*** Slot Efficiency ***
Those sets with Triple/Quad bonuses are best used for this sort of thing IMO there overall enhancment percentage per slot is greater then doubles.
please post an example same as i have above alphane i would be interested to see how that would work please, x
Carlsberg don't do Farming,
But if they did..........
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Those sets with Triple/Quad bonuses are best used for this sort of thing IMO there overall enhancment percentage per slot is greater then doubles.
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They are; from here:
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For IOs that boost two aspects, each aspect gets 5/8ths the normal bonus. Though each individual aspect gets less boost than a one-aspect IO would give, the total combined bonus is one-and-a-quarter times as large. Similarly, three-aspect IOs boost each aspect by half the normal amount, for an aggregate total of one-and-a-half times. Four-aspect IOs boost each aspect by 0.4375 times the normal amount, for an aggregate total one-and-three-quarters times as large.
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Of course, depending on which power you're slotting there may not be IOs with the desired combinations of aspects available.
Not forgetting the multi-aspect 33% HamiO's
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For IOs that boost two aspects, each aspect gets 5/8ths the normal bonus. Though each individual aspect gets less boost than a one-aspect IO would give, the total combined bonus is one-and-a-quarter times as large. Similarly, three-aspect IOs boost each aspect by half the normal amount, for an aggregate total of one-and-a-half times. Four-aspect IOs boost each aspect by 0.4375 times the normal amount, for an aggregate total one-and-three-quarters times as large.
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U lost me :S
Carlsberg don't do Farming,
But if they did..........
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For IOs that boost two aspects, each aspect gets 5/8ths the normal bonus. Though each individual aspect gets less boost than a one-aspect IO would give, the total combined bonus is one-and-a-quarter times as large. Similarly, three-aspect IOs boost each aspect by half the normal amount, for an aggregate total of one-and-a-half times. Four-aspect IOs boost each aspect by 0.4375 times the normal amount, for an aggregate total one-and-three-quarters times as large.
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U lost me :S
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OK, some examples...
Let's say a common damage IO at some level gives you a 30% bonus.
In that case a set IO that gives accuracy and damage increases would give an 18.75% (= 5/8ths of 30%) bonus to both aspects. Slot two set IOs like this (from different sets, of course, as you can't slot identical enhs from the same set) and each aspect gets 2 x 18.75% = 37.5%. That's more from two slots than you'd get from a single dam and a single acc IO of the same level.
Similarly, a 3 aspect IO (acc, dam, rech, say) of that level gives 15% (half of the "common IO" 30%) to each aspect. Slot 3 of these from different sets, and 3 slots are giving you 3 x 15% = 45% bonus for each aspect.
Finally, your 4 aspect IO (acc, dam, rech, endred) gives 13.125% (= 30% * 0.4375) bonus to each aspect. Slot 4 of these, and it's 3 x 13.125% = 52.5% boost to each of the 4 aspects - that's not bad for 4 slots!
Does that make marginally more sense?
yeah got it now, ty standoff,,, but i was looking at HO's now. how can you get +healing aspect into ranged damage powers?? now i am baffled !
Carlsberg don't do Farming,
But if they did..........
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how can you get +healing aspect into ranged damage powers?? now i am baffled !
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If by that you mean you can slot a heal/endrdx HO on a ranged attack and get +healing, you don't, you can slot it on a ranged attack because ranged attacks can take endrdx so you'd be benefitting of the endrdx aspect of the HO while wasting the healing aspect since it will do nothing for you (unless it is a ranged attack that can heal you, like in Dark Blast, but that's an exception). HO's work differently than SIO's, on an HO, if a power can slot one of the HO aspects, then it allows you to slot it since they are not cathegorised as SIO enhancements.
If I misunderstood you, then disregard what I said.
No, I'm pretty sure that you have hit the nail on the head... So I have tried to apply the same thinking to my farming toon, Here is what I have come up with, remember this is purely to max out percentages from each power as slots are aways tight. Any set bonuses are just that, Bonuses. Procs however are deliberate.
