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Super Strength:
In the future I will do more numbers on Super Strength, such as without Gloom. Unfortunately, without gloom in this set, there will be quite a fall off in the ST department. KO Blow is a really long recharge, where you will likely only have it up once every 7 seconds when you're IO'd out.
Chains:
1) Jab -- KO Blow -- Gloom -- Jab -- Haymaker -- Jab -- Gloom
2) Jab -- Gloom -- Haymaker -- KO Blow -- Gloom -- Jab -- Haymaker (Obitus' suggestion - variant)
Chain 1: Jab -- KO Blow -- Gloom -- Jab -- Haymaker -- Jab -- Gloom
Need 238% recharge in gloom. 200% in Knockout Blow
Slotting:
Level 1: Jab -- Dmg-I(A), Dmg-I(3), Hectmb-Dam%(3), Mako-Dam%(5), T'Death-Dam%(5), Zinger-Dam%(7)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Dam%(15), ExStrk-Dam%(15), Zinger-Dam%(17)
Level 20: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(23), UbrkCons-Dam%(25)
Level 35: Gloom -- Cloud-%Dam(A), Apoc-Dam%(36), Apoc-Dmg/EndRdx(36), Apoc-Acc/Rchg(36), Apoc-Acc/Dmg/Rchg(37), Apoc-Dmg/Rchg(37)
Calculations:
Chain Duration: 10.546 seconds
Attacks per 8.3 seconds: 5.51, so I will use 3.12% average resistance debuff from reactive.
Total res debuff: 23.12%
Total chain damage: 1854.7
DPS before debuffs: 175.87
DPS after debuffs: 216.53
DPS after misses (Final): 205.70
After 1 rage*:
Final DPS: 247.35
After 2 rage*:
Final DPS: 288.94
*rage is calculated without crashes being factored in.
Chain 2: Jab--Gloom--Haymaker--KO Blow--Gloom--Jab--Haymaker
Need 258% recharge in Knock Out Blow. 204% in Gloom
Slotting:
Level 1: Jab -- Dmg-I(A), Dmg-I(3), Hectmb-Dam%(3), Mako-Dam%(5), T'Death-Dam%(5), Zinger-Dam%(7)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Dam%(15), ExStrk-Dam%(15), Zinger-Dam%(17)
Level 20: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(23), UbrkCons-Dam%(25)
Level 35: Gloom -- Cloud-%Dam(A), Apoc-Dam%(36), Apoc-Dmg/EndRdx(36), Apoc-Acc/Rchg(36), Apoc-Acc/Dmg/Rchg(37), Apoc-Dmg/Rchg(37)
Calculations:
Chain Duration: 10.942 seconds
Attacks per 8.3 seconds: 5.31, so I will use 3.12% average resistance debuff from reactive.
Total res debuff: 23.12%
Total chain damage: 1942.5
DPS before debuffs: 177.53
DPS after debuffs: 218.57
DPS after misses (Final): 207.65
After 1 rage*:
Final DPS: 252.21
After 2 rage*:
Final DPS: 296.78
*rage is calculated without crashes being factored in.
Conclusion:
Super Strength is one of the weird cases for melee. Typically the lower tier attacks have good DPS, but for SS it is terrible. Jab is more like a tier 0.5, and Punch is your Tier 1. So for this attack chain you rely heavily on Gloom and KO Blow (which has a long recharge at 25 seconds, making it difficult). What really makes up for it is rage, and without it the set is a little lack luster for DPS... but with it, it's a god for ST damage and AoE (Footstomp, of course).
Chain 2 outperformed Chain 1 by a little bit. It requires a little bit more recharge in KO Blow, but it's not too bad. Given the circumstances, I would likely stick with Chain 1 and slot KO Blow differently. Instead of using Hecatomb, I would slot it like Haymaker and take more advantage of the procs. This is just flavor for different users. Hecatomb is still great (if you can afford it) for its IO bonuses, and those may not be worth giving up to frankenslot KO Blow for a few more DPS.
Thank you Obitus for the suggestion. -
Thanks for the suggestion. I will do both chains to see how they compare. I may also do a couple more using gloom to see how it compares too.
Quote:I seem to be getting back into playing my SD/SS/energy tank alot again and was wondering about a good ST chain. If you don't mind coming up with one for me here are a few things to keep in mind. I'll be using AAO and Assault for damage boost, and hopefully I'll be able to keep my double stacked rage aswell. Secondary powers doesn't matter to me, use which ever ones will work the best and if laser eyes would help feel free to include it if it won't then that's fine also. It's not a concept toon build so I'm not worried about having or not having certain powers from secondary or having laser eyes or not. Think I'm running the 75% chance for DoT atm also. Hope I didn't forget any helpful information yu might need. Thanks in advance!!! -
I'm sorry for my delayed response on your comment. I will work on a ST attack chain of Scorch -- Fire Sword -- Scorch -- Incinerate for you. Should be decent, but probably won't fit in as much damage procs as I normally put in my chains. But the higher damage should make up for it
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Quote:You won't be able to solo AFK using only shadow punch on auto attack. Also, you still want to use the 75% DoT reactive. AVs will resist the -regen by 85% or so, thus the only real option against them shold be the reactive interface.I didn't have any particular chain in mind, I was just commenting on the fact that every chain you had posted so far included Gloom.
Edit:
Actually, now that I think about it, I WAS curious about something.
Could you calculate the average DPS of Shadow Punch, slotted with 2 level 50 Acc/Dam/Rech IOs, 1 Dam/Rech and Cloud Senses: Chance for NE Damage, Touch of Death Chance: for NE Damage, and Hecatomb: Chance for NE Damage?
I had an idea I wanted to try out. Remember that Shadow Punch will be keeping a permanent 20% -Res debuff on my opponent. I was considering slotting Reactive Interface 50% -res/50% Chance for DoT.
I was curious as to whether it would be possible to AFK solo an AV by putting Shadow Punch on autofire. To that end I may slot the -regen Interface instead. The tank in question is a Shield/DM, so he'll be getting a 15% damage boost from AAO as well. Was shooting for at least a tier 3 Spiritual Alpha to round it all out.
