Scrapper Secondary Information for Issue 7


Arcanaville

 

Posted

Scrapper Secondary Information and Suggested Slotting for Issue 7

Below is some information about being a Scrapper in Issue 7. It will not tell you which archetype (AT)
to play or how you should play it. It will give you the numbers and some suggested slotting. Only the
secondary power sets are given. The first section talks about general information on resistance, defense,
healing, status-effects and criticals. The second section is about Power Pools that may be helpful to
Scrappers. The third section is about the Dark Armor Scrapper, the fourth is about the Invulnerability
Scrapper, the fifth is about the Regeneration Scrapper, the sixth is about the Super Reflexes Scrapper,
and the final section is Appendix 1 (Enhancement Details)

Resistance

Resistance is how much damage you take when you get hit. The types of damage you can take from
foes are Smashing, Lethal, Fire, Cold, Energy, Negative Energy (Dark), Toxic, Psionic and Untyped
(i.e. Hamidon). If a foe hits you and does 100 points damage and you don't have any resistance to
the damage type, you take 100 points damage. If you have 20% resistance to that damage type, you will
only take 80 points damage. There is not any resistance in the game to untyped (i.e. Hamidon) damage.

Defense

Defense is whether you will get hit or not. An even level foe has a base 50% chance to hit you and
if you have no defense and no buffs or debuffs from friends or foes and the foe has no to-hit bonus,
no to-hit buffs or debuffs from friends or foes. Powers can sometimes provide defense to specific
damage types or provide positional defense to melee, range or AoE/Cone. Positional defense will give
defense to toxic, but there is not any toxic type defense. There is not any defense in the game to
untyped (i.e. Hamidon) damage. Note: some psionic powers do not have positional defense, therefore
a Super Reflexes Scrapper would not have defense to those powers (i.e. Dominate, Blind)

Healing

Healing is the regeneration of your health or hit points. Normal healing takes 240 seconds to go from
1 hit point to full. Regeneration Scrappers have the ability to lower that time considerably.

Note: in the next section, all enhancements assume even level (white)

Training Origin (TO) enhancements provide 5% additional to base defense if using enhance defense buff
(DefBuf) enhancements. They also provide 5% additional to base resistance if using enhance damage
resistance (DamRes) enhancements. Dual Origin enhancements provide 10% (the 6th of the same type would
provide less) additional defense or damage resistance and single origin (SO) enhancements provide 20%,
20%, 16%, *3%, 3%, 3% additional to base defense or base damage resistance. Once you have 3 SO
enhancements of a given type on a power, TO, DO and SO enhancements of that same type are no longer
recommended because they provide only a fraction of their original benefit.

There is something you need to think about as you are adding enhancement slots to your powers. Do you
want to put more than 3 slots into a power knowing that when you hit level 22, you can start putting
SO enhancements in those slots? A power like Resist Physical Damage only allows DamRes enhancements.
Six TOs and then six DOs will work fine, but when SOs are available, you will want those three slots
back. Starting at level 24, you can get a team together and run a Respec-Trial, which after completing
successfully will allow you to remove those slots. Or, you can just plan ahead and not put more than
three slots into powers like that.

This is a simplified version of how it works. See Appendix 1 for more details.

*it is not recommended to put more than 3 of the same type of SO enhancement in any power due to
Enhancement Diversification

Status-Effects

Status-effects are effects that can happen to you to prevent you from doing damage, moving or
defending yourself. Status-effects include immobilization, holds, sleep, fear, disorientation (stun),
confusion, slows and knocks (knock down, knock back, knock up).

Immobilization prevents you from moving. You can still attack and all your toggles remain active when
immobilized. Holds, sleep and disorientation (stun) are some of the most severe of the status-effects.
They will drop all your toggles and prevent you from doing anything. You are essentially helpless.
Fear does not drop your toggles but you can only attack or move when hit. You can only attack or move
once each time you are hit. Slows will slow your movement and sometimes will slow your ability to use
powers. Knocks cause you to involuntarily fall down, fly up in the air or fly in one direction. Knocks
prevent you from acting for the duration of the knock. Confusion changes your target acquisition from
foe to friend and friend to foe!

