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Posts
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This is all very true, except 3.75% is not very small in my view. When coupled with defense set bonuses, as far as I can tell, it can bring up the attack calculation to softcap in normal settings (when you're already at ~41%). If you're scrapping on regular missions solo, with the added taunt of RttC, an 8 foot range is within melee and is often ok. 10 targets at a time is fine if you're solo, provided you're not playing at more than x3 heroes (or so) in your notoriety settings. All I'm saying is to keep it in mind. I would never encourage anyone to slot for the -tohit over something else but you're slotting and have a couple slots available, I'd say it's reasonable (e.g., to use extra slots to perhaps raise your HP with two Dark Watcher).
The resistance debuffs do happen on more than AVs (and I knew someone would bring this up hence the qualifier, "most non-AV situations" :-). Slotting approaches and skill levels vary so wildly, that it's easy to start flame wars (and in my forum lurking, I've seen plenty). I am just saying that it still seems like a valid thing to consider given the OP's stated intentions, i.e., soloing through the CoH storyline. -
With all of this talk about slotting for defense, I have to simultaneously point out and ask: Since RttC includes an important, though small, tohit debuff, this could help by effectively adding to defense in most non-AV situations, yes? It's a point to keep in mind if you're making sacrifices to get defense gains (especially if you're striving for a particular defense value). Though, if you're making your build to solo AVs it's probably not the best thing to rely on.
(You can also consider frankenslotting RttC for both regen and the debuff. I've done that when I've had extra slots available.) -
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The Halloween event is going, but for some reason when I click on doors it still says "You cannot enter" rather than tricking or treating me. It's quite simply not working. I've tried on multiple toons. None of them are working. It worked for the two other years I participated in the Halloween event. What's going on?
Pinrail -
Quote:Just for those as naive as I recently was---this can't be said of the very special Quills, which is an endurance drainer.Yep, every ten seconds, so you can do the math from there. Worth it if you're already slotted out for damage, and you're chasing after every last bit of damage you can get. Otherwise a waste of slots.
As for general slotting, I don't put two endurance reducers in a damage aura any more than I put two endurance reducers in a typical attack. Damage auras are already endurance efficient. When going for sets, it's worth keeping endurance reduction in mind, of course. In my Katana/Dark build, though, I ended up with an Eradication set, which only has 15% endurance reduction. I needed the set bonuses more than I needed additional endurance efficiency in that attack. Obliterations are also good, but have the same lack of endurance reduction. Anyway, just slot it like any other attack, I'd say. -
I understand Quills has critical hit rolls. Do these happen like damage procs (i.e., every 10 seconds) or is it per mob, per pulse?
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Quote:I completely agree.First thing I notice is that you have a serious endurance problem with this build and that your slotting is .... less than sub optimal. And you slotted many generic IOs instead of slotting setIOs. Is there a specific reason? Btw, I don't think 30 minutes is much when you create a new build. If you want a good build you should be willing to put some effort into it.
Well, I do want to hear your advice. That's why I'm asking. I think you somehow have an incorrect model of me in your mind. But you can see that I'm green when it comes to spines/* and */WP, so I guess from your point of view it's a little like a 2 year old asking how to write a novel. You can talk until you're blue in the face, but the experiential basis just isn't there. So I'll stop with this until I grow up a little. :-) -
Quote:Still needs work probably, but here's what I have after 30 minutes of toying with the build given your examples.When you slot WP, you slot for defense first, then HP, then recovery and then regen and resistance. Recharge depends on your attack chain. If you don't want to prove something you could always add another power to your attack chain thus reducing the need for recharge.
Here are examples of how you could cap Def:Melee or Def:S/L.
Thanks for your help. (Note the order of the power selection is different than what I expect from a final build---e.g., barb swipe would be taken earlier.)
I took the approach of softcapping s/l defense here. My focus on first build I posted was away form fully softcapping s/l defense, and instead toward fire/cold/nrg/negnrg, since s/l resistance is so strong in the set, but apparently that's not a typical technique (and perhaps does not work too well?).
