Werner

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  1. 1) My notes say "I think the blinding feint buff takes effect sooner [than the end of the animation], like at half a second? It then wouldn't last as long and would lower the DPS." So I guess I don't know the answer.

    2) I believe it was Arcanaville that said that no, we don't need to round up the gaps.

    3) If you have an attack chain of, say, 8 seconds with 3 chances to proc, then use 3*10/8 = 3.75 in the calculation. Don't round up or down. Any individual attack will only have an integer number, but when calculating the chain as a whole, use an average like this.

    I've heard good things about Water Spout, but never used it.

    Edit: So...

    DPS*(1+(1-.81^(AchillesChancesInChain*10/ChainDuration))*.2)*(1+(1-.81^(FuryChancesInChain*10/ChainDuration))*.2)
  2. Quote:
    Originally Posted by PrincessDarkstar View Post
    I think by 10% or something (Remembering when I saw it worked out years ago), so not huge, but significant. And it makes better use of -res procs.
    I'm going to say about 15% on a top end build like yours.

    Edit: And, SpyralPegacyon, a reason you may not hear much about this chain is that the recharge requirements are just insane. Fortunately, PrincessDarkstar's build has insane recharge.
  3. Quote:
    Originally Posted by PrincessDarkstar View Post
    Also does anyone know how to calculate the effect the -res procs will have on my dps?
    For a decent approximation, figure out how many proc chances you have every ten seconds. Then multiply your DPS by this:
    (1+(1-.81^Chances)*.2)
    So if you have calculated 200 DPS before the procs, and you have 3 proc chances every 10 seconds, you'd do approximately:
    200 * (1+(1-.81^3)*.2) = 219 DPS
    To do it more accurately, separately determine the count for each attack, but most of the time it'll probably be so close as to not matter.

    Now, you have both procs. You have to calculate them separately since they stack with each other (but not themselves), so you'll end up like this:
    DPS*(1+(1-.81^AchillesChances)*.2)*(1+(1-.81^FuryChances)*.2)
  4. Werner

    /Invulnerability

    Quote:
    Originally Posted by mauk2 View Post
    Did he take all four of the Invuln passives? They added a good chunk of status resists into those a while back, when they un-nerfed Unyielding. Specifically, resist energies has the end drain and recovery debuff resistance. (That was when Invuln went from 'a plateful of sux' to 'second best at everything'.)

    Invuln has 50 percent DDR if you take the passives, and he's still getting cascaded? Odd.... Maybe rebuild for iCap?
    I thought he'd picked the passives back up after they were buffed, but maybe he didn't. It would help explain his complaints if he didn't. I agree with rebuilding for the iCap. Are the numbers for all the hybrid powers somewhere? I'm guessing the top tier melee radial would give about 8% defense or something like that? I'm pretty sure I can figure out iCap with one in range with that.
  5. Werner

    /Invulnerability

    Quote:
    Originally Posted by Purus View Post
    Having dark consumption on a good recharge works for me. Plus the accolades help
    Ah, Dark Consumption. I forgot about that.
  6. Werner

    /Invulnerability

    Quote:
    Originally Posted by Purus View Post
    It can solo the new incarnate solo content at +4/x8 with ease
    Good, good. Any words of advice for my Invuln tanker friend? He has trouble with the endurance drains and the defense debuffs mostly. He complains about the psionic damage, but I've never seen it, y'know, actually hurt him. He uses Barrier for the defense debuffs, but doesn't really have a counter for the endurance drains. He could probably go with Cardiac Core, but I think he's using Spiritual, though I could be wrong. I can probably just work out a build for him that's more than sustainable on endurance, and hope that's enough to handle it, but I don't know if it will be.
  7. Werner

    /Invulnerability

    Quote:
    Originally Posted by mauk2 View Post
    Note: We are now susceptible to taunt. That leadership pool is looking better and better.
    I'm taking the full pool in my I23 respec (currently purchasing enhancements). Mind you, I was only missing Assault before, but I'm picking it up now. I'm trying to spread my survivability around - more status protection and resistance, better-slotted fear, higher resistance, faster recharge on my heal, significantly more than sustainable endurance. They devs seem to be throwing everything at us so that no single tactic is going to save your bacon. That's fine with me.
  8. Werner

    /Invulnerability

    One issue I've seen with incarnate content for an Invuln Tanker I duo with are all the endurance drains. I think it's only killed him once, but he has on multiple occasions announced that he can't do anything but keep them taunted because he's out of endurance.

