IO slotting example: Health


Adelie

 

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I think while the options of the other scrapper secondaries are relatively straight forward, if tricky to calculate, SR is going to have to squeeze every last bit of toothpaste out of the tube to really get the same sort of benefits. And I've been testing some really ... unconventional things (example: I bet I'm one of the few people that can tell you what happens when you slot Kinetic Combat: Chance for Knockdown into Crane Kick. Answer: unfortunately, not much: small mag KD + CK's KB = CK's KB, and occasionally just a KD).

I was tempted yesterday to post my half-serious analysis of brawl yesterday, actually, but something came up and distracted me from doing it. Before you laugh: brawl has some interesting surprises in it when you look at slotting it with inventions.

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Do tell? Brawl seems to only take Melee Damage sets...

Personally, I'm leaning towards Red Fortune (Rchg, Dmg, and Ranged Def as last 3 bonuses) in 1 - 3 of my toggles, taking Tough/Weave, Tough recieving the 3% +Def (All) unique, Multi-Strike in my PBAoE (I prefer having the melee +def to the psionic), a Touch of Death, a Mako's Bite (or 2 perhaps) and a Crushing Impact (Health and Accuracy).

Which should take me forever and a half I think. No doubt I'll be creating alts that can level SOLELY for their ability to aquire and store Salvage for sets like Touch of Death (which only goes to 40, but packs a sizeable 3+ melee defense as a set bonus, in addition to sounding cool and having a proc.)

Tossing in pieces of Numina's Convalescance and Miracle, and the real problem becomes not having enough slots.

By using 2 Defense Inventions each, I might be able to scavenge 1 slot per passive. Might not be able to 3-slot my passive movement powers anymore. Though... using Jump and Run Inventions, I might be able to get similar effect for 1 less slot, and that might just be Close Enough For Government Work.

With the Red Fortunes and a Mako's Bite or two, that's pushing around a universal +10% damage buff. Nothing to sneeze at there. The Crushing Impact and the Red Fortunes come out with a decent sized Recharge buff, along with nearly 6% Ranged +Def, too.


Sgt Liberty - 50 Martial Arts / Super Reflexes
Verdigris Eagle - 50 Archery / Energy Manipulation
Stormeye - 50 Storm Summoning / Electric Blast

 

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Do tell? Brawl seems to only take Melee Damage sets...

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Hint: for most scrappers, brawl is the fastest activating attack they can possibly include in their builds.


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Do tell? Brawl seems to only take Melee Damage sets...

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Hint: for most scrappers, brawl is the fastest activating attack they can possibly include in their builds.

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Do I hear the set rooster crowing? Why I think I do...

Proc-a-doodle-doo


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we have a winner!


 

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I would also request a brief glossary, too. For example, in some of your slotting, you had health 94% or so and regeneration 12%. I get easily confused by terms. How does regeneration relate to "health" and "recovery"? Probably a stupid question, but I found myself wanting a term list. Max HP was obvious for me, but maybe not for someone else. I guess I felt the write-up was interesting, but I still feel like without a glossary there could be a "layman gap"

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The rate at which your health returns from empty to full is called regeneration. It takes four minutes to regenerate your health bar. Simply having more health points to begin with means you're regenerating more hp faster than someone with less hp. That rate of filling a bar can be altered by powers which alter how quickly you regenerate that bar (Health in the fitness pool, e.g.). AVs and Giant Monsters have both a huge amount of hp *and* a faster regeneration rate than players (their health bar fills up faster than four minutes), this makes their regeneration many times quicker than for a player. That is why -regen can be a tide turner in an AV battle.

The rate at which your endurance bar returns from empty to full is called recovery. It take one minute to recover your endurance bar. Stamina increases the rate of recovery.

The rate at which a power you just used returns into being clickable again is called recharge. Hasten increases recharge.

The rate at which you travel is speed. There is run speed, fly speed, and jump speed. When you see "-slow" it may affect one or more of these types of speed.

Yes, it was confusing for me at first to keep track of the meanings of -regen, -recovery, -recharge, and -slow (or -speed).


