Werner

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  1. Werner

    The end is near

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Sorry, Werner, they won't let me push it past +4/x8.
    Man, I know, right? Stupid game.
  2. Werner

    The end is near

    The difference between 45% and 43% is taking 1.4 times as much damage, comparable to losing almost 30% resistance.

    If you CAN'T tell the difference, then you aren't playing at the edge of the envelope, and you need to crank things up a notch.

  3. Rundown of Willpower vs. Regen from my point of view from a recent private message:

    "Willpower vs. Regen is... mostly about flavor. While both have very high regeneration rates, that's pretty much where the similarity ends. Willpower is a VERY passive secondary. Toggle on and go. You pretty much almost never notice it. Your green bar moves slowly. You never die, at least never by accident. On the down side, boring. No personality.

    Regeneration, while possessing similar levels of power, is completely the opposite in terms of play. It is a VERY active secondary with tons of personality. You are constantly hitting click powers. You have to pay very careful attention to your health. Your green bar flies wildly all over the place. You have to develop a nearly psychic sense for what damage will be coming your way in the next few seconds. If you like to push the envelope, you're going to die. Over and over. It is a school of hard knocks. But once you master it, oh boy, can it reward. Do everything right, and you're invincible. It makes you want to throw your fists into the air and cheer. Make a split second error, and you're dead. But Regeneration didn't let you down. Look at those clicks in your tray, unused, ready and waiting. Regeneration was faithful. It was there for you. You let yourself down. It was your fault you died, and with experience, you'll know just what you did wrong, what you can do better the next time. You can always play better than you do play, and Regeneration is always there, teasing you with just how awesome you know it could be, if only you were a little better, a little smarter, a little faster. I love it, but Regeneration certainly isn't for everyone. And frankly, I also like to relax sometimes, maybe even most of the time. And for top end play, Regeneration requires hard core focus. So while I find Willpower boring and without personality, and my heart belongs to Regen, I also have a lot more levels of Willpower under my belt than Regeneration. You can only stare into the sun for so long."

    For primary, I think the best to combine with either is Katana. But then, I'm a big Katana fan.
  4. Let's see, granted, my survivability spreadsheet isn't proof, but let's see what it has to say on the subject. Plugging into some version of the Umbral-created ValBlademaster-played build, and assuming no other defense except the absolute minimum of 30% melee/lethal from Divine Avalanche and the defense we're trading off:
    45% melee + 30% lethal = 1379 survivability
    30% melee + 45% smashing/lethal = 1528 survivability
    I'll admit that I'm surprised. I expected a bigger difference, and for it to be in the other direction.

    Guess I have to go with smashing/lethal then, assuming there are no other trade offs. I'm betting there are a LOT of other trade offs, though, since 45% melee is easy, and 45% smashing is at best extremely difficult.
  5. Quote:
    Originally Posted by Andferne View Post
    Forgive me for the noobnish. Just wanting to make sure I am understanding all of this. I changed a few things around and still not sure how to get melee and range to the 45% mark. Unless I am reading it wrong I have a..
    Melee Defense 30.6%
    Range Defense 38.1%
    AoE Defense 46.2%
    Yeah, unless we're both missing something, you're short on ranged, and well short on melee defense, which is the most critical. You'd be taking almost four times as much damage from melee attacks as someone at 45% under most normal game conditions. Slotting up Maneuvers would help a little, as well as reduce your endurance consumption. Look into a Steadfast Protection unique for another 3% to all. And it would be good if you could fit in a Gaussian Synchronized Fire Control set for another 2.5% to all. Then you're over on AoE, so you can trade some of that for other bonuses. For more ideas for improving defense, just glance though some of the many Shield builds out there, including in this thread, and have a look at where they're getting their set bonuses from.