    He also has trouble with the psionic damage and the defense debuffs, but most sets will have trouble with those, I believe. I know the defense debuffs have been the biggest threat to my Katana/Dark when soloing, though Barrier has been a pretty good counter (though it's still iffy when you're suffering from 100% defense debuffs).
  9. Werner

    /Invulnerability

    Invulnerability is pretty nice, and Dark Melee/Invulnerability is amazing, at least in normal content. I haven't paid much attention to the forums recently, and don't know how it does against incarnate content. I worry about all the psionic and energy damage, for instance, when you can't really incarnate soft cap on a Scrapper. I bet it's fine, though.
  10. Well, there's nothing particularly good to throw myself against these days, it seems. I've been mostly duoing the Dark Astoria stuff with my Katana/Dark Scrapper and an Invuln/SS Tanker on +4x8 with both of us on out-of-date builds (Enzymes, etc.), and while we occasionally oops and die, oopsing and dying can be solved by paying closer attention and gaining more skills.

    That said, I was waiting for I23, and will probably be respec'ing soon. But I still don't feel like I have anything specific to throw myself against to show how well or not well the build is working. I suppose I could crank up the Dark Astoria arcs solo, go with Scrapper challenge rules, and see how far I can go, at least once I have my Hybrid slot all figured out, but that doesn't lend itself to short little "check this out" vids. Also, I'm still missing a couple tier 4s, and duoing Dark Astoria on +4x8 is a pretty slow way to kit out a build.

    I didn't go free to play. I DID take quite a few months off of the game due to being angry at the lack of solo incarnate content, and feeling like I was being completely left behind the cutting edge due to my dislike of teaming. I went and played another MMO for a while. When we finally got solo incarnate content, I came back and hit the game pretty solid again, but not the forum so much.

    Just an anecdote about my dislike of teaming - when I23 came out, I rushed to convert my Threads to XP, only to discover that I couldn't. I was FUMING. Really, Devs? Your new iTrial sucks so much you need to FORCE people to play it? After I calmed down a bit, I signed up for a Magesterium farm. I had my hybrid slot in a flash, but the experience left a VERY bitter taste in my mouth. It just feels like they actively HATE soloers these days. They'd apparently much rather you be a retarded cog in a wheel running some retarded farm content than actively pushing the bounds of what a solo character can do and enjoying actual content. And good grief, it seems like I23 needed another month in the oven. That cake isn't cooked.

    I also haven't paid much attention to all the new sets, and haven't run numbers for some time. So I don't have a lot to contribute to many of the threads the way I used to.

    So I guess for me, it's the incarnate powers and all the new sets. Those aren't bad things, but I think I contribute most in a stable, analyzable, optimizable environment. That's kind of not what we have now. I'm playing as much as ever - I'm just not spending the time on calculating how to get another 2% performance out of my build when the next issue will give me another 20% with no thought involved (while wrecking my 2% optimization), and when my current performance is perfectly sufficient for available content.

    Ah, also, I kind of don't CARE personally about other sets any more. Being mostly solo, the incarnate powers are WAY too much of an investment for me to consider starting over with another combo. And I love my Katana/Dark. So that's pretty much all I play now.
  11. It turns out that I agree with you on your points. Hitting the 59% soft cap now has similar value to hitting the 45% soft cap before, but the trade offs can be MUCH more significant when it's even possible. At some point in many builds, even with each point more valuable than the last, no matter how good that extra defense might be, it becomes less good than what you're giving up to get it. And that's where I think I've found myself.

    I think all the debuffs and autohit flying around emphasize the layering approach as well. Any of my layers may simply vanish, but it would be rare for them to ALL vanish. The more I can survive with one or two layers missing, the better. It's making me think of things like slotting my Cloak of Fear better, grabbing Assault for placate resistance (not that I've seen placates, but I'm sure they'll be out there), that sort of thing.

