Werner

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  1. I don't PvP, and I suspect you shouldn't go anywhere near PvP with a Katana/Dark, and particularly not with one optimized for PvE. Even if it doesn't suck as bad as I suspect, it would still take a completely different build approach than PvE.

    This isn't the build I'm running. This is my aborted attempt to fix my defense and endurance problems after the various IO nerfs. At this point, I'm taking a wait and see attitude, and hoping that I19 will let me fix everything without gutting my DPS. I want the purple set plus Achilles' Heel in Gambler's Cut like I have on my current build. I don't plan on fiddling with it until I19 actually hits, though, since I don't trust that the rules won't change before then.

    Edit: The main strength is that it's seriously survivable outside of defense debuffs, and the double-stack of Divine Avalanche has you high enough to mostly handle the weakest debuffs, plus you can stack it further as necessary to at least have some response. Still, heavy defense debuffs suck on this build. The main weakness is that damage output is quite mediocre, with DPS probably around 140-150 (I haven't calculated it or endurance for the below build), and just a single AoE. Think of it more as a DPS tank with no aggro control, and you're probably in the right ballpark. Or just build a DPS tank - I just have a soft spot for Scrappers. And if you DO take the build below with no modification, be aware that I haven't calculated endurance consumption. I suspect it's sustainable or close, but if you're planning some no temps no insps AV soloing, you want to KNOW that it's sustainable.

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  2. I'll say Fire/Shield. It's almost at the top of the charts for DPS, has a harder hitting attack than Head Splitter, uses Build Up for great damage in 10 seconds. AoE for Fiery Melee is probably merely decent, but Shield Defense adds Shield Charge, and you can always pick up Fire Ball. It can be a rather effective farmer with an appropriate build, and without giving up other categories of damage. I suspect it's the best all-rounder for damage output.
  3. I always think of burst damage as X time span, where X is a short time frame, such as the length of a single Build Up, or perhaps a handful of seconds.

    And no, I don't think that means we're talking about DPS, even if it's time for an attack chain or even two. Compare Broad Sword and Dual Blades, for instance. Pulling numbers out of thin air because I've long since lost the actual comparison, but I compared a Broad Sword with about 170 DPS to a Dual Blades with about 230 DPS. The break even point was around 17 seconds. Any shorter than that, and Broad Sword won the damage race. The reason, of course, is the difference between Build Up and Blinding Feint. And to me, the difference between Build Up and Blinding Feint is burst damage.

    You can talk maximum single hit damage, but I put that in its own category, with its own name. I also consider it a useless measurement in PvE, though perhaps more so in PvP. When we're talking burst, I'm thinking short time frame, five to ten seconds. When we say DPS, I think very long time frames. If you sit there and pound on something forever, what will your average damage per second be? Then to me, there's this vast gulf between burst and DPS where the advantages cross over from one to the other.

    I also don't make any rules outside of time scale. I consider it a bit artificial to add something like "wouldn't include any give power used twice". I use Gambler's Cut after ever attack. Does that mean my burst damage is limited to Golden Dragonfly -> Gambler's Cut? That seems too short, even if it plays to my advantage against someone spamming five different attacks in a row, where the later attacks are lower damage. Or at least if it isn't too short, then the comparison should be on that particularly short time scale.

    I'm not sure it's important to nail it down, though, as long as we all understand how damage changes over time, and how some primaries have very hard hitting single attacks, and some are good at front loading damage, while others ramp up slowly instead. And I think most people in the "what is burst damage" argument understands the underlying facts, turning it mostly into semantics.