If you're inclined, please let me know what you think.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Riparian: Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Knock%(36), Acc-I(37), Dmg-I(37)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Heal-I(15), Heal-I(21), Heal-I(34)
Level 2: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx/Rchg(3), TtmC'tng-ResDam/EndRdx/Rchg(11), TtmC'tng-ResDam(11), TtmC'tng-EndRdx(13)
Level 4: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-%Dam(7), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 6: Build Up -- RechRdx-I(A), Rec'dRet-Pcptn(7), Rec'dRet-ToHit(33), RechRdx-I(40)
Level 8: Impale -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(19), Dmg-I(29)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
Level 14: Hurdle -- Jump-I(A), Jump-I(17)
Level 16: Health -- Heal-I(A), Heal-I(17)
Level 18: Rise to the Challenge -- DisWord-ToHitDeb/Rchg/EndRdx(A), DisWord-ToHitDeb(19), DisWord-ToHitDeb/Rchg(40), Heal-I(40)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(21)
Level 22: Fast Healing -- Heal-I(A), Heal-I(23), Heal-I(23)
Level 24: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Acc/Dmg(39)
Level 26: Ripper -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(43)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx(31)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(33)
Level 35: Throw Spines -- Ragnrk-Dmg(A), Ragnrk-Dmg/EndRdx(37), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(43)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 41: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-%Dam(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(48)
Level 44: Torrent -- SipInsght-ToHitDeb(A), SipInsght-%ToHit(45), SipInsght-Acc/ToHitDeb(46), SipInsght-Acc/Rchg(46), SipInsght-ToHitDeb/EndRdx/Rchg(48)
Level 47: Barb Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 49: Stamina -- EndMod-I(A), EndMod-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 2: Ninja Run
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Thanks! This is exactly the reality check I wanted in terms of pointing out flaws, as I implied in my original post. There's no question I did not follow the usual formula in the build, and I understand the benefits of Quills and Throw Spines. I've been searching the forums, and read all sorts of comments; including points of view that contradict yours (e.g., there's no reason to take Quills). I took other powers explicitly for set bonuses, and slotted awkwardly for the same reason. For example, why take both boxing and kick but to slot kinetic combat---this is also why I took barb swipe---for the kinetic combat s/l defense. I am completely sympathetic to what you're saying. This goes to my quest for advice: I do not get "typed" defense in WP and how to handle it or whether I should even be trying to slot for it in (in terms of set bonuses) the first place. When you do, it seems like you end up with, as you said, "horrible" slotting. My thinking is that I'd use a single attack chain: lunge->impale->ripper and otherwise slot for survivability. But it's unclear whether such a build is reasonable when surrounded by 10 mobs (teamed or not), given the spines PBAoE/AoE powers.
So this build represents an extreme example of following some forum advice about /WP. That is, slot for defense first, then +regen. However, doing this to any level that makes sense for me (as a person who is used to vector defense) produces this kind of odd build. So I am wondering if anyone can offer any more advice on /WP when combined with Spines.
Some specific questions:
* What is an acceptable level of defense for scrapper WP? Related, is the regular IO slotting of scrapper WP defense powers good enough? (In other words, how much in set bonuses should I look for, if any at all?)
* Should I be more concerned with the spines damage output (note purp slotting in the chained powers: lunge->impale->ripper .. though I question the use of purple sets in lunge/impale)? Should I be looking for more balance? Should I focus on AoE damage? -
I'm new to willpower, and am struggling with it.
My philosophy with this build revolves around trying to raise (typed) defense to high levels first, then focus on +regen. But I have a feeling I went a little wild here. Am I overdoing the defense focus? Am I proposing a reasonable build? I welcome any suggestions--including the possibility that this build has major flaws.
(Note I plan to use ninja run for travel.)
Thanks!