    Quote:
    Originally Posted by mauk2 View Post
    Are you picking up any resists?
    I'd already pushed resists (other than psionic) about as far as I thought I could push them realistically, but yeah, in the most recent build I'm fiddling with, my smashing/lethal resistance goes from 60% to 64%, and psionic goes from 58% to 70%, though other choices of slot use may be more valuable. I'd be picking up about 50 more hit points too, which is kind of like resistance. But mostly it's about getting 80% more recharge. But I'm also not likely to build it until I see what's coming in I23 with the new incarnate slot - something about damage or survivability buffs? Do we have preliminary numbers somewhere? Or is it closed beta right now?
  12. Quote:
    Originally Posted by Northman View Post
    Will a Scrapper beat a Brute DPS-wise vs an AV or Pylon?
    I'd say yes, but which does better DPS has been a common discussion, plus I'm not sure how well the fury proc works. It sounds like it works well from what Forevermore said earlier. Both will do sufficient DPS, and the Brute will have better survivability. On the other hand, both will have sufficient survivability, and I think it's generally accepted that Scrappers on average do slightly better DPS. Again, this balance of power may have changed some in the recent past.

    My only real data point is Katana/Dark, where I was fiddling with and comparing very equivalent Brute and Scrapper builds. As I recall, the Brute had about 20% better survivability and gave up about 20% DPS. Of course such calculations are approximations at best since I'm not sure what my nonexistant Brute's fury would be pegged at while fighting a hard target.
  13. Hmmm, one objective is "to kill every... Arch Villain". If this is to be under Scrapper challenge rules, Dark Melee/Super Reflexes is going to get wasted by Malaise, for instance, and other options may have similar kryptonite. Of course it may not be under Scrapper challenge rules, and we were also told "within reason", so that may be fine.

    Also, isn't this easier with a Controller or other heavy-debuffing archetype? If there's no specific desire to hit them in the face repeatedly until they go down, I suspect that debuffs would make it easier to collect the whole set.
  14. Quote:
    Originally Posted by raddidit View Post
    also: Werner. I take all your av soloing hints with a grain of long, arduous salt.
    LOL!

    edit: And why won't the forum let me capitalize LOL or use a capital D to actually make the smiley? *sigh*
    edit: Wait, now it does?
    edit: Maybe only on an edit, or only when I don't "go advanced"?
  15. I shoot for overkill on survivability, then go looking for a challenge.

    My experience with my Katana/Dark is long periods of cruise control followed by huge waves of damage. During cruise control, I rarely need Dark Regeneration, and if I do use it, once is plenty. During the waves of damage, my hit points are dropping like a stone, I hit Dark Regeneration, and my hit points continue dropping like a stone, often faster than Dark Regeneration recharges. There are other tools available, of course, like Barrier, Void, or inspirations. But I'm using Void offensively, and I treat Barrier and inspirations like "if all else fails" tools (which sometimes has me dying with Barrier available and a full tray of inspirations - "I can do this!" *splat*).
  16. My Katana/Dark was vastly better at AV soloing than my Dark Melee/Super Reflexes, though those are on unlimited budget builds. Fire/Super Reflexes was considered the budget AV soloer for a long time. And Dark Melee/Shield Defense was the higher-end AV soloer of choice for a long time because it packed enough survivability with huge DPS.

    This was all pre-incarnate. The deck may be stacked differently these days. I'm not so much in the loop with all these new-fangled power sets the kids are using.
  17. Mitigation works as you describe. Survivability doesn't. For the sake of anyone that has no idea what we're talking about...

    For enemies with 50% to hit, 45% defense provides 90% mitigation, 40% defense provides 80% mitigation and 35% defense provides 70% mitigation. It's a nice, linear relationship.

    However, discrete effects ignored, someone with 90% mitigation can survive twice as much incoming damage as someone with 80% mitigation, who can survive 1.5 times as much incoming damage a someone with 70% mitigation. Survivability is a measure of how much incoming damage you can survive. Each increment of mitigation improves survivabilty more than the last. It's not a linear relationship.

    So other things being equal, if I can survive 10 bosses at 45% defense, I can only survive 5 bosses at 40% defense. This can and has been demonstrated in game. Other things, of course, are not typically equal, but making up that defecit takes quite a lot. It CAN work out that way, though. For instance, it might be worth dropping to 40% defense to pick up Aid Self.