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Kawaiii: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
------------
Level 1: Ring of Fire Empty(A)
Level 1: Transfusion Acc-I:50(A), Acc-I:50(3), Numna-Heal/EndRdx:50(3), Dct'dW-Heal/EndRdx:50(5), Mrcl-Heal/EndRdx:40(5), Dct'dW-Heal/EndRdx/Rchg:50(7)
Level 2: Fire Cages Enf'dOp-Acc/Rchg:50(A), TotHntr-Acc/Rchg:50(7), GravAnch-Acc/Rchg:50(9), Posi-Dmg/Rchg:50(9), Det'tn-Dmg/EndRdx:50(11), Posi-Dmg/EndRdx:50(11)
Level 4: Siphon Power Empty(A)
Level 6: Hurdle Jump-I:50(A)
Level 8: Hot Feet EndRdx-I:50(A), EndRdx-I:50(13), Armgdn-Dam%:50(13)
Level 10: Hasten RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
Level 12: Siphon Speed Acc-I:50(A), Acc-I:50(17), Acc-I:50(17), RechRdx-I:50(19), RechRdx-I:50(19), RechRdx-I:50(21)
Level 14: Health Mrcl-Rcvry+:40(A)
Level 16: Super Speed EndRdx-I:50(A)
Level 18: Flashfire Amaze-Acc/Rchg:50(A), Stpfy-Acc/Rchg:50(21), Rope-Acc/Rchg:50(23), Amaze-Acc/Stun/Rchg:50(23), Amaze-EndRdx/Stun:50(25), Stpfy-EndRdx/Stun:50(25)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(27), EndMod-I:50(27), P'Shift-End%:50(39)
Level 22: Assault Empty(A)
Level 24: Cinders G'Wdw-Acc/Rchg:50(A), EoCur-Acc/Rchg:50(29), UbrkCons-Acc/Rchg:50(29), G'Wdw-Acc/Hold/Rchg:50(31), G'Wdw-EndRdx/Hold:50(31), EoCur-EndRdx/Hold:50(31)
Level 26: Tactics AdjTgt-ToHit/EndRdx:50(A), GSFC-ToHit/EndRdx:50(33), ToHit-I:50(33), EndRdx-I:50(33), EndRdx-I:50(34)
Level 28: Kick Empty(A)
Level 30: Tough TtmC'tng-ResDam/EndRdx:50(A), ImpArm-ResDam/EndRdx:40(34), RctvArm-ResDam/EndRdx:40(34), ImpSkn-ResDam/EndRdx:30(36), S'fstPrt-ResKB:30(36)
Level 32: Fire Imps SvgnRt-Acc/Dmg:50(A), BldM'dt-Acc/Dmg:50(36), EdctM'r-Acc/Dmg:40(37), SvgnRt-Acc/Dmg/EndRdx:50(37), EndRdx-I:50(39), S'bndAl-Build%:50(39)
Level 35: Transference P'Shift-EndMod/Rchg:50(A), P'Shift-Acc/Rchg:50(37), P'Shift-EndMod/Acc:50(40), Efficacy-EndMod/Rchg:50(40), Efficacy-Acc/Rchg:50(40), Efficacy-EndMod/Acc:50(42)
Level 38: Fulcrum Shift Acc-I:50(A), Acc-I:50(42), Acc-I:50(42), RechRdx-I:50(43), RechRdx-I:50(43), RechRdx-I:50(43)
Level 41: Fire Ball Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(45), Det'tn-Dmg/Rchg:50(45), Acc(45), Ragnrk-Acc/Dmg/Rchg:50(46)
Level 44: Fire Shield TtmC'tng-ResDam/EndRdx:50(A), ImpArm-ResDam/EndRdx:40(46), RctvArm-ResDam/EndRdx:40(46), ImpSkn-ResDam/EndRdx:30(48), S'fstPrt-ResKB:30(48)
Level 47: Consume Sciroc-Acc/Rchg:50(A), C'ngBlow-Acc/Rchg:50(48), Armgdn-Acc/Rchg:50(50), P'Shift-Acc/Rchg:50(50), P'Shift-End%:50(50)
Level 49: Speed Boost HO:Micro(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment
------------
Set Bonus Totals:
10% Enhancement(JumpHeight)
10% Enhancement(JumpSpeed)
10% Enhancement(RunSpeed)
10% Enhancement(FlySpeed)
49.6 HP (4.88%) HitPoints
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Sleep) 2.75%
MezResist(Terrorized) 3.85%
13% (0.22 End/sec) Recovery
2.52% Resistance(Fire)
2.52% Resistance(Cold)
5% RunSpeed
------------
Set Bonuses:
Doctored Wounds
(Transfusion)
MezResist(Terrorized) 2.2%
Positron's Blast
(Fire Cages)
2.5% (0.04 End/sec) Recovery
Absolute Amazement
(Flashfire)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
Stupefy
(Flashfire)
2.5% (0.04 End/sec) Recovery
Ghost Widow's Embrace
(Cinders)
5% RunSpeed
19.1 HP (1.88%) HitPoints
Essence of Curare
(Cinders)
MezResist(Terrorized) 1.65%
Steadfast Protection
(Tough)
Knockback Protection (Mag -4)
Sovereign Right
(Fire Imps)
MezResist(Sleep) 2.75%
Performance Shifter
(Transference)
5% Enhancement(Movement)
19.1 HP (1.88%) HitPoints
Efficacy Adaptor
(Transference)
11.4 HP (1.13%) HitPoints
1.5% (0.03 End/sec) Recovery
Positron's Blast
(Fire Ball)
2.5% (0.04 End/sec) Recovery
Steadfast Protection
(Fire Shield)
Knockback Protection (Mag -4)
Performance Shifter
(Consume)
5% Enhancement(Movement)
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Carlsberg don't do Farming,
But if they did..........
