Enforcers: how much +def?


Brynstar

 

Posted

How much +def and +tohit each enforcer gives to you and other pets? I'm curious on how much def I can get to my pets with the 2 +5def pet uniques, maneuvers from enforcers and maneuvers from me.

I wonder if I can softcap my pets with FFG from traps?

Thanks!


 

Posted

I don't remember my exact numbers, but I think it's 10% unenhanced PER ENFORCER. I do know it's much more than you taking maneuvers will give you.

I also know that the +tohit is not that much. I think on the order of 1/3 what you taking tactics would give.

You can view your pets combat attributes, if you have the game up now.


Where to now?
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

It's listed as 8.5% (each) on City of Data. Slotted and combined would list as roughly 24% with both enforcers alive. As I recall I was planning on slotting mine Nucleous, Nucleous, Nucleous, Cyto, Cyto, achilles -res. Then +5% Def, +5% Def, +10% Res, +10% res in Gang War. That ups the pets to 34% defense all on their own. Pool: Maneuvers raises that to 38%. Add in FFG and you'd be beyond the soft-cap easily even unslotted.

My current build is old pre-i9, that was intended to duo with another thugs, the 4 enforcers softcapping the pets even with SO only builds and no other buffs or debuffs.

If I can remember, I'll check the combat attributes in-game tonight. I've never tried to check combat attributes on my pets, so I'm not sure how to do that atm, but I'll see if I can figure it out.


 

Posted

Nice, so I can get my pets to 38% def without FFG? Thanks for the info Linea.

BTW is it worth gutting Gang War in terms of acc/dam so you 'll have the 4 pet specials there? I just created my MMs (thugs/traps and thugs/dark, just testing, never played a thugs MM) and I don't know how much a fully slotted GW helps comparing to one with the 4 uniques and say, 2 recharges.


 

Posted

well, since I never use gang war, I'm really not the person to ask. To me they are just paper targets used to distract something, not actually do anything useful. you could 6 slot with some purples in 2-4 slots if you really think Gang War has any offensive use. Then squeeze in the other two uniques somewhere else, *shrug*


 

Posted

Gang War has no purpose other than pure distraction. They are nothing but fodder and die very quickly, a perfect spot to store uniques.


 

Posted

I also have a thug/trap MM I recently decided to give attention to.

I only put one Def IO into the enforcers and the The of the Lady Grey proc in them for extra damage, follow by the usual frankenslotting. I then slotted GW with four call to arms + 2 other pet uniques, and I put the last one into thugs. That way if I didn't forget about GW completely and I unleashed them onto a target, they would have some measure of accuracy, while at the same time it doesn't completely gimp the recharge of the power plus I get some set bonuses from it too. I was able to soft cap my pet's defense pretty easily, I could have even went all the way to around 52-54% for them if I tried.

For my Thug/Traps, I went more for recharge and some procs, with a bit of typed defense thrown in. I figure soft capping my MM to positional defenses isn't really important to me when I steamroll most everything anyway, and also when I'm already pretty close to soft cap on smashing/lethal/energy. Not worrying about my positional defenses let me fool around with putting procs everywhere. I love mah procs...

-Simon


 

Posted

You can get plenty of Acc, Dmg, and End redux in the thugs and Bruiser at only 4 slots. I put the pet dmg uniques in them and the 2 rech intensive uniques in Gang war then frankenslotted for Acc/Dmg/Rech.


Level 50s: to many to remember at this point

 

Posted

I ended up deciding for a Thugs/Dark he's level 14 now.

With 38% from enforcers+maneuvers+pet uniques I'll have my pets almost softcapped with the 5.8% defense from Shadow Fall. I'm happy with this , plus I'm at 38% ranged def.

