Calling on math scrappers...
Well I don't konw what one would be better, I'm thinking Fury Of the Gladiator proc because it does Stack with the Achilles heel Proc. But I don't know the math for it.
A purple proc does 107.1 damage 33% of the time, or an average of 35.3 damage per hit.
The value of the -res proc will vary depending on how much DPS you do. Let's say 150. When the proc goes off, your damage increases by 20% for 10 seconds. In 10 seconds, you'd do 1500 damage, so the proc adds another 300. Effectively, the proc deals 300 damage with a 20% chance, or an average of 60 damage per hit.
There are a couple other things to consider. For one, the value of the -res proc is affected by how much it will overlap with itself, because if it procs again when the debuff is already up, the remaining time on the first debuff is essentially wasted. Somebody else might have exact math for this.
Also, the purple proc may do a less-resisted damage type than your attacks, which will make the purple proc relatively more valuable.
Also, the resist proc gets better (or worse) depending on how much DPS you do without it.
And yes, the Fury proc does stack with the Achilles proc.
Alright, let's assume you're using the GD>GC>SD>GC attack string with 90% +dam in each of the attacks. That's ((164 + 57.8 + 123.9 + 57.8)*.95) = 728.32 damage in (1.98 + .924 + 1.584 + .924) = 5.412 secs for 134.58 DPS.
Now, compare the procs.
The Armageddon proc adds an extra (107.1 * .33) = 35.34 damage to the original damage. That's (728.32 + 35.34) = 763.66 damage and 141.1 DPS. That's an extra 6.52 DPS.
The Gladiator proc has a 20% chance to add an extra 20% damage to a every attack after it for 10 seconds (2 full cycles of the attack string, if you're curious). That's (728.32*.2*.2) = 29.13 damage. Of course, there are some diminishing returns because there is more than 1 proc attempt per 10 seconds. Because it occurs exactly halfway between the duration of the proc (where the attack string is concerned), the second proc only adds (728.32*.2*.2/2) = 14.57 damage. The total DPS across both attack strings would be ((728.32 + 29.13 + 728.32 + 14.57)/(5.412 * 2) = 138.61 DPS. That's an improvement of 4.03 DPS.
Of course, this calculation ignores a number of other variables like procs slotted in other attacks (which would make the -res proc more powerful), AH procs (which would make the damage proc more powerful), and other things. The primary reason why the -res proc is so comparatively weak is because it only checks twice per 10 second period which means you'll only get roughly 6% -res over time from it.
Thanks for helping the mathematically challenged.
Basically I'm trying to figure out a way to get the FotG -res IO into my attacks to improve dmg output, I figure it would be especially beneficial on teams when going after av's and such.
The attack string is basically GC-DA-GC-SD-GC-GD repeat.
Right now, I've got
Gamblers Cut - 5 hecatombs (all but dmg/rec) and an achilles chance for minus resist
Divine Avalanche - Makos a/d/e/r, a/d, d/e, Crushing Impact a/d/e, Luck of the Gambler def, def/increased rech (Theres probably a better way to slot this?)
Soaring Dragon - full set of makos (need the 6 slot bonus for def reasons)
Golden Dragonfly - Eradication a/d/e/r, a/d/r, d/r (3 needed for def reasons) Armageddon a/d/r, d/e, then probably the dmg proc or maybe the FotG -res proc.
Any suggestions for reslotting these? Would working in flashing steel with the FotG -res proc help or hurt dps vs hard targets? I have 6 slots for flashing, but I need 3 slots for eradications for the def bonuses. I have the remainder of the
armageddon set that could be used here as well.
[ QUOTE ]
Any suggestions for reslotting these? Would working in flashing steel with the FotG -res proc help or hurt dps vs hard targets? I have 6 slots for flashing, but I need 3 slots for eradications for the def bonuses. I have the remainder of the
armageddon set that could be used here as well.
[/ QUOTE ]
Just post your build and I can check it from there. If you really need the 3 piece Eradications all over the place, I'm going to be very interested. I'm rather confident there are plenty of other workarounds that don't screw around and generate suboptimal slotting.
[ QUOTE ]
The Gladiator proc has a 20% chance to add an extra 20% damage to a every attack after it for 10 seconds (2 full cycles of the attack string, if you're curious). That's (728.32*.2*.2) = 29.13 damage. Of course, there are some diminishing returns because there is more than 1 proc attempt per 10 seconds. Because it occurs exactly halfway between the duration of the proc (where the attack string is concerned), the second proc only adds (728.32*.2*.2/2) = 14.57 damage.
