unique as soon as you can afford them and have a place to slot them. I think they're worth it on almost any build. -
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Quote:Postagulous claims to have gone from 80% defense to -40% instantly. I said I got hit with a 50% debuff in an instant at one point. Taking into account that instantly is an obvious exaggeration for "very very fast", do you think we're both lying about that?Eh, the OP is a WP Scrapper with a hit point boost and 80% defense (thanks to Divine Avalanche). I thought that was hardier than a Fire Scrapper. Still not hardy enough?
And don't Scrappers do more damage than Tankers? Where are all the "Tankers don't do any damage" people in this thread? :P
I'll also point out that when they do their defensive thing and are suddenly very hard to hit, that 80% defense can drop quickly even without being hit, and may be just the can opener they need to crack our defense open and push us into cascading defense failure.
So let's assume we're telling the truth and that Scrappers without any or without much defense debuff resistance can suffer from catastrophic cascading defense failure quite quickly, and now we're sitting deep in the negatives surrounded by a couple Cimeroran bosses, several lieutenants, and a ton of minions. Can we kill our way out with no other response? Well, how much time do we have?
Well, kind of averaging Dark Armor and Willpower, let's say we have about 50% smashing/lethal resistance and about 2000 hit points. That's effectively about 4000 hit points. Now, how fast is this large crowd putting out damage, since nearly every attack is now hitting us? I'm totally guessing, but let's say 800 DPS, a figure I could TRIVIALLY survive when not debuffed without even touching my heal. It wouldn't surprise me if the number is even higher than that.
Now instead I have five seconds to kill the crowd. On a mostly single-target primary, while using the low-damage Divine Avalanche.
Not happening.
Yes, Dark Regeneration will buy me a few more seconds if I time it properly, but it's not going to be enough. Willpower doesn't even have that.
You CAN survive, but just standing there and killing your way out of it with no other response isn't going to do it on a Katana/Dark or a Katana/Willpower. It is important that you know as soon as possible that it's happening, and that you react as quickly as possible by perhaps either popping a lot of purples and maybe oranges and greens or just getting away from them for long enough for the debuffs to wear off.
Now, what about your Fire/Fire/Pyre Tanker? Well, you're probably sitting at 75% smashing/lethal resistance and, what, 2400 hit points or so? That's effectively about 9600 hit points. You have 12 seconds to kill the crowd on an AoE character with two build ups, Burn, Fire Sword Circle, and Fire Ball. Your heal will buy you maybe four more seconds. You're quickly going to just be facing two bosses, I'd think. They might take longer, but you can probably hold out at that point? I still don't see it being trivial if you do nothing else, but I'll believe you can do it.
An orange or two, though, puts you at 90% resistance and effectively 24000 hit points with 30 seconds to finish the spawn. That should be pretty trivial, particularly with the heal.
In this case, once defense is deep in the red, the Tanker is both much hardier and is putting out significantly more damage. -
Well, the incarnate system has "forced" me to. I've now been on two ITFs and an Apex on pick up groups. *shudder* OK, honestly, it wasn't that bad. One ITF I might even describe as good - steam roll killing almost everything for shards. Nobody on the team said a word until about halfway through the entire task force. Less talking. More killing. Perfect.
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Quote:With much lower resistance and hit points, some Scrappers can go from soft capped to negative defense to dead in the space of a handful of seconds. You can't generally outkill that. You have to fix it in other ways, and fast.Well, my Fire/Fire/Pyre Tanker usually has to kill her way out of crowds of Romans while they chew up her defense (from set IOs), using the old, much-maligned "offense makes up for lower defenses" method. I'd think a Scrapper would be even better at "out-killing" the Romans.
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I had to petition. I was just storing influence at the time, so the bid was under what I would expect to ever fill. These days I "store influence" in bids that, while low, I still have a reasonable expectation of filling at some point. I think of it as very slow motion flipping.
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901,000,006
Because I like sixes. -
900,000,000
What the heck, right? I always need these things, and I want to support my local ebil marketeer. -
The game allows it. I've done it. And then you can't cancel because THAT would put you over the influence cap. You have to wait for the bids to fill or petition.
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Quote:Why wouldn't you want your super stunner to rez? They come back without many hit points, and you get just as much XP for defeating them the second time. Yay rez!Hahah, it can be annoying while the mob's gonna survive the attack because they WILL fly... but as a finisher, it's definitely one of my favorites too (and probably the best super stunner killing attack, knocks them far enough away they cant rez).