Nonetheless, I am happy to do calculations of a new dark melee attack chain for you, but give me something more than using only shadow punch. That would be lucky to clear 100 DPS by itself. Since you said you're shield I can incorporate AAO if you like. And I'll work on a chain only including your secondaries unless you have an epic power you want thrown in. -
Well this thread is an open discussion, feel free and post a ST attack chain of your liking. I just ask that you put down how you would slot the powers and to tell us how much recharge you would need to make it gapless. I went with powers that any Tanker could have (so Secondary, pools and epics were fine).
If doing the calculations is too much, just tell me what attacks and what slotting you want, I'll do the numbers. -
Quote:Do you have any reading matter that proves this? The reactive interface proc has had a lot of literature thrown around from multiple sources, and the one consistency tends to be that they're never consistent. I am basing my knowledge from the following thread: http://boards.cityofheroes.com/showt...84#post3929284 And more specifically, what Arcanaville had to say on the matter. According to Arcanaville's initial findings, "I'm not quite sure yet if the DoT will actually be a 75% chance to run a full DoT. Thinking about it, its possible that we aren't getting a 75% chance to *have* a DoT, we might be getting a DoT with a 75% chance to proc *each tick* of the damage. I'm in the process of engineering some test to try to confirm all of this, and I'll post when I have more information. "The bolded portion is incorrect. The proc fires at a rate stated by the specific Interface power. The math you're repeating is correct, but assumes the 75% chance to proc on attack, or Radial T4, to get 50.1 damage per attack. Note that the chance for each additional tick to occur after the first does not change and is always 75%, so the math is much cleaner looking when you also have a 75% chance to fire the proc per attack.
The average damage per proc is actually 13.36 + 13.36*(4)*(0.75) = 53.44 (which is trivially different but still worth noting). I also fixed the wording of my first post to reflect the difference.
This is very easy to prove if you happen to have an Interface with a DoT proc slotted. Hit something with single target attacks and watch for the initial Interface proc. You will, over time, see that it does not fire every time you attack.
This isn't enough to go off of perhaps, but my understanding is that it's not a 75% chance for the proc to do DoT, it's that each tick of damage has a 75% chance to occur. If you have a reference, please post it, I would love to read it and perhaps get a final understanding on the matter.
Quote:This is almost always going to be false, because, again, the debuffs done by Interface procs are resistable and absolutely no target that your mathematical, theoretical DPS is going to matter on is going to be fully affected by it.
Say the same enemy (50% resistance) is attacked by a hero who normally would do 100 damage but now has had his damage increased by 10%. The hero now attacks for 110 damage. The enemy resists 50% of that, thus taking 55 damage. This is the same end result as that of the 10% debuffer. I hope it's clear now.
But as a lasting note on resistance debuffing, it is superior to damage boosting for the following reasons: Resistance debuffing also enhances the damage that procs do; there is no way to go above damage cap, but with resistance debuffing you effectively can; resistance debuffing not only enhances your damage, it enhances everyone's damage (on the debuffed target). -
Martial Arts: TK -- SK -- TK -- Gloom
(Invulnerability/MA Tank Build)
Alright, this post is a little bit different. I was working on an Inv/MA tanker, and I figure I will share it with you. I have calculated the DPS for a single target attack as well. Just a heads up warning, I did this without an updated Mids (I don't think there is an updated one, anyways). For some reason, I can not slot Taunt IOs into my attacks (I like using Perfect Zinger's damage proc in my T1 attacks, as you've seen me do in the past), so I left an empty slot open in my Thunder Kick, but still used it's 14.35 damage in my calculations (later). Also, I am not using the Musculature T4 Alpha as I normally do. I had to go with the T4 Agility Alpha (Not available in Mids yet) to help the build in areas it needed. I also am going with Ageless Destiny for the extra perma 10% recharge and the much needed recovery. With that in mind...
Here's the highlights of the build:
Perma Hasten, Perma Dull Pain, Perma Pet (Widow), and a Gapless ST attack chain of Thunder Kick - Storm Kick - Thunder Kick - Gloom.
This attack chain does approximately 225 DPS (calculations to come, but note, this is for a full build that has assault, and other damage IOs previously not used in my calculations... but I also am not using Musculature, so it's a bit of a wash).
I am near capped in HP (3532.5/3534 ... 0.1% off).
I am near capped in S/L resistance (89.7%).
I have 18% Psi resistance and 41.3% Psi defense (yeah, I'm covered :P)
I am softcapped (and then some) in S/L/E/N/F/C. 32% defense in M/R/A.
I have a ~3.7 second recharge on Dragon's Tail and ~8.5 seconds for Dark Obliteration to help provide me decent AoE attacks.
296% Regeneration (43.5 HP/sec)
23.5 second recharge on Focused Chi (Build Up).
Now if you wish to check the numbers, remember that Agility Alpha doesn't exist, so go to T4 Nerve to verify my defense numbers, go to T4 Spiritual Radial to verify my recharge numbers (also consider destiny is a perma 10% recharge on top of what's shown, so for powers already at ED you can use Spiritual T4 Core to give you that near extra 10% recharge to represent Ageless' impact).
Alright, would you like to see the build?