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Do tell? Brawl seems to only take Melee Damage sets...

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Hint: for most scrappers, brawl is the fastest activating attack they can possibly include in their builds.

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Devious! I like it!

The only question then becomes: How many slots can you afford to put into brawl that won't be better spent elsewhere?


Sgt Liberty - 50 Martial Arts / Super Reflexes
Verdigris Eagle - 50 Archery / Energy Manipulation
Stormeye - 50 Storm Summoning / Electric Blast

 

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Do tell? Brawl seems to only take Melee Damage sets...

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Hint: for most scrappers, brawl is the fastest activating attack they can possibly include in their builds.

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Devious! I like it!

The only question then becomes: How many slots can you afford to put into brawl that won't be better spent elsewhere?

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Two procs and a common acc IO isn't so expensive for what would be a very nice attack, that doesn't have redraw.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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Do tell? Brawl seems to only take Melee Damage sets...

[/ QUOTE ]

Hint: for most scrappers, brawl is the fastest activating attack they can possibly include in their builds.

[/ QUOTE ]

Devious! I like it!

The only question then becomes: How many slots can you afford to put into brawl that won't be better spent elsewhere?

[/ QUOTE ]

Two procs and a common acc IO isn't so expensive for what would be a very nice attack, that doesn't have redraw.

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Would you fill me in? I'm not getting it...


 

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Do tell? Brawl seems to only take Melee Damage sets...

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Hint: for most scrappers, brawl is the fastest activating attack they can possibly include in their builds.

[/ QUOTE ]

Devious! I like it!

The only question then becomes: How many slots can you afford to put into brawl that won't be better spent elsewhere?

[/ QUOTE ]

Two procs and a common acc IO isn't so expensive for what would be a very nice attack, that doesn't have redraw.

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Would you fill me in? I'm not getting it...

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OK... an example of slotting Brawl as a Scrapper, using Melee Set IOs taken from ParagonWiki. First time I've even looked at these, so I could be way out here

Slot 1: Touch of Death: Chance of Negative Energy Damage
Slot 2: Pounding Slugfest: Disorient Bonus
Slot 3: Pounding Slugfest: Accuracy/Damage
Set Bonus: Pounding Slugfest: Improves your Regeneration by 8%

Firstly you get a chance for some Negative Energy damage, helping to offset the 'heavily resisted' Smashing and Lethal damage that almost all Scrappers do. Secondly you get a chance for Disorient, always nice to stop things hitting you and it should stack nicely with Thunder Kick if you have MA. Finally, thanks to the set bonus, you get an 8% buff to your Regeneration for a period of time. It doesn't sound like much, but think about it. All of that is in Brawl, a power which recharges almost as fast as you can fire it. Depending on the length of time IO buffs stay active after sing a clicky, that 8% Regeneration may as well be permanant.

That is so far beyond awesome that I'm sure my theorising is wrong


 

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Do tell? Brawl seems to only take Melee Damage sets...

[/ QUOTE ]

Hint: for most scrappers, brawl is the fastest activating attack they can possibly include in their builds.

[/ QUOTE ]

Devious! I like it!

The only question then becomes: How many slots can you afford to put into brawl that won't be better spent elsewhere?

[/ QUOTE ]

Two procs and a common acc IO isn't so expensive for what would be a very nice attack, that doesn't have redraw.

[/ QUOTE ]

Would you fill me in? I'm not getting it...

[/ QUOTE ]

OK... an example of slotting Brawl as a Scrapper, using Melee Set IOs taken from ParagonWiki. First time I've even looked at these, so I could be way out here

Slot 1: Touch of Death: Chance of Negative Energy Damage
Slot 2: Pounding Slugfest: Disorient Bonus
Slot 3: Pounding Slugfest: Accuracy/Damage
Set Bonus: Pounding Slugfest: Improves your Regeneration by 8%

Firstly you get a chance for some Negative Energy damage, helping to offset the 'heavily resisted' Smashing and Lethal damage that almost all Scrappers do. Secondly you get a chance for Disorient, always nice to stop things hitting you and it should stack nicely with Thunder Kick if you have MA. Finally, thanks to the set bonus, you get an 8% buff to your Regeneration for a period of time. It doesn't sound like much, but think about it. All of that is in Brawl, a power which recharges almost as fast as you can fire it. Depending on the length of time IO buffs stay active after sing a clicky, that 8% Regeneration may as well be permanant.