    Also, no Soul Drain? Ouch! And Midnight Grasp is one of your best attacks.
  6. Quote:
    Originally Posted by Andferne View Post
    Still toying with Mids and trying to figure it all out though. Like how I can tell if defense is capped or what the numbers are for cap. Just have no clue on that stuff. lol
    The defense soft cap is 45%. You ideally want 45% or more for melee, ranged and AoE defense on a Shield Scrapper. How much more can depend on your defense debuff resistance and your tolerance for defense debuffs. Generally speaking, probably a couple more percentage points would satisfy most people on high end builds. You don't need to worry much at all about typed defenses on a Shield Scrapper - smashing, lethal, etc.
  7. Quote:
    Originally Posted by DarkInvado View Post
    Was the attach chain question too complicated? I am surprised the number gurus didn't weigh in on this one. Or has it been done to death and my searches just missed the threads?
    I've been pretty busy, so very quick non-numbers reply from memory. FS>CR>INC is decent. Generally speaking, don't put a -resist proc in an AoE unless it's something like Head Splitter, but if you team all the time, then maybe. Don't use Laser Beam Eyes - the poor damage will hurt you more than the proc will help you. Scorch is good in INC>Scorch>CR>Scorch for a good DPS good DPE (damage per endurance) lowish recharge chain. shield Charge is for destroying groups.
  8. Good job getting to the defense soft cap, which is huge. Unfortunately, Blessing of the Zephyr is getting nerfed, so you won't be soft-capped for long. At least you'll still be melee soft capped with a double hit of Divine Avalanche, but you may still want a few more points of defense from elsewhere.

    I prefer Cloak of Fear on a high defense Dark Armor. The basic idea is that your high defense will have you taking so little damage from minions that Oppressive Gloom will cause more damage than it prevents. Irrelevant for AV soloing, but as is, it seems like a waste of a power pick to me. I'd either drop it (if your main focus is AVs) or pick up and slot Cloak of Fear (if you want a general-purpose toon that can also solo AVs).

    I don't think your endurance is there yet. You're averaging 3.72 EPS recovery, and 1.74 EPS for toggles (assuming we remove Oppressive Gloom or leave it off). That's not bad, but I don't think it's no inspiration AV soloing good with the chain you'll be running, even with Conserve Power available.

    Normally, I'd recommend Gambler's Cut over Sting of the Wasp. But this time, I'll recommend you stay with Sting of the Wasp. Gambler's Cut is good for two main things - fitting into attack chains, and spamming the Achilles' Heel proc. But you kind of can't afford to use Achilles' Heel because you need all the defense you can get. And as far as attack chains go, the timing of Divine Avalanche -> Golden Dragonfly -> Sting of the Wasp -> Divine Avalanche -> Soaring Dragon -> Sting of the Wasp is just perfect for your build and your double-stacking needs with almost the same DPS as Gambler's Cut chains (sans Achilles' Heel). I'd go with that.

    Eh, let me get a little more specific on endurance. That chain burns 3.04 EPS. So your net burn is 3.04 + 1.74 - 3.72 = 1.06 EPS. That's just not going to cut it, even with Conserve Power. That also suggests to me that you may want to focus primarily on AV soloing, drop Oppressive Gloom, and not pick up Cloak of Fear (too much endurance). If you drop Oppressive Gloom, you can pick up Physical Perfection. With a Performance Shifter proc in it, your average endurance recovery climbs to 4.16, so 3.04+1.74-4.16=0.62 EPS. Still probably not enough, even with Conserve Power, but it's a lot closer. Let's see, if you can find two slots and put in a Performance Shifter endmod and a straight endmod, average recovery climbs to 4.36, so net drain goes to 0.42 EPS. That lasts about 276 seconds. Conserve Power lasts for 90, and recharges in 387, so you need to last 297 or so, assuming a Conserve Power will get you back to full, which I haven't verified. You can add recharge to Conserve Power to shorten that time, but then we need even more slots.