Code:Now that you've gotten to check it out, here are the calculations:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1509;688;1376;HEX;| |78DA6594594F135114C7EFB4536B4B91A5D0B2B5502C7483A105347103CA2231506| |D447D33CD502E3061D23633AD91471FFC02FAE0A331BE1BB74FE2EE939FC0E51BD4| |D3397FB0B1934E7FF7FEEF39F72C73670A0FD703AF361F2D0B25B066EAB65DBAA35| |78EA4E529E8074659B42E2FDD51564BEB725F566CA9DDA83C68981569E9BB8669D4| |8F87B15C90A6945A41B7EA866E96F256DD16DDC56AD5D4AE1B078775A372107066D| |B52AFD1C4EF4C766A52EEF59CE87BD2B20F8D5A78A36694B555AB5197A59D6AC32C| |1574BB2EADE321CA2543F7471FFD29ADEC9AAA48D120A10A57128C33D5041826465| |4B11212B89A1E9171099153C59923C16CD225CE46787642BF64E6C953E1681E659A| |3DFD09662009A698E7D22076FE4499BA91A9BBA8385A6F01DC62F6DF046F313F908| |F877D8467DEED685F48F3B2E6F6A2E201543C808A4353CCCF64EB83AD0FB621D80E| |C17608DDF94AB65DB0ED82ED086C476033069F35EA4337775074DB5CA742C7A3075| |A8FD3C56FB4639FD3AEA6D237C815457B996EB20E225A10D1A2881645948993E746| |B6836CEB1AC43E13D867628019229B30DB2861D8C4B0F69DF21886FFF07F6BB12DE| |EEA065534CAD9BB465F7245E79F832F989314238218910C3FD538D8476BE3581B47| |8C69E4B8497B4FE2BC4D5EE3BDA6AF82579889CBE025F031B34CE94DC1772AC75A6| |A16D4C039663A0BCE307F048448E2C4255F63ED0D73E62DF80E7CCF946E7EAF5A3E| |9979D6662F8217C045E6DC02739F7C34E4A82D616D195C61E6F2E02AB8C6ECA7BE6| |571C2B331EEE54FFFE95B269459D67EFFD35CCA3DEEEBD812BFCFF1BB3CFFD5EE97| |64BF3FED7E4FF03C9F32E3CF9863EAE9F7807EAD939B524FBF2ACD74C76AB643C97| |5280B1DCA6287B2DDAEA0CEA28AC0AD1A1C2B5F2F7D37586916FDADF3C563BD6DBC| |DB36BEDF3676AEDB41DA191BFC05597CE407| |-------------------------------------------------------------------|
Thunder Kick - 145.6 Damage, 1.056 cast time, ~1.0 second recharge
Storm Kick - 146.1 Damage, 1.056 cast time, 1.56 second recharge
Gloom - 211 Damage, 1.32s cast time, 3.14s recharge
Incarnates used:
Alpha - Agility T4 Core (Provides 33% Recharge with 2/3rds ED Protection)
Destiny - Ageless T4 (Provides a perma 10% recharge, on average 20%)
Interface - Reactive T4 75%DoT/25%res debuff
Attack Chain:
TK -- SK -- TK -- Gloom
Total Damage = 648.3
Total Damage after Reactive DoT Proc = 648.3 + 4*50.1 = 848.7
Chain duration = 4.488 seconds
Attacks per 8.3 seconds = 10 * 4 / 4.488 = 7.40 (for this many attacks, I will use a 4.34% res debuff from reactive. Accounting for misses, 7 attacks landing in this time span will be expected.
DPS = (848.7) * (0.95) * (1.2434) / (4.488s) = 223.38 DPS
[Bruising accounts for 20% resistance debuff, so with reactive we had 24.34% total resistance debuff. Also, we assumed a 95% chance to hit.]
Looks like a solid build and great damage for a tank. Considering you will have a perma-pet, your DPS will be that much higher. Hope you liked the build, and I hope this somewhat provides an answer to what an MA single target attack chain can provide. -
Quote:At the moment I have a soft-capped everything except psi/toxic/M/R/A scrapper build which I copied out from the scrapper forum. I was using it as a template to get a more all-rounded soft-capped /Inv but to no avail. I know there bound to be some lacking in the psi area but does anyone have a nearly all soft-capped build that I use as a reference?
I have heard that it can be done. I just need some guildence. Any primary will do for now.
Many thanks!
You can't softcap against toxic. Only resist it.
I don't have a scrapper build, but here is some guidance. 3 or 4 slot up to 5 resistance powers using Impervium IOs (Go with 3 if you just want the defense; go with 4 if you want to slot the Psi resistance proc and to get an extra 2.25% endurance). Each will provide you with 1.875% Psi Defense. With 5, that equates to 9.375% Psi Defense. 6 Slot a range attack with Apocalypse for an additional 5%. Do the same with a Pet using Soulbound Allegiance, that will give you another 5%. So far, this is 19.375% Psi Defense. With Weave, Maneuvers, and Combat Jumping, you'll probably get another 12% depending on your slotting. Combined so far, you have 31.375%. Slot the Steadfast and GA 3% defense uniques. This will now get you to 37.375% Psi defense. At this point you have to start asking yourself just how much it's worth for you to keep going after Psi defense. You are only 7.625% away. You can easily achieve this but you may want to focus on other areas more.
If you wish to achieve it, I recommend a 6 slotting of Scirrocco's Dervish in one of your PBAoE powers. This will give you 3.125%. You can also 6 slot another range attack (if you can pick up two of them) and use Devastation to give you 3.75% (but I would rather do Scirrocco's Dervish twice with my PBAoEs). You can also 6 slot your Dull Pain with Miracle for 1.875%.
If you do everything I mentioned in the first paragraph, then 6 slot 2 PBAoE attacks with Scirrocco's Dervish, and 6 Slot Dull Pain with Miracle, you will achieve soft capped Psionic Defense. You will likely find this to be overkill for slotting. SO.... I recommend to try and achieve 32.5% psionic defense and whenever you go to battle with Psionic Enemies, just keep a purple inspiration handy to softcap. You can easily get to 32.5% by doing most of what I mentioned in the first paragraph and you won't have to sacrifice too much in your build. It's an Invuln toon, so softcapping the rest shouldn't be too difficult. If you're struggling, you can always go after the Agility alpha for that last little defensive kick. -
Quote:From my understanding (from others who seem to know what they're talking about), the DoT procs every time an attack hits. It's the tick's of damage (up to 5 ticks from each attack) that have the 75% chance to proc. Each tick does something like 13.36 damage... so on average, each attack will do (0.75)*(5)*(13.36) = 50.1 damage. In other words, every attack that lands will do on average an extra 50.1 damage. That's better than a purple damage proc... actually it's better than a purple damage proc plus a regular damage proc.The DoT averages something to the effect of 50 damage per proc.
The damage resistance debuff caps at -10% with 4 stacks, and the stacks last 8 seconds. Subsequent procs do not refresh the whole stack, each application has its own timer and procs after 4 appear to replace the one with the least duration remaining.
