Werner

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  1. Quote:
    Originally Posted by Santorican View Post
    Not really, go stand it a +0x8 group with 0 defense to every type/position and see how long you'll last. DP and IH will not be enough to keep you alive.
    I'm considering a much bigger post, but in brief...

    If Dull Pain and Instant Healing are not enough to let you survive for long in a particular group, that is NOT the kind of group you will ACTUALLY be facing in the game. You'll turn down the difficulty. When the difficulty level is such that you can normally survive, but sometimes need your click powers, then Dull Pain and Instant Healing WILL be a huge boost to your survivability in relative terms.

    Similarly, if you somehow run 45% defense to all and 50% damage resistance, you'll be running on +4x8 to avoid boredom. Sometimes you'll need your click powers. When you do, Dull Pain and Instant Healing will provide the SAME boost to your survivability in relative terms. Obviously not in absolute terms, but absolute terms mean very little for how the game is probably actually played (challenging but not suicidal).

    Double the regeneration is double the survivability, pretty much independent of how much damage mitigation you have.

    (Edit: And yes, I'm partially playing devil's advocate. I could probably argue just as well for the other side. I just think this side of the argument is more often overlooked.)
  2. Quote:
    Originally Posted by Shred_Monkey View Post
    While it's not a huge boost to regens if you're already maximizing recharge, at least it is a clear benifit. I don't see any other scrapper secondaries benifiting dramatically from the alpha slot. Inherent fitness helps improve mitigation a lot more then the alpha slot does in most builds I've looked at.
    Yeah, I think inherent fitness is probably doing as much as the alpha slot on most of my characters. Werner (Katana/Regen) is going to benefit tremendously from both, and from the fact that he's still running an I12-I13 build so has a lot of possible IO and power choice upgrades. But most of my attention has actually been going to Alexei (Katana/Dark). He recovers from the IO nerfs/fixes and gets solidly better DPS and survivability. Nothing dramatic, like you said, but nothing to sneer at either.
  3. I use it in the middle. Mine's a Fire/Shield, though, so you might want closer to the tail end.

    As I move towards the group, I find and target a boss, hitting it with a Fire Ball as I'm in mid leap, while looking for other bosses. Quickly center myself in the group and hit Fire Sword Circle. Do a few single target attacks on the boss, Build Up, Shield Charge, Fire Ball, Fire Sword Circle. Fight whatever's still standing with whatever seems appropriate. Rinse and repeat.

    Real world is more case by case, of course, but that's pretty much my default way of fighting. I usually fight +2x8 with bosses, since that may be relevant.
  4. But I can understand someone arguing that Instant Healing does more for them than Moment of Glory. I'll take Moment of Glory over Instant Healing personally, but they're both useful. They're just useful differently. Instant Healing gives you a nice, moderate buff to your survival for quite a while. Moment of Glory stops most damage cold, giving you time to regroup, recharge, heal up, and get back to it. By the time it drops, you need to have the situation back under control - or at least know which tool you'll be using next.
  5. Quote:
    Originally Posted by Santorican View Post
    Will MoG and SM be detrimental to a characters DPS? They both have long animation times.
    Yes and no - they lower your DPS, but you do more DPS alive than dead.

    I suppose your point is that if you have 45% smashing/lethal, then you won't have to spend all your time cycling Moment of Glory and Shadow Meld? As long as you're only fighting smashing/lethal enemies, that's true. But unless I was a farmer, I wouldn't want a character that's great against smashing/lethal enemies, and falls apart against other damage types. And you're not likely to get a Regen up to 45% to all. I figured with trade offs, you could get a Regen that had enough defense of the various types that you have several god mode options - one small inspiration, Moment of Glory or Shadow Meld. In normal play, you probably wouldn't be clicking your defenses constantly. It would just be an issue against particularly difficult content. I suppose it depends on how much you pick and choose your difficult content?
  6. Adequate? 555%. That's what you end up with if you put three heal IOs in Fast Healing and Integration, and one in inherent Health. All you need, in other words, is to slot your powers. After that, you have other priorities (recharge and defense). Now, I have a lot more than 555%, and I'll probably keep a lot more than that if/when I respec in I19-I20, but that's because I LIKE passive regeneration, not because it's the optimal way to go.