    So I think your two main challenges are picking up more endurance recovery, and getting around the Blessing of the Zephyr nerf.
  9. Quote:
    Originally Posted by Fury Flechette View Post
    As for your question about Enzymes...yeah, it's a loophole in HOs. I'm not sure if they're an outright exploit because it's something the devs have been aware of for quite some time. So while it's not working as intended, I don't think it's high on the priority list of fixes, if it will even ever be fixed. It's probably in the same category as spines animations not following most of the rules and powers like Rain of Arrows and Blizzard not following AT modifiers.
    I'm guessing that all the devs would have to do is flip a flag to say that the defense debuff resistance in Active Defense is unenhanceable. That they haven't flipped this flag might indicate that it's working as designed. And I hear tell that a dev basically stated that Hamio exploits are now just considered features rather than exploits. It at least makes sense to me, since there's almost nothing else to recommend Hamios over IOs. The down side of there likely being a single flag to flip is that it's a trivial adjustment if the devs ever decide that Shields shouldn't be able to get as much defense debuff resistance as Super Reflexes. Flip! Fixed!
  10. Pure resist sets without defense added to them will not hold up as well as pure defense sets without resistance added to them. A pure defense Scrapper at the soft cap has 90% damage mitigation. A pure resistance Scrapper at the resistance cap has 75% damage mitigation. The pure resistance Scrapper takes 2.5 times as much damage. Also, while it's easy for some Scrappers to hit the defensive soft cap, it's impossible to hit the resistance soft cap (solo) to more than a couple of types, depending on your secondary.

    So for me, no, a Resistance set won't perform well enough without using inventions to push up its defenses. Not even close. But "perform well enough" is subjective. You'd still have way more survivability than most Blasters. Leveling shouldn't be a problem. You shouldn't have a problem on teams. You could handle most things solo if you don't crank up the difficulty level very far. If that's performing well enough, then it will perform well enough.

    I think the key to having fun with it would be your mind set and tactics. Think of and play something like a Fire/Fire Scrapper more as a really-tough, low damage Blapper with mez protection. Thought of that way, it would probably be pretty satisfying. I sure miss mez protection when I play my Blasters. Poof! Problem solved! Just don't think of it as a pseudo-Tank. You're not a Tank. Don't try to play like one.

    Totally guessing, but maybe Dark/Fire or Dark/Electric would be good for you. Either way, you have two heals and two endurance recovery powers. So perhaps as solid as you can be with pure resistance, and hopefully no endurance trouble.
  11. Quote:
    Originally Posted by Andferne View Post
    Is it possible to soft-cap Defense without the PvP recipes or purples?
    Certainly! Purples are for recharge, not for defense. Skipping them leaves more room in the build for other sets, so actually makes it EASIER to soft cap, not harder. PvP recipes, when talking about defense, pretty much means the Gladiator's Armor +3% defense. That's certainly nice to have (as people shelling out billions for it obviously agree), but it isn't required. Have a look at Fury Flechette's cheap and moderate builds in the Electric/Shield and Fire/Shield for any budget thread for a few recent examples. Yeah, they're not DM/SD, but same idea.
  12. My general target for net recovery (recovery - toggles) is between 2.5 and 3 EPS. Once I'm in that range, I start doing more detailed calculations to see where I really stand.

    Out of curiosity, where DOES my Katana/Dark stand in that regard? Looks like 1.91 net EPS - well below target. However, I do have Conserve Power and I'll typically detoggle one or more powers in long fights - Death Shroud if I want to keep minions for Dark Regeneration, Tactics if I'm hitting OK, Cloak of Fear if I'm fighting an AV without minions, Tough if I'm not fighting a smashing/lethal AV, and so on. It usually works. It doesn't always work. In long fights, I occasionally end up standing around spamming nothing but Divine Avalanche for a while.

    Without Conserve Power or Dark Consumption to fall back on, I agree with Desmodos, it doesn't look sustainable, at least on the surface.
  13. Werner

    DM/DA vs. Kat/WP

    Right, no redraw with Willpower. Well, Strength of Will probably, but not a big deal. Some people don't even take that power. Boxing does cause redraw, but you won't be using it. It's just there to get to Tough and Weave.

    The combo system on Dual Blades is optional, and the low level combos aren't necessarily worth taking. By the time you get to the combos that are worth taking, you're more experienced with the set. It's pretty easy, at least for anyone that uses attack chains. You just set up an attack chain that includes the combo. Dual Blades/Willpower won't, in my opinion, be as simple or powerful as Katana/Willpower. But it's a lot of fun, and a reasonable option.
  14. Werner

    DM/DA vs. Kat/WP

    Robots, Clockwork I think, anyone that looks like they're wearing body armor. It's an annoyance when it happens, and those may be the times that stick out in your mind, but it's mostly a non-issue.
  15. Werner

    DM/DA vs. Kat/WP

    Quote:
    Originally Posted by Desmodos View Post
    I've never really experienced this, perhaps a different server?
    Mind you, I almost never team, but yeah, I've experienced very little immaturity in the game. I mostly play on Victory, having mostly abandoned my original home of Virtue. Victory seems fairly empty, with mostly an experienced adult population. Probably not a great place for teaming due to seemingly low population, but pretty decent if that's not an issue. Virtue had a high population, and became the unofficial role playing server if that's your cup of tea. It isn't mine.