For the average person, this will increase one's DPS by about 30. If you flip it, choose the 75% -res debuff, there is still no way that you'll manage to recreate that 30 DPS. In leagues, you still might as well stick to the 75%DoT version because of it's commonality you will still likely cap the -res debuff to 10% on a single target. If you were in a team of say 2-4, or if you were the only incarnate on your team... then it might benefit you to go the 75% res debuff route. But in the end, you really should stick with the 75% DoT version.
BUUUUUTTTTTT..... now that there are new interfaces out, and a lot more people may start substituting their Fire DoT for one of the other types, you will become less likely to get a team to stack up to the max of -10% resistance debuff (this is the equivalent of a 10% damage boost to the whole team, btw). So you could be a team player by being the guy who makes sure that the target is debuffed as much as possible while everyone else stacks their many many many DoT procs. Soon, AVs will be melting like minions in a blizzard :P -
I had become very interested in the prospects of an Invuln/MA after learning more about what Storm Kick offers. For fun, I wanted to make a build that focused heavily on Psionic Resistance and Defense to help make this build as survivable as possible. This build is softcapped in S/L/E/N/F/C, is capped in S/L resistance, and is capped in HP (whenever Dull Pain is active, as it should remain perma even though hasten is not). Those are the easy parts, here's the fun stuff: I have 38% defense to psionics, and 33.5% resistance to psionics. Pretty decent for overall survivability, I think.
Now, I do run Cardiac T4 Core for the endurance help, and some added resistance buffs to my E/N/F/C/T. However, I am disappointed that I don't have anywhere near perma-hasten (currently sits at 138 second recharge). Because of this, I may decide to go with the new Agility Alpha for the extra recharge (would make my hasten go down to a 128.5 sec recharge), while it also provides me with some more defense to psionic (would boost me to 39.9% defense, but my S/L resistance would drop to 89.6%- oh drats :P). And it would still assist me in my endurance recovery with that sweet 45% mod (it's like an extra slot in stamina). That endurance recovery won't be enough however, and I will likely go with the Ageless Destiny T4 for even more recovery and recharge (I likely would do this anyways as everything else is shored up nicely - and it will put me at just under perma-hasten).
For additional defense, there is Darkest Night, which will provide a -16.5% ToHit Debuff, which even at 50% resistance would put your psionics at softcap. And the -21% damage is just that much more resistance for you.
Lastly, I will say this. Normally I like slotting my T1 attacks with a lot of Damage procs for optimal DPS. I didn't do that with this build so that I could squeeze in an extra 5% recharge and 2.5% psionic resistance... thus, my ST attack chain of SK-CAK-SK-Gloom-TK only does 189.4 DPS when you factor in Bruising and the 75%/25% DoT Reactive Interface proc. Normally I would be able to get about another 50 DPS in my attack chains, but that was the cost of having as much protection from Psionics as I deemed necessary.
Anyways, check out the build, hope you like it.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Martial Arts
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResPsi(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(5)
Level 1: Thunder Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 2: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 4: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Heal/Rchg(19)
Level 6: Resist Physical Damage -- GA-3defTpProc(A), Aegis-Psi/Status(21), S'fstPrt-ResDam/Def+(50)
Level 8: Unyielding -- ImpArm-ResPsi(A), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/Rchg(23)
Level 10: Resist Elements -- ImpArm-ResPsi(A), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/Rchg(27)
Level 12: Resist Energies -- ImpArm-ResPsi(A), ImpArm-ResDam(27), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx(29)
Level 14: Warrior's Provocation -- Zinger-Dam%(A)
Level 16: Boxing -- Empty(A)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 20: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/Rchg(33)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34), SW-ResDam/Re TP(36)
Level 28: Crippling Axe Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
Level 35: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Dam%(42)
Level 38: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(43), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(45), Apoc-Dam%(45)
Level 41: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(45), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46), DarkWD-Slow%(48)
Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(48), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Dmg/Rchg(50)
Level 47: Focus Chi -- RechRdx-I(A)
Level 49: Tactics -- HO:Cyto(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Cardiac Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 6% Defense(Melee)
- 6% Defense(Smashing)
- 6% Defense(Lethal)
- 7.56% Defense(Fire)
- 7.56% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 23.5% Defense(Psionic)
- 6% Defense(Ranged)
- 9.13% Defense(AoE)
- 11.25% Max End
- 45% Enhancement(Accuracy)
- 82.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 189.7 HP (10.13%) HitPoints
- MezResist(Immobilize) 6.6%
- MezResist(Terrorized) 2.2%
- 16.5% (0.28 End/sec) Recovery
- 66% (5.15 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 6.78% Resistance(Fire)
- 6.78% Resistance(Cold)
- 3% Resistance(Energy)
- 6.13% Resistance(Negative)
- 4.26% Resistance(Toxic)
- 3% Resistance(Lethal)
- 33.51% Resistance(Psionic)
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The build looks good overall. It would be nice if you could post the data chunk so that I can look at the numbers, but for your goals it looked like you picked all the right IOs. Personally, I might suggest skipping Shadow Maul, only because I hate its long animation and it usually feels more like a ST attack than it does an AoE attack. I might suggest Dark Consumption over it to act as a set mule and can provide you with an occasional PBAoE attack. Grounded is perhaps one of the few skip-able powers for Electric Armor as combat jumping can take care of your immobilization resistance, set IOs can give you KB protection, and you'll still be capped in Energy resistance without it. However, your build looks pretty tight as it is, so even I would keep it in your build as a one-slot wonder. All in all, looks great. But I can't give you any real suggestions without seeing the data chunk. I agree with New Dawn that it would be nice to get to 32.5% defense in S/L/E/N, but if you can get to at least 25% you should be just fine.
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Quote:I'm curious to know if Eagles Claw is worth using in an attack chain. Does the 33% damage for three seconds make up for the ~2.7 second cast time. I was thinking of just using Tjs, SK, CAK and Gloom for the chain.My Elec/Ma runs (after bruising is applied) EC>TK>SK>CAK>CS. This only because last time I played her, the damage buff from EC wasn't kicking in for a few seconds after the attack landed. It would kick in right after TK>SK.
