Could use some advice and or help


Derangedpolygot

 

Posted

So here is my 50 Katana/Invuln scrapper, I'm trying to build him to solo AV's could use some help from all you super scrappers out there.

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

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

Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Sting of the Wasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19)
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23)
Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-EndRdx(5), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(7), S'fstPrt-ResDam/Def+(31)
Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(7), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-EndRdx/Rchg(31)
Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13)
Level 8: Divine Avalanche -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(11), B'ngBlow-Acc/Dmg(25), B'ngBlow-Dmg/Rchg(25)
Level 10: Hurdle -- Empty(A)
Level 12: Kick -- Empty(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(46), ImpArm-ResDam/EndRdx(46)
Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(40), RctvArm-EndRdx(40), RctvArm-ResDam/EndRdx/Rchg(40), EndRdx-I(42)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(50)
Level 22: Stimulant -- Empty(A)
Level 24: Weave -- RedFtn-Def(A), RedFtn-EndRdx(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def/EndRdx(43), RedFtn-Def/Rchg(43)
Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(27), C'ngImp-Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), Achilles-ResDeb%(31)
Level 28: Invincibility -- GftotA-Def/EndRdx(A), GftotA-Def(37), Rec'dRet-Pcptn(37), Rec'dRet-ToHit(37)
Level 30: Aid Self -- Dct'dW-Heal(A), Dct'dW-Rchg(45), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46)
Level 32: Golden Dragonfly -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 35: Tough Hide -- DefBuff-I(A), GftotA-Def(36), Ksmt-ToHit+(36), Ksmt-Def/EndRdx(36)
Level 38: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/Rchg(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
Level 47: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(50), ImpArm-ResDam/EndRdx/Rchg(50)
Level 49: Super Jump -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


 

Posted

While on the Katana side you need to replace Sting of Wasp with Gamblers cut and add a -resistance Achilles proc in it

I am not a Invulnerability expert but I will look over the build and see anything glaring but right off the glance make that change on your attack.

I am also sure more people will pipe in with some good data as well

Ok looked at it further 1st if you can afford it I go with 4 kentic combat in da over you current slotting if not that you might as well 6 slot touch of death and get more from the sets bonus of + damage and health and same return in melee defense as your current set

Why 6 slot resist energy at the end pull 1 slot to health and add a miracle more return on your IO Most Impervium are pretty expensive might as well go with a miracle for a better return on endurance

Pull the extra endurance slot from tough move it to weave and use the 6th slot for another 2.5 defense in ranged or 1.25 energy defense

More to come later


Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA

 

Posted

Thx Hej, ya the smashing haymakers im using till i can afford kinetics, this is what i'm running right now, solo'd Bobcat no problems. Just took 10+ minutes, i figured the two 2 set imperviums would help with my regen, sense im worried about going 0/100 end before conserve power is up again.


 

Posted

[ QUOTE ]
Thx Hej, ya the smashing haymakers im using till i can afford kinetics, this is what i'm running right now, solo'd Bobcat no problems. Just took 10+ minutes, i figured the two 2 set imperviums would help with my regen, sense im worried about going 0/100 end before conserve power is up again.

[/ QUOTE ]


I kept all the powers the same and moved some slots around to get you more endurance and a little more defense

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Maybe someone can do better but this is what I tweaked by just moving slots and changing a few IO's


Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA

 

Posted



You're missing some attacks there. Where's Flashing Steel and Lotus Drops? They may not do much to a single target, but they help build a decent attack chain. I'd put Achilles' Procs in each attack (except DA--doesn't take def debuff sets)
Medicine Pool is forced into the build and unnecessary with Dull Pain already in.
Tough is nice for some, but also forced in (You don't even slot Kick!) Unstoppable is an excelent power in a jam. The Travel power? I'd take much earlier if you plan to exemp for lower level task forces.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

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You're missing some attacks there. Where's Flashing Steel and Lotus Drops?

[/ QUOTE ]
The OP said, “I'm trying to build him to solo AV's”. For that, AoEs are completely superfluous. Nice for general play though.

[ QUOTE ]
I'd put Achilles' Procs in each attack

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Don't put Achilles' Heels in your AoEs. They're boss killer procs, not minion munching procs.