    Quote:
    Originally Posted by Desmodos View Post
    Have you considered Kat/Dark?
    Eesh! Easier to get the hang of than Dark/Dark, I suppose. And very strong. But a little, funky? But anything Dark Armor is a little funky. It just doesn't play like a "normal" secondary, if there is such a thing, at least if you use the full toolbox it gives you. And you need to manage your endurance. You CAN manage it, but it takes some effort.
  16. Werner

    DM/DA vs. Kat/WP

    1) Katana/Willpower
    2) Katana/Willpower
    3) Katana/Willpower
    4) Katana/Willpower
    5) Katana/Willpower

    I hate to make it sound that simple, as I'm a big fan of both Dark Melee and Dark Armor (though I've never played them together). But honestly, I think it's that simple. Just my opinion, of course.
  17. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    how much damage would a Stalker put out in comparison to a Scrapper, at 'peak performance'? Damage cap and 31% chance to crit, that is.
    Stalker damage at cap = 1.000 damage scale * (100% + ~31% critical) * 500% damage cap = 6.55
    Brute = 6.38
    Scrapper = 6.19

    Assuming 31% is a good number. I know nothing about Stalkers.
  18. Werner

    New melee set.

    Quote:
    Originally Posted by Warkupo View Post
    I'm not about to go stalk Castle until I find the correct post, but I recall him hinting at some mechanic where the more damage you take, the more damage your kinetic melee does.
    Didn't they learn their lesson with Blasters?
  19. Quote:
    Originally Posted by Warkupo View Post
    Not that scrappers are *bad* at all, Brutes are simply *better*.
    Unless you want your damage front-loaded, or prefer a more relaxed pace sometimes. I kind of hate red side, but I'll be tempted towards Brutes once we can swap sides. I seem to like something about halfway between a Scrapper and a Tank, so Brutes seem like the obvious answer. But even though I don't have much trouble maintaining fury due to my normal go-go-go pace, I also don't like the game mechanics dictating my pace to me. Maybe it's just something I need to accept rather than be annoyed by. I DID enjoy my Super Strength/Willpower Brute. Just not enough to IO him out when he hit 50.
  20. I don't do many comparisons of archetypes, so I may be missing something, but it looks to me that Leo G is right, and a Brute will do "a bit more damage" than the equivalent Scrapper if both are at the damage cap. So perhaps Silverado was disagreeing with the "much more damage" comment. It's not much more. It's just a little bit more. For 350% more of a damage buff.

    Scrapper damage at cap = 1.125 damage scale * (100% + ~10% chance of critical) * 500% damage cap = 6.19
    Brute damage at cap = 0.75 damage scale * 850% damage cap = 6.38

    And I don't think this proves anything about which AT benefits more from buffs.
  21. Quote:
    Originally Posted by MunkiLord View Post
    Quick question, what exactly is that survivability score and how would I go about figuring mine?
    Have a look at this thread. There's a lot of discussion about what the number is, and also a lot of discussion about what it isn't, and why you shouldn't put a whole lot of stock in it. Below is the main explanation, and I've updated the links inside the quote, along with the most recent version of my spreadsheet, now in Excel format.

    (Oh! Reviewing that thread, it's Besserwisser that gave me the incoming damage percentages by type. Must remember that. Besserwisser. Besserwisser. That comes up a lot, and I never remember. Besserwisser. Wait. I'm a tool using ape. I could just write it down in the spreadsheet itself. I is smart!)

    Quote:
    Originally Posted by Werner View Post
    [ QUOTE ]
    Question, what is the survivability rating?

    [/ QUOTE ]
    A meaningless number that I totally make up every time someone asks for one?

    The basic philosophy is very similar to Arcanaville's immortality line from this Ph.D. thesis. To quote, “the immortality line represents the maximum average damage rate sustainable indefinitely by the scrapper”. My scale is actually two times DPS. I'd cut it in half to be DPS, but I've been doing this for so long that I'd just confuse myself, even if it made it more clear for the rest of the world. Maybe I'll still do it that way some day.