There are two attributes to a status-effect you need to be aware of. You can receive protection from
getting a status-effect appied to you and you can get resistance to the length a status-effect has
control of you. Status-effects have a magnitude (mag). Every archtype (AT) starts with base mag -1
protection from status-effects. Therefore, if you are hit with a mag +2 status-effect and you have
only your base mag -1 protection, you will be affected by the status-effect (+2 added to -1 = +1,
anything above 0 is affected). You can have buffs that lower the amount of time a status-effect is
affecting you.

Note: there are a few powers that prevent you from getting close to someone by pushing you away from
them. One, Telekinesis, will even prevent you from acting while being pushed. In player versus player
(PVP), Taunt will cause you to involuntarily switch targets to the one who has taunted you. Also, a
Stalker (City of Villians AT) has a power called Placate, which will not allow you to target him for a
short period of time.

Criticals

Scrappers have an inherent ability called criticals. A Scrapper has a 5% chance on most all attack
powers to do double damage when hitting a minion. The chance goes up to 10% on leutenants and 15%
on bosses, elite bosses, giant monsters and archevillains. In PVP, Scrappers have a 5% chance to get a
critical on a player. There are 4 Scrapper powers that give an added 15% chance to critical. These
powers are Broad Sword Head Splitter, Katana Golden Dragonfly, Claws Eviscerate and Martial Arts
Eagle's Claw. So, a Broadsword Scrapper using Head Splitter will have a 20% (5 + 15) chance to get
a critical on a player in PVP or a minion level foe.


 

Posted

Power Pool Powers That May Be Useful to a Scrapper - Travel Powers are obvious

Concealment:

Stealth will provide -perception and 1.875% defense**. With 3* SO DefBuf: 2.9% (Blasters 1.75%,
Others 2.5%)
Grant Invisibility will provide -perception and some defense**

Note: half of the defense** and all of the -perception is supressed when attacking.

Fighting Pool:

Tough is 11.25% resistance to smashing and lethal. With 3* SO DamRes: 17.55% (Blasters 10.5%,
Others 15%)
Weave is 3.75% defense**. It also provides some resistance to immobilization. With 3* SO Defbuf: 5.85%.
(Blasters 3.5%, Others 5%)

Fitness Pools:

Swift is passive and helps you to move around quicker
Hurdle is passive and helps you to jump farther
Health is 40% health regeneration. It also provides some resistance to sleep
Stamina provides 25% increased endurance regeneration

Flight:

Hover provides 1.875% defense** and partial knock protection (you flip over). With 3* SO DefBuf: 2.9%
(Blasters 1.75%, Others: 2.5%)
Air Superiority has a very high probability of knocking a foe down or knock them out of the air
Fly provides partial knock protection (you flip over)

Leadership:

Maneuvers is 1.625% defense** to you and your teammates within range (Defenders 3%, Others 2.5%)
Assault will increase the damage of you and your teammates within range, it also provides resistance
from Placate and Taunt (damage increase: Defenders 18.75%, Controllers 15%, Others 9.75%)
Tactics will increase the to-hit and perception of you and your teammates within range. It also
provides resistance to fear and confusion (to-hit increase: Defenders 12.5%, Controllers 10%, Others: 6.5%)
Vengeance can be used on a fallen teammate to boost the to-hit, damage and defense** of you and your
teammates within range

Leaping:

Combat Jumping improves your jumping, adds 1.875% defense** and also provides good protection against
immobilization (mag -5?) (Blasters 1.75%, Others: 2.5%)
Acrobatics provides protection against knocks and a little protection against holds (knock mag -5?, and
hold mag -2?)

Presence:

Intimidate is a single target fear power
Invoke Panic is an AoE fear power

Medicine:

Aid Other will heal a teammate 20% and has a base recharge of 10 (interruptible)
Stimulant will free a teammate from immobilization, sleep, disorientation (stun), fear, confusion and
holds and provide protection for a period of time (interruptible)
Aid Self will allow you to heal yourself 20%, has a base recharge of 20 and provides resistance to
disorientation (stun) (interruptible)
Resucitation will allow you to revive a fallen teammate with full health and zero endurance (interruptible)

Speed:

Hasten will decrease the recharge times of your powers
Whirlwind will knock-up most foes within range

Teleportation:

Teleport foe can teleport a foe to you

*it is not recommended to put more than 3 of the same type of SO enhancement in any power

**Power Pool defense is smashing, lethal, fire, cold, energy, negative energy, psionic, melee, ranged
and AoE/Cone


 

Posted


Dark Armor Information:

Dark Embrace (DE) is 22.5% resistance to smashing and lethal and 15% resistance to toxic and
negative (dark) energy.