On a side note, what's the deal with Mids not accepting Taunt IOs for MA. And why can't I put an Achilles heel proc in CAK? -
Quote:It would be close, but you would need insane recharge to get gloom to recharge fast enough to make the chain hapless (12 second recharge down to 3.168 will need 279% recharge ).It should be close. TK and SP have the same activation, recharge and damage, and Storm Kick is actually ahead of Smite because it activates a bit faster. A seamless chain for Martial Arts is 4.488 seconds as compared to 4.62 for Dark Melee.
I'm out of town this weekend so it's difficult to do the numbers but when I get the chance I will calculate that attack chain and look into other MA attacks that may not require as much recharge but will do close to the same DPS. If red tomax had the MA numbers for tankers I could've done it now. I don't know if the scrapper version translates over -
I had a Shield/SS. So I know what it's like to be lacking AoE. But you're so close to getting your shield charge, just keep pushing. Do sewer trials if you need to speed up the process to level 27 (when you can pop 3 recharges into S.C.)
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Ice Melee: FF--FT--IS--Gloom
Quote:I decided to change the attack chain you use. I went with FF--FT--Gloom--IS. The chain you suggested had gaps and lacked the bruising mechanic (can't just throw away 20% more damage, unless there is some good reason). Here are my calculations: It also took more than 140% global recharge, but I decided to go ahead and throw away that requirement so long as the global recharge doesn't have to be too rediculous.I'm curious what folks will come up with for Ice Melee. I'm not too good with the DPS calculations, but I'm running IS>FT>IS>Gloom on my Icer.
Incarnates:
Alpha: T4 Musculature Core
Destiny: T4 Ageless *for recharge and recovery*
Interface: T4 Reactive 75% DoT
Powers:
Frozen Fists: 1.584s cast time. Low base damage (139.3 DMG), but is low endurance and fast recharge.
Ice Sword: 1.584s cast time. Higher base damage than FF (178.4), moderate recharge, moderate.
Gloom: 1.32s cast time. Awesome base damage (229.9), low cast time.
Freezing Touch: 1.188s cast time. Awesome base damage (242.7), low cast time. Requires 256.5% recharge to make this attack chain gapless. 89.92% came from enhancements, 70% comes from hasten, the other ~97% is from other global recharge.
Slotting:
Level 1: Frozen Fists -- Dmg-I(A), Dmg-I(3), T'Death-Dam%(3), Mako-Dam%(5), ImpSwft-Dam%(5), Zinger-Dam%(7)
Level 2: Ice Sword -- Hectmb-Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), Mako-Dam%(9), ImpSwft-Dam%(11), Zinger-Dam%(11)
Level 28: Freezing Touch -- Hectmb-Dmg/EndRdx(A), Hectmb-Acc/Rchg(29), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Dmg/Rchg(31), Hectmb-Dam%(31), UbrkCons-Dam%(31)
Level 38: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(39), Apoc-Acc/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Dmg/Rchg(40), Cloud-%Dam(40)
Calculations:
FF--FT--IS--Gloom
Chain Duration: 5.676s
Chain Damage: 790.3 dmg
Attacks per seconds: 4/5.676 - 5.85 attacks per 8.3 seconds
Total Damage 790.3 + 50.1*4 (4 attacks with reactive interface DoT) = 990.7
Resistance debuff = 23.4% (20% bruising, 3.4% reactive from 5.85 attacks in 8.3 seconds. After misses, it's about 5.5 landed attacks per 8.3 seconds. I went with 3.4% because it's half way between 3.12% and 3.74% from 5 and 6 landed hits respectively)
DPS = 990.7*0.95*1.234/5.676s = 204.6
Conclusion:
I was surprised Ice was this close to Dark, but sure enough, Freezing Touch is a great power. It made up a lot of the slow animating low damaging attacks from FF, and to some degree IS. -
Dark Melee: SP-Smite-SP-Gloom
Alright, I'm cheating a bit. I said you can assume only a 140% global recharge, well this chain would require quite a bit more than that, but I wanted to analyze this one as it is perhaps the top ST attack chain for Dark Melee.
Slotting:
Level 1: Shadow Punch -- Mako-Dam%(A), Zinger-Dam%(3), Hectmb-Dam%(3), Cloud-%Dam(5), Dmg-I(5), Dmg-I(7)
Level 2: Smite -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Dmg/EndRdx/Rchg(9), Mako-Dam%(11), Zinger-Dam%(11)
Level 41: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Acc/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/Rchg(43), Cloud-%Dam(43)
With this slotting for gloom (enhancements provided 89.92%) I would need 173.72% more global recharge to make this attack chain gapless. This can easily be done (though with some cost to the build in other areas, but in actuality it is not that bad). If I wanted the easy way out, I would have gone with the Spiritual Alpha T4. But I knew I could achieve this much recharge if needed and that I would rather have the Musculature Alpha T4 for my analysis. If I chose the T4 Ageless Destiny (I would want to for recovery and recharge purposes), I would be granted a minimum of 10% global recharge at all times. This helps quite a bit.
I frankenslotted Shadow Punch heavily with procs and damage, and not much else. It did not need recharge because I have enough global (and Destiny) to have it up after every other attack. I have enough Accuracy from IO bonuses and it's low in endurance cost (Plus Destiny helps with that too).
*BTW, although I didn't post a build (for obvious reasons), I did actually use Mids to come up with the values in my calculations (I did not slot anywhere for defense, just used melee and common pool powers available to any Dark Melee tanker). I also slotted these melee powers and was able to get enough recharge for this chain without much difficulty.*
Incarnates:
Alpha: Musculature Core T4
Destiny: Ageless T4 (+recovery)
Interface: Reactive T4 (75% DoT)
Again, I wanted Ageless to give me the endurance protection and recharge boost while Musculature gives me as much damage as possible.
Reactive grants each attack power an average of 50.1 Damage. That's huge for DPS, especially if you have quick attacks - as this chain does.
Calculations:
Power (Dmg) (Proc Dmg) Cast Recharge
Shadow Punch (35.45+52.13) (78.393) 1.056s 1.1s
Smite (99.83+31.95) (28.7) 1.188s 1.75s
Gloom (184.56) (49.693) 1.32s 3.3s
Chain Damage 164.7--164.8--164.7--231.5 = 725.7 Damage
Add in 50.1 to each attack (Reactive) ... 725.7 + 4*50.1 = 926.1
Chain Time = 4.62
Attacks per second = 4/4.62 = 0.8658
Reactive will have 25% chance for 2.5% resistance debuff on every attack...