    So anyway, when I say something has a survivability score of 672, I'm basically saying that in a sense, the build can survive an average incoming DPS of 672/2 = 336 DPS.

    There are some issues with the calculation. I assume some sort of average distribution of types and positions of attacks, which will obviously not match any one fight exactly. I assume that damage and regeneration/healing are steady, where in the game itself, they can both come in spikes, and this can significantly affect survivability. However, I don't have the time or inclination to go as far as Arcanaville has and write a simulator to better represent the spikiness of the data. And I don't have a good way to account for things like knockdown and knockback, so I ignore them. Characters with a lot of knockdown and knockback will be better than they appear on the number. I also don't know how to account for the scaling resistances of Super Reflexes. I think I've plugged in 20% for them. Don't remember.

    Still, the spreadsheet accounts for the major things. It handles damage resistance and defense by damage type, and defense by position. It handles all of the Regen clicks including Moment of Glory, taking into account recharge times, how much they heal, how much they boost regeneration, how they overlap, and so on.

    Although I often find myself doing it, I didn't really set it up to compare characters with different power sets. I set it up to compare characters with pretty much the same powers. Specifically, I've mostly used it while tuning my own characters.

    A slightly out of date version of it is available at this link if anyone wants to study it in more detail, make changes, and so on. It's in open office format, but Excel should be able to handle it.
  22. Werner

    DM/SR advice

    Quote:
    Originally Posted by Kractis_Sky View Post
    The game isnt balanced around IO's, so any arguement that involves them cant involve balance by definition.
    Wow. Right, then. The devs don't care one whit about balance with IOs. Players shouldn't either. Not only shouldn't they, but the very definition of balance means they CAN'T discuss IO'd balance. This conversation isn't even occurring, or if it is occurring, is not a balance discussion. OK!
  23. I'm late to the party, but I've always liked the 5 Crushing Impacts, 1 Luck of the Gambler global approach. I just haven't used it.

    Both my Katana scrappers have a full Mako's Bite set in Divine Avalanche. It's just what made sense for those specific builds.

    In any case, it's not an attack that I'd be likely to frankenslot. You probably don't need recharge. You may not need defense. So you mostly just want good damage and decent accuracy and endurance reduction. You can get that from sets.


    So far as I know:

    Best DPS double Divine Avalanche chain: DA>GC>GD>GC>DA>GC>SD>GC
    Best DPS single Divine Avalanche chain: DA>GC>SD>GC>GD>GC>SD>GC
    Best DPS no Divine Avalanche chain: GD>GC>SD>GC

    Be sure to put an Achilles' Heel in Gambler's Cut. More information on required recharge and comparative DPS in this thread.
  24. Werner

    DM/SR advice

    Heh. I don't think Super Reflexes needs a buff. It's still a VERY good set, particularly at lower influence levels since it is so easy to soft cap. Buff it, and you probably have to buff everything BUT Shield Defense to keep them from getting left behind.

    I think I can throw both of us a bone, though. It really won't surprise me if you're right, and the Shields DDR exploit (if it's considered one) eventually goes away, though I'm not holding my breath. If it does, that MIGHT be enough. Shields might still be a better choice for the majority of situations when IO'd out, but Super Reflexes would have a very solid niche fighting defense debuffing foes, of which there are many, which has never been quite so clear as it is on my soft-capped Dark Armor with 0% DDR. Ow!
  25. Resistance could affect the answer, since if you highly resist the damage coming through, it matters less that it comes through. Based on the assumption that we're talking about Dark Armor, I plugged your numbers on top of Alexei's resistance, with the exception that I raised his psionic resistance to 60%, because I believe you like to slot for that more than I do. Also using Alexei's regeneration and healing, but that makes no comparative difference.

    Option 1 then gives you a survivability score of 1323.

    Option 2 then gives you a survivability score of 1784.

    So option 2 wins by a landslide.

    That said, we don't have the complete picture. You have SOME positional defenses in option 1. I bet you have SOME psionic defense in both. I bet you have SOME AoE defense in option 2.

    My bet's still on option 2, though.