Death Shroud does negative energy damage-over-time (DoT) to each foe in melee range it affects

Murky Cloud (MC) is 22.5% resistance to fire and cold and 15% resistance to energy and negative
energy. It also provides resistance to endurance drain

Obsidian Shield (OS) is 37.5% resistance to psionic. It also provides status-effect protection
(Sleep, Hold, Fear and Disorientation) that increases with level up to level 45 (mag -6 through -12)

Dark Regeneration does minor negative energy damage and recovers 30% health per foe affected
in melee range (40% with 1 SO Heal, 50% with 2 SO Heal and 58.5% with 3 SO Heal enhancements).
It has a recharge rate of 30 seconds

Cloak of Darkness (CD) is 3.25% defense to smashing, lethal, fire, cold, energy and negative energy.
It also provides -perception, +perception and protection from immobilization (mag -2)

Cloak of Fear causes fear (mag +2) to all minions affected in melee range. It also debuffs the affected
foes accuracy by about 10%

Oppressive Gloom causes disorientation (mag +2) to all minions affected in melee range. It also
lowers your health over time by a small amount

Soul Transfer is a self resurrection causing damage and disorientation to all foes affected in
melee range. When you rise, you will be immune to damage and status-effects for a short time

Note: there is not any status-effect protection to knock (Acrobatics in the Leaping Pool can
provide this protection or Hover or Fly in the Flight Pool can provide semi-protection to knock)


Example slotting is shown below using even level (white) DamRes SO enhancements:

Smashing and Lethal (most common in the game):

DE (3 SO DamRes) - Total 35.1%

DE (3 SO DamRes), Tough (0 SO DamRes) - Total 46.4%
DE (3 SO DamRes), Tough (3 SO DamRes) - Total 52.3%

Elemental Fire and Cold:

MC (3 SO DamRes) - Total 35.1%

Elemental Toxic:

DE (3 SO DamRes) - Total 23.4%

Energies Energy:

MC (3 SO DamRes) - Total 23.4%

Energies Negative Energy:

DE (3 SO DamRes), MC (3 SO DamRes) - Total 46.8%

Psionic (one of very few powers in the game with psionic damage resistance):

OS (0 SO DamRes) - Total 37.5%
OS (3 SO DamRes) - Total 58.5%

Defense to smashing, lethal, fire, cold, energy and negative energy:

CD (3 SO DefBuf) - Total 5.1%

CD (3 SO DefBuf), Weave (3 SO DefBuf) - Total 11%


 

Posted


Invulnerability Information:

Resist Physical Damage (RPD) is 5.625% passive resistance to smashing and lethal

Dull Pain (DP) increases your available HP and max HP by 40% (20% enhanceable) and then heals you
for 40% (fully enhanceable) of your original max HP.

Temporary Invulnerability (TI) provides 22.5% resistance to smashing and lethal

Resist Elements (REl) is 5.625% passive resistance to fire, cold and toxic

Unyielding (Uny) is 7.5% resistance to all types except psionic (only 3.75% to smashing and lethal).
It also provides status-effect protection (hold, sleep, disorient, knock, immobolize) that increases
with level up to level 45 (mag -6 through -12). It also has a 5% defense debuff

Resist Energies (REn) is 5.625% passive resistance to energy and negative energy

Invincibility (Inv) provides 3.75% defense to smashing, lethal, fire, cold, energy, and negative energy
plus another 1.125% for each foe in melee range (max 10). It also adds a 2.25% to-hit bonus for every
foe in melee range (max 10) and provides a melee taunt-effect

Tough Hide (TH) is 3.75% passive defense to smashing, lethal, fire, cold, energy and negative energy

Unstoppable (Uns) is 52.5% resistance to all types except psionic. It also provides status-effect
protection (hold, sleep, disorient, knock, immobolize (mag -6 through -12)) and a boost to endurance
regeneration. When it ends, it leaves you with no endurance and leaves you with 10% of your hit points

