Werner

Renowned
  • Posts

    3682
  • Joined

  1. Quote:
    Originally Posted by Aliana Blue View Post
    I've had Actin's "new mass AV soloing" build ready for quite a while (I have everything I need, or have the influence to acquire it in short order). With the update of i19, it caps S/L defense with 1 enemy in range, S/L resistance, and runs the Smite -> Fire Blast -> Siphon Life chain completely gapless (going for the recharge alpha slot, she runs it gapless with just the T3! With the T4 I can even squeeze a bit more endredux in it as well).
    Have you considered Smite -> Boxing -> Siphon Life? It requires +299% recharge in Siphon Life, so that's the big barrier to entry, but you're very close to it if you have the Fire Blast chain covered with the tier 3. It's also about 7% lower for DPS, plus, well, you don't get to slot the ranged purple in your chain, so probably even worse than that. But hey, you're hitting Siphon Life 3% faster, plus you could pick up Physical Perfection for some additional regeneration since you wouldn't need the Fire epic. And you needed Boxing anyway, so it probably saves a power pick.

    I honestly doubt it's worth the trade off, and you need to consider time exposed to danger of course, but I thought I'd toss it out there.

    For, you know, whenever you get back to Actin. Poor Actin.

    (Don't MAKE me start my first Defender...)
  2. You CAN soft cap to SLENFC with only one foe in range, and if you have the influence for it, do so without many compromises. But if your play style is to be constantly surrounded by large numbers of enemies, that may not be worthwhile, and soft capping with, say, five enemies may be perfectly sufficient in practice. I'd probably go for it with just one enemy in range for archvillain soloing purposes.
  3. Quote:
    Originally Posted by firespray View Post
    On another (but similar) note, is there a way in Mids to have it show the global enhancement effect of a T3 or T4 incarnate boost without showing the effects of the level shift?
    On damage? Mids' reports damage for fighting even-level enemies. In other words, it's already showing you the numbers ignoring the level shift from your T3 or T4 abilities.
  4. Solo leveling is, assuming it's easy to get teams (I have no idea), of course slower than teaming. Being a single-target specialist is only going to slow you down even further. I think it personally takes me around 150 hours on average to level a single target specialist Scrapper, which is mostly solo play. If you were instead asking about survivability during leveling, Dark Melee/Invuln feels very solid to me.
  5. Quote:
    Originally Posted by bAss_ackwards View Post
    Succubus Kali was doing pretty good in the new Trials. Died far less than I expected her to. So when are you gonna start that DM/Inv Scrapper, Werner?
    Not sure. Playing my Invuln/Super Strength Tanker right now. Ran my fourth task force ever on my Katana/Dark Scrapper earlier, my first Apex, and with a pick up group. The things I'll do for a notice of the well on my favorite character.

    I think I died three times, which doesn't seem bad since we had 101 deaths. The first was when I was all alone in a giant mass of clockwork after most everyone else was dead or elsewhere. I clicked on my heal - and RIGHT then, someone did, I think, some rez with massive knockback. The heal hit nothing, and I died very shortly after.

    Second was cascading defense failure fighting a big swarm of swords. I did OK for a while, then suddenly all my positional defense was red, and not even an uber heal could save me.

    Third was getting stupid with a blue patch. See, one of the people on our team, probably a Rad something, had his effects colored the same as Battle Maiden. I often jumped away prematurely, and once, I ran right through a giant blue patch, thinking it was my teammate. Ooops.

    So I can see how a master of Apex is possible with a good group that's done it a few times.

    Now I just need a few more shards to craft my rare. So I should be grinding on him, but my Tanker is just too much fun right now.

    So maybe I'd make a Dark Melee/Invuln Scrapper when my Tanker hits 50. I'm at 46, so that won't be long. I need to think about what I want him to be, name, that sort of thing. Hmmm.
  6. Quote:
    Originally Posted by GavinRuneblade View Post
    I'm not so sure about this. Yes it's common now, but they are already having NPCs talk about threats bigger than Cole and Praetoria, so Clocks might only feature prominently in i20 and then it'll be someone new for i21.

