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Quote:The only skippable power is Elude. If you're soft capped, it does almost nothing for you in PvE. I also took it to see what it was like, just in case the numbers didn't tell the whole story, but I hated it. A lot. Still, you can do like I did and try it out if you want. Some people like it.He is currently at lvl 15 and options are just starting to open up for him. I would love to include stealth if I can.
My current option was to take every SR power available, is that a bad choice?
On a lowbie Katana, I'd take at least Sting of the Wasp, Gambler's Cut and Divine Avalanche. At a high level, you'll probably respec out of Divine Avalanche, but leveling without it would be a pain. Divine Avalanche every 10 seconds plus slotted Focused Fighting and Dodge will get your melee defense to the magic 45% mark, making you pretty unkillable for a lowbie. You'll want Build Up when you can afford to fit it in. If you want to do AoE, you'll want to pick up Flashing Steel and/or The Lotus Drops. At a higher level, Soaring Dragon and Golden Dragonfly are your key attacks.
From your secondary, you're taking everything except Elude. Three defense in the passives, three defense one endurance reduce in the toggles. Practiced Brawler takes two recharges. Run speed or flight speed in Quickness.
From pools, you're trying to flesh out your defense, plus get yourself some resistance. I'd take Combat Jumping or Hover, Tough and Weave, and Maneuvers. In your case, you want Stealth, so take that instead of the Leadership pool. No problem. Fitness to power everything. I'd slot Tough with one endurance three resist, Weave with one endurance three defense, Combat Jumping or Hover with one defense. I'd just stick an endurance reducer in Stealth, and not bother slotting it for defense since the defensive values is so low.
I would buy a Steadfast Protection unique as soon as I had Tough and could afford it. I would buy a Kismet unique as soon as I could afford it as well. Since you want stealth, I'd buy a Celerity +stealth and stick it in Sprint. Quickly toggle Sprint on and off for two minutes of being extra stealthy. In the mid to upper 30s, I would cheapo frankenslot my attacks. And that's enough IOs. You'll likely have influence laying around by then with more pouring in all the time, though, so it wouldn't hurt to spend some of it on defense set bonuses until you hit 45% to all positions. For instance, slot Build Up with a Gaussian set. -
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Quote:Well, thanks, and I'm sorry if I was a jerk. My intentions were good - I want people to get good advice. I believe those were your exact same intentions.i respect your post. sorry if people think im always thinking im right. i wasnt try to say that nor was what i was induldge. i only wanted to offer some advise. that was what original post was. i dont like getting dogpiled on. when i do i get more rude*. and people start thinking i might not know what im talking about.
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I suppose whether Katana/Willpower starts off slowly or not can be a matter of opinion. "Slowly" is a very wishy-washy term. You may have meant in general, in which case I could almost agree, because most Scrappers seem to me to start off fairly slowly. But I think what's relevant to the topic at hand is whether Katana/Willpower starts off more slowly or more quickly than other strong combinations. Even then, comparing the slowness of secondaries starting off is pretty vague. But I would say that CONSENSUS is that Katana starts off pretty strong due to Divine Avalanche giving you a massive boost to survivability at an early level. Gambler's Cut recharges quickly. You can build a seamless attack chain at a fairly low level if you try. Not that you should, but you can. Your first few secondary powers give you resistance, hit points and regeneration, which tend to be much more useful at a low level than defense, which is what some of the secondaries give you. You get your status protection at level 10. So do some other secondaries, but many have to wait longer than that, with level 16 being fairly typical, or needing to get a lot of slots or a higher level for it to work like in Super Reflexes or Shield Defense. So I'd say Katana/Willpower starts off quite fast compared to the average Scrapper. Not a huge difference, but a difference. But again, "slow" is a very nebulous concept, so technically, yes, I suppose I'd have to admit that you aren't "wrong" in a fundamental sense. You're just "wrong" in the sense of "that's not the experience of the majority of people playing the set". Doesn't mean it wasn't YOUR experience. It's just not the normal experience. Or perhaps I should say not the normal experience of people posting on the forum. It's possible that our experience is not typical. I suspect it IS typical, but I can't be certain.