    And vastly oversimplified, that's what I'm considering doing. I'm dropping to 40% defense (non-lethal ranged and AoE, while Barrier is down) to improve the cycle time on Dark Regeneration from about 15 seconds to about 10 seconds.
  18. Quote:
    Originally Posted by PleaseRecycle View Post
    I'm continuing the digression here I suppose but this reminds me of the I22 beta discussion of incarnate tohit in Dark Astoria: most people felt that the tohit bonus was unfairly punitive to defense sets. Since it went live, though, that sentiment seems to have died down almost completely. Any thoughts on that? For my part, the only character I've soloed all the way through DA so far has been a fortunata and at level 52 set on +3x5 I typically didn't even feel the need to hit mind link and incarnate softcap. It seems that DA's enemies are either not as mean as advertised or the softcap really is a little overestimated on the forums.
    My thought even at the time was that incarnate to hit would reward defense instead of punish it. People acted like it wasn't possible to hit the incarnate soft cap, so defense was screwed. But it's quite possible on defense-based characters, and I assume everyone's figured that out by now. It's only very difficult to impossible on characters that are not defense based. So to me, it was everyone else (like me) who had soft-capped defense on top of resistance secondaries that were going to suffer.

    It seems that I was wrong too, at least on teams, with Barriers flying around everywhere and other stacked buffs. I assume resistance is still just fine on teams. And I feel like I'm doing just fine still with my character solo, even if I don't feel untouchable the way I did with soft-capped defense. I can also respec to recover some of that survivability, even if not all of it.

    People seemed to go through a long period of underestimating the soft cap, and then once they were convinced it was valuable, they went through a long period of OVERestimating the soft cap. Maybe we've finally reached a happy medium, but I haven't been on the forum enough recently to know, and certainly don't survey people in game. (Why ARE all these other people running around in my MMO?)

    The soft cap is very, very valuable. It's also not the end all to be all of survivability, particularly on something like Dark Armor with so many other tools. Also, when I say I'm moving away from the soft cap on my character, I never WAS at the incarnate soft cap, and defense further from the soft cap contributes less to survivability, so I'm giving up less. Also, the planned build would still be incarnate soft capped to melee and lethal with a double stack of Divine Avalanche. That's a large portion of incoming damage in many groups.
  19. Quote:
    Originally Posted by ShadowMoka View Post
    Frankenslotting Parry sounds like one of the best ideas to me. 4 or 6 slotting would go nice, I guess.
    For four slot you could do two LotG, two Mako's bite.

    A neat trick would be six slotting with a kinetic combat set and a LotG: Defense. I'm not much of an expert on this sort of thing. I could sound like a complete fool right now.
    You're not going to get enough enhancement as an attack out of two Mako's Bites. Three +5s might be close enough, though, and most builds would want the hit point bonus anyway.

    I'd think Kinetic Combat would be good when going for smashing/lethal defense. Maybe something like four Kinetic Combats, Crushing Impact acc/dam/end, and Luck of the Gambler global.
  20. The build I'm fiddling with is at 52.5% with one Divine Avalanche, which we could call 57.5% with T4 Barrier. So in a sense, I'm 1.5% from my goal. I don't feel like I've sacrificed much yet. Regen would be harder, of course, plus I'm assuming unlimited budget and +5s and so on.

    I haven't touched my spreadsheets for months at this point, and when I do get back to them, probably I'll want to plug in some of my own builds first (recently fiddling with SS/Invuln Tanker and Katana/Dark Scrapper). If you don't want to wait for me to get back into the swing of things, you could track down the calculator John Printemps put together. It creates official Werner-licensed Wernerscores.
  21. I haven't thought much about what would be best for incarnate content. I'd been thinking Super Reflexes or Shield Defense, but it seems like one of the devs' counters for rampant defense on teams is to have more auto-hit powers. So we may be back to layering as many mitigation strategies as possible, even if no particular one is stellar. So maybe Katana/Dark would be a good approach in that sense (defense, resistance, fear, fear protection, healing, Barrier as reactive "defense debuff resistance", stealth, etc. - Jack of all trades). In any case, my Katana/Dark is my favorite character right now, so he's getting all the incarnate love. With my current build (I19, +3, lots of now-useless Enzymes), incarnate at +4x5 duo'd with a decent Tanker is proving to be about the right level of challenge, with quite a bit of hitting red and maybe a death or two per night from "oops", all preventable if I could get back some Regeneration secondary levels of anticipation and reaction time. He's definitely not "a character that never dies" at this point, though. I need to solo more at high difficulty to see what kills me so that I can figure out better what to build for. (Edit: So far no trouble soloing a handful of incarnate missions on +4x4 with my obsolete build, but I somehow haven't hit Banished Pantheon or Talons of Vengeance.) As for my initial thoughts on how to approach it, look for my in-progress builds in a Katana/DA thread by DragonEdge_NA a few down from here. Probably better to chat there than here.