    All I'd suggest is that if somehow we ever come to a consensus, that if that consensus is that burst damage is a single attack, then we're desperately in need of another term for damage over a short time frame. Perhaps front-loaded damage or something. But I think it's easier and more clear to give a single attack the alternate name.
  4. I took Body Mastery. Super Reflexes wants more healing and recovery. Body Mastery provides. Focused Accuracy is also a decent mule for the Gaussian set if you can't find a better home. Just avoid Laser Beam Eyes and Energy Torrent to stay on concept.
  5. Quote:
    Originally Posted by Wavicle View Post
    What I meant regarding diminishing returns on Recharge is this: Haste bonuses function in this game by dividing the recharge time of a power by 1 plus your Haste bonus. The resulting equation means that each point of Haste is less effective than the point before. This is why even Training Enhancements can have a decent effect in recharge. My point is just that once you have significant recharge slotting on your powers, unless they have Very long recharge times on your powers, you will have to add a TON more haste to improve significantly. Even on powers with recharge as long as Instant Healing, it very quickly gets down to a matter of seconds in the single digits. I don't like investing powers and slotting that won't actually be utilized in combat on a difference of 5 seconds on Recon or MoG.
    OK, yes, in that sense, it's diminishing returns. But let's take a look at what it actually does to a power. Let's say Reconstruction. For the sake of argument, let's say we have it healing 600 hit points. With no additional recharge (100% recharge), you can fire it every minute, giving you 10 HP/S of healing. Moving up from there:
    100% recharge: 600/(60/100%) = 10 HP/S
    110% recharge: 600/(60/110%) = 11 HP/S
    120% recharge: 600/(60/120%) = 12 HP/S
    130% recharge: 600/(60/130%) = 13 HP/S
    140% recharge: 600/(60/140%) = 14 HP/S
    150% recharge: 600/(60/150%) = 15 HP/S
    Hopefully the trend is obvious. What's happening is that there's a non-linear effect of recharge time on healing that cancels out the non-linear effect of +recharge enhancement on recharge time. The result is a linear effect of +recharge enhancement on the amount of healing you get out of the power, and thus the amount of incoming damage you can survive. Double your recharge, and you double the amount of incoming damage that Reconstruction lets you survive. Those returns do not diminish.

    (Edit: Technically the above is wrong because Reconstruction takes time to fire. But the effect is minor.)
  6. I don't have experience with it, but on the surface it seems like just what most Regens need in an IO build. You should be swimming in recharge, which lets you take best advantage of it, and defense is the next thing you need after recharge. It's yet another click to manage, but that's kind of what Regen is all about - picking and hitting the right click really, really fast.
  7. In I18, Physical Perfection can be worth it to put together a no-Fitness build. In I19, Fitness will be inherent, and Physical Perfection will be more of what you're already swimming in - recovery and regeneration, and therefore not very helpful.

    Weave is worth it to get IF you have other defense to stack with it, which generally means if you've been pushing with your power pools and getting at least a few set bonuses. Since you say you aren't doing that, I'd only pick up Weave if there's nothing else useful to get.

    I personally like stacking Resilience with Tough. Lots of people don't bother. I think it's arguable either way.
  8. It depends on what you mean by "most effective". It's probably the most recommended soloist on the Scrapper forum - it's easy to build, easy to play, easy to level, plus gives up nothing on top end power for that simplicity. But it's fairly middle of the road for damage output. The most effective soloer, at least in terms of speed of leveling, is probably combining a much more AoE-centric set with a damage boost and enough survivability to not waste a lot of time on the hospital. So Electric/Shield for instance, though there would be a lot of other examples.
  9. Quote:
    Originally Posted by Wavicle View Post
    But my other point stands: it doesn't matter how good Tough and Weave are, Boxing is still COMPLETELY WORTHLESS. You can't even use it as a mule. Essentially Tough takes 2 power slots. That's too much investment for the return in question.
    You can absolutely use Boxing as a set mule. My previous post mentioned several great sets you can put in it. Even if you don't use it as a mule, and consider it a complete throw away, Tough and Weave are worth three power picks. They just are. It is NOT too much investment for the return, particularly in I19, which frees up three power picks on a typical build. To vehemently insist that they're not worth it because of Boxing to me sounds just as silly as insisting that Moment of Glory is worthless. Both the Fighting pool and Moment of Glory are key aspects of a good Regeneration build. You can do fine without either of them, but you'll do better with both of them.
  10. Quote:
    Originally Posted by Syntax42 View Post
    Just consider the numbers. If you want 15 seconds of being invincible every 2-4 minutes, go ahead and take it. I'm sure you can fit it in your build and still get all the other power choices you need. However, using it does not guarantee victory as much as other sets' emergency powers do. Even in the best situations, that boss, EB, or AV will probably still be alive and ready to pound on you some more when MoG wears off. If you want to survive in dire situations, you need something that lasts a bit longer. Inspirations come to mind, and those last 1 minute with no recharge...