[/ QUOTE ]
I might be misunderstanding this, but shouldn't those numbers be doubled since the proc lasts for two iterations of the attack chain? 728.32*2*.2*.2 = 58.26 damage, or 29.13 for an overlapping proc.
To add a little more math to that, we can figure out the real average value of the proc. Whenever the proc goes off, there is a 20% chance that it went off in the previous chain. So you have a 20% chance of getting the lower number, and an 80% chance of the higher number. If my numbers above are right, then the average damage will be .2 * 29.13 + .8 * 58.26 = 52.43 average damage total. If I'm wrong and Umbral is right, then the number is half that, or 26.22. Or if I've screwed up the math entirely then you can disregard this whole post
EDIT: Also worth noting is that the Fury proc will increase in effectiveness when Build Up is active, while the purple proc stays static.
[ QUOTE ]
[ QUOTE ]
The Gladiator proc has a 20% chance to add an extra 20% damage to a every attack after it for 10 seconds (2 full cycles of the attack string, if you're curious). That's (728.32*.2*.2) = 29.13 damage. Of course, there are some diminishing returns because there is more than 1 proc attempt per 10 seconds. Because it occurs exactly halfway between the duration of the proc (where the attack string is concerned), the second proc only adds (728.32*.2*.2/2) = 14.57 damage.
[/ QUOTE ]
I might be misunderstanding this, but shouldn't those numbers be doubled since the proc lasts for two iterations of the attack chain? 728.32*2*.2*.2 = 58.26 damage, or 29.13 for an overlapping proc.
To add a little more math to that, we can figure out the real average value of the proc. Whenever the proc goes off, there is a 20% chance that it went off in the previous chain. So you have a 20% chance of getting the lower number, and an 80% chance of the higher number. If my numbers above are right, then the average damage will be .2 * 29.13 + .8 * 58.26 = 52.43 average damage total. If I'm wrong and Umbral is right, then the number is half that, or 26.22. Or if I've screwed up the math entirely then you can disregard this whole post
[/ QUOTE ]
I could quite possibly be wrong. I lost my notes on the -res proc calculations and had to force myself to remember them in the thralls of only being half conscious. I remember there being a reason why I didn't double the value for the first proc, but I can't quite remember it at the moment, so I could quite easily be wrong.
[ QUOTE ]
[ QUOTE ]
Any suggestions for reslotting these? Would working in flashing steel with the FotG -res proc help or hurt dps vs hard targets? I have 6 slots for flashing, but I need 3 slots for eradications for the def bonuses. I have the remainder of the
armageddon set that could be used here as well.
[/ QUOTE ]
Just post your build and I can check it from there. If you really need the 3 piece Eradications all over the place, I'm going to be very interested. I'm rather confident there are plenty of other workarounds that don't screw around and generate suboptimal slotting.
[/ QUOTE ]
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
------------
Level 1: Gambler's Cut
(A) Hecatomb - Damage
(3) Hecatomb - Accuracy/Damage/Recharge
(3) Hecatomb - Accuracy/Recharge
(5) Hecatomb - Damage/Endurance
(5) Hecatomb - Chance of Damage(Negative)
(7) Achilles' Heel - Chance for Res Debuff
Level 1: High Pain Tolerance
(A) Aegis - Resistance
(7) Aegis - Resistance/Endurance
(9) Aegis - Resistance/Recharge
(9) Numina's Convalescence - Heal
(11) Numina's Convalescence - Heal/Endurance
(11) Numina's Convalescence - Heal/Recharge
Level 2: Flashing Steel
(A) Eradication - Damage
(13) Eradication - Accuracy/Recharge
(13) Eradication - Damage/Recharge
(15) Eradication - Accuracy/Damage/Recharge
(46) Empty
(50) Empty
Level 4: Fast Healing
(A) Numina's Convalescence - +Regeneration/+Recovery
(15) Numina's Convalescence - Heal
(17) Numina's Convalescence - Heal/Endurance
(17) Regenerative Tissue - +Regeneration
(19) Healing IO
Level 6: Mind Over Body
(A) Steadfast Protection - Resistance/+Def 3%
(19) Aegis - Resistance/Endurance
(21) Aegis - Resistance/Recharge
(21) Aegis - Endurance/Recharge
(23) Aegis - Resistance/Endurance/Recharge
(23) Aegis - Resistance