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Riparian: Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(36), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(37)
Level 1: High Pain Tolerance -- Aegis-Psi/Status(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam/Rchg(15), Aegis-ResDam/EndRdx(40)
Level 2: Mind Over Body -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx(11), Aegis-ResDam/EndRdx/Rchg(13)
Level 4: Spine Burst -- Erad-%Dam(A), Erad-Dmg(5), Erad-Acc/Rchg(5)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-ToHit/EndRdx(33), GSFC-Build%(40), GSFC-Rchg/EndRdx(43)
Level 8: Impale -- Apoc-Dmg(A), Apoc-Dmg/Rchg(9), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(48)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Combat Jumping -- DefBuff-I(A), LkGmblr-Def(13), LkGmblr-Rchg+(37)
Level 14: Hurdle -- Jump-I(A), Jump-I(15)
Level 16: Health -- Numna-Heal/Rchg(A), Numna-EndRdx/Rchg(17), Numna-Heal(17), Numna-Heal/EndRdx(31), Numna-Regen/Rcvry+(36), Numna-Heal/EndRdx/Rchg(46)
Level 18: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(19), DisWord-ToHitDeb(19), DisWord-ToHitDeb/Rchg(23), DisWord-ToHitDeb/Rchg/EndRdx(34)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21)
Level 22: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(40)
Level 24: Kick -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Acc/Dmg(39)
Level 26: Ripper -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34)
Level 28: Heightened Senses -- LkGmblr-Def(A), DefBuff-I(29), LkGmblr-Rchg+(43)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx/Rchg(31)
Level 32: Weave -- DefBuff-I(A), LkGmblr-Def(33), LkGmblr-Rchg+(33)
Level 35: Barb Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(42), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(48)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), DefBuff-I(39)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(42), EndRdx-I(43)
Level 44: Physical Perfection -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45), P'Shift-Acc/Rchg(45), P'Shift-EndMod/Acc(46), P'Shift-End%(46)
Level 47: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Knock%(50)
Level 49: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 2: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1409;710;1420;HEX;| |78DA9D93596F12511886CF0C4381B29552BA974217B6D201A2265D4C4CB49A98948| |4526C5DAACDD88EED2404260C8DF6CE1FE095EB85A95B6C5DFF80F117E9857F01BF| |E580F74EDAF761BEF39E8F773ECE941FAD0584787C4928A12B75C3717637F75A866| |D9B2D6FF9A86DB4AD66C35BB56CA365190D8F1022D65DDE2D9B75D3D4378EAC7ADD| |19EF55D7CC0766C331F56D28DBCD87662B72BD7168B6CC465BEF7E08549ACDBABE6| |E1AB6D538E09B6B56BB613A4E50DE1C1CB66129DCF5ED9B2DE7D0B223576D6B4FBF| |DCDC3FDE2D1B4EDB6C1D8F42A02CFCBFC5647475349152852889D934234398CB327| |2842DB42BD27E41C1927A9ED07F8E102A11D245C236D815B6BB9411F830255436F4| |B321C0BBDE81CFC52954D71F157DDA2FC66FC27B30B8D9E0767FA4287DA78C3342E| |23321FD8590FB44F800BB3CF2E13C792A7917193A61B240281409B7C0EBE3B4C297| |14581A86929F4BAA3F4EA5C010459E8B11FAC010648312CC9021C4F0C04A9857DCE| |14D320F54193708F10DC2EC1661B146B80DBB2234B28E1661DF20FB06BF42C8A818| |FE46487E27DC017B54E68BBEA2A7187ACA7846B809869834C4B8DF30F74B7326150| |C233C23D7484D60D3D12A630330235215BA3B05DF989CE5D812F51E5F66AC1092AB| |8C8B841DB04FC8EF9DE0894DF2FC723C381718A6A4618A0F439C4F529CCF8406866| |96998E6AD096E94E00E6F3C188F93CF54286BB6C6E0E4852A2102BE79D9689EB7A6| |B8518ADBD6E0E865E4E9CBBCA6B9664F08B9243DFB59508805F9532E3CA7E7CBF39| |4F33CE5FC0BC2E24B06FF100A7CAF2EF3E99CAFC0C14A1CACC469BDE02BCA2354E4| |B625EE30A9F55E4EF8834BAC6BBDF70FDE1832553459819242A6E97FA68E6FA0B7F| |ABFD78F403785AFDA0F5A43A9A06CA1ECA0DC45B98762A0DC47D943E9FCECED0E2F| |61AE65941594559418E4134FD0E9F183F85102284194104A186500258A328E7282D| |2F90BAF6FEE79| |-------------------------------------------------------------------|
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Quote:I saw this last night at the University. The students who are usually sleeping on the benches are now standing on them. Funny, but distracting.I have noticed this recently in the AE building, PD, the University and so many other places. a lot of the local gentry are imbedded in the sofas and chairs instead of siting on them or standing away.