    Its your build. Take the powers you want, especially if you feel they are worth it.

    Why is my credibility in question? Does someone's forum join date have anything to do with how long they have played the game? Does a post count really matter? Or is there something else you are judging me by?
    There is pretty much universal agreement among the number crunching min/maxing power gamers that Moment of Glory is one of the core powers of the Regeneration secondary. I'd probably give up Instant Healing before I gave up Moment of Glory, and possibly Reconstruction. High-end end-game builds are going to have it recharging much faster than the 2-4 minutes you mention. Even this mid-range end-game build has it recharging in 83 seconds while Hasten is up. Anyone with a 2+ minute recharge on Moment of Glory is doing it wrong.

    Treating it like other tier 9s is also doing it wrong. It's not a god mode power. It's a Build Up power for your survivability - short but sweet, and with no crash. Regeneration doesn't NEED a long-duration tier 9. A short duration is fine, because it has other powers it can cycle through, like Dull Pain and Instant Healing, and possibly Shadow Meld these days. Regeneration has the ability to get consistent survivability by cycling carefully through its various powers, or to get extreme spike survivability as necessary by blowing its wad all at once.

    Here are some of the useful things you can do with Moment of Glory:

    Absorb alpha strikes. This is otherwise one of Regeneration's weaknesses. Some people advocate hitting Dull Pain before jumping into a fight as your alpha absorber, but those people are doing it wrong. Even if Moment of Glory is down, you always take damage first, THEN use Dull Pain. And if Moment of Glory is up, that's your go to power, though even then, I'd personally advocate taking some major damage first, because Moment of Glory allows you to...

    Give yourself breathing room to passively heal. When you're regenerating 67.5 hit points per second, such as on this build with Dull Pain running and Instant Healing not running, 15 seconds of near invulnerability is kind of like using a 1000 hit point heal. That's significantly more than you're getting from Reconstruction, even if it isn't as frequently available. But it's more frequent than Dull Pain.

    Stop cascading defense failure. This is often not much of a problem on Regens due to lack of defense to fail, but a problem on Regens that rely on a fairly high level of defense for much of their mitigation. This build might qualify. I know my Katana/Regen does.

    Recover endurance. It's not much, but 15 seconds of +100% endurance recovery can make the difference between sustainable endurance and unsustainable endurance for whittling down an AV or a pylon. Not a huge benefit, of course, but nice to have, and can be a reason for using Moment of Glory even when your hit points are fine and you aren't in any particular danger.

    So as far as judging your credibility, I doubt anyone cares about your post count. All that really does is explain why you wouldn't know that we "all" agree that Moment of Glory is great, and why we agree that it's great.
  11. Just FYI, I'm not running the I19 version, so I'm not certain I'm looking at all the right stuff. I'm also no expert on Kinetic Melee, so I'm mostly restricting my comments to the survivability side of things.

    Mid range budget, I gather.

    Take Fighting even though the first power is a total waste. Tough adds so so much to a Regen, and Weave is very good to IF you're going with some other defense, which obviously you are. There are several great slotting options if you want to turn Boxing into a set mule to make it feel more useful - Absolute Amazement, Stupefy and Razzle Dazzle.

    Too much effort spent on hit point bonuses. With accolades and Dull Pain up, you are WELL over the hit point cap. Those extra hit points are usually literally doing you no good whatsoever.