Level 8: Divine Avalanche
(A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(25) Mako's Bite - Accuracy/Damage
(25) Mako's Bite - Damage/Endurance
(27) Crushing Impact - Accuracy/Damage/Endurance
(27) Luck of the Gambler - Defense
(29) Luck of the Gambler - Recharge Speed
Level 10: Indomitable Will
(A) Endurance Reduction IO
Level 12: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(29) Luck of the Gambler - Defense
(31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 14: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Rise to the Challenge
(A) Numina's Convalescence - Heal
(33) Numina's Convalescence - Heal/Endurance
(33) Numina's Convalescence - Heal/Recharge
(33) Numina's Convalescence - Heal/Endurance/Recharge
Level 18: The Lotus Drops
(A) Eradication - Damage
(34) Eradication - Accuracy/Recharge
(34) Eradication - Damage/Recharge
(34) Eradication - Accuracy/Damage/Recharge
Level 20: Quick Recovery
(A) Efficacy Adaptor - EndMod
(36) Efficacy Adaptor - EndMod/Endurance
(36) Efficacy Adaptor - EndMod/Accuracy
(36) Efficacy Adaptor - EndMod/Recharge
Level 22: Swift
(A) Run Speed IO
Level 24: Health
(A) Miracle - +Recovery
(37) Miracle - Heal
(37) Miracle - Heal/Endurance
Level 26: Soaring Dragon
(A) Mako's Bite - Accuracy/Damage
(37) Mako's Bite - Damage/Endurance
(39) Mako's Bite - Damage/Recharge
(39) Mako's Bite - Accuracy/Endurance/Recharge
(39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(40) Mako's Bite - Chance of Damage(Lethal)
Level 28: Heightened Senses
(A) HamiO:Enzyme Exposure
(40) Luck of the Gambler - Defense
(40) Luck of the Gambler - Defense/Endurance
(42) Luck of the Gambler - Defense/Endurance/Recharge
Level 30: Stamina
(A) Endurance Modification IO
Level 32: Golden Dragonfly
(A) Armageddon - Damage/Endurance
(42) Eradication - Damage/Recharge
(42) Eradication - Accuracy/Damage/Endurance/Recharge
(43) Eradication - Accuracy/Damage/Recharge
(43) Armageddon - Accuracy/Damage/Recharge
(43) Armageddon - Chance for Fire Damage
Level 35: Kick
(A) Force Feedback - Chance for +Recharge
Level 38: Tough
(A) Aegis - Resistance
(45) Aegis - Resistance/Endurance
(45) Aegis - Resistance/Endurance/Recharge
Level 41: Weave
(A) HamiO:Enzyme Exposure
(45) Luck of the Gambler - Defense
(46) Luck of the Gambler - Defense/Endurance
(46) Luck of the Gambler - Defense/Endurance/Recharge
Level 44: Build Up
(A) Recharge Reduction IO
Level 47: Maneuvers
(A) Luck of the Gambler - Recharge Speed
(48) Luck of the Gambler - Defense
(48) Luck of the Gambler - Defense/Endurance
(48) Luck of the Gambler - Defense/Endurance/Recharge
Level 49: Strength of Will
(A) Aegis - Resistance
(50) Aegis - Resistance/Endurance
(50) Aegis - Resistance/Endurance/Recharge
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Critical Hit
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Here's what I have so far (still in progress obviously) - what would you change? I tried to set it up so it would be good solo and on teams (but I could drop lotus drops for something else) and I wanted to keep it ex'able, while having soft capped def to most elements, 700+ reg with one enemy so I don't need any healing, and I have something similar on live, and I can run the main chain I mentioned without losing any end (it seems - did a pylon without moving the blue bar). I'm saving up to try and get a 3% def pvp IO if I can get one, which would obviously help with flexibility, but I'm not there yet, and the availability of said IO seems to be dwindling fast, lol. Fire away with suggestions.
[ QUOTE ]
Here's what I have so far (still in progress obviously) - what would you change? I tried to set it up so it would be good solo and on teams (but I could drop lotus drops for something else) and I wanted to keep it ex'able, while having soft capped def to most elements, 700+ reg with one enemy so I don't need any healing, and I have something similar on live, and I can run the main chain I mentioned without losing any end (it seems - did a pylon without moving the blue bar). I'm saving up to try and get a 3% def pvp IO if I can get one, which would obviously help with flexibility, but I'm not there yet, and the availability of said IO seems to be dwindling fast, lol. Fire away with suggestions.