According to calculations done here: "http://boards.cityofheroes.com/showthread.php?t=276557"
If you can do 8 attacks that hit in 8.3 seconds, you will get 4.92% debuff. We fit in 7.186 in ten seconds, with 95% chance at hitting, we'll round this down to the 7 hits and use the 4.34% value for the average resistance debuff over time
Resistance debuff equals 24.34% (Bruising and Reactive)
Damage over chain equals (926.1)*(.95)*(1.2434)= 1093.9 Damage
DPS = 1093.9/4.62 = 236.78
This is impressive for a tank, not to mention that you could theoretically perma soul drain and watch this number climb a little bit... but I chose to just show this chain with no build up. -
I wanted to start a discussion about what are the top effective DPS attack chains for a post-incarnates tanker for each power set. I don't need exact builds but you are welcome to post them. I just need you to mention the slotting used for your attacks so the damage, recharge, and procs can be incorporated in the calculations). For the sake of argument let's assume you have the 75% DoT T4 reactive interface (or another interface if you think it'll provide better results, but this one will add 50.1 damage to each attack). For the alphas, select whichever you want and properly incorporate its benefits into your calculations (such as more recharge or damage with its ED protection).
Let's assume you don't have assault and that you're not using build up (or equivalent, unless it's an attack in your attack chain). The only damage buffs should come from enhancements, attacks, and alphas. If you like to add BU into the chain and show numbers with and without it, then awesome, thanks. But I don't want to do attack chain calculations that has to go so long it waits for BU's recharge. On the otherhand, I am curious to see SS's attack chain with single stacked rage as it would have a long duration before the crash.
Include resistance debuffs in your DPS calculations if they apply. Bruising, average reactive proc debuff) average Achilles proc debuff, rib cracker, etc.
Assume you have 140% global recharge (hasten and IO set bonuses).
Assume you have a 95% chance to hit the target.
Finally, please include the calculations in your post. This will allow for others to easily verify and will help others how to do these calculations.
I know this is a hefty request, but I think it would ne great to get some of the great minds on these forums to come up with realistic optimal attack chains for tankers and see how much bruising and damage procs close the gap on other ATs attack chains. But mostly it's a great way to evaluate build goals for future tankers -
Will these power sets ever get proliferated to tankers? What's holding the Devs back from making this move?
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Quote:I. Don't know how you would incorporate -regen towards DPS because it is dependent on the enemy. The harder (more regeneration and/or HP) the better Beam would perform in comparison to sonic or fire. I don't know the numbers for beam, but if you're willing to list your attack chain for me and give me the details on recharge, cast time, damage and debuffs, I'll try and calculate what your DPS by calculating kill time (similar to how people posts times on how quickly they can solo a rikti pylon).Guys, I think this discussion should include Beam Rifle! My Beamer is lvl 24 now and I swear his ST attack is so high.
How do you calculate -regen effect to show its "DPS" number, assuming the less the target heals back, the more "dps" you have?
I really think Beam rifle's ST can beat Fire Blast if we include Beam's -regen effects. -
Resilient Boost for an electric tanker would probably be the only time it's worth taking over Cardiac because you don't need the endurance reduction. The resistance boost for Resilient over Cardiac (T4s) would be about 3% improvement for S/L (if you took tough), and roughly 2% resistance boost for N/F/C/P. IT's not the hard numbers, but I did do them in another thread... I'll find the post and update you later with it.
UPDATE: Here is the post I was referring to:
Quote:I think people are looking at the resilient boost incorrectly when determining its % improvement over cardiac. Now, I will still agree that Cardiac's 45% end rdx is tops typically. But there is one scenario that I can think of where someone would (and probably should) take the Resilient boost. That would be for an electric armor tank. Electric armor already has energize (59.6% end rdx which can be made perma), and power sink. So for an Electric armor tank, they would take cardiac for just the resistance boost (and not much else). So let's say I have an Electric armor tanker and I four slot each resistance power (primaries and tough) and fill it with the reactive armor IO set for max res. I would have resistances looking like this (before any IO bonuses):
No alpha (slotted with 4 reactive armor IOs in each resistance power)
S/L: 78.3%
E : 90%
N : 47%
F/C: 54.8%
Psi : 54.8%
T : 0%
w/ Cardiac T4 Core
S/L: 85.5%%
E : 90%
N : 51.3%
F/C: 59.8%
Psi : 59.8%
T : 0%
w/ Resilient T4 Core (I'm using 27% for resistance buff, but not sure if that's exact)
S/L: 87.96%
E : 90%
N : 52.776%
F/C: 61.572%
Psi : 61.572%
T : 0%
Now looking at this, sure, Resilient gave you approx. 2% more resistance than Cardiac (5-9% more resistance than no alpha at all). But resistance works just like defense, it's improvements grow exponentially as you get closer and closer to the resist cap. For instance, let's look at the damage you would be taking for each hit with these current numbers:
Damage with no alpha
S/L: 21.7%
E : 10%
N : 53%
F/C: 45.2%
Psi : 45.2%
T : 100%
Damage with Cardiac T4 Core
S/L: 14.5%
E : 10%
N : 48.7%
F/C: 40.2%
Psi : 40.2%
T : 100%
Damage with Resilient T4 Core
S/L: 12.04%
E : 10%
N : 47.224%
F/C: 38.428%
Psi : 38.428%
T : 100%
So, for an electric armor tank (with the aforementioned IO slotting) would look at Cardiac and Resistance T4s and see that they provide the following damage improvements over their current situation:
Formula used for these calculations
(Current - New)/Current * 100% = % Less Damage taken than Current by switching to New
How much less damage taken if using Cardiac T4 Core
S/L: 33.18% Less damage
E : Same damage
N : 8.113% Less damage
F/C: 11.06% Less damage
Psi : 11.06% Less damage
T : Same damage
How much less damage taken if using Resilient T4 Core
S/L: 44.52% Less damage
E : Same
N : 10.90% Less damage
F/C: 14.98% Less damage
Psi : 14.98% Less damage
T : Same
From straight subtraction, you could see that S/L takes ~11.3% less damage using Resilient than with using Cardiac. Negative takes ~2.7% less damage, and F/C/Psi takes ~3.9% less damage.