It's not a game-breaker, but it sure detracts from the 'feel' of the game. Has anyone else noticed how much this appears?
As long as I am being vocal, I sure wish we could have our enhancement mouse-over descriptions back at the stores. That was sure handy.
J. -
This is all very confusing to me.
Jim Pinrail -
Quote:Of course I appreciate that fully.I don't have anything resembling a formal proof. My post was based entirely on intuition coming from my experience in programming and in optimizing various builds while still being playable.
In order to give you a proof, I'd have to actually spend time working on the problem.
The response related to what appeared to be a sweeping proclamation that there is no efficient algorithm for solving the problem. My only intention was to defend the proposition that there may exist such an algorithm, largely to avoid the implication of "no easy solution is possible here--it is a waste of time" from dissuading further discussion on the matter.
Quote:At the moment, I'm more concerned with getting the garbage collector for my Programming Languages class working properly, completing my exams for this semester, working on my Advanced Game Programming project, working on Cross-Platform Mids', getting together (and spending time) with my family for the holidays, and dealing with the aftermath of my opa's funeral. Proving the complexity classification for a CoH build optimizer algorithm is rather low on my list of priorities
Thank you. As I said in my initial response, what you wrote was immensely helpful, as it forced me to dive deeper into the main problem and consider analogous problems. I apologize if my reply seemed harsh. Like you I was writing a bit from the gut as I was thinking. -
Quote:was my big concern from a non-technical perspective. Even if the user picks the powers, you'd have to do some pretty heavy flagging to indicate things like 'I don't care that Pacing of the Turtle gives 3.13% melee defense, don't six-slot Spine Burst with a slow set.'Quote:tl;dr: I think players would have to guide the program so much in order to get actually useful output that they might as well just do it themselves.
It seemed like a fun at-home project on the surface. Thanks for making these points. I think I may still do it, but as more of proof of concept than anything else.
Given this, I am just now thinking that perhaps a "tweak this build to softcap defense" project might be more useful to the CoX community. This would attempt to maintain your current slotting as much as possible, exploring "local changes" to reach softcap. Such an endeavor would require some more thought, though. -
Quote:If this is directed at me:So... you're suggesting that solving a Traveling Salesman problem is EASIER than just doing a softcapped build?
Huh.
I'm not suggesting that at all. What did I say that made you believe that? I assure you, if there was any implication of such a statement it was a typo that I appear to have missed--even now after just re-reading my messages.
I am saying you can cast the problem as an integer program (IP), but you can just as easily (likely) cast the problem as a minimum-valued path problem, which you can use Ford–Fulkerson to solve. Using an IP solver to generate a solution to the problem does not in any way immediately imply that the problem is equivalent to solving TSP. -
Generally, yes. However, there are several papers that would suggest this problem is very likely within the scale of modern integer programming solving methods--including my own experience and research using integer programming to solve problems with many more constraints and variables along the same lines as this problem. But I am only suggesting integer programming as one possible method. I'd be happy to use something else.
Quote:QR
What is being suggested sounds a lot like a CoH build version of the Traveling Salesman problem (or, a little bit different, since the TSP forbids visiting the same city twice, while the proposed problem allows multiple sets in the same power, and multiple copies of the same set).
Quote:There is a solution. There is no efficient algorithm for finding that solution.
Quote:The runtime required to find the solution should also increase exponentially with the number of slots available for the level you're shooting at.
This message appears to be attacking the solution method--integer programming, without careful consideration of the problem structure. However, I appreciate it immensely because it points out where this problem might be difficult (i.e., why no one has done this before). -
Quote:The primary question I have is whether this would be useful for anybody and the secondary question is whether anyone has considered the possibility in the past.The resulting builds would probably be mega-expensive or impractical.
I tried to clarify before--The idea would be to return several different ways of reaching softcap on defense. This would allow for flexibility regarding expense. A thoughtful suggestion in this regard might be allowing for de-selection of sets (e.g., ones that the user knows are expensive) if the program is returning too many impractical builds.
I'll edit the original post since it's apparent that people are focusing on this issue so much. -
Quote:Just to be clearer:I'm not seeing the use. I mean, getting to the softcap is mostly pointless if it involves leaving individual powers poorly slotted ; and if you want to do that anyway, you can just filter by IO set bonuses in Mids and randomly slot everything that boosts defense until you hit the softcap.