    What it looks like to me is that they are trying to keep things mixed, not establish a new "baseline".
    Given the very first mission of becoming an incarnate, I'm expecting Rularuu. And yeah, mixed instead of a new baseline would be nice.
  7. I don't believe the level shift applies to the pylon. I *think* it's like a giant monster in that regard. I could be wrong. I'm not thinking of anything other than the factors you mentioned that reduce (or raise) DPS. The 95% to hit sometimes works in more subtle ways, such as in the reduction of the utility of Achilles' Heel, combos and Follow Up type powers, but I don't think that matters on Fire.

    Edit: LOL, no answer for two hours, then three of us answer in three minutes.
  8. Quote:
    Originally Posted by Cyber_naut View Post
    It's a scrapper playstyle. It's what scrappers do. If killing the most stuff you can as fast as possible isn't the scrapper playstyle, what is it then...
    Boss, EB and AV killers, perhaps. I'm almost never on teams of any size, but I assume they're safe enough for Blasters to cut loose with their AoEs, and I assume they're better at that than Scrappers (in trade for their lower survivability). With all the minions and lieutenants dead in a flash, I'd think Scrappers would be there to make sure the bosses and up die quickly as well.

    But then, I'm not sure which side I'm arguing for, as that role still supports "killing as much as possible as fast as possible".
  9. Yep, Dark Melee/Invuln is crazy survivable, and your list looks about right for the near high end (skipping PvPs and the like). The heal sounds about 10% high, though. Also, recharge starts when the attack ends, so you're actually getting that heal every five seconds or so, not three. The potential with the PvPs is basically what you have plus capped to the six standard damage types with only one enemy in range. Which, if you play with large numbers of enemies, will probably only rarely make any difference in practice.

    Hey, Bass, how many giant monsters on monster island can you herd and survive for a substantial period of time? They're mostly smashing lethal, I think, so it's right up Invuln's alley. On my Katana/Dark I handled four for about ten minutes, then six for I think another five or so before they put me down. I also recall doing a rough calculation to say that a Dark Melee/Invuln could probably handle about double that. Given spikes, call it ten? What do you think? Mind you, your Siphon Life isn't even slotted much for heal, but I'm still sure you could beat my number. I'm just curious by how much. Love your build.

    God I need to start one of these. Oh, wait, I have a Dark/Invuln Brute. I should probably do it as a Scrapper, though.

    On the other hand, all the rules are changing with the incarnate stuff, and maybe something else will come out on top. Syntax42 hints at this in regard to common enemy damage types in the "new game".

    Also, as far as Invuln survivability goes, I'm really enjoying my Invuln/Super Strength Tanker at the moment. He was stuck at 40 and I hadn't played him in forever because he was boring and slow. Boy did inherent fitness and frankenslotting breathe new life into him, allowing me to actually put together a good attack chain without losing any survivability, and now with I think sustainable endurance. He feels very scrapperish now. I know the damage is lower, but it FEELS like I'm hitting hard (thank you, Super Strength, for your delicious smashiness). I've actually been playing him instead of grinding out shards on my main Scrappers. I feel dirty.

    Hmmm, that turned into a giant aside. Yes, Dark Melee/Invuln for the win. Carry on!
  10. Electric - great AoE
    Fire - good AoE, good single target DPS
    Dark - great single target DPS, good survivability
    Broad Sword - good leveling survivability, thematically appropriate
  11. Quote:
    Originally Posted by Arcanaville View Post
    On the subject of higher tohit: its uncommon, but not rare. Rularuu eyeballs, DE Quartz crystals, the DE in Tip missions, some other special Praetorians (including in Incarnate content) have higher tohit. Some LTs like the guards in Bank missions have tactics. Nemesis Vengeance as +tohit. Critters with fortitude also buff tohit (some vanguard do this, as well as some CoT scientists among others). On the red side some critters even have build up. Oh, and if you have build up or aim, your double in doppleganger missions probably has them also.
    Don't forget pets! 75% to hit and fairly common. I think usually fairly harmless unless you go into Architect Entertainment. I might be forgetting something nasty, though.
  12. Yeah, in and of itself, the Gladiator's Armor keeps it from being called a budget build, though I'm going to guess that mine cost several times as much as yours, so there are definitely degrees of sticker shock.