    45% smashing and lethal defense combined with 555% regeneration would be good. But I can hit 45% melee and lethal defense with 596% regeneration on a Katana/Regen using even-level SOs. So it's not a particularly awesome level of survivability for an IO build.

    What I'd suggest is scaling back, actually. You should probably be running both Moment of Glory and Shadow Meld, and you should be targeting high recharge. With big defensive buffs on fast recharge and the availability of inspirations, I'd target a lower defense number. Let's say 32.5%, so that a single small purple or either of your defense clicks will take you to or above the soft cap. Then I'd spread that defensive love around, picking up some more fire/cold/energy/negative defense, hopefully getting those within Shadow Meld of the soft cap. And I'd be sure to focus on the basics as well - high recharge, perma Dull Pain.
  7. Change for the sake of change would piss me off, plain and simple. Regeneration as a set is fine. Yes, it's not the Regeneration some of us old timers remember, but I've long since made my peace with that. It now is what it is and what it is is fine. Yeah, I'd cope if Instant Healing was a toggle, but why? Nostalgia? As for random changes in some completely different direction, no. Seriously, no. Plus disallowed by the cottage rule.
  8. Huh. OK, guess I'm remembering badly. I could swear there's a -stealth icon that shows up when you're escorting. Maybe it's just not enough? Cloak of Darkness is pretty mild as stealth goes, though. Hmmm.
  9. Hostages suppress stealth effects now. So I suspect you could leave Stealth on and still keep the unsuppressed part of the defense. It's been a while, but I'm pretty sure my Katana/Dark could do hostage missions without turning off Cloak of Darkness. So it might be a non-issue these days.

    For an unlimited budget build, I like Shield Wall*. You take the resistance unique because Super Reflexes really wants resistance to help deal with unlucky streaks, and it stacks just fine on Tough and the scaling resists, which I think make more difference than most people believe. From there, one more gives you 10% regen, and two more gives you 30 hit points. Hit points are very similar to more resistance in dealing with unlucky streaks, and without Aid Self, you can use all the regeneration you can get. Five might be overdoing it, but it would take me a lot of poking to really know, since obviously in and of itself, more in a power is better.

    * Full disclosure: I craft and flip Shield Walls, so I have a conflict of interest in recommending them.
  10. Quote:
    Originally Posted by DSorrow View Post
    Against certain enemy groups it may be much more significant than 10%
    And to be fair, against others much less than 10%, assuming I estimated correctly for the average amount of incoming AoE damage for an average Scrapper. Also, you can sometimes choose your enemies to avoid your weaknesses.

    Quote:
    Originally Posted by DSorrow View Post
    I don't really like being at a disadvantage against AoE heavy groups.
    I feel the same way - I just dislike weaknesses. I like Invulnerability OK, for instance, but I dislike that it is SO much better against smashing/lethal and so much worse against psionic, even if I agree it makes thematic sense and gives the set flavor. Sure, you can sometimes choose your enemies to avoid your weaknesses, but I like the feeling of "anyone, any time". It makes me feel more super.

    But as weaknesses go, being at "only" 41% against AoE is hardly a big one. I wouldn't do it, but it's not completely unreasonable, at least if you're getting something of equal value out of taking that minor weakness. Maybe think of it like skipping Resilience on a Regen. Lots of people do, and it's not that big a deal. I wouldn't, but you CAN, and you won't feel gimped in actual play even if the numbers say you're slightly worse off.
  11. Quote:
    Originally Posted by Bodai View Post
    So you think you would go for those last 6 seconds or be happy? As he said, I am pretty close already, and another purple set somewhere might do it. Thanks for the info either way. Yeah, 30 seconds sounded like alot. In game I noticed it definately was more than 6 seconds, but I just chalked it up to mid's just not being perfect...
    I'd probably only worry about the probably 8 seconds (I could calculate it if we need to be exact (Edit: 8.78 seconds)) if you need the recharge for your attack chain. I haven't fiddled with Martial Arts attack chains since the buff so I'm not sure what's good these days. And damage is about all the recharge is doing for you. Nice to have your AoEs back more often, of course, but the small gap won't make much difference in that regard.
  12. Quote:
    Originally Posted by Blackdragon1686 View Post
    Here's the thing about permahasten... it's kinda all or nothing. If you don't overlap it past that 120 second mark, its effect (70% recharge) lapses and the recharge between firings actually ends up being much more than 6 seconds... usually closer to 30-50 seconds.
    Incorrect. It isn't all or nothing. It's a longer gap than reported by Mids, but not by much, and the closer you are to the 120, the smaller the difference. Hasten speeds up its own recharge while its up, but it doesn't suddenly become LESS recharged as soon as Hasten drops. It simply finishes recharging a little more slowly than it otherwise would have.
  13. Quote:
    Originally Posted by XkreegorX View Post
    i was just wondering why someone does it. I'm running a FM/SD on I19 beta with 41% aoe def and it's been working fine on all the new content.
    I can give a little more detail on my response, then, rather than leave it at "seems silly not to".