[/ QUOTE ]
First off, short forum export please. >.< So much info that isn't really useful, especially since most people are simply going to import to view.
Secondly, how exempable do you really think it needs to be? All you would be losing would be some set bonuses but, in doing so, you're paying for it in lower actual numbers from the powers in question. You'd probably get better returns off of simply building for level 50 and taking what you get when you exemp down. I've found that this works quite well for me.
Secondly, on Quick Recovery and Stamina, Perf Shifter is your king. The proc is the best thing you can put into any of those slots and the set bonuses are better to boot plus, because they're procs rather than set bonuses or enhancements, they don't become less effective whenever you exemp down.
As to softcapping your typed defenses, you're not really doing anything to get smashing defense, which is going to hurt you a bit. Personally, I prefer to go the route of softcapping via typed defenses rather than positional, not only because I'm more comfortable with the typed set bonuses, but also because there are more higher values of them. */WP only has a 15.4% native advantage to typed defense thanks to Heightened Senses, but, considering all of the set bonuses that are typed and the pool powers that grant +def(all), I've always found it to be significantly more beneficial to simply aim typed.
Here's a softcapped Kat/WP that I've got on hand. I've played around with it a bit to give it better numbers elsewhere, but I've never really gone anywhere solid with it. I designed it purely as a concept build to demonstrate that it was possible. I've always had the feeling that Kat/WP would benefit more from getting 30-35% +def while fully accessing all of its other sources of mitigation and attacking rather than compromising resistance, hit points, and damage for a bit more defense.
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: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(48)
Level 1: High Pain Tolerance -- Heal-I(A)
Level 2: Mind Over Body -- S'fstPrt-ResDam/Def+(A)
Level 4: Fast Healing -- Mrcl-Heal(A), Mrcl-Rcvry+(21), Mrcl-Heal/Rchg(21), Mrcl-Heal/EndRdx(37), Mrcl-Heal/EndRdx/Rchg(37)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
Level 8: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(40)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(13), Zephyr-Travel(13), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(17), Numna-Heal(36), Numna-Heal/EndRdx/Rchg(37), Numna-Regen/Rcvry+(39)
Level 18: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(19), RzDz-Acc/EndRdx(19), RzDz-Stun/Rng(23), RzDz-Acc/Stun/Rchg(23), RzDz-Immob%(25)
Level 20: Quick Recovery -- P'Shift-End%(A)
Level 22: Tough -- Empty(A)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(25)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(36)
Level 28: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dam%(31)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34)
Level 35: Hurdle -- Jump-I(A)
Level 38: Health -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(39), Mrcl-Heal/Rchg(39), Mrcl-Heal/EndRdx/Rchg(48), Mrcl-Heal(50)
Level 41: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 44: Dark Blast -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(45), SipInsght-Acc/Rchg(45), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-Acc/EndRdx/Rchg(46), SipInsght-%ToHit(46)
Level 47: Stamina -- P'Shift-End%(A)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Thanks for the replies umbral I appreciate your help.
In regard to the exemp comment, I wasn't referring to slotting so much as the order in which I was choosing powers.
Good call on the perf shifter proc, I need to pick one of those up. Any idea on what the proc itself is equivalent to? I'm assuming it's superior to a single end IO in stamina even though it doesn't give an end enhancement? Then again, I can already run the attack chain as is without burning endurance.
The reason I didn't worry about the smashing hole, and I could be horribly wrong on this, was that I was thinking the vast majority of smashing damage is dealt in melee, so aren't most of those attacks also typed as melee? And a lot of the attacks that are mixed, are usually mixed with something like energy, which is covered in the other soft-capped defenses. For example, if an enemy fires at me from ranged with an attack that does smashing/energy dmg, isn't the attack typed as range/smashing/energy? I've played the toon quite a bit since softcapping and I haven't run into anything (outside of massive defense debuffs stacking up that has gotten through it.)