That is so far beyond awesome that I'm sure my theorising is wrong

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OMG, that would also be farking Evil on a Brute too!


 

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OK so I have a n00b question.

Many of the IO's used in the examples say that these bonuses last for 120 seconds. I am assuming that is not the case if they are slotted in a passive power like Health but that the effect is then always on? Is that correct?


 

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Do tell? Brawl seems to only take Melee Damage sets...

[/ QUOTE ]

Hint: for most scrappers, brawl is the fastest activating attack they can possibly include in their builds.

[/ QUOTE ]

Devious! I like it!

The only question then becomes: How many slots can you afford to put into brawl that won't be better spent elsewhere?

[/ QUOTE ]

Two procs and a common acc IO isn't so expensive for what would be a very nice attack, that doesn't have redraw.

[/ QUOTE ]

Would you fill me in? I'm not getting it...

[/ QUOTE ]

OK... an example of slotting Brawl as a Scrapper, using Melee Set IOs taken from ParagonWiki. First time I've even looked at these, so I could be way out here

Slot 1: Touch of Death: Chance of Negative Energy Damage
Slot 2: Pounding Slugfest: Disorient Bonus
Slot 3: Pounding Slugfest: Accuracy/Damage
Set Bonus: Pounding Slugfest: Improves your Regeneration by 8%

Firstly you get a chance for some Negative Energy damage, helping to offset the 'heavily resisted' Smashing and Lethal damage that almost all Scrappers do. Secondly you get a chance for Disorient, always nice to stop things hitting you and it should stack nicely with Thunder Kick if you have MA. Finally, thanks to the set bonus, you get an 8% buff to your Regeneration for a period of time. It doesn't sound like much, but think about it. All of that is in Brawl, a power which recharges almost as fast as you can fire it. Depending on the length of time IO buffs stay active after sing a clicky, that 8% Regeneration may as well be permanant.

That is so far beyond awesome that I'm sure my theorising is wrong

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OMG, that would also be farking Evil on a Brute too!

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*cough* nerf *cough* <scurries away to dodge the arrows>


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Do tell? Brawl seems to only take Melee Damage sets...

[/ QUOTE ]

Hint: for most scrappers, brawl is the fastest activating attack they can possibly include in their builds.

[/ QUOTE ]

Devious! I like it!

The only question then becomes: How many slots can you afford to put into brawl that won't be better spent elsewhere?

[/ QUOTE ]

Two procs and a common acc IO isn't so expensive for what would be a very nice attack, that doesn't have redraw.

[/ QUOTE ]

Would you fill me in? I'm not getting it...

[/ QUOTE ]

OK... an example of slotting Brawl as a Scrapper, using Melee Set IOs taken from ParagonWiki. First time I've even looked at these, so I could be way out here

Slot 1: Touch of Death: Chance of Negative Energy Damage
Slot 2: Pounding Slugfest: Disorient Bonus
Slot 3: Pounding Slugfest: Accuracy/Damage
Set Bonus: Pounding Slugfest: Improves your Regeneration by 8%


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I'd lean more towards something like:

Slot 1: Accuracy IO
Slot 2: Mako's Bite: Chance for Lethal Damage
Slot 3: Touch of Death: Chance for Negative Energy Damage.

If you can afford 5 slotting Brawl, then I'd do:

Slot 1: Mako's Bite: Accuracy / Damage
Slot 2: Mako's Bite: Damage / Endurance
Slot 3: Mako's Bite: Damage / Recharge
Slot 4: Mako's Bite: Chance for Lethal Damage
Slot 5: Touch of Death: Chance for Negative Energy Damage

With the set bonuses you get some Immobilization Resist (pfft), a Max HP buff, and a global Damage Buff.