Example slotting is shown below using even level (white) DamRes SO enhancements:

Smashing and Lethal (most common in the game):

Uny (0 SO DamRes), RPD (1 SO DamRes), TI (3 SO DamRes) - Total 45.6%
Uny (3 SO DamRes), RPD (1 SO DamRes), TI (3 SO DamRes) - Total 47.8%
Uny (3 SO DamRes), RPD (3 SO DamRes), TI (3 SO DamRes) - Total 49.7%

Uny (0 SO DamRes), RPD (1 SO DamRes), TI (3 SO DamRes), Tough (3 SO DamRes) - Total 62.9%
Uny (3 SO DamRes), RPD (1 SO DamRes), TI (3 SO DamRes), Tough (3 SO DamRes) - Total 65%
Uny (3 SO DamRes), RPD (3 SO DamRes), TI (3 SO DamRes), Tough (3 SO DamRes) - Total 67.3%

Elemental (Fire, Cold and Toxic), and Energies (Energy and Negative Energy):

Uny (3 SO DamRes) - Total 11.7%

Uny (0 SO DamRes), REl (1 SO DamRes) and REn (1 SO DamRes) - Total 14.2%
Uny (0 SO DamRes), REl (3 SO DamRes) and REn (3 SO DamRes) - Total 16.3%
Uny (3 SO DamRes), REl (1 SO DamRes) and REn (1 SO DamRes) - Total 18.4%
Uny (3 SO DamRes), REl (3 SO DamRes) and REn (3 SO DamRes) - Total 20.5%

Defense to smashing, lethal, fire, cold, energy and negative energy:

Uny, Inv (0 SO DefBuf) - Total -0.1% (1 foe), 10% (10 foes)
Uny, Inv (1 SO DefBuf) - Total 0.8% (1 foe), 13% (10 foes)
Uny, Inv (2 SO DefBuf) - Total 1.8% (1 foe), 16% (10 foes)
Uny, Inv (3 SO DefBuf) - Total 2.6% (1 foe), 18.4% (10 foes)

Uny, Inv (3 SO DefBuf), TH (1 SO DefBuf) - Total 7.3% (1 foe), 22.9% (10 foes)
Uny, Inv (3 SO DefBuf), TH (3 SO DefBuf) - Total 8.7% (1 foe), 24.3% (10 foes)

Uny, Inv (3 SO DefBuf), TH (1 SO DefBuf), Weave (3 SO DefBuf) - Total 13.2% (1 foe), 28.8% (10 foes)
Uny, Inv (3 SO DefBuf), TH (3 SO DefBuf), Weave (3 SO DefBuf) - Total 14.6% (1 foe), 30.2% (10 foes)


 

Posted


Regeneration Information:

Fast Healing (FH) is 75% health regeneration

Reconstruction heals you 25% and has a recharge rate of 60 seconds

Quick Recovery is 33% increased endurance regeneration

Dull Pain (DP) increases your available HP and max HP by 40% (20% enhanceable) and then heals you
for 40% (fully enhanceable) of your original max HP.

Integration (Int) is 50% (unenhancable) plus 100% (enhancable) health regeneration. It also provides
status-effect protection (hold, sleep, disorient, knock, immobilize) that increases with level up to
level 45 (mag -6 through -12)

Resilience (Res) is 5.625% resistance to smashing, lethal and toxic. It also provides resistance
against disorientation

Instant Healing (IH) is 600% (unenhancable) plus 200% (enhancable) health regeneration.
The duration is 90 seconds and the recharge is 650 seconds

Revive is a self resurrection. You rise with 75% health and 50% endurance

Moment of Glory (MoG) is 71% resistance (toxic, smashing, lethal, fire, cold, energy, and negative
energy) and 75% defense (smashing, lethal, fire, cold, energy, and negative energy). It also provides status-
effect protection (hold, sleep, disorient, knock, immobilize) that increases with level up to level 45 (mag -6
through -12). It also provides increased endurance recovery and resistance to repel. When activating MoG,
your health is set to 25% and cannot be increased throughout the duration. When it ends, you cannot
recover any health for 20 seconds

Example slotting is shown below using even level (white) Heal SO enhancements:

Healing:

FH (3 SO Heal) - Total 146.3%

FH (3 SO Heal), Health (1 SO Heal) - Total 199.6%
FH (3 SO Heal), Health (3 SO Heal) - Total 224.3%