Granted, I might be biaised because I'm afraid six months for now we'd see tons of terrible builds on the forums.
I am just wondering whether this would be useful for anyone. My idea would involve returning multiple potential slottings, all of which would reach softcap on defense given user-chosen power choices. This would just be a single tool allowing you to see different ways of slotting to reach softcap. All slots not involving reaching softcap would be left open.
But you make great point--on many ATs and powersets, it's incredibly easy to reach softcap and there could be an extraordinary number of possibilities.
Also, before anyone says it: It's obvious that only a subset of people would need this functionality. Not every build needs softcap defense. It is an easy target and an oft-requested objective when people post their builds. Usual responses/critiques involve only minor power choice changes--more focus goes to IO sets. -
Quote:Yes. But I was hoping to start slow. :-)
Given these power choices, how could I slot them to maximise:
defense (as you've suggested) OR
resistance OR
recharge OR
Dmg/Sec, OR
Dmg/End
etc.
With softcap life is a bit easier for everyone--you just want over 45%. No need for global optimization. From the integer programming point of view, you could write constraints without having an objective function (making it more likely that there exists multiple solutions--there are no global optima). And from the user point of view you could potentially have much more flexibility in your final build, i.e., the program might find solutions with 6 or 7 "cheap" IO sets and a few using "expensive" IO sets on fewer powers and some in between. -
Hi Everyone,
Has anyone discussed/implemented/thought anything about a creating a system that automatically places slots and IO sets given particular power choices for reaching defense softcap? I am asking because, given techniques like integer programming, it seems on the surface that it would be doable to write such a program (albeit a likely time consuming endeavor). In a few months, I'd even be willing to take a stab unless someone else has tried and has "don't do it; that's a bad idea; there are lots of problems!" advice. (It would be especially nice if such a thing were implemented on top of Mids.)
But probably more primary questions relates to whether this would even be useful. Is softcapping easy enough as it is?
ADDED FOR CLARIFICATION: ** The idea is to return several different possible slotting choices / IO sets to softcap defense GIVEN user-specified power choices. A person could de-select IO sets that are expensive or place other constraints on the system (such as reducing the number of slots in a particular power or ignoring a power all together). This could be done both before and after the different choices were presented. -
Quote:Thanks for your help! Last night I did a respec and took many of the suggestions. I managed to get range defense to softcap and will finish up on crafting tonight, likely getting melee and AoE defense done (it takes _way_ too long to craft I/Os). I tested what I have on a few portal jockey missions and it looks like not only is the defense in good shape, I also am doing pretty good damage!Just want to say thanks to both you and Santorican and FreezeWave for posting your build suggestions.
Even though perwira beat me to the punch on the thank you, I hope mine retains some impact. (Also want to include Laevateinn in the "thank you" loop. :-)
pinrail -
Looking to softcap defense using under 400 mil influence, but am not quite there yet. Not really partial to body mastery, so if there are better choices wrt auxiliary powersets I'm ready to hear them. Would like to keep hasten for the recharge, but willing to get rid of it if necessary. Otherwise, I'm open to any and all reasonable changes.