    Let's work through an example. As our first case, we'll take a Shield Defense has 45% melee, 45% ranged and 45% AoE. For simplicity, let me ignore damage types and resistance. For simplicity we'll say you can regenerate or heal 30 DPS. And we'll use a survivability line approach to calculating survivability (lots of drawbacks to it, but fairly simple to apply). Well, 5% of attacks get through, so the damage output of the crowd you're facing can average 30 / 5% = 600 DPS.

    For our next case, we'll take a Shield Defense with 45% melee, 45% ranged and 40% AoE. I'm going to say that 10% of incoming damage is AoE. Plug in a different number if you prefer. Well, DPS * 90% * 5% + DPS * 10% * 10% = 30, (4.5% + 1%)* DPS = 30, DPS = 545 DPS.

    So the extra 5% AoE defense means the difference between surviving 600 DPS of enemy damage output vs. surviving 545 DPS of enemy damage output. Yes, it's going to be hard to notice that seat of the pants. But it IS a 10% improvement in survivability by adding those last few percentage points of defense. You might notice it more if it was 10% resistance, but it's a different and much less visible mechanic. I'm not going to sacrifice 10% resistance without good cause. I'm not going to sacrifice 5% AoE defense below the soft cap without good cause.
  14. Quote:
    Originally Posted by Zombie Man View Post
    But what about against +4 AVs? If the best a Regen can do is about 25% Defense, then won't a +4 AV make that trivial and thus more regeneration is what will save the Regenner?
    The simple answer is that both AVs are probably going to kill you. If the best the Regen can do is 25% defense, the Regen is dead - outside of buffs like inspirations or teammates.

    The better answer is that the defense will be MORE useful against the +4 AV. Enemies up to +5 have the same to-hit as +0, which is to say 50%. That's what your defense is subtracted from. In other words, in a fairly relevant sense, your defense is just as useful against +4 AVs, because 25% will reduce a +4 AV to 25% to hit just as much as it'll reduce a +0 AV to 25% to hit. The level difference shows its ugly head in accuracy modifiers. A +0 AV has a 1.5 accuracy modifier, so a 37.5% chance to hit you. A +4 AV has a a 1.4 * 1.5 = 2.1, for a 52.5% chance to hit you.

    Not sure the real average numbers, but let's say that the +0 AV putting out about 400 DPS, and the +4 AV is doing about 600 DPS due to the level difference. In the first case, you're taking 150 DPS of damage. In the second case, you're taking 315 DPS of damage.

    Now let's say we were willing to trade 5% of our defense for regeneration. How much regeneration would we need to counter the extra incoming damage?

    The +0 AV now has 30% to hit, or a 45% final chance to hit you. It's now hitting you for 180 DPS. You would need an extra 30 HP/S of regeneration to counter that. You're not going to get that from a simple set bonus trade of any sort. But what about the +4 AV? It now has a 30% to hit, or a 63% chance to hit you, so it's hitting you for 378 DPS. You would need an extra 63 HP/S of regeneration to counter that.

    So, against a +0 AV, that 5% defense = 30 HP/S of regeneration. Against a +4 AV, that 5% defense = 63 HP/S of regeneration.

    The example is poor, since as I said, both AVs are probably going to kill you. All we're talking about here is how fast they'll kill you on average, which may not be of much general interest. But the differences ARE representative of a general rule. In general, the tougher the enemies you face, the more valuable defense becomes in comparison to regeneration.
  15. Yes because there are AoE attacks. It's lower priority for me than melee and ranged, but Shield Defense comes with enough defense that it seems silly to not finish the job.
  16. I'd go Electric/Shield, though that wasn't an option. It's not likely to beat a Spines/Fire for AoE damage output, but it'll be very good, plus much more survivable. For me personally, my Fire/Shield feels like enough AoE with near perma Hasten, Fire Sword Circle, Fire Ball and Shield Charge. Generally the bosses are the last things alive, so for me it feels like more AoE wouldn't do much. If you play with bosses off, well, then yeah, probably more AoE than my Fire/Shield puts out would be nice.