From the build you listed (and I understand you were just messing around with it), I don't see the advantage of going for positional defense with WP. You stated that I'm giving up to much in other areas to go for typed defenses, but in the build you listed, it looks like you had to make a lot of sacrifices as well (my build has more HP, better regen, better resistances, and the main attacks have comparable or better numbers), without even capping ranged or aoe. Going for positional defenses made you 6 slot two of your primary attacks, gc and gd, to get def. The achilles in GC is so valuable to kat that it is usually the difference between failing or succeeding to get past an av's regen. And since you're firing gc every other attack, a proc in there is almost mandatory and really boosts the dps (shout out to werner who pointed me in this direction a while ago). And in giving up heightened senses, you're giving up added perception which comes in handy, and def debuff resistance, which although meager, is better than none.
(QR)
I soloed Math at +1.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
-Don't just rebel, build a better world, comrade!
[ QUOTE ]
Any idea on what the proc itself is equivalent to? I'm assuming it's superior to a single end IO in stamina even though it doesn't give an end enhancement?
[/ QUOTE ]
It's equivalent to getting .2 percent of your maximum endurance back every second. If you've got 100 endurance, that's .2 end/sec. If you've got 110 endurance (re: both +end accolades), that's .22 end/sec.
The first level 50 common end IO in Quick Recovery grants .21 end/sec if you've got 100 endurance. The first level 50 common end IO in Stamina grants .17 end/sec if you've got 100 endurance. The Perf Shifter proc grants .2 end/sec if you've got 100 endurance. Best case, Perf Shifter is only minorly worse than anything you could put into Quick Recovery, but I'm more than willing to forgive .01 end/sec considering that the Perf Shifter proc operates via the undebuffable +end rather than the debuffable +recov, and it's substantially better that anything you can put into Stamina. Ever. Nothing that goes into Stamina right now is capable of outperforming the Perf Shifter proc.
[ QUOTE ]
The reason I didn't worry about the smashing hole, and I could be horribly wrong on this, was that I was thinking the vast majority of smashing damage is dealt in melee, so aren't most of those attacks also typed as melee? And a lot of the attacks that are mixed, are usually mixed with something like energy, which is covered in the other soft-capped defenses. For example, if an enemy fires at me from ranged with an attack that does smashing/energy dmg, isn't the attack typed as range/smashing/energy? I've played the toon quite a bit since softcapping and I haven't run into anything (outside of massive defense debuffs stacking up that has gotten through it.)
[/ QUOTE ]
That's mostly true, though it's still something to consider. You'd still have to deal with virtually no defense to all of the hurl boulders, propel, and other ranged attacks in the game, but they're uncommon enough that you can probably ignore them to some degree.
[ QUOTE ]
From the build you listed (and I understand you were just messing around with it), I don't see the advantage of going for positional defense with WP. You stated that I'm giving up to much in other areas to go for typed defenses, but in the build you listed, it looks like you had to make a lot of sacrifices as well (my build has more HP, better regen, better resistances, and the main attacks have comparable or better numbers), without even capping ranged or aoe. Going for positional defenses made you 6 slot two of your primary attacks, gc and gd, to get def. The achilles in GC is so valuable to kat that it is usually the difference between failing or succeeding to get past an av's regen. And since you're firing gc every other attack, a proc in there is almost mandatory and really boosts the dps (shout out to werner who pointed me in this direction a while ago). And in giving up heightened senses, you're giving up added perception which comes in handy, and def debuff resistance, which although meager, is better than none.
[/ QUOTE ]
I readily admit that the build isn't really one that is effective, though, look at weird and inefficient slotting you had to go through just to get softcapped. When I made that build, I actually addressed the strange things I had to do to get softcapped to everything and even made the comment that, if I didn't have to softcap to AoE and instead could focus on melee and ranged exclusively (keeping in mind that attacks that only hit AoE defense are actually rather rare), like you decided to exclude smashing because the number of ranged smashing attacks are rather rare, I could easily generate a build that is competitive with yours in all of those respective areas. That's also why I made the comment that it's probably better to simply aim for high but not softcapped defenses while getting everything else that you're going for. I've felt a number of times while playing around with */WP that the opportunity costs for achieving super high levels of defense are greater than the benefits, especially since +def's known weakness and */WP's known weakness come hand in hand: burst damage and RNG arrive hand in hand.
[ QUOTE ]
[ QUOTE ]
Any idea on what the proc itself is equivalent to? I'm assuming it's superior to a single end IO in stamina even though it doesn't give an end enhancement?
[/ QUOTE ]
It's equivalent to getting .2 percent of your maximum endurance back every second. If you've got 100 endurance, that's .2 end/sec. If you've got 110 endurance (re: both +end accolades), that's .22 end/sec.
