Anyone know of a better Inv/SS build


Alphane

 

Posted

Does anyone know of a build that beats these criteria.

Def and Resistance hovering around the 30's (20' for Psi)
nearly 300% total Regen
17 secs off Perma Invincability
15 secs from double stacked Dull pain half the time
slightly over double stacked rage half the time

At the moment this is my baby (took me over 12 hours solid number crunching on mids) but if anyone knows how to do better than I'd be quite willing to learn more.

Also this build build isn't overly expensive as I don't really want to aim for something I'll unlikley be able to complete.

Thanks for your time and consideration.


 

Posted

[ QUOTE ]
Def and Resistance hovering around the 30's (20' for Psi)

[/ QUOTE ]

Only 30% Resistance? You should at least have a 67% Resistance to Smashing and Lethal with Temp Invulnerability.

[ QUOTE ]
17 secs off Perma Invincability

[/ QUOTE ]

Invincibility is a toggle. Why would it need to be perma?


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Posted

Most likely.

Lost on what your getting at with perma invincibility though.


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Posted

Sorry lack of sleep on my part what I meant was perma unstoppalble not invincability.
oh yes my S/L res are maxed at 90 thought that would be taken as read sorry.
Just gone over the figures again I thought that mids might be overvalueing my recharge in some way. Well I thought it was to good to be true and it was, these exagerated recharge rates would only apply during active combat. While somewhat of a setback I'm still highly impressed with the figures mids is showing me shame I won't have a chance to test them for real for a while yet.
So overall I'm really happy with my build just wanted to see if anyone had any comparable builds to compare it to before I commit to respecing into it. Can't wait really because my current build is a mess, it was built while mostly soloing and lacks the commitment to defense required to make a good team tank. This was even before I knew what a tanker really was, I thought it was just a tough melee fighter, my tactics were go in and hit them not go in and make sure they don't hit anyone else. I would just run in and beat on the hardest guy ignoring anything else that went on around me, inluding minions breaking the front lines to squish the squishies. Then I learnt to notice them Hp bars dropping and know that unless it was the scrapper, whoever it was was probably in over there heads and would need saving. Now I can happily keep a group amused for hours ( it seems like sometimes anyway ) while my team does there biz, I need them red numbers to be floating above MY head otherwise I'm not doing my job right. Well we live and learn.
Errr speaking of which I need to learn where to go to claim my respec. Can anyone enlighten me.
Thanks again all

* edited to include a massive ramble spewing from my sleep deprived brain. I got Mids last night for the first time an was so engrossed I completely forgot to sleep


 

Posted

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Most likely.



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If so are you willing to share?


 

Posted

I think most of any build advice I could give has already been summed up in this post. My build has been tweaked slightly since then to drop Conserve Power for Resist Energies and stick a Force Feedback Proc into Footstomp, 27.6% Energy/Negative Resists now but the rest of the mitigation numbers are unchanged.

My own INV/SS went for the "Tough + Perma Dull Pain" route rather than Aid Self. INV's Non S/L resists really don't help that much (I went for Resist Energies only because I never used Conserve Power). Dull Pain + Invincibility is where most of your mitigation will come from when you're actually fighting non-S/L-damage foes.

"Womble" without Invincibility: 17.7% Defence
"Womble" with Invincibility (1 mob in range): 28.1% Defence
"Womble" with Invincibility (8 mobs in range): 44.9% Defence
"Womble" with Invincibility (10 mobs in range): 49.6% Defence

That's Defence to all save Psi. And Psi mobs aren't too bad either when you can spam Footstomp to keep them mostly knocked down... Womble tanks the Psionic +4/+5 Rikti Bosses unaided in RWZ raids fairly often.


 

Posted

I take it the recharge rates rely on the +Recharge proc then? I have heard that it is a very useful proc in Footstomp, as it is said it has a chance to trigger per enemy caught in the blast. I have not tested it myself however, though I do have a recipe for it.

I am curious about your defense numbers. The 20% psi I assume you got by Impervium IOs, the +3% Def/Res and some extra +Def powers? 30% for the other damage types sounds either very good or average depending on the number of enemies in range. How many enemies did you let Mids Hero Builder assume for the Invincibility calculation?