That's pretty nice, but, the first configuration is probably has the best Cost/Benefit. Mako's Bite is not exactly super common, Touch of Death caps out at 40 (meaning quite difficult to get once you're outside it's drop range), and most of the Damage enhancement is enhancing the incredibly small base damage of Brawl.

Depending on the magnitude of Kinetic Combat's KB, and Pounding Slugfest's Disorient, one of those might be good to toss in too.

Honestly though, proc's work best in a fast animating/recharging attack, which means for my Martial Arts character, it might be time to say goodbye to CAK and hello to Thunder Kick again. With the global damage buffs you can get from sets like Touch of Death, Mako's Bite, and Red Fortune, that should be able to stack up some nice bonuses.

Has anyone checked to see if it's only IDENTICAL bonuses from sets that stack up to 5x, or if it's any bonus of that type (i.e. you could have 5x +0.75% AND 5x 1.25% HP bonuses simultaneously, or you could have 5 bonuses of +%HP).


Sgt Liberty - 50 Martial Arts / Super Reflexes
Verdigris Eagle - 50 Archery / Energy Manipulation
Stormeye - 50 Storm Summoning / Electric Blast

 

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OK so I have a n00b question.

Many of the IO's used in the examples say that these bonuses last for 120 seconds. I am assuming that is not the case if they are slotted in a passive power like Health but that the effect is then always on? Is that correct?

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Yes, the duration is listed for when they are placed in Click powers.

Passives are persistent, Toggles and Clicks have a duration. For Toggles, the duration is (theoretically) infinite, assuming your toggle is always on.

Which means (and this is pretty funny) that Integration, slotted with an EndRdx, a Miracle, and a Numina's Convalescence is actually an endurance GAINING toggle. As long as it's on anyway.


Sgt Liberty - 50 Martial Arts / Super Reflexes
Verdigris Eagle - 50 Archery / Energy Manipulation
Stormeye - 50 Storm Summoning / Electric Blast

 

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Has anyone checked to see if it's only IDENTICAL bonuses from sets that stack up to 5x, or if it's any bonus of that type (i.e. you could have 5x +0.75% AND 5x 1.25% HP bonuses simultaneously, or you could have 5 bonuses of +%HP).

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Checked? Heck no: I'm nowhere near being in a position to do that. But that's specifically how Castle said its supposed to work: you can only have a maximum of 5 +1.5% Health buffs, say, but you could have 5 +1.5% Health set buffs, and another 5 +1.0% Health set buffs, because those two set buffs are considered different.


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Which means (and this is pretty funny) that Integration, slotted with an EndRdx, a Miracle, and a Numina's Convalescence is actually an endurance GAINING toggle. As long as it's on anyway.

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...bwuh?

I love Issue 9.


 

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Has anyone checked to see if it's only IDENTICAL bonuses from sets that stack up to 5x, or if it's any bonus of that type (i.e. you could have 5x +0.75% AND 5x 1.25% HP bonuses simultaneously, or you could have 5 bonuses of +%HP).

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Checked? Heck no: I'm nowhere near being in a position to do that. But that's specifically how Castle said its supposed to work: you can only have a maximum of 5 +1.5% Health buffs, say, but you could have 5 +1.5% Health set buffs, and another 5 +1.0% Health set buffs, because those two set buffs are considered different.

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Well considering his incredibly confusing post on when exemplaring is supposed to make Set Bonuses go poof, I wanted to double check.


Sgt Liberty - 50 Martial Arts / Super Reflexes
Verdigris Eagle - 50 Archery / Energy Manipulation
Stormeye - 50 Storm Summoning / Electric Blast

 

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I agree this is a magnificient investigation in the nest way to approach IO's.

However, it is also a telling discussion on why I feel that City of Heroes has become, very unfortunately, City of Mathemeticians. When all the trappings of superheroedom is stripped away, we see that they aren't all that super anymore. Unless you've got your scientific calculator and/or a slide rule you just aren't going to be that effective anymore.

Trading in my spandex for a lab coat, methinks.