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Medicine Pool is forced into the build and unnecessary with Dull Pain already in.

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Aid Self is very useful for the stated goal of soloing AVs.

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Tough is nice for some, but also forced in (You don't even slot Kick!)

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I'm not sure what you mean about “forced in”. Tough is very useful, stacking nicely on the other smashing/lethal resists. And why would you slot Kick???

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Unstoppable is an excelent power in a jam.

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And completely useless for soloing AVs, because when it crashes, you're dead. Nice to have. Not critical given the stated purpose of the build.


"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

thx for the advice, im working on getting kinetic combats still. just got one in a recipe roll today.


 

Posted

I notice that Sting, DA, and GD are very overslotted for damage; you're getting almost nothing out of the 6th enhancements there. You could trade them out for procs, or look into some sets for the attacks' secondary effects. Knockback, Def debuff, and Def buff sets can all have straight Endurance/Recharge enhancements, and they're usually cheap. Resist Energies and Unyielding are also way overslotted; if you're looking for more +recovery, you'd be better served putting one of those slots in Health and grabbing the Miracle unique. It's expensive, but actually not so much more expensive than the Impervium Armors would be. (A quick check at Wentworth's shows that one Impervium Armor: Resistance goes for 27 million or more.)

Invincibility is a great defensive power, it's worth another slot to bring its defense value to the ED 'cap'.


[ QUOTE ]
And why would you slot Kick???

[/ QUOTE ]Because Brawl was already full!


 

Posted

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[ QUOTE ]
You're missing some attacks there. Where's Flashing Steel and Lotus Drops?

[/ QUOTE ]
The OP said, “I'm trying to build him to solo AV's”. For that, AoEs are completely superfluous. Nice for general play though.

[/ QUOTE ]

I figure every attack you can throw....*shrug*

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I'd put Achilles' Procs in each attack

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Don't put Achilles' Heels in your AoEs. They're boss killer procs, not minion munching procs.

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Anything to help take down something that the first hit doesn't (granted not often). I also like to put it in everything, because it almost guarantees the proc will effect my primary target (I will throw everything at it). When fighting an AV I often am dealing with their minions too, and AoE's let me deal with them indirectly. Plus, if they're proc'd they'll go away faster.
(I understand I likely use different tactics when facing an AV)


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Medicine Pool is forced into the build and unnecessary with Dull Pain already in.

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Aid Self is very useful for the stated goal of soloing AVs.

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Yeah, I can see that.

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Tough is nice for some, but also forced in (You don't even slot Kick!)

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I'm not sure what you mean about “forced in”. Tough is very useful, stacking nicely on the other smashing/lethal resists. And why would you slot Kick???

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Forced in? I mean taking a power you're not ever going to use just to take the higher level one you do. I seldom do this (but that's just me). I like to have a use for every power I take.

As for Slotting Kick? Again, I like to use every power I take, and well....Slotting is great for Set bonuses

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Unstoppable is an excellent power in a jam.

[/ QUOTE ]
And completely useless for soloing AVs, because when it crashes, you're dead. Nice to have. Not critical given the stated purpose of the build.

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Yeah, that's true...the crash is indeed harsh in an AV fight.
I have managed to mitigate the crash by popping Archmage just before the crash (plus judicious use of greens and blues) and last to use Unstoppable again in the same fight (granted, if don't take it down that time, the crash will kill me, so I dosee your point.)


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

[ QUOTE ]
[ QUOTE ]
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I'd put Achilles' Procs in each attack

[/ QUOTE ]
Don't put Achilles' Heels in your AoEs. They're boss killer procs, not minion munching procs.

[/ QUOTE ]

Anything to help take down something that the first hit doesn't (granted not often). I also like to put it in everything, because it almost guarantees the proc will effect my primary target (I will throw everything at it).

[/ QUOTE ]
I really need to save my explanation of this, and I don't have time right now to go through all the mathematics again because I'm busy playing. But the conclusion is that you really shouldn't put them in AoEs. You'll do much better with regular damage procs, or just about anything else. Maybe one of my posts on the subject is still out there. If I can find it, I'll try to link to it later.

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Tough is nice for some, but also forced in (You don't even slot Kick!)