    "Needs" more recharge. Much more recharge. Regeneration thrives on recharge, and I have no idea what you're talking about as far as diminishing returns. You honestly can't have too much recharge on a Regen. As a slotting for instance, Doctored wounds in Reconstruction, Dull Pain and Instant Healing. Absolute Amazement or Stupefy in Boxing. Luck of the Gambler in Weave. Another recharge in Hasten.

    Moment of Glory is a core power, but you appear to understand that since you laughed at the suggestion that it be removed. However, it comes with so much resistance and defense out of the box that slotting for it is essentially pointless. It typically gets a luck of the Gambler global, and then just straight recharges until you're happy.

    Don't target regeneration bonuses. It's not that it's bad for you, but more regeneration is your lowest priority on a Regen since you're already swimming in it. What you need is recharge, recharge, more recharge and defense.

    Gaussian set in Tactics.

    Blessing of the Zephyr is still worth consideration even after the nerf.

    I'd slot a Kismet unique, though if you take Tactics and don't hunt +4s, you can probably get away without it.

    I wouldn't target psionic defense. It's the second least common type of damage (cold is the least common), and you aren't particularly weak to it (unless you count the hole in Moment of Glory). I've beaten both Malaise and Mother Mayhem on my ancient Katana/Regen with no special emphasis on psionic defense, and with much much lower recharge than I'm advocating. Psionic is not a problem.

    I'm personally in the "don't take revive powers" camp. I don't die often enough to find them useful, and I'd rather spend the power pick keeping myself from dying than recovering from death.

    Leadership is good, even if it plays second fiddle to Fighting. I wouldn't take Vengeance personally since I mostly solo and when I don't, the people I play with don't die much. Your teams may vary. And if I really needed an extra power pick, the next on the chopping block would be Assault, though obviously more damage is a good thing. I'd find a way to keep Maneuvers and Tactics.
  12. Here's what I consider a simpler rule of thumb with almost no math:
    1. Install Mids Hero Designer if for some reason you haven't.

    2. Options -> Configuration -> Exemping & Base Values -> Base ToHit -> Enter the number for how high uplevel you're fighting:
    +0: 75%
    +1: 65%
    +2: 56%
    +3: 48%
    +4: 39%
    +5: 30%
    3. Try out both the to hit buff and the accuracy buff you're considering. Mouse over the powers to see which helps your final chance to hit more.
    Actually, there's an even simpler rule of thumb:
    1. To hit buffs are better than accuracy buffs.
    There! Sure there are exceptions, but it's just a rule of thumb.

    Another write up is here: http://paragonwiki.com/wiki/Attack_Mechanics
  13. Whoah! RWZ challenge on the first try!

    Mind you, I spent half the fight in the red, and even had to deal with the One with the Shield crash detoggling me, but I made it. Unexpected!

    I think with some practice, it might be possible to finish a spawn before the crash, because there was only a badly-injured boss and a drone left at that point. A little more target switching between bosses to take better advantage of all the AoE, and I could do it. On the other hand, a little more target switching between bosses and I might have been dead before I got a chance to crash.

    The build has been almost complete for a while now. Most of the Hamios are still level 50. That's the only issue at this point, but it means my melee defense is 44.59% instead of 45%, so I'm getting hit almost 10% more often in melee than I should. I need to finish it up and maybe do some RWZ challenge runs specifically for speed. Surely I can get under 2 minutes.

    No video. I certainly wasn't expecting success, and probably got lucky.
  14. No, I'm pretty sure the streakbreaker still isn't killing you. I'm not confident how it works, but let me take what seem to me to be the two most likely interpretations.

