Here ya go, Werner


Aliana Blue

 

Posted

[ QUOTE ]
Assuming your build from 4/21/09 is still current, 904, but that's not including anything from your to hit debuffs.

And for fun, I plugged in your high def, high recharge concept build from 4/22/09, and got 1163.

[/ QUOTE ]

Against even con AVs and other mobs with AV resist, the tohit buffs give ~4% -tohit if you're curious as to how much it'll contribute against the important targets.

[ QUOTE ]
I pretended you had perma Hasten in both since I haven't set up anything for Hasten yet, and since both were pretty close.

[/ QUOTE ]

Eh, you could use the uptime percentage time the +recharge benefit as a straight addition to global recharge like I do. The +def build (which is what I'm working towards atm) gets 66.9% +recharge from Hasten and the other gets 65.5% +recharge.

I'm curious as to how you account for IH and MoG. Do you just figure out their average contribution over time? Or do you have some other method?


 

Posted

[ QUOTE ]
How does 1763 stack up against other SR builds?

[/ QUOTE ]
Well, I haven't actually done this for any large number of builds.

My DM/SR is at 2242 with the same assumption of 20% resistance from the scaling resists, but since I've tuned my characters partially based on the same assumptions that are baked into the spreadsheet, it stands to reason that my characters would pull off pretty high scores. It doesn't necessarily translate into any better in-game performance.

You have BillZBubba's Claws/SR at 833, but that's because he'd rather be dead than stop killing to hit Aid Self.

Powerforge is also Claws/SR, but he took Aid Self, and exactly doubles BillZBubba's score for 1666. But even then we're downplaying a couple major factors – movement and knockback. Movement + knockback helps Claws a whole lot for things like the RWZ challenge and its harder variants, but I don't really know how to account for that numerically. And movement + Aid Self helps a lot for AVs, where we DM/SRs kind of have to just stand there and duke it out with no relief from the heavy pounding. So we need a higher score to achieve the same results, again showing that the score isn't everything.

And it looks like that's all I have for SR builds that I've looked at.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

WP/Fire Tank (planned build, I'm within 10-15 IOs from completion, one of which being the PvP +3% def IO, though)

Modifying "Jack NoMind" at cell A343 got me a score of 2200 with 1 mob in RttC, 3565 with 10 mobs. (This doesn't factor in SoW)
Modifying "Bladeslinger" at cell A277 got me a score of 2632 with 1 mob in RttC, 4264 with 10 mobs. (This includes SoW)
(I modified entries that looked close to mine, since I wasn't entirely sure how to add one of my own from scratch.)

At first, I was a little disappointed with my 1 mob rating compared to Infiniti's Bladeslinger (score 2832), but I decided to reverse engineer his regen rate of 107 determining it to be either a) counting fully saturated RttC (1070% regen at the hp cap) or b) Aid Self (it's not indicated anywhere, but it's a possibility).

Much happier now.


[edit: Hmm, I didn't factor in RttC's tohit debuff either for my s/l def which would soft cap me against up to +2s.]


 

Posted

[ QUOTE ]
I'm curious as to how you account for IH and MoG. Do you just figure out their average contribution over time? Or do you have some other method

[/ QUOTE ]
Yeah, since the base idea here is average survivability over time, yes, I just work out the average contribution over time. So for Instant Healing, what's the average additional healing it provides over time, with a little extra complexity if Dull Pain isn't permament. For Moment of Glory, I use a time-weighted average of resists and defense with it up and down. It would be better instead to use a time-weighted average of survivability with it up and down, and I'll probably change that at some point.

To explain that in a little more detail, say you're at 25% to all defense half the time, and some power puts you at 45% defense half the time, no resists, and you heal 60 hit points per second. I'd average to 35% defense, so 15% of attacks getting through, and 60/15% = 400, which is the score I'd give.

But let's look at it a little more realistically. Half of the time, we're at 25% defense, 25% of attacks getting through, 60/25% = 240. The other half of the time, we're at 45%, 5% of attacks getting through, 60/5% = 1200. Our average performance over time is actually (240 + 1200) / 2 = 720, not 400.

Now, I chose the example to exaggerate the problem, but in any case, it's something I should fix at some point.