The first level 50 common end IO in Quick Recovery grants .21 end/sec if you've got 100 endurance. The first level 50 common end IO in Stamina grants .17 end/sec if you've got 100 endurance. The Perf Shifter proc grants .2 end/sec if you've got 100 endurance. Best case, Perf Shifter is only minorly worse than anything you could put into Quick Recovery, but I'm more than willing to forgive .01 end/sec considering that the Perf Shifter proc operates via the undebuffable +end rather than the debuffable +recov, and it's substantially better that anything you can put into Stamina. Ever. Nothing that goes into Stamina right now is capable of outperforming the Perf Shifter proc.
[ QUOTE ]
The reason I didn't worry about the smashing hole, and I could be horribly wrong on this, was that I was thinking the vast majority of smashing damage is dealt in melee, so aren't most of those attacks also typed as melee? And a lot of the attacks that are mixed, are usually mixed with something like energy, which is covered in the other soft-capped defenses. For example, if an enemy fires at me from ranged with an attack that does smashing/energy dmg, isn't the attack typed as range/smashing/energy? I've played the toon quite a bit since softcapping and I haven't run into anything (outside of massive defense debuffs stacking up that has gotten through it.)
[/ QUOTE ]
That's mostly true, though it's still something to consider. You'd still have to deal with virtually no defense to all of the hurl boulders, propel, and other ranged attacks in the game, but they're uncommon enough that you can probably ignore them to some degree.
[ QUOTE ]
From the build you listed (and I understand you were just messing around with it), I don't see the advantage of going for positional defense with WP. You stated that I'm giving up to much in other areas to go for typed defenses, but in the build you listed, it looks like you had to make a lot of sacrifices as well (my build has more HP, better regen, better resistances, and the main attacks have comparable or better numbers), without even capping ranged or aoe. Going for positional defenses made you 6 slot two of your primary attacks, gc and gd, to get def. The achilles in GC is so valuable to kat that it is usually the difference between failing or succeeding to get past an av's regen. And since you're firing gc every other attack, a proc in there is almost mandatory and really boosts the dps (shout out to werner who pointed me in this direction a while ago). And in giving up heightened senses, you're giving up added perception which comes in handy, and def debuff resistance, which although meager, is better than none.
[/ QUOTE ]
I readily admit that the build isn't really one that is effective, though, look at weird and inefficient slotting you had to go through just to get softcapped. When I made that build, I actually addressed the strange things I had to do to get softcapped to everything and even made the comment that, if I didn't have to softcap to AoE and instead could focus on melee and ranged exclusively (keeping in mind that attacks that only hit AoE defense are actually rather rare), like you decided to exclude smashing because the number of ranged smashing attacks are rather rare, I could easily generate a build that is competitive with yours in all of those respective areas. That's also why I made the comment that it's probably better to simply aim for high but not softcapped defenses while getting everything else that you're going for. I've felt a number of times while playing around with */WP that the opportunity costs for achieving super high levels of defense are greater than the benefits, especially since +def's known weakness and */WP's known weakness come hand in hand: burst damage and RNG arrive hand in hand.
[/ QUOTE ]
Ah, good info on the end proc, I can see where that would be valuable when you're hit with minus recovery.
And you make a good point about softcapping on a wp - with all the other layers of defense, and the regen, it's not as necessary as it is with other def sets. It was feeling pretty sturdy once hit got in the high 30's. And if you were to go for positional defense, I could see where you could almost ignore the aoe and focus more on the heavily available ranged bonuses and cap melee with DA.
[ QUOTE ]
(QR)
I soloed Math at +1.
[/ QUOTE ]
Try the AV 'Calculus Sucksicus'...
[ QUOTE ]
[ QUOTE ]
(QR)
I soloed Math at +1.
[/ QUOTE ]
Try the AV 'Calculus Sucksicus'...
[/ QUOTE ]
He's kicked my [censored] twice in a row, but, strangely enough, I had no problem taking out "Mega-Statisticon" or "Calculus the Discrete".
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
(QR)
I soloed Math at +1.
[/ QUOTE ]
Try the AV 'Calculus Sucksicus'...
[/ QUOTE ]
He's kicked my [censored] twice in a row, but, strangely enough, I had no problem taking out "Mega-Statisticon" or "Calculus the Discrete".
[/ QUOTE ]
I managed to take down Stringus Theorius... but there was a heavy price.
