Quick question for DM users


blaptastic

 

Posted

In the following build would I benefit more from removing the straight damage IO from MG and replacing it with the proc?

Also, any other advice for improving recharge, or any advice really is always welcome. This guys is tearing through 'em but there's maybe room for some improvement.

Thanks for looking.

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

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

Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- RedFtn-EndRdx/Rchg(A), RedFtn-Def(13), RedFtn-Def/EndRdx(13), RedFtn-EndRdx(15), RedFtn-Def/Rchg(19)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), LkGmblr-Def/Rchg(9)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(33), Numna-Regen/Rcvry+(34)
Level 6: Boxing -- Empty(A)
Level 8: Siphon Life -- Nictus-Heal(A), Nictus-Acc/Heal(11), Dct'dW-Heal/Rchg(21), Mako-Acc/Dmg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dmg/Rchg(25)
Level 10: Active Defense -- HO:Membr(A)
Level 12: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(17), Zephyr-Travel(19), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(25)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 20: Swift -- Flight-I(A)
Level 22: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(27)
Level 24: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(29), P'Shift-End%(31), P'Shift-EndMod/Rchg(34)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 28: Grant Cover -- LkGmblr-Rchg+(A)
Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-EndRdx/Rchg(36), S'fstPrt-ResDam/Def+(37), Empty(46)
Level 32: Midnight Grasp -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(40), Hectmb-Dmg/Rchg(40), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(42), EndRdx-I(50)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(42)
Level 38: Dark Consumption -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Rchg(45), P'Shift-End%(50)
Level 41: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/EndRdx(43), Armgdn-Dmg/Rchg(45), Armgdn-Acc/Dmg/Rchg(46), Armgdn-Acc/Rchg(50)
Level 44: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(45), RedFtn-Def/EndRdx(46), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(48), RedFtn-EndRdx/Rchg(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



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Posted

I'd say so. According to Mid's you lose around 9 points of damage per attack by replacing it with the proc, but gain 107 points of damage 33% of the time, or 35.3 points of damage on average. That's a net average damage increase of 26.3 points (about a 6% increase in average DPA), with a much better (but random) burst potential.

The proc would do you more good in a faster activating attack, but there's not really a good place for it in your build without major reshuffling.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

It's also easy to see it in Mids' with no calculation necessary. Just make sure your options are set to see average damage instead of minimum damage, then just compare what it tells you. As is, you're looking at 448.7 damage, and with the proc you're looking at 461.4 damage. So proc that puppy!


"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 ]
The proc would do you more good in a faster activating attack, but there's not really a good place for it in your build without major reshuffling.

[/ QUOTE ]
I assume he's going for the Smite -&gt; Midnight Grasp -&gt; Smite -&gt; Siphon Life chain. Yes, technically, the proc would do more good in Smite, but it's taking a full set of six for the defense bonus. Just swapping the slotting won't work, because you need serious recharge in Midnight Grasp for that chain. You could use an Obliteration set instead, but then the endurance drain will kill you (this looks like a no inspirations AV soloing build).

Let's see how I solved that problem... Ah, since I'm Super Reflexes, I didn't need the melee defense bonuses. Problem solved, and not helpful here.

So yeah, it would be better to have the Hecatomb in Smite, but getting it there without sacrifice will be an interesting problem. Worth trying to solve, though.

If you can get it in Smite, keep the damage and get rid of the damage/recharge instead, since Smite isn't as recharge-critical.


"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

You guys are right on the money. If I do nothing else with this build I'll drop the proc into MG. As you said though, I'd love to drop the ToD from Smite but I just can't seem to figure out where to get that melee defense back.

At least without compromising other area, which is of course what builds are all about. Give and take. I'd love to see what you guys can do with it though if you're so inclined.


P.S. I say "though" too much though.


 

Posted

I assume the pvp defense is in tough so you could put four kinetic combats, one of the tri crushing impacts or nucleolus and the hetacomb proc in smite.

Also, you should throw the heal/recharge from touch of nictus in siphon life for the 9% acc bonus. It looks like a quad from description but really the same thing as the doctored wounds.


 

Posted

Slotting changed around alittle, a few sets thrown in different places but soft capped while keeping the same recharge and without needing that 600 million 3% def PvP IO