And for simplicity, I assume that nobody ever heals to full or is injured to zero, so everything functions at 100% effectiveness, the rate of damage always precisely in balance with the rate of healing. That said, I put some numbers in that let you play with the effectiveness of the clicks, but I decided to always leave them at 100%.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

[ QUOTE ]
At first, I was a little disappointed with my 1 mob rating compared to Infiniti's Bladeslinger (score 2832), but I decided to reverse engineer his regen rate of 107 determining it to be either a) counting fully saturated RttC (1070% regen at the hp cap) or b) Aid Self (it's not indicated anywhere, but it's a possibility).

[/ QUOTE ]
While I can't say for sure, if it was Aid Self, it should have been indicated. That was almost certainly with fully saturated Rise to the Challenge. I think when doing Willpowers, I would first calculate with 1 target, then with 10. I didn't take an average, just looked at both scores. So the spreadsheet would end up showing a score for fully-saturated RttC.

I haven't actually plugged any tank builds in, but yeah, I'd expect them to blow scrappers away.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

[ QUOTE ]
This looks like fun!

If you don't mind, Werner (how much work is this for you anyway?), how does Actin fare in there?

[/ QUOTE ]
Eh, it's a couple minutes in the spreadsheet as long as I've already done something similar enough to just plug in some numbers. It takes me a lot longer to post than to calculate.

Since I can't plug in Hasten properly yet, I can't do yours all that well. So again assuming perma Hasten, even if it isn't particularly realistic here, I'm calculating 1136. Mind you, psionic damage, even at 5% of overall damage, is pretty much killing your score. If I convert all psionic damage to smashing/lethal, for instance, your score climbs to 1509. So the lower score is just letting you know that you have an Achilles' heel, which is hardly news for Invuln.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Yeah, figured it'd be a hasten/no hasten thing instead of an overall average, for what you said =)

It's surprisingly low when not having psi damage tho, is that with one mob in Invincibility range or 10?

Psi damage kills Actin rather hilariously... The "dummy" boss in Arcana's challenge has killed me more often than the other mobs combined


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Posted

[ QUOTE ]
Yeah, figured it'd be a hasten/no hasten thing instead of an overall average, for what you said =)

It's surprisingly low when not having psi damage tho, is that with one mob in Invincibility range or 10?

Psi damage kills Actin rather hilariously... The "dummy" boss in Arcana's challenge has killed me more often than the other mobs combined

[/ QUOTE ]
Looks like it was with 1 mob in range. I just used the settings you had when you posted. With saturated Invincibility, you're at 1557, and if I convert psionic to smashing/lethal, you hit 2342. Sweet!


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Woo!

*Note to self: Avoid Psi mobs*

And thanks


Players' Choice Awards: Best Dual-Origin Level Range Arc!

It's a new era, the era of the Mission Architect. Can you save the Universe from...

The Invasion of the Bikini-clad Samurai Vampiresses from Outer Space? - Arc ID 61013

 

Posted

What about my BS/DA build here?

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Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

[ QUOTE ]

heh... Wernerscore
Arcanatime

Wonder what's next?

[/ QUOTE ]

EvilRyuRating. It measures your percentage adherence to an arbitrary set of requirements.


 

Posted

1025 with one target in range of Dark Regeneration, assuming you have all the accolades and perma Hasten (it isn't close). 1844 with two targets in range, 1925 with three or more targets in range. I'm not accounting for Oppressive Gloom, either positive or negative, or knockup/down, as already mentioned.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

Cool, thanks Werner. Didn't think you would get around to it so fast.

I usually have at least 4 targets in range of Dark Regeneration. I try not to use it unless there is at least 3. I could probably softcap him if I wanted to, but I would have to give up too much to do it, so I don't think I will.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Can you run a WP tank throught the sheet?

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Posted

[ QUOTE ]
Can you run a WP tank throught the sheet?

[/ QUOTE ]

Since I did my WP Tank, I'll just substitute your numbers over mine, one moment:

1 mob w/o SoW averaged in - 3013
10 mob w/o SoW averaged in - 4153

1 mob w/SoW averaged in - 3520
10 mob w/SoW averaged in - 4852

[edit: Fixed numbers to include Aid Self.]


 

Posted

Thank you Sarrate


 

Posted

[ QUOTE ]
Thank you Sarrate

[/ QUOTE ]

Hold on, I didn't see you took Aid Self, I have to account for that, give me a second.


 

Posted

Corrected the above post.


 

Posted

[ QUOTE ]
OK BillZ, looks like 833 for your latest incarnation. That would shoot through the roof with Aid Self, you know.

[/ QUOTE ]

ehhhhh
so how much would it be if you factor in aidself say 39.9% heal and roughly 7.8 seconds recharge... (1780 HP 374%regen) those are my numbers, not quite at Billz range...