    1) The count of misses is associated with you and each enemy.
    This almost seems to be what you're suggesting with the idea that suddenly the streak breaker will make a LOT of enemies hit you, all at once. If so, the streak breaker doesn't do ANYTHING in our example - soft capped +1x8 with bosses. A +1 boss has a 5% * 1.1 * 1.3 = 7.15% chance to hit. That is well below the 20% limit for allowing 100 misses in a row. If you can't put down the entire spawn in the time it takes a boss to attack and miss you 100 times in a row, you must be off making a sandwich or something. Also, the chance of that boss missing you 100 times in a row is only 0.06%. It's not happening. This isn't killing you.
    2) The count of misses is associated with you only.
    You fight your way through several spawns. Everything has less than a 20% chance to hit you. There's more than bosses involved, so the chance of something hitting you is a little lower than the 7.15% we computed earlier, making a streak of 100 more likely. But even if it were only minions, there's still only a 0.35% chance. So at worst, every few hours of solid farming, one enemy will hit you that otherwise wouldn't have. Most likely a minion. This isn't killing you. Or just compare this chance to the general chance of enemies hitting you. Heck, let's say that EVERY boss hit had this 0.35% chance added. You think that's going to make the difference?

    Or are you suggesting that when this DOES happen after several hours or days of farming, somehow all the attacks within a few seconds will auto-hit because of the streak breaker? That seems unlikely, and if so, is almost certainly a bug. The streak breaker should force ONE attack to hit. Not all attacks in a short period of time.
    Now, I'm open to the idea that neither of these interpretations of the streak breaker are correct. But I'm hard-pressed to come up with an interpretation with any reasonable chance of killing you, ever. Possible? Yes. Has it happened ever in this history of all players playing CoH? Of course. Is it a reasonable thing to be concerned with? No. It's like saying you really need one more hit point to farm bosses, because the lack of that one hit point keeps killing you.

    Streak breaker isn't killing you. Randomness is killing you. Eventually, the bosses get lucky, and a bunch hit you in a row. It's the nature of random numbers.
  15. Quote:
    Originally Posted by Starflier View Post
    And here I am at a complete loss for the DB/Inv guy's name. Damn. Starts with an N, solo'd pretty much anything and everything the game could put in front of him. Usually posted his builds.

    Damn it. Now it's going to bug me.
    Nihilii. Thread here. Nihilii was one of the pioneering Scrapper no temps no insps AV soloers after the advent of IOs. The build is there, but it is, of course, fairly old.
  16. Quote:
    Originally Posted by Wanted_NA View Post
    Regardless of what the numbers say DB tends to miss more often than other stuff...
    You should try running Herostats. That usually cures accuracy problems.
  17. If you're rich, I think the Shield Wall +3% resistance IO is good bang for a single slot. That's about all I do to specifically target resistance with IOs. Always nice if I "accidentally" pick a little up, of course. Main thing on a Regen is to raise your global recharge so that you can have Dull Pain up any time you want (more hit points is basically equivalent to more resistance) and so that Moment of Glory (high resistance) cycles more often. It's also great for your other clicks and for attack chains, of course.
  18. Welcome back!

    TL;DR - Katana/Willpower

    Fire/Fire is pretty squishy as Scrappers go. Still, if you're running out of endurance and dying quite often on a Fire/Fire on default difficulty settings, you likely do not have appropriate powers, or they are not appropriately slotted. So one answer is to post your build, and we'll tell you how to fix the problem. But if you think the problem is more general, and you'd dislike the character even if it wasn't dying and running out of endurance, then you can certainly start over. Fire/Fire certainly wouldn't be my first choice for a solo run to 50.

    As far as fixing endurance problems, you can take Consume. You can (and should) slot an endurance reducer in each attack. More if absolutely necessary. Similarly, an endurance reducer in each toggle (more should not be necessary) except for Combat Jumping, which is so cheap it doesn't need help. For soloing, you can take the Blaster "kill them before they kill me" route, or you can work on your survivability more directly. I'd want Combat Jumping, Tough and Weave in addition to the powers from my secondary. I also recommend slotting a Steadfast Protection unique. If you have one IO, that's the one in my opinion. The second would be the Kismet unique, though that's more important if you start turning up your difficulty.