FH (3 SO Heal), Int (0 SO Heal) - Total 296.3%
FH (1 SO Heal), Int (3 SO Heal) - Total 345%
FH (3 SO Heal), Int (3 SO Heal) - Total 391.3%

FH (3 SO Heal), Int (0 SO Heal), Health (1 SO Heal) - Total 344%
FH (3 SO Heal), Int (0 SO Heal), Health (3 SO Heal) - Total 384%

FH (1 SO Heal), Int (3 SO Heal), Health (1 SO Heal) - Total 393%
FH (1 SO Heal), Int (3 SO Heal), Health (3 SO Heal) - Total 433%

FH (3 SO Heal), Int (3 SO Heal), Health (1 SO Heal) - Total 439.3%
FH (3 SO Heal), Int (3 SO Heal), Health (3 SO Heal) - Total 469.3%

FH (1 SO Heal), IH (0 SO Heal) - Total 900%

FH (1 SO Heal), Int (0 SO Heal), IH (0 SO Heal) - Total 1050%
FH (3 SO Heal), Int (0 SO Heal), IH (0 SO Heal) - Total 1096.3%

FH (1 SO Heal), Int (3 SO Heal), IH (0 SO Heal) - Total 1145%
FH (3 SO Heal), Int (3 SO Heal), IH (0 SO Heal) - Total 1191.3%

FH (3 SO Heal), Int (3 SO Heal), IH (3 SO Heal) - Total 1381.3%

FH (3 SO Heal), Int (3 SO Heal), Health (3 SO Heal), IH (3 SO Heal) - Total 1459.3%

Resistance to Smashing, Lethal and Toxic:

Res (1 SO DamRes) - Total 6.8%
Res (2 SO DamRes) - Total 7.9%
Res (3 SO DamRes) - Total 8.8%

Resistance to Smashing and Lethal:

Res (1 SO DamRes), Tough (3 SO DamRes) - Total 24.4%
Res (2 SO DamRes), Tough (3 SO DamRes) - Total 25.5%
Res (3 SO DamRes), Tough (3 SO DamRes) - Total 26.4%

Defense to all:

Weave (3 SO DefBuf) - Total 5.85%


 

Posted


Super Reflexes (SR) Information

Focused Fighting (FF) is 13.875% melee defense and provides protection from confusion (mag -1?)
Note: foes melee AoE/Cone powers are also considered melee; i.e. Dragon's Tail, Head Splitter, etc

Focused Senses (FS) is 13.875% ranged defense and provides increased perception

Agile (AG) is 5.625% passive* ranged defense

Practiced Brawler is status-effect protection (hold, sleep, disorient, knock, immobilize) that
increases with level up to level 45 (mag -6 through -12)

Dodge (DG) is 5.625% passive* melee defense

Quickness is 20% increase in attack rate (unenhancable), increases speed (enhancable) and provides
resistance to slows

Lucky (LU) is 5.625% passive* AoE/Cone defense

Evasion (EV) is 13.875% AoE/Cone defense

Elude is 45% melee/ranged/AoE/Cone defense. Endurance recovery is increased while activated
and when it ends, you are left with no endurance and unable to recover endurance for 20 seconds

*Each SR passive has a scaling resistance to all but toxic/psionic. This scaling resist kicks in at 60%
remaining health, and increases from zero to 20% resistance as health drops from 60% to zero.
Its not enhancable. In numerical terms, each passive offers:[*](60% - HealthPercentage)/3 Resistance to all except toxic/psionic
These resistances stack with each other and with resistance buffs, like Sturdies

Also, SR scrappers have resistance to defense debuffs in the 7 defense powers, that scales with level


Example slotting is shown below using even level (white) DefBuf SO enhancements:

Melee Defense:

FF (3 SO DefBuf) - Total 21.7% defense

FF (3 SO DefBuf), Weave (3 SO DefBuf) - Total 26.7%

FF (3 SO DefBuf), DG (1 SO DefBuf) - Total 28.4%
FF (3 SO DefBuf), DG (3 SO DefBuf) - Total 30.4%