[/ QUOTE ]
I'm not sure what you mean about “forced in”. Tough is very useful, stacking nicely on the other smashing/lethal resists. And why would you slot Kick???

[/ QUOTE ]
Forced in? I mean taking a power you're not ever going to use just to take the higher level one you do. I seldom do this (but that's just me). I like to have a use for every power I take.
As for Slotting Kick? Again, I like to use every power I take, and well....Slotting is great for Set bonuses

[/ QUOTE ]
OK. So Tough and Weave are usually forced in, Aid Self is usually forced in, Health and Stamina are usually forced in. A lot of things have prerequisites that aren't particularly useful. Slotting them so that they aren't "forced" doesn't make the situation better. It makes it worse. As far as the set bonuses, slotting a useless power for set bonuses is called a "set mule". Sometimes useful, but it's a lot better to slot a useful power instead if you can.


"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

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I really need to save my explanation of this, and I don't have time right now to go through all the mathematics again because I'm busy playing.

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um, okay...so...short post?

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But the conclusion is that you really shouldn't put them in AoEs.

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Conclusion? to what? you didn't really explain anything.

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You'll do much better with regular damage procs, or just about anything else. Maybe one of my posts on the subject is still out there. If I can find it, I'll try to link to it later.

[/ QUOTE ]

Right, because you're too busy playing to post. Wait, you didn't just post to say I'm plain wrong, did you? That's just weird.


[ QUOTE ]
OK. So Tough and Weave are usually forced in, Aid Self is usually forced in, Health and Stamina are usually forced in. A lot of things have prerequisites that aren't particularly useful. Slotting them so that they aren't "forced" doesn't make the situation better. It makes it worse.

[/ QUOTE ]

It makes it worse? really?
Wait, Health and Stamina are forced? Swift and hurdle are quite useful for getting around in a fight. (but rarely is there a need to slot them, and then not really a 'need')


[ QUOTE ]
As far as the set bonuses, slotting a useless power for set bonuses is called a "set mule".

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Yes, I've heard of Set Mule. Although, it's not really a set mule if you use the power. Not that set mules are a bad thing(although in this instance, I guess they aren't good, either)

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Sometimes useful, but it's a lot better to slot a useful power instead if you can.

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I do. I can't slot more than 6 in the more useful powers. I can make the others more useful by....well, by slotting them.

(Yeah, okay, this post is kind of a snarky of me. I didn't expect anyone to get so annoyed by my posts. I'm just offering opinion, and in some cases to explain my reasons here and there. )


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Tough/Weave/Aid Self were all no brainers as far as pool choices for me, i would have taken tough and weave even if i wasnt going to try to solo AV's.


 

Posted

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[ QUOTE ]
I really need to save my explanation of this, and I don't have time right now to go through all the mathematics again because I'm busy playing.

[/ QUOTE ]

um, okay...so...short post?

[/ QUOTE ]

The explanation that Werner uses to demonstrate the inferiority of the AH proc in AoEs is pretty simple: the benefit of the proc is a delayed effect that acts as bonus damage over the course of the next 10 seconds. If you're only attacking the target once every 10 seconds with an AoE that deals 100 damage enhanced, you're only getting 20 extra damage out of the proc (personally). You'd be better off with the proc in the instance (of course, the numbers are arbitrary). Secondly, the target also need to be alive for the duration for it to really be a point. If you kill the target within the duration of a single AH application (including the damage you've already dealt it), it's unlikely that the proc itself was any real threat because you've already taken 30-50% of its HP out before applying the debuff at all.

It all comes down to minions simply being too small to actually get a substantive effect from the AH proc, both in time saved and real DPS contributed. If you're putting it into the AoE purely to maintain the effect of the AH proc on the primary target while you deal tangential damage to those enemies around him, that's a completely different point, but it starts getting into the realm of severely diminished effect from the AH proc (because it doesn't stack). In general, depending on how much uptime you think is enough and how many slots you're willing to cough up, you want to get between 4 and 6 AH applications every 10 seconds, which, thanks to Kat's crazily fast animations, pretty much means that you only need it in GC in order to get into that sweet spot.