    I usually wait until the mid 30s, but you could start frankenslotting IOs in your attacks. Shop for cheap IOs that enhance two or more aspects of the power. Mix and match, not worrying about set bonuses, and just try to get decent accuracy, full damage, and as much recharge and endurance reduction as you can.

    Oh, you have a billion influence. Yeah, that's plenty for a mid-range end game build, so you're in good shape. While leveling, you could could consider purchasing some sets with some smashing/lethal defense. But still, all I usually do while leveling is frankenslot and put in those two IOs. Well these days I also have some of the endurance-helping IOs stored and slot them as necessary - Numina unique, Miracle unique, Performance Shifter proc. Grab those and you probably won't need Consume, but Consume is the quick fix.

    I consider Fire/Fire one of the easier combinations as far as endurance management. It has endurance-efficient attacks (good damage per endurance) plus an endurance recovery power (Consume). There are combinations that manage endurance even better (Claws/Regen probably tops the list), but now seems as good a time as any to learn how to fix endurance problems rather than relying on the combination to do the entire job for you. Again, only if you're otherwise enjoying your Fire/Fire.

    Electric/Electric is probably going to be very similar to Fire/Fire. Both are high damage, low survivability combinations. Electric Armor, though, doesn't get its endurance recovery (Power Sink) until level 35 instead of level 20. I'm in too much of a rush to look up the endurance efficiency of the attacks, but I think they're a little lower than Fire. So it'll probably be worse for endurance while leveling overall. (Edit: Oops, forgot about Energize.)

    Hmmm, I should probably mention that I'm not recommending Claws/Regen. It might be easiest on endurance 1-50, but it'll also face plant a lot. There's nothing specifically wrong with Regeneration as a secondary, but it IS a school of hard knocks.

    I think you're on the right track with Willpower in most of your mentioned combinations. It doesn't get its endurance recovery power until level 20 (Quick Recovery), but it should be smooth sailing after then, particularly if you also pick up Stamina. Claws/Willpower will be your best endurance choice of what you listed. However, for easy survivability and solo leveling, particularly with someone new, Katana/Willpower is the consensus recommendation. Also, it gives up absolutely nothing on top end power, so even if you later turn into a complete power gamer wanting a maxed-out level 50, you're still in good shape. The endurance consumption will be worse, and levels 1-20 will probably be particularly painful in that regard, but then it should still be smooth sailing after that. And it should have significantly better survivability than Claws/Willpower due to Divine Avalanche, which (stacked) can boost your melee and lethal defense (two of the most important) absurdly high. The down side is that it's low on AoE potential, which will make solo leveling a longer slog than on some builds. But it should be easy, and you can probably up the XP per hour by bumping up your difficulty level significantly once you get your core powers taken care of and get practiced in what you're doing.
  19. Yeah, pretty much all the attacks are very nice except for Thunder Kick, which is merely so-so. In an end game build, you might want to choose between Crane Kicka and Cobra Strike, but I'm running both for my leveling.

    As far as being similar to Broad Sword, I suppose maybe on paper? But Broad Sword actually has faster recharge on several things. And I sure never think to myself, "Hey! This is just like Broad Sword!" while playing. It feels rather different to me.
  20. Werner

    Cone Powers

    Easy - try to get as many enemies in the cone, and as quickly as possible.

    As far as specifics, I'm the opposite of most people in my cone use because I like to be right next to my target because I'm a tab follow kind of guy. So I've gotten used to using my cones from standing right next to my target. Not as easy to line up, but another possibility.

    Hopefully doing it quickly is obvious. You want to move right on to other attacks. In fact, while it might not be optimal, I give a fraction of a second key press, then hit my cone whether it's lined up or not. I'm moving on. I have other things to do.
  21. Quote:
    Originally Posted by DSorrow View Post
    At 45% Defense, you are mitigating approximately 95% of incoming damage.