FF (3 SO DefBuf), DG (3 SO DefBuf), Weave (3 SO DefBuf) - Total 35.4%
FF (3 SO DefBuf), DG (1 SO DefBuf), Weave (3 SO DefBuf) - Total 33.4%

Elude (3 SO DefBuf) - Total 70.2% defense

Ranged Defense:

FS (3 SO DefBuf) - Total 21.7% defense

FS (3 SO DefBuf), Weave (3 SO DefBuf) - Total 26.7%

FS (3 SO DefBuf), AG (1 SO DefBuf) - Total 28.4%
FS (3 SO DefBuf), AG (3 SO DefBuf) - Total 30.4%

FS (3 SO DefBuf), AG (1 SO DefBuf), Weave (3 SO DefBuf) - Total 33.4%
FS (3 SO DefBuf), AG (3 SO DefBuf), Weave (3 SO DefBuf) - Total 35.4%

Elude (3 SO DefBuf) - Total 70.2% defense

AoE/Cone Defense:

EV (3 SO DefBuf) - Total 21.7% defense

EV (3 SO DefBuf), Weave (3 SO DefBuf) - Total 26.7%

EV (3 SO DefBuf), LU (1 SO DefBuf) - Total 28.4%
EV (3 SO DefBuf), LU (3 SO DefBuf) - Total 30.4%

EV (3 SO DefBuf), LU (1 SO DefBuf), Weave (3 SO DefBuf) - Total 33.4%
EV (3 SO DefBuf), LU (3 SO DefBuf), Weave (3 SO DefBuf) - Total 35.4%

Elude (3 SO DefBuf) - Total 70.2% defense

Resistance to Smashing and Lethal:

Tough (3 SO DamRes) - Total 17.6%


 

Posted

Appendix 1: Enhancement Details

Schedule A Enhancements (33.33%, 16.66%, 8.35%) are:

Accuracy, Confuse, Damage, Defense DeBuff, Disorient, Endurance Modification, Fear, Fly, Heal, Hold,
Immobilize, Intangible, Jump, Recharge, Recovery, Run, Sleep, Snare, Stun, Taunt

These bonus types start to see reduction when the bonus is 70% or more, and a severe reduction at 100%
bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement
work out to:

1 SO: +33.3%
2 SO: +66.6%
3 SO: +95%
4 SO: +100%
5 SO: +105%
6 SO: +110%

Schedule B Enhancements (20%, 10%, 5%) are:

Range, Defense Buff, Resist Damage, To Hit Buff, To Hit Debuff

These bonus types start to see reduction when the bonus is 40% or more, and a severe reduction at 60%
bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement
work out to:

1 SO: +20%
2 SO: +40%
3 SO: +56%
4 SO: +59%
5 SO: +62%
6 SO: +65%

Schedule C Enhancements (40%, 20%, 10%) are:

Interrupt

This bonus type starts to see reduction when the bonus is 80% or more, and a severe reduction at 120%
bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement
work out to:

1 SO: +40%
2 SO: +80%
3 SO: +112%
4 SO: +118%
5 SO: +124%
6 SO: +130%

Schedule D Enhancements (60%, 30%, 15%) are:

Knockback

This bonus type starts to see reduction when the bonus is 120% or more, and a severe reduction at 180%
bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement
work out to:

1 SO: +60%
2 SO: +120%
3 SO: +168%
4 SO: +177%
5 SO: +186%
6 SO: +195%


 

Posted

Great stuff, Buffy. Your posts help melee n00bs like me immensely.

BTW, mind/ and psimastery/ TK is indeed a standard mag hold. Stacks with other holds and whatnot. Plus the pushback thing. Also didn't notice any mention of intang's, which are really immobs + the "can only affect/be affected by self" thing.


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters

 

Posted

Yes. I was a little misleading with the Telekinesis power. Especially since this is for Scrappers who have almost complete mez protection. I made it sound like Telekinesis would render them helpless and unable to act, when infact, you can act. You are just pushed

Also, I completely forgot to mention intangibility and phase-type powers


 

Posted

Great guide, Buffy! Thanks so much for taking the time to create this.

It's extremely useful to have all of this information in one spot when trying to decide on a secondary for a new character.


 

Posted

New information provided by the Prima Guide implies that the To-Hit bonus from Invulnerability's Invincibility power gives a 20% boost for 1 in melee range and then adds more of a boost (a smaller unknown amount) when more foes are in melee range.