    On a budget, you might give up maybe 10% energy/negative, but basically keep most of the rest. That's my guess, anyway, without actually poking at it.

    I'm going to guess that in many situations, the to hit debuff from Cloak of Fear gets you functionally comfortably over the soft cap. Your melee and ranged defense are at least decent, covering a lot of the other damage types better than their own typed defense.

    I expected you to slot fear in Cloak of Fear instead of -to hit. I assume that was a compromise to get the defense bonus?
  13. Quote:
    Originally Posted by Shisui View Post
    of course, now that we have the high level task forces, with lvl 54 foes, 50/50/50 becomes a lot more attractive.
    A level 54 AV has the same to hit as a level 50 minion. 45% defense will minimize their chance to hit you just like it minimizes the chance of a level 50 minion to hit you. Now, a level 54 Av WILL hit you a lot more than that level 50 minion, don't get me wrong. But adding more defense isn't going to help you at all, outside of specific enemies with to hit buffs higher than normal.
  14. Quote:
    Originally Posted by _Caliban View Post
    I'm not sure I like having my Melee defense that low until I make my first attack, but it looks like it's the way to go if I want a DA toon that plays how I'm used to playing my scrappers - jump into a spawn and start swinging.
    My own Katana/Dark requires one hit of Divine Avalanche to get to the melee soft cap. It's not that bad in practice, since you simply jump into the group and use Divine Avalanche as the first attack. Generally, you'll be at the soft cap well before there's any problem with incoming damage. I do admit that it doesn't feel as secure as my Super Reflexes in that regard. But I have good resistances and an excellent heal to make me feel better about things.

    It's not necessarily THE way to go. It's just A way to go that's been... well, it's hard to call anything on Dark Armor popular... but I'd say the popular approach for Sword/Dark on the forums for the past year or so (probably meaning that a handful of people have actually done it).