    Back on topic: I'd want a single Parry get me to 45%+, with a double stack hitting 59%+ for incarnate content. That will tend to take some defense enhancement, though not necessarily ED-capping it. I WANT a single Parry to get me to 59%+, but that's pretty difficult on non-defense Secondaries.
  22. Sorry for the off topic, but...

    Quote:
    Originally Posted by ClawsandEffect View Post
    With my particular build it's all irrelevant anyway, because I need the full set of Mako's in it to keep my soft-cap.
    I think I'm going to back away from the soft cap on my Katana/Dark on my next respec (well, I'm there already after the Enzyme fix). In incarnate content, the old soft cap isn't, and the new soft cap doesn't seem a practical goal. It seems worth giving up about 5% defense to pick up a lot more recharge (Hasten+) and a few other goodies. Some earlier calculations I did bore this out, and also came with the more surprising revelation that it was also better against normal 50% to hit, I suppose because so much damage is melee or lethal, which is still soft capped. Something to consider.

    Quote:
    Originally Posted by ClawsandEffect View Post
    Oh, did you know you can slot the Scrapper ATO Crit chance increase in Soul Transfer? It's nice if you want just that piece but don't have room in your build anywhere else.
    I hadn't thought about it, and I need to take a closer look. I suspect I'll want the full set in my Katana/Dark, though. It gives good bonuses for what I want more of: recharge, hit points and resistance.
  23. Werner

    Katana/DA

    Here's basically the same build with the same stats, but with the normal attack chain instead of the no knockup/down chain. It's hard for me to ignore the benefits of knockup/down and higher DPS. Again, it's trivial to trade flight for leaping if desired.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  24. Quote:
    Originally Posted by ClawsandEffect View Post
    If I don't need a defense bonus from the set that is slotted in it I go with 5xCrushing Impact and a LotG +Recharge (which also buffs defense)

    Edit: Werner, I'd put a Hecatomb damage proc in it if I could easily afford one. I spam the crap out of it, so that one proc would increase my damage output more than any amount of damage slotting I could do.
    The rest of the Hecatomb set is/will be in Gambler's Cut, including the proc. I use that every other attack, so that's a better place for the proc for me. That's also where my Achilles' Heel lives. I agree with 5xCrushing Impact plus LotG global for builds that want recharge. (Edit: Or 5xHeca + LotG as Doomguide says) Lovely, lovely recharge.

    On Broad Sword, though, it's harder to say where to put the Hecatomb proc. It doesn't have an every other attack spammer like Katana. If you do the 5xCI + LotG slotting, though, there's no room for it in Parry.
  25. I personally slot the hell out of Parry's (well, Divine Avalanche's) defense (Edit: on my Katana/Dark). That's helpful for solo incarnate content with their 59% to hit and all the defense debuffs.

    My current build, from before the Enzyme nerf, has this:
    2 L53 Nucleolus
    L53 Enzyme
    Mako's Bite acc/dam/end/rech
    Luck of the Gambler +7.5% recharge
    My current thinking for a respec:
    L53 Nucleolus
    +5 Hecatomb damage
    +5 Luck of the Gambler +7.5% recharge
    +5 Luck of the Gambler defense
    +5 Luck of the Gambler defense/endurance
    It's lower than I'd prefer in accuracy, which makes me very iffy about it, but it's otherwise OK. Well, endurance is poor, but I run Cardiac Core so my slotting intentionally burns endurance in favor of other things. The attack is fully enhanced for damage so it's still a functional attack.

    I've seen people slot a full set of Mako's Bite for the ranged defense when trying to pull off a soft cap build, but with the incarnate content, I'm personally moving a bit away from the soft cap since it doesn't really mean much.

    Don't slot it for defense debuff. Set bonuses are not worth destroying its utility as an attack or defense. (Edit: Oh, that's right, it doesn't take those anyway.)