    At 75% Resistance, you are mitigating 87.5% of incoming damage, assuming similar conditions as with 45% Defense (enemies have 50% Base ToHit and no debuffs).
    I originally used the 95% and 87.5% mitigation numbers. My theory was that this was the percentage of damage that the enemy was putting out that I was mitigating. To me, that they have 50% to hit is the same as saying that they have 100% to hit, but since we're all awesome super heroes, we all start at 50% defense. The numbers in my survivability spreadsheet reflect that definition of mitigation.

    Then in long discussions long ago, we all agreed to call it 90% mitigation and 75% mitigation - the percentage of damage that WOULD have otherwise gotten through that we mitigated.

    Doesn't really matter, of course. We agree on what's really happening, so it's a semantic debate, and I never bothered changing my spreadsheets. Just letting you know a long ago consensus.

    As far as the debuff and HP stability issues, I've never done any math, but I personally consider it a wash. Resistance means everything hits you, including the things you really, really don't want to hit you - Sappers, Dark Rink Mistresses and the like. Defense doesn't suffer from that, but has its own Achilles' Heel in the form of defense debuffs. Except for on Super Reflexes and a seriously IO'd Shield Defense. And it can suffer from unlucky streaks, of course.
  22. Yeah, I kept fiddling with it for a few more minutes after I posted, and I ended up with Enzymes in the defense powers for the reason Elegost gave - not needing the hit points. I put two in each because I like chasing defense. But that might be overkill. Maybe two in Weave, one in Combat Jumping, one in Maneuvers. Add the super-expensive uniques and a Panacea set in Instant Healing. I'm guessing you can get better defense, better resistance, and better recharge that way, for the low low price of probably seven billion more influence. Haven't actually tried it out in Mids', though.

    But yeah, by the time you can purchase the Gladiator's Armor, even if you put in a 2 billion influence bid now, it'll probably be I19, and you get to make a different plan.
  23. Quote:
    Originally Posted by Arcanaville View Post
    As of right now, the limited testing I've done suggests that a power will become available for use 0.25 seconds after its recharge completes, assuming recharge begins the moment cast time expires. I'll post another update when I've completed the next round of tests.
    Well, if Arcanatime lag averages 0.198 seconds, and recharge lag is 0.250 seconds (two ticks of the combat clock), then I guess we'd be off on average by 0.052 seconds, but it would vary from -0.140 to 0.118 depending on the power. If so, that would seem to account for two vague impressions about where our standard model might be wrong - we sometimes seem to need slightly more recharge than we think, and this feels "random".

    Thanks, Arcanaville. Waiting for updates.
  24. Quote:
    Originally Posted by warden_de_dios View Post
    Isn't Dominatrix a Grav Controller? Pretty sure she is, which means she has -rech in her holds and immoblizes.
    I'm pretty sure she is too, and I remember noticing that I'd been hit, so yeah, that's almost certainly the explanation. Thanks!
  25. Quote:
    Originally Posted by Nokua View Post
    Also, Werner, what would I need to do for the DPS chain in terms of tweaks?
    The top DPS chain for katana is Golden Dragonfly -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut. To get there, you need the recharge on Golden Dragonfly down to 3.43 seconds, and you're at 3.48. But on further thought, I'm betting that living with a 0.05-second gap (if you can stand the "not ready" noise) will be better than giving up the Fury of the Gladiator proc for more recharge (which was my initial thought). So then it's just a question of if you can pull off a little more global recharge from somewhere for that last little bit of DPS. You could give up a little ranged defense and slot five Crushing Impacts and a Luck of the Gambler global in Divine Avalanche. Then you're over the cap for 5% bonuses, and either Build Up or Instant Healing then look like good candidates to me for getting some slots back and using them somewhere else. For instance, drop to three recharges in Build Up, then slot the Gladiator's Armor +3% defense and Shield Wall +3% resistance. Or you could switch to a Panacea set in Instant Healing for another 7.5% recharge. You might be able to squeeze in another purple set if you drop Super Jump, though that would probably take additional sacrifices. Lots of expensive possibilities.