 

Posted

[ QUOTE ]

BTW, mind/ and psimastery/ TK is indeed a standard mag hold. Stacks with other holds and whatnot.


[/ QUOTE ]

TK doesn't stack with other holds in PvP.

[ QUOTE ]
Yes. I was a little misleading with the Telekinesis power. Especially since this is for Scrappers who have almost complete mez protection. I made it sound like Telekinesis would render them helpless and unable to act, when infact, you can act. You are just pushed


[/ QUOTE ]

Unyielding provides repel protection. Any power that provides repel protection negates the repel in TK. The only *exception* to this is Increase Density from Kinetics. ID currently needs to be stacked (I honestly don't know how many times) in order to ignore the Repel on things like TK and Force Bubble.

Also where did you get the crit chances from? Dev PM or some other reliable source?


Currently roleplaying, badgehunting, and laughing at the PvPers of CoX. lol, PvP.

Truedusk - Human Rogue

 

Posted

[ QUOTE ]
New information provided by the Prima Guide implies that the To-Hit bonus from Invulnerability's Invincibility power gives a 20% boost for 1 in melee range and then adds more of a boost (a smaller unknown amount) when more foes are in melee range.

[/ QUOTE ]

My guess is that the 20% is more than likely the Scrapper number with 10 in melee range.


 

Posted


Invincibility (Inv) provides 3.75% defense to smashing, lethal, fire, cold, energy, and negative energy
plus another 1.125% for each foe in melee range (max 10). It also adds a 2% to-hit bonus for every foe
in melee range (max 10) and provides a melee taunt-effect


 

Posted

great stuff as always.

Whats the Scrapper resistance cap?


 

Posted

[ QUOTE ]
great stuff as always.

Whats the Scrapper resistance cap?

[/ QUOTE ]

Scrappers 75%
Tankers 90%
Kheldians 85%
Others ? (possibly 75%)


 

Posted

on regen healing, my brain is too small to get the point illustrated by all the different slotting examples.
should one of the regen powers be slotted as priority over the others? (i.e. do I get more bang for my buck by putting an additional SO in one power instead of another).

I hope you asked CuppaJo to sticky your guide, it is very useful.


 

Posted

Fast Healing is 75% (100% with 1 SO Heal)
Integration is 50% (unenhancable) + 100% (183% with 1 SO Heal)

So, if you add a second SO to Fast Healing, it will add 25% more

If you add a second SO to Integration, it will add 33% more

So Integration gives you more per SO. But, once you have 3 SO Heals on it, then add to Fast Healing.

Instant Healing cannot be up all the time. Most people put recharges on it to get it back more quickly.


 

Posted

[ QUOTE ]
So, if you add a second SO to Fast Healing, it will add 25% more
If you add a second SO to Integration, it will add 33% more

[/ QUOTE ]

Thanks for spelling it out for me.

since all healing powers are % of your HP, does it make sense to slot Dull Pain for heals early too?


 

Posted

Early in a Regeners life, Reconstruction is the life blood. 3 Recharges and 3 Heals is the way to slot it. Later, Integration gets 3 heals. Quick Recovery should have 3 end mods. Dull Pain will eventually get 3 Recharges and 3 Heals. Instant Healing will get 1 to 3 Recharges, depending on how often you want to use it. These are all suggestions, of course.


 

Posted

Revised using iakona's AT modifier values


Power Pool Powers That May Be Useful to a Scrapper - Travel Powers are obvious

Concealment:

Stealth will provide -perception and 1.875% defense**. With 3* SO DefBuf: 2.9%. The defense**
is twice that when not attacking, being attacked or clicking an object (Blasters 1.75%,
Controller/Mastermind 2.25%, Tanker/Defender: 2.5%, Others: 2.125%)
Grant Invisibility will provide -perception and 1.625% defense** to your teammate

Fighting Pool:

Tough is 11.25% resistance to smashing and lethal. With 3* SO DamRes: 17.55% (Blasters 10.5%,
Controllers/Defender/Tanker/Mastermind 15%, Dominator 12.75)
Weave is 3.75% defense**. It also provides some resistance to immobilization. With 3* SO Defbuf: 5.85%.
(Blasters 3.5%, Controller/Mastermind 4.5%, Dominator/Corrupter 4.25%, Tanker/Defender 5%)