 

Posted

As far as slotting anyone else got any advice, build posted in 1st post.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
I really need to save my explanation of this, and I don't have time right now to go through all the mathematics again because I'm busy playing.

[/ QUOTE ]

um, okay...so...short post?

[/ QUOTE ]

The explanation that Werner uses to demonstrate the inferiority of the AH proc in AoEs is pretty simple: the benefit of the proc is a delayed effect that acts as bonus damage over the course of the next 10 seconds. If you're only attacking the target once every 10 seconds with an AoE that deals 100 damage enhanced, you're only getting 20 extra damage out of the proc (personally). You'd be better off with the proc in the instance (of course, the numbers are arbitrary). Secondly, the target also need to be alive for the duration for it to really be a point. If you kill the target within the duration of a single AH application (including the damage you've already dealt it), it's unlikely that the proc itself was any real threat because you've already taken 30-50% of its HP out before applying the debuff at all.

It all comes down to minions simply being too small to actually get a substantive effect from the AH proc, both in time saved and real DPS contributed. If you're putting it into the AoE purely to maintain the effect of the AH proc on the primary target while you deal tangential damage to those enemies around him, that's a completely different point, but it starts getting into the realm of severely diminished effect from the AH proc (because it doesn't stack). In general, depending on how much uptime you think is enough and how many slots you're willing to cough up, you want to get between 4 and 6 AH applications every 10 seconds, which, thanks to Kat's crazily fast animations, pretty much means that you only need it in GC in order to get into that sweet spot.

[/ QUOTE ]

*shrug* I like to guarantee the debuff. If the proc fire before the other wears off, the timer reset (as it doesn't stack), and every attack will do more damage. It may not seem like much, but it does add up (True an AV will likely regen, but I figure every bit helps). Beyond that, an AoE have a chance to proc against multiple targets at once, and great in a team as everyone deal extra damage to proc'd targets(If he means the procs aren't great when soling an AV, he's right. if he means in general, I disagree).


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

[ QUOTE ]
As far as slotting anyone else got any advice, build posted in 1st post.

[/ QUOTE ]

Right, back on subject

I'd stick to 3 slotting, maybe 4 slotting any auto powers.

Place more recharge in Build Up, the bonus damage can only help.

Invincibility will only grant 2% to hit against one target. Slot for more def than To Hit. Perhaps consider Focused Accuracy, high end cost, but +5% To Hit, +20% acc, +perc and some heavy To Hit Debuff resistance (for any Dark AVs)

For Tough Hide, use Gift of the Ancients Def & Def/Run speed , and Luck of the Gambler Def & Def/+7.5%. You'll get +2% recovery and +10% regen, plus ED capped Defense. Put the Kismet Unique into Combat Jumping instead.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

[ QUOTE ]
*shrug* I like to guarantee the debuff. If the proc fire before the other wears off, the timer reset (as it doesn't stack), and every attack will do more damage. It may not seem like much, but it does add up (True an AV will likely regen, but I figure every bit helps). Beyond that, an AoE have a chance to proc against multiple targets at once, and great in a team as everyone deal extra damage to proc'd targets(If he means the procs aren't great when soling an AV, he's right. if he means in general, I disagree).

[/ QUOTE ]

The issue with putting for the extra slots to guarantee greater uptime is that each additional proc attempt per 10 seconds adds proportionately less than the previous proc chance per 10 seconds when averaged over time.

As to using it as a team buff, if you really think that your team needs help killing those minions, especially if there is an AoE focused individual on the team, there's probably something wrong with your team, especially since there are many more -res effects that are larger and have better (re: 100%) uptime that the team is probably already packing, and the fact that minions don't really stay up long enough to get much of an effect from the debuff still stands. 99.99% of the time, you're better off just dropping a damage proc into the power or springing for the Gladiator's PbAoE -res proc which actually stacks with the AH proc.


 

Posted

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You'll do much better with regular damage procs, or just about anything else. Maybe one of my posts on the subject is still out there. If I can find it, I'll try to link to it later.

[/ QUOTE ]
Right, because you're too busy playing to post. Wait, you didn't just post to say I'm plain wrong, did you? That's just weird.

[/ QUOTE ]
Yes. I didn't want to quit the team to make a long post proving my point, but wanted to let you know that you were wrong. What's weird about that?