Quote:but near end game kat can come close to the damage output of the broadsword itself.
Quote:but i would recommend spine/wp like kat this type ends up being a beast in both pve/p.
I don't have experience with Spines/Willpower. I will guess that it IS A beast in PvE. However, it's a beast in the "survives well enough and puts out very good AoE damage" sense, not in the "it's a hard core tank build" sense. Maybe with enough IOs. But I'm pretty confident we could make IOd builds to trounce it in the survivability department using other combinations. And without IOs, Katana/Willpower is simply going to be more survivable due to the contribution of Divine Avalanche. It won't do nearly the AoE damage as Spines/Willpower, but that wasn't what the OP was asking for.
Quote:but [spine/wp] does have a 1 problem it starts off squishy.
Much more for a Scrapper than what? Tankers and Brutes don't get Spines. As best I can tell, only Stalkers get Spines/Willpower in addition to Scrappers. I confess to having never played a Stalker or number crunched Stalker survivability. About all I know is that they have fewer hit points (though apparently not by a wide margin). Maybe the hiding and placate and all that makes up for it, so a Spines/Willpower Stalker is less squishy than the equivalent Scrapper? Certainly possible for all I know.
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Now, you're probably looking at the Scrapper forum and thinking, "what a bunch of dicks". But I can tell you that we only very rarely act this way. And we act this way when someone presents misinformation, we correct it, and then they continue insisting that they're right. We're just not fans of misinforming people who are asking questions. We won't just go "oh, OK" when someone is wrong, just because they're really really sure they're right, and really really strident about saying so.
Oh, you posted again. Let's see...
Quote:no what that means is that some people have it thier heads they are always right and some who offers some small adivse is wrong. sorry but i think thats bull. but whatever. i wont make this kind of mistake again.
btw there are great players such as myself who doesnt post on the boards. and i think im done with this this board. as yall elites want to tell me shutup and let yall talk. so thats what im going to do.
You could have turned this into a learning experience for yourself. Your ego won't let you. That's fine. No loss for us, only for you. -
Quote:Yeah, sounds like we AREN'T disagreeing, and merely have different ideas of how much "working as intended" implies. Yes, I'm sure the devs intend that powers and power sets be fun to play, balanced, pretty to look at, and all sort of good things. In that sense, of COURSE that something isn't working as intended is a problem.I guess I have to ask what your definition of "working as intended" is. It almost sounds like you think it's whatever the heck Castle's whimsy chose upon. When to me, "working as intended" means that it is balanced against the other powers and ATs in the game, which seems to be Castle's intentions from his posts and how most of the game is set up.
Heck, I don't even know if we're really disagreeing, other than defining this concept differently. Because you said Frosticus had valid reasons for supporting the nerf and... those all pretty much stack up to how Shield Charge is not working as intended. To me, anyway. Heh.
I'm just not assigning any of those characteristics directly to "working as intended". I'm keeping them on a separate list. In which case I guess it means we agree on the meat of the matter, and just disagree on a trivial point of where we pile particular beans as we're counting them.
Quote:Anyway, what to do about Shield Charge hurts my head (which is already dealing with illness). I suppose it's rather sporting of Castle not to change Shield Charge's numbers right away to what they're supposed to be, but maybe he'll find a middle point from those to where they are now after testing? I honestly don't know that there is an overall best solution to this now.I guess I'm glad I'm not him, heh.
Nobody has ever accused me of being particularly sensitive to what my users tell me they WANT, though. I'm a software designer. Part of my JOB is to look much deeper than what users tell me they WANT, and try to figure out what they NEED. Surprisingly often the two are in conflict. If so, I have enough clout that I can often get away with giving them what I think they need instead of what they've asked for. And usually, this works out for the best.