Be well, people of CoH.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
(QR)
I soloed Math at +1.
[/ QUOTE ]
Try the AV 'Calculus Sucksicus'...
[/ QUOTE ]
He's kicked my [censored] twice in a row, but, strangely enough, I had no problem taking out "Mega-Statisticon" or "Calculus the Discrete".
[/ QUOTE ]
I managed to take down Stringus Theorius... but there was a heavy price.
[/ QUOTE ]
Your sanity?
[ QUOTE ]
I managed to take down Stringus Theorius... but there was a heavy price.
[/ QUOTE ]
Good lord, man! As an AV??? I have enough trouble with him as an EB on Heroic.
"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
[ QUOTE ]
[ QUOTE ]
I managed to take down Stringus Theorius... but there was a heavy price.
[/ QUOTE ]
Good lord, man! As an AV??? I have enough trouble with him as an EB on Heroic.
[/ QUOTE ]
Is there even a point to taking on Stringus Theorius? Sure, he's reasonably challenging, but we're not sure if he actually exists in game. No one has actually seen him, though I know more than a few that have actually defeated him.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
(QR)
I soloed Math at +1.
[/ QUOTE ]
Try the AV 'Calculus Sucksicus'...
[/ QUOTE ]
He's kicked my [censored] twice in a row, but, strangely enough, I had no problem taking out "Mega-Statisticon" or "Calculus the Discrete".
[/ QUOTE ]
I managed to take down Stringus Theorius... but there was a heavy price.
[/ QUOTE ]
I'd only do stuff like that on teams.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
High defense Kat/Wp is my favorite build. I was working on a positional version before I took a break from COH. When I came back, I found that the typed defenses seemed to work better with the new IOs.
Since we're doing math and talking about my favorite build, I'd like to get some feedback on my version. With a pvp def IO and the -3.75 tohit from RTTC, it's pretty close to soft cap, but not quite there. This is still a work in progress, my next steps is to see if I can improve the attack slotting and find any ways to bump up the +hp/+regen without giving up ground on the defensive numbers.
The blank spot in mind over body is for the pvp defensive IO, and the blank spot in golden dragonfly will be for the -resist proc. I have never used purples, so I probably don't have those slotted right either.
Craig
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(23), Hectmb-Dmg(25), Hectmb-Dmg/Rchg(34), Hectmb-Dam%(34), Achilles-ResDeb%(36)
Level 1: High Pain Tolerance -- Aegis-ResDam(A), Mrcl-Rcvry+(13), Mrcl-Heal(17), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(29), Mrcl-Heal/EndRdx(50)
Level 2: Flashing Steel -- Oblit-%Dam(A), Oblit-Dmg(3), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(7)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/Rchg(13), RgnTis-Regen+(15)
Level 6: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(7), GSFC-ToHit(11), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45)
Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), LkGmblr-Rchg+(39), LkGmblr-Def(39)
Level 10: Indomitable Will -- HO:Enzym(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(17), HO:Enzym(33), HO:Enzym(34)
Level 14: Hurdle -- Jump-I(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-EndRdx/Rchg(40), HO:Golgi(40)
Level 18: The Lotus Drops -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg(19), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(23)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(40), EndMod-I(43)
Level 22: Health -- Numna-Heal(A), Numna-Heal/Rchg(33), Numna-Regen/Rcvry+(37)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), EndMod-I(37)
Level 26: Soaring Dragon -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), ExStrk-Dam%(43), LdyGrey-%Dam(43)
Level 28: Heightened Senses -- HO:Enzym(A), HO:Enzym(33)
Level 30: Mind Over Body -- RctvArm-EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), Empty(50)
Level 32: Golden Dragonfly -- Armgdn-Acc/Rchg(A), Armgdn-Dmg(36), Armgdn-Dmg/Rchg(46), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Dam%(48), Empty(50)
Level 35: Maneuvers -- HO:Enzym(A), HO:Enzym(36)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(42), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(46), HO:Enzym(46)
Level 47: Weave -- HO:Enzym(A), HO:Enzym(48)
Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Nevermind, I've already improved the build quite a bit on my own. It seems I like tweaking builds almost as much (or more) than playing the game.
In a long fight, which IO would benefit damage output more if slotted in golden dragonfly:
1)Purple Damage Proc
2)Fury of the Gladiator chance for -20% res
And does the fury IO stack with the achilles heel debuff?
Thanks in advance.