If this same tanker already has Cardiac but is considering going with Resilient, the % less damage they would expect to take would be:
How much less damage taken if switching from Cardiac to Resilient
S/L: 16.97% Less damage
E : Same
N : 3.031% Less damage
F/C: 4.408% Less damage
Psi : 4.408% Less damage
T : Same
So there you have it, as you get closer to the cap (without reaching it) the far drastic of an improvement can be seen. There wasn't much improvement between the Cardiac and Resilient Core T4s for N/F/C/Psi, but S/L was a huge improvement. To put that in perspective, for every 6 attacks that would have hit you, the damage taken would have been the equivalent of about 5.
So yes, I think there is a scenario where one would take the resilient alpha, however it's the only scenario I can think of. If you have a character that has no endurance issues before selecting an alpha and the character is wanting to be able to absorb more damage (blappers, offenders, etc), they may want to look at resilient closely. But likely, they will find something better elsewhere.
On a side note (continuing with this same electric armor tanker)...
This tanker could see even more improvements by slotting for IO bonuses (and global procs) that will improve the resistances of F/C/N/Psi (the resistances that were decent but didn't quite pull away from cardiac in comparison with resilient). By continuing to improve this tank's resistances, the % improvements will exponentially increase while approaching cap. Here are a list of IO sets that can provide you with these resistances that can be easily obtained by the tanker for use.
F/C:
Almost any purple IO set (Would improve recharge too)
Doctored Wounds (Healing, useful in energize and has a recharge bonus)
Multi-Strike (PBAoE)
Positron's Blast (TAoE, useful if taken from an Epic pool)
Red Fortune (Defense, also has recharge and defense bonuses)
Gift of the Ancients (Fire res only) (Defense)
Psi:
Crushing Impact (Melee, also has recharge bonus)
Doctored Wounds (Healing, useful in energize and has a recharge bonus)
Gladiator's armor (Resistance, if you can afford the full set, great PvE bonuses)
Impervium Armor (Resistance, need to go 6 deep though)
Impervium Armor: Psi Resistance (Resistance, global non-unique)
Luck of the Gambler (Defense, need to go 6 deep though)
Shield Wall (Defense, if you can afford the full set, great PvE bonuses)
Shield Wall: +3% Res (all) (Expensive, but improves all resistances)
Aegis: Psi Res/Mez Res (Resistance, unique global)
Negative:
Adjusted Targeting (To Hit Buff, also has recharge bonus and used for BU)
Enfeebled Operation (Immobilize, also has great S/L defenses and recharge bonus)
Scirocco's Dervish (PBAoE, also has AoE defense) -
Quote:
Lightning Field
Toggle: PBAoE Minor DoT(Energy), Foe -End
Lightning Field is the Damage Aura of Electric Armor. It's a PBAoE toggle that chips away at the health of any enemies surrounding you, and also drains endurance! It even functions as a taunt aura, should you have the proper amount of accuracy. The only downside is the endurance cost, a meaty 1.04 End/sec.
TIP: Used in conjunction with Power Sink, this handy toggle will keep endurance-drained enemies the way they are-- endurance drained.
Slotting: 1 or 2 EndRdx, 1 Acc, 1 Dam (three to four slots to your flavor)
IO Slotting: A nice PBAoE set such as Obliteration.
Rating: ****
============
I believe you are mistaken about the endurance cost of lightning field. The 1.04 endurance is the cost of the power every time it's activated. The power activates every 2 seconds. So that 1.04 endurance is after 2 seconds, so the overall endurance use is actually 0.52/second. With decent enough slotting and Energize you'll likely have that amount halved again. (Note* I believe this similar situation is what makes everyone believe Cloak of Fear so endurance expensive in the dark armor set. They see the Red Tomax description that the endurance cost is 2.6, thinking that that is the endurance cost per second. CoF activates every 5 seconds, thus it too is .52end/sec - or the same cost as lightning field or death shroud). -
Here's a build I came up with. I tried to keep a lot of the things you were aiming for with your build (I noticed you wanted a lot of psych resistance and defense) so I went with 4 imperviums to get you an additional 12% psy resistance and 7.5% psy defense. Personally, I would have went with Reactive armor to improve my S/L and E/N defense, but I totally can understand why you wanted a more all-around build.
I traded spring attack for energy torrent. Energy torrent is a cone that has 40' range and a 45 degree angle with a base 24 second recharge. It does decent damage, has a quick animation time, and can hit up to 10 people. It is a far superior selection for you.
I got rid of Jab's slots. It's only use is for bruising, otherwise, it is lousy damage with perhaps the worst DPA of any T1 attack. However, it is extremely quick to recharge and very low on endurance, thus I gave it a Dam/Acc Hami.
Also, I got rid of Super Jump for Knockout Blow. There are other means of travel available through Ninja Run, Rocket Board, or temp powers. I figure in this era of the game, there's no real need to use up a power for travel.
Now I left alpha off of this build because I believe the perfect Alpha will be agility and that's not in Mids yet. From my understanding, Agility T4 core will give you 45% Endurance Modification, 33% Recharge, and 20% Defense Boost. Now let me tell you, before incarnates you are already perma-Dull Pain (and with that you are maxed out for HP). You are capped in S/L resistance. Finally, with 6 enemies in your Invinsibility area you will be softcapped in S/L/F/C/E/N defenses, while carrying 28% defense for Psy.
With the Energy Mastery, you will not have any endurance issues, so I took some of your overslotting away... BUT with Agility, that slotting will come back and then some, so you'll have even better recovery than before without wasting the slots.
With the 33% recharge with 2/3 ED protection, you will have the following:
Perma-Hasten
61 second recharge on rage (easy double stacking)
5.52 second recharge on footstomp (prior to the FF proc)
6.19 second recharge on energy torrent
174 second recharge on conserve power (that's with only 1 recharge slotted, although you won't be needing to click this often, it's nice to know that half the time you could have this power up).