So yeah, if I were Castle, I'd ignore all the ******** and moaning and just work on the facts and what I personally believed was best for the game. I'd swing the nerf bat without hesitation if I thought it would make the game better overall (though keeping in mind that other things being equal, a game with a lot of nerfbat swinging is, overall, worse than one without it), and I'd sleep just fine at night no matter how many forum threads and private messages told me I was a jerk. -
Quote:No, I'd argue that "not working as intended" is STILL an irrelevant factoid.At the same time, it would be completely irresponsible for any developer to be ignorant of game balance and how all the powersets play. You can have fun and be ignorant on your own, because you're only really responsible for yourself. Not working as intended is not an irrelevant factoid when you do have an overall system that affects the experience of large amounts of people.
"Not balanced against similar powers" is the relevant fact here, even if the two may go hand in hand in this case, as Castle almost certainly intended that Shield Charge be balanced against similar powers based on his reaction. Balance, in general, is to be sought after, as it promotes diversity and decreases power envy. Diversity is good. Avoiding as much power envy as is practical is good, except to the extent that it makes people want to level up new characters ("Hey! That looks FUN!).
See Frosticus for some other valid reasons for supporting a nerf. I still say "oops" is not a valid reason. -
Quote:Of course. The things that I care about won't be what most people care about. You weren't responding to me, but it was kind of responding to my "argument". I'm just saying why I personally dislike this change. I am not suggesting that balance isn't important too, or that games should only buff instead of nerf. I'm just saying why I'm unhappy. Sounds like some other powergamers are unhappy for similar reasons. We are of course a minority. But that doesn't then imply that the majority like nerfs to their favorite powers, even when the REASON it's a favorite power turns out to be that the power is bugged.I'm sorry to break it to you, but this sort of thing really only matters to a small percentage if the player base. Most people don't bother with 'putting serious effort into making something superior'. Top level powergamers who only want to best performance out of their toons are a minor subculture in any game.
Quote:the general trend over the past few years has been to buff sets and AT's as opossed to the 'nerfing' you guys are perceiving. It is, look at it with an unbiased mind.
For that matter, think of what I'm doing. I'll play +4x8. I'll do certain difficult fights without inspirations. I used to run a character on invincible with all toggles off. I nerf myself or buff the bad guys all the time. I'm not upset by nerfs from a "oh noes I is weak now!" perspective.
Quote:Also bringing a power down from a level of performance it was never intended to have is more of a bug fix than a 'nerf' though that'll probably be pure semantics to most of you.
"Not working as intended" is an irrelevant factoid, an invalid reason to make a change. You make a change because you believe the game will be better overall if you make that change. You might argue, for instance, that the displeasure of all of the people with lesser nukes greatly outweighs the pleasure of the people with this one better nuke, and that overall satisfaction with the game will therefore go up if Shield Charge is adjusted downwards. Quite possibly true, and even if not, it was still a good line of reasoning to consider, a good argument. "Oops" is not an argument. -
Quote:Come close?near end game kat can come close to the damage output of the broadsword itself.
Here are the DPA (damage per Arcanatime) numbers for Broad Sword vs. Katana using unslotted Mids' average level 50 damage. Notice that five favor Katana, one is equal, and only one is in Broad Sword's favor. In practice, Katana usually beats Broad Sword on damage output. It's hard for it not to.
Code:Hack 71.28 > 60.45 Sting of the Wasp Slash 43.43 < 62.55 Gambler's Cut Slice 37.70 < 51.59 Flashing Steel Parry 36.49 = 36.49 Divine Avalanche Whirling Sword 30.17 < 46.11 The Lotus Drops Disembowel 68.13 < 78.22 Soaring Dragon Head Splitter 74.60 < 82.83 Golden Dragonfly
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Quote:Oh, probably. But I can be a moody *****. I left the game for about six months after all the Regen nerfs. Came back because nothing else was as fun. Abandoned Werner a second time after a series of changes that were a net BUFF in most situations, because his build was no longer finely tuned to match the new rules, which made me feel suboptimal even if I was better, and it seemed like more trouble to make him optimal than to just focus on some new toon.I think you're overreacting to the potential change. Even if SC were to get it's damage cut in half, a fire/shield would still be a damage monster.