    Since you don't want to use Parry, and are I suspect only agreeing to it because we're beating it into you, how about a smashing/lethal soft cap build like Desmodos would likely prefer? Believe me, Desmodos knows Dark Armor and wouldn't steer you wrong. It's a legitimate alternative, and I suspect would allow you to make fewer compromises - skip Parry or just use it as defensive back up when debuffed, better accuracy, better damage, better recharge, better Dark Regeneration slotting, pick up Cloak of Fear, those sorts of things. Consider it a more well-rounded build with high survivability instead of a more specialized build with higher survivability. You didn't choose a Tanker, and don't have to build your Scrapper like one. You just need good enough survivability, and a smashing/lethal soft-capped Dark Armor will certainly more than meet that minimum criteria most of the time. I don't have a build to share as an example, unfortunately, and don't guarantee that the compromises will be reduced, but I suspect they will. It's at least worth poking at.
  15. For comparison purposes, here's what I consider an excellent-for-the-budget positional soft-capped Katana/Dark build by Ramia Angriffe with a few modifications by Iggy Kamakaze. There are, of course, many ways to build, so I'm very much not saying, "do this". I just wanted to put it out there to look at so you know the kind of thing that ClawsandEffect and I have in mind when we're talking about soft capping, and can also see the kinds of compromises involved. There are fewer compromises at much higher price points, of course. But I assume you're not looking for a ten billion influence uber build.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1428;704;1408;HEX;|
    |78DA6593ED4E13511086CF6EB7D67E534A2D9F6541B0B485A50BFC3728125130441|
    |2FF99BAD06DBB52DA665B13F9E70D180D9878038A7A19DE867A037E80DE80A9B3F3|
    |1E6A93366D9EED7B66CE3B33E7ECCEF38D88102F6E0A2576BB6EB5DBA5BD03D76AB|
    |56C37F0C0EA3C73ADFAD843EBC8B1F4F546D5752A155B2FE85BD5EAB17ED42C0784|
    |10A9CBF0D28E5DB76DE3BED5B11AD6444FDDB02B76A36D1B1B967B585A778F9A6E6|
    |2AB51B35DBBD1312E1F22BBCD66DDD8B6AD96D3A846F9CFA653AD75E85FFC72A96C|
    |BBED9AD30A63B5EE2D27EEB49C03E356B37C5CDAB1DA1DDB3D1EA58272F47BE955C|
    |69FAE5FD80453A865E00943DB675C39608C7C5685488A9C97A57096264C85035609|
    |53E2EA0A506431B4C6C80764349928DF552F40FBC108FD64447E01E78CD805A3405|
    |93E98081FF6BB46925F4AFEBFC28B7A4D52405178EFC03D96627719435B8C61F431|
    |9C612CA778A345CA0ACA8D82692E5925298C2245B84B1F9126250A45897E53BDBCA|
    |12F8C255A89C3D4171FF679E9A37120C618DFE43D4F282E211B4FA0F149343E89C6|
    |33683C83C64D346E505612C5F99321AE77248CFE234094311E63E871868FB252F24|
    |C52DEB8B2E2BA09AC00AB8CE5358646E169699286898EDD67E035039319982CC1E4|
    |94B2C6644363159EE85C9571A30638C05346F690F18AB226E468270A2C25489A92F|
    |653B0CFC05E87611E55E4E19B47316F286B5ADA4F639E59CC338B79E630C11CC69A|
    |C3588394350B2F75F62B1FA089E334719C2605CCF30DED8A79D4172669419EFD02A|
    |2969193A49582ACA1F08EA5C5F7C019F00177E423F089B147D7C290233060714677|
    |AB28EF60F111F737A9F5DE46FA7A77707B40D9D57A2F93505899D67A6F633738442|
    |F0D56BBE72192A581B2C49E17FDD2024BBFFBA57B7C37FEFC9754E584EB9F7B0B9C|
    |328A0355E507147340591B505607BB0B791347FD8FFB9EADBEE7FDBEE77F1B2AF12|
    |B|
    |-------------------------------------------------------------------|
  16. Quote:
    Originally Posted by Auroxis View Post
    Strange, the difference is a bit higher with my calculations. How did you calc the -res?
    I'm applying the the number of chances that a -resist proc is active to each attack individually, recognizing that the two stack with each other, but not with themselves. If you want to see an example calculation, here's the first Ablating Strike from the top chain:
    =95%*(82.6*(100%+89.93%+95%*37.5%*2+22%+10.5%+5%*5 .25/10)*110%+33%*107.1)*(100%+(100%-81%^4)*20%)*(100%+(100%-81%^2)*20%)
    So four chances for Achilles' Heel, two chances for Fury of the Gladiator, 95% chance to hit. Also, two stacks of Blinding Feint, 22% damage enhancement from sets, 10.5% from Assault, Gaussian proc in Tactics, Purple proc in the attack.

    But there's no reason we wouldn't get fairly different numbers anyway, even if we used the exact same calculations. I'm using an ancient Super Reflexes DPS template build adapted for both chains with no specific optimization for the primary, let alone the chain, as I was trying to compare primaries under "equal" conditions. No idea what you're using, but I guarantee it isn't the exact same builds, so there will be differences. But we're just ballparking anyway, so all this exact math is perhaps a bit too exact unless we have specific builds from the OP to compare.
  17. Quote:
    Originally Posted by _Caliban View Post
    I'm aiming for the attack chain mentioned here, assuming it's still feasible: http://boards.cityofheroes.com/showt...t=attack+chain
    Uh... which one? There are a lot of chains mentioned in that thread.
  18. Quote:
    Originally Posted by Auroxis View Post
    Which procs did you use? Both AS and SS can have a purple damage proc and a -res proc, and BF can have the Gaussian proc.
    BF->AS->SS->AS
    Blinding Feint: Mako's Bite
    Ablating Strike: Purple, Achilles' Heel
    Sweeping Strike: Purple, Fury of the Gladiator
    BF-> AS -> VS -> SS
    Blinding Feint: Purple
    Ablating Strike: Mako's Bite, Achilles' Heel
    Vengeful Slice: Mako's Bite, Explosive Strike
    Sweeping Strike: Purple, Fury of the Gladiator
    While I haven't done the math, my guess is that the Gaussian proc in Blinding Feint wouldn't be as good as even a simple damage proc due to the low contribution of base damage to either chain. Besides, you're going to want the proc with its set, which is to say not in Blinding Feint.