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Quote:Yeah, I think that's a great thread despite the builds being out of date. As I recall, it does a good job of discussing the strengths and weaknesses of the combination and this approach to building a sword/Dark, and also how the build plays in general, and what it's capable of. Not everyone likes it (one person hated it and regretted doing a respec into this approach), and there are acknowledged weaknesses, particularly on a budget build. But it's my favorite toon right now, and I consider it my main these days.While you're at it, read this thread: http://boards.cityofheroes.com/showthread.php?t=189427
Defense debuffs are kryptonite, though hitting soft cap with one hit of Divine Avalanche seems to be helping compared to my previous build that required two. Managed to get through an ITF unscathed. -
I monitor my positional defense and my base defense. The instant base defense goes red, I know I've been debuffed and react immediately. But honestly, I had no problem with cascading defense failure on my Katana/Dark on the ITF I ran last week. Well, I got hit with about 50% debuff in an instant at one point when I was completely separated from the team, but I punched a large purple immediately and was back in the game.
Willpower does have a little defense debuff resistance in Heightened Senses, but it looks like it's unenhanceable.
Iggy Kamakaze did a master of ITF on his Katana/Willpower before inherent fitness or incarnate abilities with no temps, no inspirations and no deaths. I want to say that means it's possible, but everyone knows that Iggy is hax, because he routinely does things that are obviously impossible. We keep petitioning the devs to nerf him, but so far, judging by his continued awesome, they haven't addressed this important balance issue. -
I just logged on my Martial Arts/Fiery Aura, and it was definitely ticking every 2 seconds instead of every second. And it looks like I was getting the listed damage (I got slightly more, but I think Herders have negative resistance to fire?), which bumped up to level 50 (I'm 26) matches up to what Mids' reports. So I'm now fairly certain that Mids' is reporting the per tick damage for at least the power itself. That implies that it's calculating the proc damage wrong in this case.
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Quote:Well, let's see...Now, as to whether or not proccing a power out is good advice... well. That depends on person to person. Somebody else did the calculations a while ago (and I can't find the post now) and determined that the available chance for procs in the attack PBAOE's would, just based on the procs activating and hitting their chances, deliver less damage than simply slotting the PBOAE for damage.
Procs only have a chance to fire every 10 seconds.
The Armageddon proc would on average do 33% * 107.09 = 35.3397 damage every 10 seconds, or 3.53397 DPS.
A regular proc would on average do 20% * 71.75 / 10 = 1.435 DPS.
With no ED, a straight damage SO does 33.3% * 13.76 = 4.58208 damage every 2 seconds, or 2.29104 DPS.
At the ED cap, a straight damage SO does 15% of that, or 0.343656 DPS.
Mids is disagreeing with my numbers, though. It's saying that the proc damage DPS I calculated is per tick, not per second (twice per tick). I think it's wrong though? Or does it tick every second? It's every other second right?
So while I'd probably put the Armageddon proc and set elsewhere, it does appear to do more damage than a straight damage SO. But the straight damage SO is better than a proc. Assuming I got that right. -
I'd suggest a combination of what Syntax42 mentioned. Your first priority is recharge, partly because with Moment of Glory and Shadow Meld, recharge = defense. Your second priotity is defense, with a realistic goal probably being something in the 20s, and making sure that Shadow Meld on top of that gets you to 45% or higher. The level of recharge we're talking about should get you to perma Dull Pain. Not that you should click on Dull Pain whenever it recharges (wait until you're injured), but you want to be in a position where it's either up or you can bring it up, because effective resistance is lacking on a Regen, and hit points are effectively resistance. For additional resistance, take Tough and stack it with Resilience. Then pick up Weave while you're there. I'd go ahead and take Combat Jumping. It's pretty good for the endurance requirement, and endurance shouldn't be a problem with a Regen anyway.
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Like most damage auras, it IS a great power - you basically get AoE damage for single target endurance. So in that sense, it's a great endurance saver, your most endurance-efficient way of doing damage. On the other hand, anything that speeds up your damage dealing will also speed up your endurance drain, and if you leave it on outside of fights it will lengthen your recovery time.
With something mostly single target like Martial Arts, a significant portion of your overall damage is probably coming from the aura. Spawns will go down more slowly without it, possibly noticeably so if you're sensitive to that.
I hate the FX too. As TheBruteSquat suggests, I turned it black/black. I still think it's pretty obvious, but it eventually fades from consciousness. My MA/Fire is "Dead Black", though, so black is appropriate. Not sure how appropriate it is for your character.
I wouldn't skip it, but you can of course. This game isn't so hard that you have to pick all the right powers and use them all in the right way. If you hate it enough, chances are you'll notice the lack of annoying pulsing effect more than you notice the lack of ticks of AoE damage.
If you keep it, for slotting, think of it as an attack instead of a toggle. Just slot it like any other attack, except that you don't need recharge. So with SOs, I'd probably go one accuracy, two endurance and three damage. In an IO build, I'd slot it with an attack set, whatever seemed appropriate for the build.