Quote:Werner, I think right now is probably one of the worst times you could ever hope for stability in a build, and it's not even because a power(set) might be looked at. Even if they're locked in and not changed for a year, I bet your builds wouldn't be "safe." Why? Going Rogue.
Quote:I wouldn't plan a top-end build until say ... this time next year. Well, unless you can afford to top-end build a character multiple times in one year.
Quote:Anyway, since SC has been so overpowered. I personally don't mind, expected it really, it being brought in line at some point or another.
The nerf I still expected (and kind of still expect) was for them to make the DDR in Active Defense unenhanceable. THAT I was prepared for mentally, and I made sure that my character concept and build were still satisfying even if my DDR got nuked. But massive AoE was kind of central to the concept. Even "remarkably good AoE" is kind of drifting away from what I intended. In any case, yeah, Going Rogue, everything changing, not a good time to look for stability. Much better time to go character surfing.
Quote:There's always respecs. Granted, unless you're a 4 year vet it's going to come with a price (and a hefty one at that), but spending a few hundred millions to move billions worth of IOs from one character to another isn't so costly in the long run.
Quote:Also, other people in this thread need to quit crying. If we hypothetically discovered an archaic law on the books that said murder wasn't illegal as long as it was committed between the hours of 2 and 4 AM, would you argue that we should allow murders between 2 and 4 AM to remain legal just because "that's how they've been for 235 years"?
No? I think not.
So why then do we have people crying it's unjust to nerf Shield Charge, a power that singlehandedly badly devalues every single other Scrapper secondary in high-end play, just because it's been this powerful for a year?
Someone keeps taking my toys away, breaking them, and then gluing them back together all different. I don't care much if it's better or worse when they're done. I care that someone keeps taking my toys away and messing with them. I just want to be able to play with my toys without them constantly being taken away for adjustments.
Quote:Side note: The more specialize and fine tuned your build is, the more susceptible it is to being disrupted. A build with perfectly 45% def, just enough recharge for the best attack chain, and just enough end to sustain it will be upset if any of those factors are disrupted (via nerfs, buffs, new enemies, IO changes, etc), then build breaks. I've seen this happen in just about every MMO out there. In any MMO, you have to expect that things will change on you, for better or for worse.
Quote:Min/maxing in MMOs is a blood sport. If you are good at it, but don't treat it as one, you'll burn out eventually, because no MMO is going to let you consistently do it with immunity.
Quote:TWhenever I've brought up the subject of making smarter critters, one immediate thing that comes to mind is making them scatter more so that they don't all bunch up in stupidly obvious AoE bullseyes. But there are always players that respond that they don't *want* smarter critters: they want bowling pins they can just mindlessly vaporize with AoEs, and lots of them.
Quote:The point he was making, i think, is - there probably is some really good stuff in GR, and he'll probably invest a ******** of time into it only to find out the thing he liked was 'too good' because someone put the wrong values in, over a year ago, and then it would get nerfed into something that didn't appeal to him. That's what this kind of activity creates - uncertainty, which pisses off many customers, even if it doesn't bother you specifically.
I think I'll have more tolerance for change in Going Rogue, at least for a while. It's going to be big and new. Of course I should expect changes. But after a year or two? I'd really hope they have it ironed out, but evidence is they probably won't, and I probably shouldn't expect it. That's just not how MMOs work, even if I wish it was how they worked.
Quote:Basically, I would say Werner is overdoing it, since all Castle has said is that Shield Charge would get toned back (he even said what the numbers were supposed to be which are still QUITE good). Of course, it's up to him to decide what he wants to invest in. -
Quote:Yeah, I don't think I'll continue forward with my IOing plans for my Fire/Shield, and I'll probably dump what I've bought so far back into the base. My intent was to make a damage powerhouse. The AoE portion of that now sounds likely to take a big hit, probably about the time I finish earning the billions of influence and dumping it all into the character, since that takes me months. No thanks. No longer worth the time investment.In fact, I'm not convinced dumping more hours into this set is worthwhile because it sounds like a redesign of the power is what will happen. It won't happen for many months still and by then everyone will have grown accustom to how it functions and it is just going to be another nightmare when it goes down.