 

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I agree this is a magnificient investigation in the nest way to approach IO's.

However, it is also a telling discussion on why I feel that City of Heroes has become, very unfortunately, City of Mathemeticians. When all the trappings of superheroedom is stripped away, we see that they aren't all that super anymore. Unless you've got your scientific calculator and/or a slide rule you just aren't going to be that effective anymore.

Trading in my spandex for a lab coat, methinks.

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Are you dissing my TI-92+ ???

That is entirely uncalled for.


Sgt Liberty - 50 Martial Arts / Super Reflexes
Verdigris Eagle - 50 Archery / Energy Manipulation
Stormeye - 50 Storm Summoning / Electric Blast

 

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I agree this is a magnificient investigation in the nest way to approach IO's.

However, it is also a telling discussion on why I feel that City of Heroes has become, very unfortunately, City of Mathemeticians. When all the trappings of superheroedom is stripped away, we see that they aren't all that super anymore. Unless you've got your scientific calculator and/or a slide rule you just aren't going to be that effective anymore.

Trading in my spandex for a lab coat, methinks.

[/ QUOTE ]Except that for the casual player, IOs don't even have to mean a darn thing except more stuff to sell. People subsist off SOs now, people can subsist off SOs in I9+.


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I'll be one of those people. I'm far too lazy to spend time collecting a set.


 

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OK so I have a n00b question.

Many of the IO's used in the examples say that these bonuses last for 120 seconds. I am assuming that is not the case if they are slotted in a passive power like Health but that the effect is then always on? Is that correct?

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Correct, in a passive it's always on.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

I find this rather frightening. This just shows that virtually no casual player will ever be able to figure out how to use this system.

While flexible it is way to complex and not nearly intuitive enough. SOs you could explain to new players in a couple sentences. IOs new players will have to read a thesis, or more likely find a new game.


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You can't please everyone, so lets concentrate on me.

 

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This just shows that virtually no casual player will ever be able to figure out how to use this system.

While flexible it is way to complex and not nearly intuitive enough. SOs you could explain to new players in a couple sentences. IOs new players will have to read a thesis, or more likely find a new game.


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I'm not sure I agree with this sentiment.

I remember learning about enhancements to be less simple than you're making it out to be. I found it totally counter-intuitive that slotted enhancements expire as you level up and that you constantly have to renew them. Given that forced expiration, I found the enhancement combination mechanism to be a strange step in the other direction, and then I found the limits on combining to be another step back in the first direction. I also found it strange that you buy them.

I acknowledge that the invention system adds complexity to the world of enhancements. I happen to enjoy the complexity, but that's another discussion. I think it's possible to introduce people to IOs in steps.

Step 1: explain common IOs. They're a lot like SOs except 1) they must be built from components instead of bought, 2) their enhancement strength depends on their absolute level instead of their level relative to you (which is what I expected when I first learned about enhancements way back when), and 3) they don't expire as you level up.

Step 2: Explain sets. Differences from common IOs: 1) set IOs are often multi-aspect; 2) some set IOs have global effects instead of enhancing just that power; 3) some set IOs have "procs" that affect just that power but are like adding an additional component to that power, like knockback, damage, a heal, etc; 4) only one of each IO from a set can be slotted in a given power; 5) some global set IOs can only be slotted once per character.

Step 3: Set bonuses. 1) Slotting more than one of a set in a power can give "set bonuses" that are always on and that stack with one another; 2) set bonuses apply to all of the character's powers always (yes, there is currently an exemplaring exception, waiting for that to shake out before I commit to explaining it).

I don't think this is the way to explain it, but it seems like a decent outline for an introduction to IOs. With recaps at the end of every section and a summary at the end, I think it could be a decent primer.

But I'm busy with my next miniguide

Scrap


 

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I find this rather frightening. This just shows that virtually no casual player will ever be able to figure out how to use this system.

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You'd be hard pressed to convince me that the average player consistently makes mathematically informed decisions *now*. I still run into people in-game that say "hey, if I put three defense SOs into this power, it gives me 56% defense: that's good, right?"


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