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

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

Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- RedFtn-EndRdx/Rchg(A), RedFtn-Def(13), RedFtn-Def/EndRdx(13), RedFtn-EndRdx(15), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def/Rchg(19)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(9), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(33)
Level 6: Boxing -- Empty(A)
Level 8: Siphon Life -- Nictus-Heal(A), Nictus-Acc/Heal(11), Nictus-Heal/HP/Regen/Rchg(21), Mako-Acc/Dmg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dmg/Rchg(25)
Level 10: Active Defense -- HO:Membr(A)
Level 12: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(19), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(25)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 20: Swift -- Flight-I(A)
Level 22: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(27)
Level 24: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(29), P'Shift-End%(31), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(46)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-Build%(33), GSFC-ToHit/EndRdx(34)
Level 28: Grant Cover -- LkGmblr-Rchg+(A)
Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-EndRdx/Rchg(36), S'fstPrt-ResDam/Def+(37)
Level 32: Midnight Grasp -- Hectmb-Dmg/EndRdx(A), Hectmb-Dam%(40), Hectmb-Dmg/Rchg(40), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(42), EndRdx-I(50)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(42)
Level 38: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(50)
Level 41: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(45), Armgdn-Acc/Dmg/Rchg(46), Armgdn-Acc/Rchg(50)
Level 44: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(45), RedFtn-Def/EndRdx(46), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(48), RedFtn-EndRdx/Rchg(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit

As for no Acc slotted in soul drain from sets alone anything +3 and below I hit with ease. +4's you start to see some misses though it seems like.


 

Posted

Swapping the slotting you have in Smite with that in MG increases the recharge from MG by about 0.71s because you have so much global recharge. That would move the Heca proc to a much more frequent component of your probable chain.

Could your attack chain tolerate that increase?


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
Also, you should throw the heal/recharge from touch of nictus in siphon life for the 9% acc bonus. It looks like a quad from description but really the same thing as the doctored wounds.

[/ QUOTE ]

Hey! It is the same thing! I didn't know that. Why do they write it up as a quad I wonder? Thanks for that tip!

Still considering all the other good advice.


 

Posted

Instead of dropping the Heca 'Dmg' IO, think about dropping the Heca 'Dmg/End' IO.
Much more damage that way.
You may need an extra recharge in CP for that though, even with Dark Consumption.


 

Posted

[ QUOTE ]
Instead of dropping the Heca 'Dmg' IO, think about dropping the Heca 'Dmg/End' IO.
Much more damage that way.
You may need an extra recharge in CP for that though, even with Dark Consumption.

[/ QUOTE ]

I wouldn't really recommend it. You're getting an extra 1.97 dps (13.3 damage every 6.732 secs) for .231 end sec (1.56 endurance in the same time period). That's not really a favorable trade off.


 

Posted

[ QUOTE ]
Swapping the slotting you have in Smite with that in MG increases the recharge from MG by about 0.71s because you have so much global recharge. That would move the Heca proc to a much more frequent component of your probable chain.

Could your attack chain tolerate that increase?

[/ QUOTE ]

No, it couldn't. MG recharges in 4.45 seconds and needs to be up in 4.488 seconds to sustain the Smite&gt;MG&gt;Smite&gt;Siphon chain. Any less recharge would create a gap in the attack chain. That's one of the reasons why MG tends to get Hecatomb. It's one of the only melee damage sets that gives good set bonuses while simultaneously granting plenteous recharge.


 

Posted

My mid's shows it as over 470 per activation compared to the current 448, which for me feels worth it, especially as this is the kind of high end buil;d where improvement is measured in such small numbers.
Bbut yeah, the endurance may become an issue, and I know how cozy I get with the bottom of the blue bar before CP pops, and I've 3 slotted mine.


 

Posted

[ QUOTE ]
My mid's shows it as over 470 per activation compared to the current 448, which for me feels worth it, especially as this is the kind of high end buil;d where improvement is measured in such small numbers.
Bbut yeah, the endurance may become an issue, and I know how cozy I get with the bottom of the blue bar before CP pops, and I've 3 slotted mine.

[/ QUOTE ]

The current that I'm getting is 466.1 damage and switching out the dam/rech for the straight dam equates to 479.4 damage. We talking about the same build?

Yeah, I thought you were referring the the build posted by MrLiberty rather than the original build posted by Powerforge. Just checked the numbers you referenced.


 

Posted

I saw the same numbers as Werner, 448 on the first posted build 461 if you swap the proc with the 'dmg' and 473 if you swap the 'dmg/end' with the proc.
To me that feels worth doing as it'd only ever be an issue in sustained combat situations, (it's amazing how often those few points of damage are the difference between one shotting the enemy, and having to hit them again.)
And for sustained combat situations theres always the fallback of DC.


 

Posted

[ QUOTE ]
To me that feels worth doing as it'd only ever be an issue in sustained combat situations

[/ QUOTE ]

"Sustained combat situations" is what Powerforge builds Scrappers for. He soloes AVs. And he only just recently was looking for suggestions on how to improve the endurance efficiency of this build. MG was where we had him add end reduction.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Yup Uberguy is right. All the advice is sound really, I just tend to find myself in those long distance runs alot so endurance can be a factor. I'd like to add that putting that endurance reducer into MG really made a great difference. I can now run all toggles pretty much indefinitely even if I miss the odd DC now and then.

As far as normal gameplay? It's overkill a bit but my damage is overkill in regular gameplay anyway so no need to really improve it there.