Build (suggestions are welcome):

Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/

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

Smoothie Criminal 2: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Twilight Grasp -- Acc-I(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(13)
Level 4: Darkest Night -- HO:Enzym(A), HO:Enzym(13)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 10: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Rchg(17), Amaze-Acc/Stun/Rchg(19), Amaze-ToHitDeb%(19)
Level 12: Call Enforcer -- HO:Nucle(A), HO:Nucle(21), BldM'dt-Dmg(21), DefBuff-I(23), DefBuff-I(23), Achilles-ResDeb%(25)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(25)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(27), Cloud-Acc/Rchg(27), Cloud-ToHitDeb/EndRdx/Rchg(29), Cloud-Acc/EndRdx/Rchg(29), Cloud-%Dam(31)
Level 22: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 24: Shadow Fall -- HO:Ribo(A), HO:Ribo(33), S'fstPrt-ResDam/Def+(33), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(34)
Level 26: Call Bruiser -- SvgnRt-Dmg/EndRdx(A), BldM'dt-Dmg/EndRdx(34), BldM'dt-Acc/Dmg(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(36), EdctM'r-PetDef(37)
Level 28: Gang War -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(39), RechRdx-I(39), C'Arms-+Def(Pets)(39)
Level 30: Maneuvers -- HO:Cyto(A), HO:Cyto(40), LkGmblr-Rchg+(40)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(43)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(43), Cloud-Acc/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(45), Cloud-Acc/EndRdx/Rchg(45), Cloud-%Dam(45)
Level 41: Charged Armor -- HO:Ribo(A), HO:Ribo(46), HO:Ribo(48)
Level 44: Electrifying Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(46), GravAnch-Acc/Rchg(46), GravAnch-Immob/EndRdx(50), GravAnch-Hold%(50)
Level 47: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]5,5% DamageBuff(Smashing)[*]5,5% DamageBuff(Lethal)[*]5,5% DamageBuff(Fire)[*]5,5% DamageBuff(Cold)[*]5,5% DamageBuff(Energy)[*]5,5% DamageBuff(Negative)[*]5,5% DamageBuff(Toxic)[*]5,5% DamageBuff(Psionic)[*]10% Defense[*]4,25% Defense(Smashing)[*]4,25% Defense(Lethal)[*]9,88% Defense(Fire)[*]9,88% Defense(Cold)[*]14,6% Defense(Energy)[*]14,6% Defense(Negative)[*]3% Defense(Psionic)[*]5,5% Defense(Melee)[*]26,1% Defense(Ranged)[*]11,1% Defense(AoE)[*]4,5% Max End[*]4% Enhancement(Heal)[*]66,3% Enhancement(RechargeTime)[*]30% Enhancement(Accuracy)[*]15% FlySpeed[*]24,1 HP (3%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 7,5%[*]MezResist(Held) 7,5%[*]MezResist(Immobilize) 7,5%[*]MezResist(Sleep) 7,5%[*]MezResist(Stun) 10,8%[*]MezResist(Terrorized) 9,7%[*]13,5% (0,23 End/sec) Recovery[*]10% (0,34 HP/sec) Regeneration[*]6,3% Resistance(Fire)[*]6,3% Resistance(Cold)[*]15% RunSpeed[/list]


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Posted

It's worth noting that the purple patch gets kinda weird when softcaps get involved. At least if I understand my tohit mechanisms correctly, the lowest tier of pets fighting an opponent who's +4 to you - like, say, a +1 boss - will be dealing with that opponent having a signficant +tohit bonus.

Could be wrong, I might be mistaking Tohit and Accuracy.


 

Posted

I don't think rank affects to-hit, only level. A +1 boss will be +3 to the pet and +1 to you, but will also gain an accuracy bonus for being a boss. Enemies don't get a to-hit bonus from level until +6, so you'd have to be fighting +4s to worry about that. Bosses do have higher accuracy though, so they have a higher final to-hit floor regardless of defense.

A +6 opponent only has a 5% to-hit bonus, so if you plan to fight a lot of +4s you may want your lowest tier pet to have 50% defense if possible. As long as you stick to +3s or less, even archvillains and heroes won't be gaining to-hit bonuses... though they will have as high as a 10% to-hit floor from rank and level accuracy bonuses.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

I get what you're saying, didn't think about it before since I'm a MM n00b... Anyway I guess there's no way my pets will go over 43ish% defense (Shadow fall+enforcers+maneuvers+def uniques), unless I was /traps.

I might consider taking Provoke in place of... er... something, right now I'm doing the toggle pulll with Darkest Night but it seems my pets grab some aggro using this method.