I'm not saying that it shouldn't be examined. Perhaps it should. I'm just not going to bother IOing something that's definitely going to be examined. I am way, way too tired of fixing or abandoning carefully-crafted characters that the devs nerf or even buff into something not at all like what I planned. Perhaps if someone could just tell me what powers and which IOs might be STABLE for a couple years, it'll be worth the investment. But obviously that can't happen. At this point, I'm kind of thinking I'll never bother with a top end build again. I'll just keep leveling up alts until I tire of that, and then give up on the game completely.
Again, not saying not to nerf Shield Charge. Not working as intended, blah blah blah, fine, whatever.
But I'm just not sure if I can take it any more. -
Nope, not much. As you said, a fair amount with Arachnos, but only enough to be annoying, not enough to make you throw up your hands in despair. Currently leveling a Dark Melee/Invulnerability myself actually, though red side.
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People say different things because there are a lot of right answers. There's no "best survivability in all situations" Scrapper combination.
I'll partially agree with mauk2 - Dark Melee/Invulnerability is leader for PEAK survivability in its element - surrounded by non-debuffing smashing/lethal enemies. Change the damage types, add some debuffs, and the story can start to look different. I'm not saying, "oh noes! psionic! I is deads!" I'm just saying it won't handle psionic attacks as well as, say, my Katana/Dark with soft-capped positional defense and massive psionic resistance. -
Quote:Now I'm curious. I don't bother with stealth often either, but when I do, I've noticed that it... well, it hasn't been working very well. I've never bothered memorizing any stealth numbers, but the basic equation in my brain is "two stealths = invisibility". That doesn't seem to be the case recently. These days, while I can get near bad guys with two stealth's worth of invisibility, I can't spawn dance. I could swear I used to be able to spawn dance not all that long ago. Friend of mine had the same sort of experience with some version of invisibility - he just wasn't invisible. Very stealthy, but not invisible. I didn't worry much about it. Like I said, I never knew what my stealth numbers were, so I figured either I was remembering incorrectly, or they nerfed them. I don't often read patch updates, so stuff happens all the time that I don't know about. No biggie to me either way. I mean, how often do I need stealth? It's more to amuse myself than anything.You're talking about the stealth changes, right?
I don't bother with stealth often, so I don't care. But all the people I played with noticed it immediately, and promptly compensated. Without epic crying about it.
Because it was just stealth.
I can't really nail down when the apparent problem started since I use stealth so rarely. I'm thinking maybe a few months ago.
Or am I just smoking crack, and nothing changed here? Certainly possible too. -
Not to answer for Gaidin, but you CAN take AAO earlier. It's mostly a matter of how much aggro you're willing to pull. If you're solo, it doesn't really matter, since you'll get all the aggro anyway, so you might as well be doing more damage. But if you team a lot, taking AAO before you can handle the aggro can get you killed.
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Quote:Yeah, as already said, Frankenslotting refers to mixing IO sets in your powers. Generally, you're ignoring set bonuses. You're just after the best enhancement values you can get, which means you're trying to slot a lot of triples (enhance 3 separate things) and doubles, quads if you're being spendy. Me, I usually have a very specific goal when I'm Frankenslotting, specific amounts of recharge, how much endurance reduction I'll need, that kind of thing. But you can just try to get as much as you can of everything, of course.What does frankenslot mean?
Should I put Endrdx in my attacks?
Frankenslotting takes care of endurance, but I don't tend to do that until the 30s, so until then, yes, you'll probably want some endurance reduction. At a low level, I tend to slot primarily accuracy and endurance reduction. By the time I'm in SOs, I usually just have one endurance reducer. Maybe two. Basically, whatever it takes to keep me moving, and not spending all my time on one knee. Most of your endurance use comes from your attacks, so they're the primary target for endurance reduction. But I generally go with one endurance reducer in every toggle except for Combat Jumping.