Anyway, it looks like the forum monster has eaten both times I've explained the details in the past. So I'll write it all up again, and this time I'll remember to save a copy, because this keeps coming up.

Lets say you're surrounded by five even level minions and you use an PBAoE with an Achilles' Heel proc in it. With a 20% chance of firing, on average it will hit one of those minions. Achilles' Heel is basically a buff – attacks on that minion over the next ten seconds will do 20% more damage. So we can consider that additional damage to be the “damage” that the proc does. A level 50 minion has 430 hit points. Let's say that the attack with the proc did 190 hit points of damage, leaving the minion with 240 hit points. And lets say that you DO manage to kill the minion in the next ten seconds. The 240 hit points of damage required to kill the minion can be considered to be 200 base hit points of damage, plus 40 hit points of damage from the proc. So what's the MAXIMUM damage that the proc can do? It would be in an AoE that does NO damage itself, so that the minion still has all 430 hit points of damage. And then you'd need to finish off the minion in the next 10 seconds, which pretty much means finishing off the whole crowd in 10 seconds since I don't think there's a way to identify who got hit with the proc, or at least not to do it quickly. You would then attack the minion for 359 points of damage, and the proc would do the other 359 * 20% = 71 points of damage.

So the proc does 71 damage to an even level minion under nearly IDEAL circumstances – your AoE does no damage at all, and you finish off the crowd in the next 10 seconds.

What about a regular damage proc? That's a lot simpler. 20% chance of doing 71.8 damage.

So when fighting minions, even under nearly ideal circumstances, the Achilles' Heel proc basically only pulls even with a regular old damage proc.

What about lieutenants? Well, you won't be surrounded by just five lieutenants and nothing else, and good luck finishing five lieutenants off in 10 seconds except with an AoE monster, but sure, let's say that everything comes together just perfectly. A level 50 lieutenant has 805 hit points. So you're doing 671 damage, and the proc does 671 * 20% = 134 damage to finish off the lieutenant. Then yes, under these even more ideal circumstances, the Achilles' Heel proc will do somewhat more damage than a regular old damage proc. But taking into account that you won't often find yourself in this situation, that your AoE actually does damage, and that sometimes you won't finish off the guy that got hit with the proc in the next 10 seconds, I wouldn't say that it's necessarily better in practice. I'd probably still recommend a regular damage proc as being more likely to do more damage on average, and to do it sooner since it takes effect on that attack rather than on potential future attacks. But it's hard to say for sure. So let's say we take the 20% chance of 134 damage at face value. What about a purple proc? That's a 33% chance of 107.1 damage = 35.3 damage on average, compared to our 20% * 134 = 26.8 damage on average. So the purple proc is still significantly better than Achilles' Heel against lieutenants even under near ideal circumstances.

So we pretty much need to get up to boss level before the Achilles' Heel starts to more clearly beat out the alternatives. And while you might be using AoEs on a boss farm, you're not going to be finishing off that crowd of bosses in 10 seconds unless you're on a big AoE team. So I suppose I could add a qualifier of “unless you're AE boss farming on a big AoE team” to my advice to skip Achilles' Heel procs on AoEs, but that's seems unnecessary, that being such an exceptional circumstance, and presumably not representative of your normal play on the character.

So the basic use of Achilles' Heel procs is for taking down single hard targets. It's a single target because you don't usually find or take out multiple hard targets fast enough (with some exceptions on some teams). And it's a hard target like a boss or above because only those have enough hit points for the damage from the Achilles' Heel to add up.

Now, I DO see some logic in putting it in AoEs for the situation you described – attacking the boss, but using an AoE because there are other enemies around. The primary target is the boss, so it's pretty much like putting it in a single target attack at that point, which is to say that it is worthwhile. However, what percentage of time do you use your AoEs that way specifically, and what percentage of time do you use them on targets other than bosses? Generally speaking, I think AoEs are largely used as minion munchers. As such, the Achilles' Heel procs are usually going to be outclassed by other options, often significantly outclassed.

Now you can hopefully see why I didn't explain while I was playing the game earlier. This isn't something I can explain while people are selling between missions.