    My Electric/Fire has felt like insane AoE while leveling, but it's because I'm playing with a herding tank, and he takes just about as much time to round up a group of the size that he wants as it takes for my two build ups and all my AoEs to recharge. Then it's pretty much nuke them with everything and then poke briefly at the bosses. It's fun, but you'd probably want near perma Hasten to move at a reasonable pace, and the survivability probably won't be there.

    Of what you mentioned, I'd go Spines/Dark for the slightly better survivability. But if you don't care about that, Spines/Fire.
  17. Werner

    Question...

    Ah, so pull Recluse to another tower and just spam Divine Avalanche on the tower? In regards to Confront, is the taunt aura not enough to keep him on you?

    Sounds workable, and without the need for the insane to hit and accuracy that I thought you'd need, so perhaps a less specialized build than I expected.
  18. Werner

    Question...

    So maybe a high recharge Broad Sword/Shield Defense with Focused Accuracy, Tactics and Kismet spamming a defense and accuracy buffed Parry about four times every ten seconds? I don't know what his defense is, so I'm not sure how much to hit and accuracy you'd need. You're still getting frickin' nailed by the damage, though. Aid Self at a minimum. Doesn't sound like it would stand very reliably, though, particularly after inspirations run out.

    Katana/Invuln at or near the normal soft cap before Divine Avalanche, spamming a Gambler's Cut -> Divine Avalanche chain? Again, everything you can do to be sure Divine Avalanche hits at least semi-reliably so that having it less than double-stacked is unlikely and doesn't last long when it does happen. Aid Self. Very good resistance to much of his damage, capped hit points, hopefully soft-capped defense. Aid self of course. Still seems like you would go down without inspirations, but you could probably get a good run if you're lucky? I'm not sure being lucky counts as tanking, though. But yeah, I'm liking Invulnerability since you can have a lot of defense AND resistance, and Katana because you can spam Gambler's Cut too, which when it hits will help debuff his defense, making it easier for Divine Avalanche to land, and a back and forth chain of the two puts out four Divine Avalanche attempts in its ten second duration. Again, no idea what sort of defense we're trying to overcome, though. The idea of hitting him through it as a defensive technique sounds good, though. Heck, even if you're swallowing yellows instead of purples, it might work out better. Aid Self will interrupt the Divine Avalanche spam. That's kind of amusing. "Well, I could heal, but then he'd just hit me again."
  19. Werner

    Question...

    What do you mean by support in this case? Good builds with a lot of inspirations do it, but that could be considered support.

    What's his to-hit when buffed? How much damage does he do? What damage types, lethal and energy? Sorry, I've only ever done one STF so I get to ask the newbie questions. The issue with tanking tower-buffed Recluse is that he has huge to-hit and does more damage than most toons have hit points, right? Any other problems? And for how long must you usually tank? In the all-Scrapper STF I was on, he had to be tanked this side of forever due to the repairmen bug and our stubborn refusal to use nukes, even though many of us had come prepared with them. But I assume the towers normally go down much faster.
  20. Quote:
    Originally Posted by Fergie View Post
    This might be a bit OT, but I have been trying to find a way to add more defense to my dm/reg and it sounds like I should just add more regen. Should I forget tough/weave and use those slots for FH and Health ?
    No, don't add more regeneration. It's not that extra regeneration is bad, but merely that it is less helpful to a Regen than more recharge and defense. Do not, DO NOT drop Tough and Weave to add slots to Fast Healing and Health. Particularly Tough. Tough is a key power for a Regen in my opinion. Anything that slows down how fast your green bar moves downwards when you're taking damage spikes is a good thing, and a much higher contributor to survivability than a little better passive regeneration.