Oh, and if you didn't already know, take Hurdle to go with your Ninja Run, and jump everywhere. It'll be a lot faster than running. And you might want to do this:
/bind e "powexecname Ninja Run$$powexecname Combat Jumping" -
Basically, focus on pool powers that give you defense. For instance, take Combat Jumping, Weave and Maneuvers. Make sure you slot your secondary powers for defense. Pick up a Steadfast Protection unique. Take Tough too. Stamina and Conserve Power should be able to power it all. If you can swing it, a Gaussian set would be good. If you're taking Maneuvers, then you can take Tactics, and slot it in there. Frankenslot your attacks in the mid 30s. Use Siphon Life routinely. Don't try to hold off on it as a heal. Just spam it. Better to have full hit points when you start getting nailed, even if it means you "waste" some of the heal.
And in case you have the same problem I had, even though two recharges is technically enough in Active Defense, in practice, I often didn't click it in time. I think it was responsible for half of my ten or so deaths going 1-50 on Fire/Shield. Adding one more recharge made that problem go away, even if it technically shouldn't have been necessary.
Oh, and purple shield inspirations are your god mode. Basically, try to get your defense into the mid 30s, and probably call it good. Pop a purple inspiration, and you're soft-capped, making you pretty much unkillable while it lasts. Keep a handful on hand, and once your base defense is solid, you shouldn't have any more problems surviving.
I'd hold off until the 30s for IOs in general, though I'd grab the Steadfast protection as soon as I could afford it, and probably a Kismet unique as well, though with less urgency. -
The 300 DPS was likely a rounding up of the Rikti Pylon results, unless someone was remembering my calculation of Shred_Monkey's DPS against an AV, which if I remember correctly, came out to 303 DPS. Maybe that was earlier in the thread. I'm too lazy to reread. I believe the 200 DPS was just an example DPS from a specific person rather than a summary of the Rikti Pylon results, but it was probably measured against a Pylon since that seems to be our current method of choice.
I can understand Castle seeing 300 DPS vs. 200 DPS, and having warning lights flash in his brain. That's fine. Those numbers would concern me too if I didn't understand what they were and where they came from. So a lot of people hopped in to explain what those numbers were, and perhaps more importantly, what they weren't. They could still be a cause for concern for him, but I don't think they should be a BIG cause for concern. -
Assuming we can trust Mids'... you have 38.6% without Active Defense and 68.5% single-stacked, so 98.4% double-stacked. So most of the time, yes, you'll be capped at 95%. For ten or so second gaps, you'll be down at 68.5% when your double-stack drops. I'm not a DDR expert, though, and I haven't tried to figure it all out and double-check Mids' itself.
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Quote:Make sure you understand that when we talk about 300 DPS from Fire melee or Dark Melee, we're talking about absolute top end performance - IO'd to the gills, fully saturated AAO, and for Dark Melee, fully-saturated Soul Drain. Also, LUCKY - most people are posting their BEST Pylon runs, not their AVERAGE runs.There shouldn't be a 50% disparity in max performance here. I'm not too concerned about the protection levels shields can generate; it'll be needed. The DDB Resist is higher than designed, but, again, not really the major concern here.
AAO, actually looks fine. The maximum boost it can generate isn't that large.
Shield Charge isn't bad, basically it can get you to 2 scale 0.7 aoe's on, at best, an 19.5 second cycle time (ignoring Arcanatime, for the moment.) Then again, to get that, you've got a +400% Recharge, which is freakin' huge.
That leads me to believe the discrepancy lies with the primary sets Fire Melee and Dark Melee. Fire is MEANT to have higher DPS overall, so that's 'fine.' Dark Melee, not so much. I'd have to look at specific builds and slotting to see what's going on there, but that's a project I don't have time for now.
The problem isn't with Fire Melee or Dark Melee. I did a DPS comparison for absolute top end performance using Super Reflexes as the secondary. Here are the numbers I got before I got tired of the project:
253 Dark Melee (7 targets hit by Soul Drain)
Dark Melee is in the lead if it is surrounded by bad guys and reliably hits seven of them with Soul Drain. It's near the bottom if it only hits one. Actual performance in most circumstances will be somewhere in the middle.