    The part I didn't check carefully was the effect of musculature, which I merely guessed. Let me do it a little more carefully, then, as I could be a little or even way off. Without the alpha slot, I have my Blinding Feint -> Attack Vitals chain buffed up to 214 DPS on a pure DPS build. Probably only about 50 DPS of that is base damage. We'll assume ED capped damage enhancement, so you get 30% + 15%*15% = 32.25% enhancement, for about 16 DPS. That brings us to 230 DPS. I have the top chain with no gaps at 249 DPS, again on a pure DPS build. So my more detailed calculation says a 8% difference instead of a 5% difference, so even farther than my reestimating. So yeah, you're right, the difference is more significant than my initial guess.

    (Edit: Typo'd 214 as 224, and the rest was off because of that.)
  19. Midnight Grasp (4.48 seconds, +235% recharge) -> Smite -> Siphon Life (4.62, +117%) -> Smite (2.11, +185%)

    Aim for at least a little faster than that. First, there are recharge debuffs. Second, our approach to calculating required recharge is known to be slightly off, but unless Arcanaville figured out what was going on, they're the best estimate we have at the moment. And yes, all you do is add up the Arcanatime of the other attacks between each use of that specific attack. Mids' can now be configured to report Arcanatime, simplifying things. For recharge enhancement required, calculate base recharge/necessary recharge - 100%.
  20. Quote:
    Originally Posted by Auroxis View Post
    Once you add procs into the mix the differences become quite significant, and due to BF musculature won't make that big of an impact.
    Procs were included in my estimate. But I agree that Blinding Feint reduces the impact of Musculature, and perhaps I didn't allow enough for that effect. I actually came up with about 6% with my back of the envelope calculation, and perhaps 7% would be more accurate. But 5% was a nice round number.
  21. Quote:
    Originally Posted by _Caliban View Post
    Such useful and constructive input.

    Somehow I managed to get him to 50 without parry and using a fairly poor build, so it's obviously not absolutely necessary.

    I may still end up using Parry in the final build, but I'd rather avoid it. It only gives a defense bonus against melee and lethal - which of course is what you need against council, but they aren't the only opponents I plan on fighting.
    Claws does know what he's talking about, though, even if you didn't like the way it was said.

    One main purpose of Parry is that you use it instead of defense bonuses to cover your melee defense. That frees up room to get more ranged and AoE defense bonuses. There's plenty of ranged and AoE damage in the game, even if I agree that melee is the majority of what you'll face as a Scrapper. Also, your smashing/lethal defense is better than your ranged and AoE, and those are the most common damage types, so you're really not BAD against many ranged and AoE attacks, just not as good as you could be.

    With a high end Sword/Dark, defense debuffs are your main weakness, so handling them in some way (such as by stacking Parry to the moon) is useful. Not absolutely necessary, but useful. But not every enemy is using melee or lethal attacks, even if many of the defense debuffs in the game are melee or lethal. And as you said, you can use purples, so you've obviously thought about how to handle this weakness. You'll burn them quickly against heavy defense debuffing foes, but then inspirations drop quickly as well. And against heavy defense debuffing foes, even a fully soft capped build with stacked Parry isn't going to hold for long. Parry is useful here, but probably not game changing the majority of the time.