Fitness Pools:

Swift is passive and helps you to move around quicker
Hurdle is passive and helps you to jump farther
Health is 40% health regeneration. It also provides some resistance to sleep
Stamina provides 25% increased endurance regeneration

Flight:

Hover provides 1.875% defense** and partial knock protection (you flip over). With 3* SO DefBuf: 2.9%
(Blasters 1.75%, Controller/Mastermind 2.25%, Tanker/Defender: 2.5%, Others: 2.125%)
Air Superiority has a very high probability of knocking a foe down or knock them out of the air
Fly provides partial knock protection (you flip over)

Leadership:

Maneuvers is 2.275% defense** to you and your teammates within range (Defender 3.5%, Others 2.625%)
Assault 10.5% increase in damage to you and your teammates within range, it also provides resistance
from Placate and Taunt (damage increase: Defender 18.75%, Controller/Corrupter 15%, Others 11.25%)
Tactics is 7% increase in to-hit and perception of you and your teammates within range. It also
provides resistance to fear and confusion (to-hit increase: Defender 12.5%, Controller/Corrupter 10%,
Others: 7.5%)
Vengeance can be used on a fallen teammate to boost the to-hit, damage and defense** of you and your
teammates within range and also heal them 10% and provide a high magnitude of status-effect protection
(Scrappers Def: 16.25%, Dmg: 24.5%, To-Hit: 24.5%)

Leaping:

Combat Jumping improves your jumping, adds 1.875% defense** and also provides good protection against
immobilization (mag -5?) (Blasters 1.75%, Controller/Mastermind 2.25%,
Tanker/Defender: 2.5%, Others: 2.125%)
Acrobatics provides protection against knocks and a little protection against holds (knock mag -5?, and
hold mag -2?)

Presence:

Intimidate is a single target fear power
Invoke Panic is an AoE fear power

Medicine:

Aid Other will heal a teammate 20% and has a base recharge of 10 (interruptible)
Stimulant will free a teammate from immobilization, sleep, disorientation (stun), fear, confusion and
holds and provide protection for a period of time (interruptible)
Aid Self will allow you to heal yourself 20%, has a base recharge of 20 and provides resistance to
disorientation (stun) (interruptible)
Resucitation will allow you to revive a fallen teammate with full health and zero endurance (interruptible)

Speed:

Hasten will decrease the recharge times of your powers
Whirlwind will knock-up most foes within range

Teleportation:

Teleport foe can teleport a foe to you

*it is not recommended to put more than 3 of the same type of SO enhancement in any power

**Power Pool defense is smashing, lethal, fire, cold, energy, negative energy, psionic, melee, ranged
and AoE/Cone


 

Posted

[ QUOTE ]

Stealth will provide -perception and 1.875% defense**. With 3* SO DefBuf: 2.9%. The defense**
is twice that when not attacking, being attacked or clicking an object (Blasters 1.75%,
Controller/Mastermind 2.25%, Tanker/Defender: 2.5%, Others: 2.125%)

[/ QUOTE ]

The phrasing on this bit confused me. Is Stealth with 3 SO's providing a defbuff of 2.9% during combat & glowie clicking, and 5.8% during movement?

Thanks for all the figuring you've put into this guide!


 

Posted

[ QUOTE ]
[ QUOTE ]

Stealth will provide -perception and 1.875% defense**. With 3* SO DefBuf: 2.9%. The defense**
is twice that when not attacking, being attacked or clicking an object (Blasters 1.75%,
Controller/Mastermind 2.25%, Tanker/Defender: 2.5%, Others: 2.125%)

[/ QUOTE ]

The phrasing on this bit confused me. Is Stealth with 3 SO's providing a defbuff of 2.9% during combat & glowie clicking, and 5.8% during movement?

Thanks for all the figuring you've put into this guide!

[/ QUOTE ]

Its apparently 3.75% defense unslotted, 5.85% defense 3-slotted, but half of that suppresses when stealth suppresses (when you attack, or are hit by an attack).

So, yes.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Aracanaville is correct. I give the number that I think is most important first (number of defense while in combat) and then add the fact that it is higher if you are just running around window shopping and not being disturbed or disturbing anyone