    To be fair, my current build has more passive regeneration and less recharge than ideal, and so likely will my I19 build if I end up focusing on my Katana/Regen. I just like having passive regeneration, even if it's not optimal. I like barely touching my clicks in normal play at normal difficulty levels, even if it gimps me a little at the highest difficulty levels.
  21. Quote:
    Originally Posted by Syntax42 View Post
    I'm not even sure if it is possible to make a build with enough defense for Regeneration to be better than SR.
    If we're still confining ourselves to Dark Melee, I'd say you're correct. But I think something like a Katana/Regen could do it, and that it might do even better comparatively with I19. I haven't actually started on my I19 builds yet, though, so all I have are rough ideas of what I'm doing and rough ideas of how much survivability I'll get. I think my Dark Melee/Super Reflexes is going to get much better. But I think my Katana/Regen is going to get massively better.
  22. Quote:
    Originally Posted by magikwand View Post
    Well, DDR is a big boon to /SR too. /SR caps DDR, but /SD can't cap.
    Yes it can. My Fire/Shield has capped DDR except for a short period while the double-stack of Active Defense drops. Add some more recharge and I could remove that drop, but I was balancing a lot of different priorities. I still prefer Super Reflexes' version, since recharge can be debuffed and since clicking takes time. Plus it takes some serious work to pull off on Shield Defense, while it's easy easy on Super Reflexes.
  23. I'd go with Super Reflexes. Regen already has plenty of healing and endurance recovery, and extra healing and endurance recovery are a big portion of what Dark Melee brings to the table. Seems wasted on Regen, but is exactly what Super Reflexes is looking for.
  24. My Mids' is currently broken until I get around to fixing it, so I can't look at any of these builds. But rules of thumb like "layer your defenses" are just rules of thumb. Just because a set has a bunch of layers doesn't mean it's the best set. In this case, it's definitely NOT the most survivable set.

    I wouldn't expect much survivability out of Martial Arts/Regen either without some heavy IO investment, though perhaps I'm underselling it.

    Dark Melee/Super Reflexes can be pretty solid on a budget. Super Reflexes' main trick (soft-capped positionals) is easy to pull off, and Dark Melee provides the heal that the set needs to be great. Of what you mentioned, and at your budget, I think that's going to be your most survivable option, the one that will let you solo the most.
  25. There are ways in which the effect of recharge is almost linear, though certainly other ways of looking at it where it's definitely diminishing returns. Here are several ways of looking at it. I'm sure there are others.

    Let's take Reconstruction. Let's say it heals 650 hit points. Here are some basic facts:

    Code:
    +Recharge  Recharge  Cycle Time  HP/S
    0          60        60.73       10.70
    30         46.15     46.88       13.86
    200        20        20.73       31.36
    230        18.18     18.91       34.37

    I think the first way people look at it is in terms of how many seconds are shaved off of the recharge:

    Code:
    0-30     13.85 seconds
    200-230   1.82 seconds
    So in that sense, the first 30% is MUCH better. You will likely notice 13.85 seconds more than 1.82 seconds. So yes, it's more noticeable.

    Here's another way to look at it - how many additional hit points per second do you get out of the 30%?

    Code:
    0-30     3.16 HP/S
    200-230  3.01 HP/S
    Almost the same, but since the cast time isn't affected by recharge, the higher the recharge, the lower the effect. But these are VERY close. So in another sense, you won't notice it, because you'll never notice 0.15 HP/S of healing.

    But here's another way to look at THAT. If you heal 10.7 HP/S, the extra 3.16 HP/S is improving a simplistic measure of your survivability by almost 30%. It won't be nearly that much in practice since we're just looking at a single power in a vacuum, but still. Whereas if you already heal 31.36 HP/S, the extra 3.01 HP/S is only improving your survivability by about 10%. That will probably be less noticeable.

    There are surely other valid ways of looking at it as well.

    So really, whether or not you notice the difference may just depend on which numbers you paying attention to as a player. It's not so big that I think I'll really notice from a seat of the pants perspective.

    The number I tend to pay attention to is "survivability", and I suspect I notice it in play more in percentage increase terms - 30% more survivable vs. 10% more survivable. So the way I tend to look at things, the first 30% is about three times as effective as another 30% when I'm already sporting 200% recharge. But still, 10% improvement in survivability? It's not bad.

    And of course we're neglecting the heal component of the very rare, and that it's going to be more than +30% recharge. And things probably get more complicated for the other clicks. Still, should be good.

    Since I'm all about the survivability, I'll probably be going Spiritual Core.