    So yes, you can skip it, but you'll be less survivable. Not squishy in any sense, just less survivable than you could have been. But then, that's the standard trade off that builds make, damage vs. survivability, and you chose a Scrapper instead of a Tanker. So you hopefully already understood that trade off.

    I would say that if you were designing from a blank slate, preparing to level up a NEW Dark Armor Scrapper, that you wouldn't want to take Broad Sword unless you were taking Parry. Other sets can do quite a bit more damage (and/or have other perks) if you're forgoing the extra defense that Broad Sword offers. But since you're sitting at 50 and just want to IO out, Parry is just another trade off you can make.
  22. It's an interesting alternative to a fully soft-capped build, but at low recharge like that, I doubt you're getting all that much extra damage for your ranged and AoE defense sacrifice. Dark Regeneration is making me sad. Oppressive Gloom might do more damage to you than it prevents since your melee defense is soft capped. You'll want to choose an alpha slot - I'm thinking Cardiac given your high endurance usage compared to recovery. Hit points are good, at least if you have or pick up the accolades. I don't like seeing Gaussian in Build Up, but I understand that slots are tight, and that it might be difficult to move the set to Tactics where it "belongs". Accuracy on Hack is lower than I'd want, which is to say lower than 95% against +4s. Moving the Gaussian set, if possible, would solve that. Let's see, you could drop the extra slot from Soul Transfer, put two recharges in Build Up, and the Gaussian set in Tactics. Build Up would recharge faster for more damage, you'd have a better chance to hit tough enemies, and your endurance usage would go down. Not that endurance usage is likely to matter if you get the Cardiac Core Paragon alpha boost. I really wouldn't want to make do with only mag 4 knockback protection, though I suppose it's good enough most of the time.
  23. Quote:
    Originally Posted by SlyGuyMcFly View Post
    BF-AS-SS-AS... How does this chain, using a Spiritual Alpha, stack against the easier BF-Attack Vitals, if the latter has a Musculature?
    As a rough but educated guess, under those conditions, only about 5% higher, assuming "proper" slotting and recharge for both, including both Achilles' Heel and Fury of the Gladiator.
  24. Broad Sword/Shield was the most fun I've had leveling 1-50. It should be excellent IO'd out as well, but I didn't bother since it wouldn't do anything that other of my Scrappers couldn't already do. Broad Sword gets you the defense you need before Shield Defense comes into its own. Then IO'd out, you could either skip Parry, keep it to make soft capping easier, or keep it to deal with enemies with extra-high to-hit.
  25. Werner

    Regen questions

    I understand je saist questioning your DPS calculations. Broad Sword is capable of somewhat better than 143 DPS, and unless you've discovered some trick that nobody else has discovered, your Claws build isn't going to come close to 260 DPS before those procs. Yes, in the most basic sense, DPS is damage of the chain over Arcanatime of the chain, but I think you're calculating something wrong, at least on Claws, and possibly on both.

    DPS mattering is obviously a matter of what you do in game. Like you, I'm one of the few players where it matters. The encounters I care most about are the encounters where it matters most.

    I'll completely disagree with "Soft-cap on a regen is relatively pointless. You have no Defense Debuff Resistance. All it's going to take is one defense debuffing attack from an enemy..." If you can soft cap melee with a single Parry, you can get drastically above the soft cap with multiple hits. My Katana/Regen takes two Divine Avalanche to soft cap, but still has no problem with cascading defense failure in MOST of the game. He can farm the wall in Cimerora just fine, for example. I've only been on a single ITF, but I'd only attribute a single death on that task force to cascading defense failure. I haven't done a study, but it feels like most defense debuffs are melee or lethal, which are exactly what Parry is protecting you against. Melee/lethal soft cap on a Broad Sword/Regen is anything but pointless. It's exactly what you should aim for.

    To answer your question, Claws/Regen will probably be squishier than Broad Sword/Regen, but doesn't have to be at all squishy. Here's (Iggy's? Claws and Effect's?) Claws/Regen doing the Riki War Zone Challenge using only Swipe. I don't know that YOUR build has this sort of survivability, but you CAN build for survivability.