 

Posted

[ QUOTE ]
[ QUOTE ]
OK BillZ, looks like 833 for your latest incarnation. That would shoot through the roof with Aid Self, you know.

[/ QUOTE ]

ehhhhh
so how much would it be if you factor in aidself say 39.9% heal and roughly 7.8 seconds recharge... (1780 HP 374%regen) those are my numbers, not quite at Billz range...

[/ QUOTE ]
Looks like you'd be at 2135, but you'd be standing there healing 1/3 of the time, and I'm assuming it doesn't get interrupted.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

I have a katana/SR (Built for PvP) But would love to run it though your PvE Number sheet.


Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Oiwa: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Weapon Mastery

Hero Profile:
Level 1: Sting of the Wasp <ul type="square">[*] (A) Touch of Death - Chance of Damage(Negative)[*] (3) Touch of Death - Damage/Endurance/Recharge[*] (3) Touch of Death - Accuracy/Damage[*] (5) Touch of Death - Damage/Endurance[*] (5) Touch of Death - Damage/Recharge[*] (33) Touch of Death - Accuracy/Damage/Endurance[/list]Level 1: Focused Fighting <ul type="square">[*] (A) Red Fortune - Endurance[*] (7) Red Fortune - Defense/Endurance/Recharge[*] (13) Red Fortune - Defense/Recharge[*] (34) Red Fortune - Endurance/Recharge[*] (40) Red Fortune - Defense[*] (40) Red Fortune - Defense/Endurance[/list]Level 2: Focused Senses <ul type="square">[*] (A) Red Fortune - Endurance[*] (34) Red Fortune - Defense[*] (34) Red Fortune - Defense/Endurance[*] (37) Red Fortune - Defense/Recharge[*] (43) Red Fortune - Defense/Endurance/Recharge[*] (43) Red Fortune - Endurance/Recharge[/list]Level 4: Agile <ul type="square">[*] (A) Kismet - Accuracy +6%[/list]Level 6: Build Up <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (7) Gaussian's Synchronized Fire-Control - Chance for Build Up[*] (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (46) Gaussian's Synchronized Fire-Control - To Hit Buff[/list]Level 8: Divine Avalanche <ul type="square">[*] (A) Touch of Death - Chance of Damage(Negative)[*] (9) Touch of Death - Damage/Endurance/Recharge[*] (9) Touch of Death - Damage/Endurance[*] (11) Touch of Death - Accuracy/Damage[*] (11) Touch of Death - Damage/Recharge[*] (39) Touch of Death - Accuracy/Damage/Endurance[/list]Level 10: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (13) Recharge Reduction IO[*] (17) Recharge Reduction IO[/list]Level 12: Practiced Brawler <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 14: Super Speed <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (15) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 18: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[*] (19) Miracle - Heal[*] (19) Miracle - +Recovery[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (21) Performance Shifter - EndMod/Accuracy[*] (21) Performance Shifter - EndMod[*] (23) Performance Shifter - EndMod/Recharge[*] (31) Performance Shifter - EndMod/Accuracy/Recharge[*] (42) Performance Shifter - Accuracy/Recharge[/list]Level 22: Dodge <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (23) Luck of the Gambler - Defense[*] (25) Luck of the Gambler - Defense/Endurance[*] (25) Luck of the Gambler - Defense/Recharge[/list]Level 24: Quickness <ul type="square">[*] (A) Run Speed IO[/list]Level 26: Soaring Dragon <ul type="square">[*] (A) Hecatomb - Chance of Damage(Negative)[*] (27) Hecatomb - Damage/Endurance[*] (27) Hecatomb - Damage/Recharge[*] (29) Hecatomb - Accuracy/Damage/Recharge[*] (29) Hecatomb - Accuracy/Recharge[/list]Level 28: Combat Jumping <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (37) Blessing of the Zephyr - Knockback Reduction (4 points)[*] (40) Luck of the Gambler - Recharge Speed[/list]Level 30: Boxing <ul type="square">[*] (A) Absolute Amazement - Chance for ToHit Debuff[*] (31) Absolute Amazement - Endurance/Stun[/list]Level 32: Tough <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[*] (33) Steadfast Protection - Resistance/Endurance[*] (33) Impervium Armor - Psionic Resistance[*] (42) Impervium Armor - Resistance/Endurance[/list]Level 35: Golden Dragonfly <ul type="square">[*] (A) Armageddon - Chance for Fire Damage[*] (36) Armageddon - Damage/Endurance[*] (36) Armageddon - Accuracy/Recharge[*] (36) Armageddon - Damage/Recharge[*] (37) Armageddon - Accuracy/Damage/Recharge[/list]Level 38: Evasion <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (39) Luck of the Gambler - Defense[*] (39) Luck of the Gambler - Defense/Endurance[/list]Level 41: Elude <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (42) Luck of the Gambler - Defense/Recharge[/list]Level 44: Web Grenade <ul type="square">[*] (A) Gravitational Anchor - Chance for Hold[*] (45) Gravitational Anchor - Immobilize/Endurance[*] (45) Gravitational Anchor - Immobilize/Recharge[*] (45) Gravitational Anchor - Accuracy/Immobilize/Recharge[*] (46) Gravitational Anchor - Accuracy/Recharge[/list]Level 47: Shuriken <ul type="square">[*] (A) Apocalypse - Chance of Damage(Negative)[*] (48) Apocalypse - Damage/Endurance[*] (48) Apocalypse - Damage/Recharge[*] (48) Apocalypse - Accuracy/Recharge[*] (50) Apocalypse - Accuracy/Damage/Recharge[/list]Level 49: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (50) Luck of the Gambler - Defense[*] (50) Luck of the Gambler - Defense/Endurance[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) HamiO:Microfilament Exposure[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Critical Hit