243 Katana
238 Dual Blades
227 Claws
217 Dark Melee (1 target hit by Soul Drain)
216 Martial Arts
212 Broad Sword
While I didn't evaluate Fire Melee, the Pylon soloing times lead me to believe that it'd probably be near or at the top, but not by much of a margin, and it probably should be near or at the top.
There really isn't a 50% disparity between Claws and Fire or Dark. If you could make a completely-pimped Claws/Shield Defense, it wouldn't do 300 DPS, but it wouldn't be far off the pace either. As Frosticus says, give it a try, and you'll see. -
It is also the most awesome avatar EVAR.
Quote:If you've played SR from release to now, you've had a rollercoaster ride unparalleled in the history of the game.
But then again, BillZ plays Claws. He probably beat the RCS challenge at least once with Focus and Shockwave while forgetting to turn his toggles on. He calls Elude "my slower backflip." BillZ idea of normal performance is not the same as normal humans.
Every time BillZ talks about performance, you should picture this:
(Actual picture of BillZBubba circa I9)
The riddle of SR? Shall I tell you? Its the least I can do. SR isnt strong, boy, stacking make it strong!
What is SR without the slotting that enhances it? Look at the strength in my build, the defense in my powers, IOs gave me this!
Contemplate this in the planner of Mids. -
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And I will almost guarantee that you're wrong. I think most people are talking about soloing capability. Things get confusing on teams, but you're right, Shields only gets better there. I think people are looking at the Pylon results thread, seeing the ongoing rush of Shield AV soloers, recognizing what they can do in Mids', and that kind of thing. I mostly solo. Shield Defense is great for soloing. It has plenty of survivability for soloing.
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Quote:I do have a more in depth system, and Arcanaville as an even more in depth system, but I find the idea of comparing two secondaries by simply taking all the powers in them, slotting with SOs, and skipping all primary powers and pool powers to be a silly way to compare two secondaries. That's not the way anyone plays the game. Also, I don't take inspirations into account because I do all my calculations to support no-inspiration challenge play. That's not the way most people play the game.If you have a more accurate way of measuring expected survival then be my guest. I believe werner has a far more indepth system, maybe ask him. I tried to keep it as simple as possible by not including anything other than the set in question and SO's. That is to shields benefit I assure you as the powerpools benefit it more than FA as do IO's.
But fine. Fire Armor and Shield Defense, was it?
The survivability score for base Shield Defense is 32.
The survivability score for base Fire Armor is 108.
Basically, when you have no mitigation of substance, the main thing that matters (in my spreadsheet, anyway) is how fast you can heal. Oh, Shield Defense doesn't have a heal, so it loses. In other words, this tells us NOTHING except that Shield Defense doesn't have a heal.
By way of comparison, my leveling up Fire Melee/Shield Defense build has a survivability score of 255. So nearly ten times the survivability by adding pool powers and cheap IOs. A multi billion influence build I'm considering for him raises that to 506, so another doubling of survivability for a hundred times the price. For the sake of argument, if I could add Aid Self to it, let's say with a full set of Doctored Wounds for simplicity, that would nearly quadruple again to 1902.
My Katana/Dark, when surrounded by minions, has a score of 5603.
Just sayin'.
As a very rough ballpark, I'm going to say that the Rikti War Zone Challenge takes a survivability score somewhere in the 500 to 1500 range. My multi-billion Shield build probably couldn't reliably do the Rikti War Zone Challenge, though his high kill speed combined with multiple tries might yield success. Aid Self would trivialize it, though, and let you solo AVs with no inspirations, and do most everything the big boys do. But 1902 is just a boring, every day, run of the mill "challenge play" score, approaching but not exceeding what I have on Werner and Sergei, who have builds 4 or 5 issues old now. On the other hand, that's the point some people make. You have ENOUGH survivability combined with massive damage output. That IS a great combination. -
It includes whatever Mids' is including as average unslotted damage. I'm pretty sure it includes criticals. Can't remember which rate. I like using 10% personally, since I don't care about minions except as fuel.