[ QUOTE ]
[ QUOTE ]
OK. So Tough and Weave are usually forced in, Aid Self is usually forced in, Health and Stamina are usually forced in. A lot of things have prerequisites that aren't particularly useful. Slotting them so that they aren't "forced" doesn't make the situation better. It makes it worse.

[/ QUOTE ]
It makes it worse? really?

[/ QUOTE ]
Yes, it really makes it worse. You're forced to take Kick or Boxing to get Tough and Weave. That's bad for you, because they're inferior attacks, worse than what's in your primary. You generally want to avoid using them. To actually waste slots on them is to make a bad situation worse. Now not only do you have an inferior power, but you've also wasted five slots that you could have constructively used elsewhere rather than throwing them away.

Now, there are still situations where you might end up slotting them. I've actually used Boxing in my attack chain while leveling when I was extremely tight on power choices. It was therefore worth slotting until I could respec into a better attack chain at a higher level. And of course one of them might be necessary as a set mule. But to slot it just because you don't want to waste the power pick is to throw good money after bad.

(Edit: And I apologize for the attitude in my posts. Reading over them, I come off pretty badly. It's certainly not your fault that I've explained these things multiple times in the past. I didn't explain them to YOU, so it's all new information. You didn't deserve to get hit with a “sheesh, I've already explained this five times” sort of attitude. I was honestly trying to be helpful, both to you and to the OP, but I came off pretty smug and conceited. I'm sorry about that.)


"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

okay, for the OP, the build is good. But on the invunerability side of things, you really want to push the smash/lethal defense as high as you can, combine that with your 70% S/L res and you'll start wondering if you need a Tank at all, and asking if you can slot the Taunt into the character.

At least, that's been my experience of /Inv. And heck, if you can drop SJ for the Taunt, do it, and then Tank on ITFs, cos seriously, you're survivability will be in the stratosphere.

Below is my own /Inv build, I'm not saying its better, it just illustrates the benefits of the Kinetic Combats, anywho -->

<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1411;690;1380;HEX;|
|78DAA553DB521341109D4D362E978424DCEF0941082117A0C A2A2F2828A25528C14|
|89427151718219A0A71372879F3037CD22A7DF2432C3F4D31 76F799A4CAF2D12D38|
|672EA7674E77678AE79B61A53EAC2BABEF6ED5F5FDFDF2A1E 7D6EBDA7376DCC699E|
|756ED4DD77BE328A5C6DA3BFB455DD5BAC0EB18263B3B9BFA 95AEF9BAB0557B7756|
|AD69CF3DA8542B8D667CAB76A23D5D6B14DA8370E9F4B45AB 85F69D4B4EFF7C8A45|
|CD7FA2862D68F4F1A95DA3154DBDAADD3247EAF5E392C6C9C 1E35F78BAEDFD05E73|
|945C65E8DF637BF2B5422A1B506A4505E6852EA54119A1AE0 59026E5945AE5284BA|
|22C95531205F21DB341E7592D89E95141A19F320BFF025D08 8DFF16BA4951419C17|
|08E2207B8DC8561DBE4592102476E891C592CB255011B4233 4FF50E88CE48EF1E14|
|4836C7ABA1FF49816536A665768B60C2A098528A41B97A8EE BCF848D1522F0E0AF4|
|6665A9EF2F5A2341C4D42202EFD3A075DA899AACA2CB3448A BD8157117334939A48|
|89BA4E20F44D1BF05DA13E1E05324B566B1F52E920F401E1C F82A951BFC2434FC05|
|F459E82DE986E0D91E4266E3C87311592FA206F997E2F336C 9478CCF9111B969141|
|9183A27C198B4B5151A4353D3686A1A4D4DA3A9193475114D BD43511396440526AE|
|72C24135D9E621C9CB72F832D47BAA459F6AD24AC2F42D01E B49984DC27A1289CCB|
|C166733E8C10645A54C615217F2139DC50D991868502848BA 3993E91C729B37AD58|
|325CA6BC1660C05AC0E92BA0F7149C3555C8A20A39A49F43D E3954218FD2E451856|
|18A2A982B0B26FBA536C3A34D92652359365B2B6D8664D2EE 3C53FAE3426DFFB352|
|B23B4F4F59B292B03BCFF4BFBEEFE1F65DDDBB3D844F184A0 4D61E8F9E313CE7E90|
|B1EB93C3A6038E469EB47273A7A8D0D5D67B8C1B0CAF09145 0E3FB15E86304384A1|
|8F21CA1063186018661867F8C6D0FA037EB4F818|
|-------------------------------------------------------------------|</pre><hr />

P.S. - Werner is a clever guy, heed his advice, the man knows his numbers in a crazy mixed-up kind of love kind of way.