Another question I have regards recovery. Since you seem to go for greatly boosted recharge, how much end/s do you regain? As your endurance consumption goes up with increased recharge, you will need recovery to compensate.

On a final note, perma-Unstoppable is not possible. There is a cap on recharge, which together with the recharge time of Unstoppable makes it impossible to make it permanent. At least nowadays. I understand it was different in the first few issues.


 

Posted

There is no cap on recharge, its just that the formula makes it 'infinitive', this case impossible. (if duration/recharge ratio is larger then 1:6 - consider impossible - we're talking 500% recharge buff then).


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Posted

The formula for calculating recharge should be (unless I am mistaken)

RechargeTime = BaseRechargeTime / (1 + RechargeTimeReduction)

where RechargeTimeReduction is the sum of IO recharge boni, Recharge Reduction enhancement slotting, Hasten, buffs, debuffs, et.c.
Unless there are caps, stacking recharge buffs would make Perma-Unstoppable attainable though you would more than likely need outside support to achieve that. To achieve a zero recharge time you would need an infinitely large recharge time buff, but in order to make any power 'perma' you only need a buff sufficient to cut the base recharge time of the power to below its duration.
As for caps, I have not found an official source on them, much to my chagrin. However, they are discussed in this post on the US forums. The numbers mentioned there by players imply that RechargeTimeReduction is bounded between -0.75 and +4.00. It should be possible to test it in-game with the Combat Attribute monitor.
In case anyone has a more reliable source on recharge caps that says differently, or has tested it personally with different results, I'd be interested in the numbers.

In any case, using City of Data numbers the Unstoppable duration is 180 s and base recharge time is 1000 s. As the cap mentioned above would prevent you from going below 1/5 of the 1000 s (200 s) you will always have at least 20 s of downtime. This is disregarding any possible effect from activation times.


 

Posted

The Recharge Cap is 400% - see http://cityofheroes.wikia.com/wiki/Limits

+ 100% Base
+ 100% ish from raw enhancement
+ 70% From Hasten
+ 130% From Set Bonuses, other powers and outside buffs.

The FF +Recharge Proc is a nice boost, but it only works at best 50% of the time since it suppresses itself. In practice with a fast recharging AoE attack you'll have it up about a quarter of the time. It also doesn't work when exemplared as the +Recharge doesn't get applied (haven't tested this since i12 went live).


 

Posted

This is the Skeleton of the build that gave me those numbers.

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed

Hero Profile:
Level 1: [Empty]
Level 1: Jab -- Empty(A)
Level 2: Dull Pain -- RechRdx-I:40(A), RechRdx-I:40(3), RechRdx-I:40(5)
Level 4: Punch -- FrcFbk-Rechg%:40(A)
Level 6: [Empty]
Level 8: [Empty]
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: Haymaker -- FrcFbk-Rechg%:40(A)
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: Hasten -- RechRdx-I:40(A), RechRdx-I:40(31), RechRdx-I:40(31)
Level 32: Unstoppable -- RechRdx-I:40(A), RechRdx-I:40(33), RechRdx-I:40(33)
Level 35: [Empty]
Level 38: Foot Stomp -- FrcFbk-Rechg%:50(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: Rage -- RechRdx-I:40(A), RechRdx-I:40(50), RechRdx-I:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]------------
[u]Set Bonuses:[u]




<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
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8&lt;$VW&lt;#55)"Y28MK$.[K2PV=&gt;_BK?OQ_F&gt;6'TOOQ^&gt;ZEP[V=_]Z&lt;W9[D9KG](VFY`UG_AE4*,XR1Y]]
:3&amp;Y@09".,);$1L1FQG.`0.R05PX6C'J0V%72!J228C5!& amp;!!E!3A`(DIB,"9*N3`B**PR#7]S)$&lt;,`
|-----------------------------------------------------------------------------|
</pre><hr />

Thanks for sharing Womble with us, I have changed a couple of things after comparisons. Mostly aiming for a permanent recharge rate rather than a proced one.
I didn't realise Footstomp proced for every target that's kind of good. Also didn't know you could change number of targets for invincability calculations in mids, if you can mines obvously on default (1 or 2 it looks like).
Cheers for the extra info on how recharge is calculated all.

All the best.