93 second recharge on Dull Pain, which is beyond perma, but still gives you your 80% heal that much sooner.
With the 20% defense with 2/3 ED protection, you will have the following:
Softcapped in S/L/F/C defense with 2 foes in your Invincibility Aura
Softcapped in E/N defense with 4 foes in your Aura
Psionic Defense goes up to nearly 30%
Now, I believe this toon is extremely loaded for endurance, so if it was me, I would sack 3 of the endurance enhancing slots, put 1 more recharge on conserve power, and take the last two to give you 6% more resistance in Psy since that seemed to be an important area for you. But I will stick with what I have built now...
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam(3), ImpArm-ResPsi(5)
Level 1: Jab -- HO:Nucle(A)
Level 2: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx(9)
Level 4: Haymaker -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(9), Hectmb-Acc/Rchg(11), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Dmg(13)
Level 6: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx(15), ImpArm-ResPsi(46), GA-3defTpProc(48)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam(17), ImpArm-ResPsi(19), S'fstPrt-ResDam/Def+(50)
Level 10: Boxing -- Empty(A)
Level 12: Resist Energies -- ResDam-I(A), ResDam-I(43)
Level 14: Resist Physical Damage -- ResDam-I(A)
Level 16: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27), Mocking-Rchg(27)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23)
Level 22: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(29), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx(31)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(37)
Level 28: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx(33), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-ToHit/Rchg(34)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), SW-ResDam/Re TP(40)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 35: Conserve Power -- RechRdx-I(A)
Level 38: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg(40), FrcFbk-Rechg%(40)
Level 41: Laser Beam Eyes -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Acc/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg(43), Achilles-ResDeb%(43)
Level 44: Energy Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46), FrcFbk-Rechg%(46)
Level 47: Physical Perfection -- Mrcl-Rcvry+(A), Mrcl-Heal(48), P'Shift-EndMod(48), P'Shift-End%(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Radial Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Numna-Heal/EndRdx(36)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 7.25% Defense(Melee)
- 8.5% Defense(Smashing)
- 8.5% Defense(Lethal)
- 9.13% Defense(Fire)
- 9.13% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 13.5% Defense(Psionic)
- 6% Defense(Ranged)
- 7.56% Defense(AoE)
- 10.8% Max End
- 4% Enhancement(Heal)
- 100% Enhancement(RechargeTime)
- 61% Enhancement(Accuracy)
- 10% FlySpeed
- 175.7 HP (9.38%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 2.2%
- MezResist(Terrorized) 2.2%
- 24.5% (0.41 End/sec) Recovery
- 78% (6.09 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 11.82% Resistance(Fire)
- 11.82% Resistance(Cold)
- 4.26% Resistance(Energy)
- 4.26% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Lethal)
- 15% Resistance(Psionic)
- 10% RunSpeed
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Quote:Lol I just noticed that, he talks about teaming, AVs, etc so I guess it's a regular team build, but crazy expensive. I'm guessing he's not exemplaring much so I completely agree Energy Torrent is better power. The slots for ET could come from Jab, plus ET can take a FF proc (not that I'd put another FF proc unless I really had a spare slot since Foot Stomp recharges fast enough and will fire the proc most times at the aggro cap, and there's the proc suppression timer).
One of the things I didn't like about Spring Attack I took for the lulz on one brute, besides damage and the slow recharge, was also the cast time - sure the animation is pretty cool but compared to the other telenukes it looks like it takes forever to deliver the damage after the novelty wears off.
The reason I would put the second FF proc in another AoE attack is just for consistency. If you only rely on Foot Stomp (assuming crazy recharge, Foot Stomp would recharge in 5.5 seconds and takes 2.244 seconds to cast. Over that 7.744 second window, you will have a 95% chance to hit (with rage) up to 10 targets. It's safe to assume you'll hit 9-10 targets. Of those hit, there's a 10% chance to proc for a 5 second duration. The odds of not proccing are 34.87-38.74%. So just under 2/3rds of the time you'll get the proc. By following up the footstomp with the Torrent, you have a much better chance that atleast one of those will proc. Since it's a cone, I'll assume you will hit half of its max targets in a big mob (so 5 hits). When I add that to the footstomp's hits, I will have a 20.59- 22.87%. So now you'll proc just under 4/5ths the time. Pretty decent improvement I think... so I throw it in there.
Also, if it does proc, that same Footstomp will go from a 5.5 recharge to a 4.3s recharge. That's a lot more DPS, a lot more procs firing, in the same time span. -
Completely agree with just about everything Kioshi just mentioned.
Now I am a little curious, but is this a farming build at all? PvP? You have this guy slotted for about 20billion influence :P.
Jab has a bit of weird frankenslotting with it. The power practically does no damage, all it's good for is bruising and damage procs. Honestly, I would probably just put in a Hami Dam/Acc into it. Use the slots elsewhere.
FF Proc in haymaker is a waste. Once out of every 10 attacks it might go off. A waste. Use the slot elsewhere, or put another damage proc in it, or put a tri or quad IO to round it out.
Reconsider 6 slotting your taunt with mocking beratement. You might like the extra endurance and more recharge.
Weave might be overslotted. Re-evaluate what you're gaining with that extra enhancement slot and determine if it is really worth it for your end goals.
I would one slot Assault with and endurance reduction. You shouldn't be having endurance recovery issues with your Epic.
Also, energy torrent would be a better power than spring attack. Slot it with ragnorak AND give it a FF proc. It can hit up to 10 targets and will provide you a decent aoe chain between it and footstomp. I would still recommend finding a spot for KO Blow, though. Perhaps drop assault, strip some of the over enhancing done on Jab and put it towards KO Blow.
Overall, I think you should be aiming at trying to achieve perma-Dull Pain, max out your HP, max your S/L resistances, and softcap the rest of your typed defenses. If you're doing that, you sohuld be quite fine.
Last thought, I think you will want to look into getting the new Alpha coming out that improves your Endurance Mod by 45% while giving your recharge and defense boosts too. -
Post the data chunk with your mids. Thunderstrike and Lockdown will be your best friend in getting you to ranged softcap (as would stupefy if you go with stun powers). Unfortunately, for really good range defense, you have to 6 slot IOs, you might not want to do that.