 

Posted

*peeps head from behind wall* is it safe to come out yet?


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

So here is the new updated build, im currently running with. tried soloing Marauder last night, at about 15mins my end went dead and i called it a night. need to get my dps up.

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: Katana
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), Achilles-ResDeb%(15)
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-EndRdx(5), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(19), S'fstPrt-ResDam/Def+(45)
Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(7), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-EndRdx/Rchg(40)
Level 6: Hurdle -- Empty(A)
Level 8: Divine Avalanche -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(21), B'ngBlow-Acc/Dmg(39), B'ngBlow-Dmg/Rchg(40)
Level 10: Kick -- Empty(A)
Level 12: Stimulant -- Empty(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Empty(15)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/EndRdx(19)
Level 18: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(48), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/EndRdx/Rchg(50)
Level 20: Aid Self -- Dct'dW-Heal(A), Dct'dW-Rchg(46), Dct'dW-Heal/Rchg(46), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(48)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(50)
Level 24: Weave -- RedFtn-Def(A), RedFtn-EndRdx(25), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(34)
Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), Achilles-ResDeb%(31)
Level 28: Invincibility -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(39), GftotA-Def/Rchg(39), GftotA-Def(43), GftotA-Def/EndRdx(45), GftotA-Def/EndRdx/Rchg(45)
Level 30: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), M'Strk-Acc/Dmg/EndRdx(34)
Level 35: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36)
Level 38: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), GftotA-Def(43), GftotA-Run+(43)
Level 41: Build Up -- RechRdx-I(A), Rec'dRet-ToHit/Rchg(42), Rec'dRet-ToHit(42)
Level 44: Combat Jumping -- Ksmt-ToHit+(A)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: Super Jump -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


 

Posted

[ QUOTE ]
So here is the new updated build, im currently running with. tried soloing Marauder last night, at about 15mins my end went dead and i called it a night. need to get my dps up.

[/ QUOTE ]

As I understand it...the best way to defeat him is just wait until his unstoppable drops.


 

Posted

i never got him to unstoppable

But what should my attack chain be? GC - SD - DA - GC - GD - DA


 

Posted

[ QUOTE ]
i never got him to unstoppable

But what should my attack chain be? GC - SD - DA - GC - GD - DA

[/ QUOTE ]
For AV soloing, I use:

DA&gt;GC&gt;GD&gt;GC&gt;DA&gt;GC&gt;SD&gt;GC

That does drop the double-stack of Divine Avalanche for a fraction of a second, but it takes serious advantage of the Achilles' Heel in Gambler's Cut to give you the best DPS with a double stack of Divine Avalanche to hit the melee defense soft cap. If you're uncomfortable with Divine Avalanche dropping for a fraction of a second, or if experience shows you that you're getting nailed a lot in that window, remove one of the Gambler's Cuts.

The chain you mentioned is probably a better choice when taking on a crowd of tough enemies. Switching targets and chasing the guy you tossed in the air with Soaring Dragon will take additional fractions of seconds, widening that window where Divine Avalanche isn't double stacked. Also, the Achilles' Heel debuffs aren't helping you as much in that situation, so squeezing in as many as you can isn't nearly so important.

(Edit: And when you're feeling particularly safe, DA&gt;GC&gt;GD&gt;GC&gt;SD&gt;GC for even higher DPS at the cost of melee defense. Haven't checked if you have the recharge, and it's not worth making build changes if you don't, but it's another nice option if you can pull it off.)


"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

Yea, generally I will have 2 or 3 minions along with the AV just to get more out of invincibility. Idk if I have the rech for the 3rd chain I'm sitting at 32.5% global right now, I will probly need 50% cause its not a problem when im speed boosted.