No Aid Self, going on the philosophy if they can't hit me then they cant hurt me.


 

Posted

396

Now, I'm anticipating protest, but let's look at what the score means. In this case, it's JUST your build, and doesn't include inspiration use. Like BillZBubba, you skipped Aid Self on purpose. Unlike him, your regeneration is a very typical 17.6 hit points per second. So from an immortality line perspective, you can only afford to take 17.6 hit points per second of damage on average. Even with soft-capped defense, that's not a lot. Also, some of your serious advantages, like being able to run melee defense at 82%, have little meaning in PvE, where very few enemies have to-hit.

I think the majority of hard core PvE scrappers target challenges that disallow common tools, most typically inspirations and temporary powers. Even when allowed, such as for soloing AVs, we get more bragging rights out of doing it without. So you'll find that we often crank up the regeneration and/or add a heal. That results in a linear increase of the score. Twice the regeneration is twice the score. Aid Self would probably triple your score. Is it worth it for you? Probably not. That's likely just not how you play.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Do you figure in hitpoints in this number?


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

[ QUOTE ]
Do you figure in hitpoints in this number?

[/ QUOTE ]
Yes and no. We're looking at sustainable average incoming damage as if it comes as smoothly as possible with no spikes, or more accurately with the exact spikes to match your heals. At that point, hit points don't really matter directly. On the other hand, they matter a great deal indirectly, as they buff regeneration and some heals. Generally speaking, hit points have a linear effect on the number. Twice the hit points will give you roughly twice the number.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Seeing everyone else has been giving this a shot today, i'd love to see what my survivability is if you can Werner, thanks.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Valk_v2: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Hack -- (A)(3)(3)(5)(5)(7)
Level 1: Deflection -- (A)(11)(11)(13)(13)(17)
Level 2: Battle Agility -- (A)(7)(9)(9)
Level 4: Slice -- (A)(23)(23)(25)(25)(27)
Level 6: Build Up -- (A)(27)(29)(29)(31)(31)
Level 8: True Grit -- (A)(48)(50)
Level 10: Parry -- (A)(31)(34)(37)(39)(39)
Level 12: Swift -- (A)
Level 14: Hover -- (A)(15)(15)(17)
Level 16: Active Defense -- (A)
Level 18: Health -- (A)(19)(19)(21)(21)
Level 20: Stamina -- (A)(39)(40)(40)
Level 22: Whirling Sword -- (A)(40)(42)(42)(42)(43)
Level 24: Phalanx Fighting -- (A)
Level 26: Fly -- (A)(43)(43)
Level 28: Disembowel -- (A)(45)(45)(45)(46)(46)
Level 30: Kick -- (A)
Level 32: Head Splitter -- (A)(33)(33)(33)(34)(34)
Level 35: Shield Charge -- (A)(36)(36)(36)(37)(37)
Level 38: Against All Odds -- (A)
Level 41: Tough -- (A)(46)(48)
Level 44: Weave -- (A)(48)(50)
Level 47: Assault -- (A)
Level 49: Conserve Power -- (A)(50)
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Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Critical Hit