Thanks!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Exclamation II: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(43)
Level 1: Deflection -- RedFtn-Def/Rchg(A), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-EndRdx(5), RedFtn-Def/EndRdx(13), RedFtn-Def(15)
Level 2: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(23), Sciroc-Dmg/Rchg(23), Sciroc-Acc/Rchg(31), Sciroc-Dam%(37)
Level 4: Battle Agility -- DefBuff-I(A), DefBuff-I(7), DefBuff-I(7)
Level 6: True Grit -- Aegis-Psi/Status(A), Aegis-ResDam(9), Aegis-ResDam/EndRdx(9), Numna-Regen/Rcvry+(43), Numna-Heal(43)
Level 8: Swift -- Run-I(A), Run-I(11)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11), DefBuff-I(42)
Level 12: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dam%(17), T'Death-Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/Rchg(39)
Level 18: Health -- Heal-I(A), Heal-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Boxing -- Dmg-I(A)
Level 24: Phalanx Fighting -- RedFtn-Def(A), DefBuff-I(25), DefBuff-I(25)
Level 26: Dark Consumption -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc/Rchg(46), P'Shift-EndMod/Acc(48), P'Shift-Acc/Rchg(48)
Level 28: Soul Drain -- Oblit-%Dam(A), Oblit-Acc/Dmg/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Rchg(34), Oblit-Dmg(39), Oblit-Acc/Dmg/EndRdx/Rchg(48)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31)
Level 32: Midnight Grasp -- Mako-Dam%(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Shield Charge -- FrcFbk-Rechg%(A), FrcFbk-Dmg/KB(36), FrcFbk-Acc/KB(36), FrcFbk-Rchg/KB(36), FrcFbk-Rchg/EndRdx(37), FrcFbk-Dmg/EndRdx/KB(37)
Level 38: Weave -- DefBuff-I(A), DefBuff-I(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 44: Laser Beam Eyes -- ShldBrk-%Dam(A), ShldBrk-DefDeb(45), ShldBrk-Acc/Rchg(45), ShldBrk-Acc/DefDeb(50), ShldBrk-Acc/EndRdx/Rchg(50), ShldBrk-DefDeb/EndRdx/Rchg(50)
Level 47: Hasten -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-EndMod(A)
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Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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Set Bonus Totals:- 21% DamageBuff(Smashing)
- 21% DamageBuff(Lethal)
- 21% DamageBuff(Fire)
- 21% DamageBuff(Cold)
- 21% DamageBuff(Energy)
- 21% DamageBuff(Negative)
- 21% DamageBuff(Toxic)
- 21% DamageBuff(Psionic)
- 6.56% Defense(Smashing)
- 6.56% Defense(Lethal)
- 13.4% Defense(Fire)
- 13.4% Defense(Cold)
- 9.38% Defense(Energy)
- 9.38% Defense(Negative)
- 13.1% Defense(Melee)
- 18.8% Defense(Ranged)
- 17.5% Defense(AoE)
- 29% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 15% FlySpeed
- 110.4 HP (8.25%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 11.9%
- MezResist(Immobilize) 14.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 5.25%
- 7.5% (0.13 End/sec) Recovery
- 32% (1.79 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 3.13% Resistance(Negative)
- 3% Resistance(Psionic)
- 25% RunSpeed
Set Bonuses:
Mako's Bite
(Smite)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Deflection)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Shadow Maul)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(True Grit)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 3% Resistance(Psionic)
(True Grit)- 12% (0.67 HP/sec) Regeneration
(Combat Jumping)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Super Jump)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Siphon Life)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Dark Consumption)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Soul Drain)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Midnight Grasp)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Shield Charge)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- MezResist(Terrorized) 2.75%
- 10% (0.56 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Focused Accuracy)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Laser Beam Eyes)- 2.5% (0.04 End/sec) Recovery
- Status Resistance 2.5%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 11% Enhancement(Accuracy)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
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Quite irritating to be unable to log into a character for this long. At least the toon will certainly have a new day job badge (unless the toons get deleted or rolled back).
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If anything is 'skip-able' it is Quickness, as it grants no Def.
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Quickness also grants Slow Resistance, so it is really not a Skip-able power.
The only power in /SR that is skip-able is Elude.
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Well, I did say it's still a handy power. I know some folks skip it anyway. As for Elude, yeah you can skip it, but it's good to have in a pinch. I use it more often for the boost to recovery.
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I agree with everyone on this. Elude is skippable. It's also probably the only SR power you want to skip. Quickness is necessary (at least in my experience) to increase your recharge rate. Since you'll inevitably need to skip a few powers from your primary set, you'll likely want that extra recharge to ensure that an attack is always up and ready.
I have my own questions with regard to SR builds that can reach the defense softcap. I have a DB/SR build (which everyone says is tight in terms of power selection--but I found I can live with five of the DB hits without problem). But I'll experiment a bit and see if I can get anywhere on my own before asking.
But, properly slotted, I found I can herd like a tank at levels past 40 with SR. With a an Empath's Fortitude or another defense buff on me, I'm in incredible shape and rarely get hit by equal-level critters. But to do this I need every power (except Elude) and all toggles on. The Fighting pool's Tough also helps a bunch.