Be interested in knowing how this works
Thelonious Monk
Not really looked at the build but a further comment on this disscusion for me would be myself I'm scared of yellow and red numbers in mids cos once you see them any 'true' percentage point is better spent elsewhere cos if you use it on that power it will be reduced.
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Not really looked at the build but a further comment on this disscusion for me would be myself I'm scared of yellow and red numbers in mids cos once you see them any 'true' percentage point is better spent elsewhere cos if you use it on that power it will be reduced.
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You've clearly never tried to 'perma' any powers then
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Not really looked at the build but a further comment on this disscusion for me would be myself I'm scared of yellow and red numbers in mids cos once you see them any 'true' percentage point is better spent elsewhere cos if you use it on that power it will be reduced.
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You've clearly never tried to 'perma' any powers then
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Funnily enough I haven't but personally I would consider it a bit a of a waste of resources especially considering the way recharges 'real time' effect scale negativly the more you have.
Each to his own I guess...
I find getting things perma can be a little frustrating. Brawl, for example - 0.83 second cast time, six recharges at level 50 will get recharge time down to 0.93s - Almost perma. Needing to spend hundreds of millions on IO sets to get enough bonuses to perma it, but by god I'll manage.
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
You cant actually perma brawl. That is because the recharge begins after the animation is over. Basically this means you'd need a close to 0.00 second recharge to have it perma..
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
<cough>, did someone mention Frankenslotting? (not my guide, just one I saw on the US guides board)
Read it. Understand it. Decide whether enhancement totals or set bonuses are more important to your toon.
Warning:
The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.
...
...
...there are 4-aspect IOs!?
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...
...
...there are 4-aspect IOs!?
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erm... yes
So... the reason I've stuck with the game for over three years isn't actually possible? DAMN YOU, DEVS! I demand a datamine. And a buff.
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
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Not really looked at the build but a further comment on this disscusion for me would be myself I'm scared of yellow and red numbers in mids cos once you see them any 'true' percentage point is better spent elsewhere cos if you use it on that power it will be reduced.
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You've clearly never tried to 'perma' any powers then
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Funnily enough I haven't but personally I would consider it a bit a of a waste of resources especially considering the way recharges 'real time' effect scale negativly the more you have.
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But the number of times you can cast a power in a given time does scale linearly (aside from ED), just like damage.
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Not really looked at the build but a further comment on this disscusion for me would be myself I'm scared of yellow and red numbers in mids cos once you see them any 'true' percentage point is better spent elsewhere cos if you use it on that power it will be reduced.
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You've clearly never tried to 'perma' any powers then
[/ QUOTE ]
Funnily enough I haven't but personally I would consider it a bit a of a waste of resources especially considering the way recharges 'real time' effect scale negativly the more you have.
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But the number of times you can cast a power in a given time does scale linearly (aside from ED), just like damage.
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Yes both are correct just diffrent ways to describe the same equation.
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Funnily enough I haven't but personally I would consider it a bit a of a waste of resources especially considering the way recharges 'real time' effect scale negativly the more you have.
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But the number of times you can cast a power in a given time does scale linearly (aside from ED), just like damage.
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Yes both are correct just diffrent ways to describe the same equation.
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Exactly - and in that case it's not a waste of resources to use slots reducing recharge. You can, for example, fill 3 slots with damage enhs and double the amount of damage inflicted by a single attack[1] or fill it with 3 recharge enhs, halve the recharge time and do the standard amount of damage twice over the original period. With either slotting, you double the damage done over the original period.
[1] Assuming white SOs, no ED, yada yada
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Funnily enough I haven't but personally I would consider it a bit a of a waste of resources especially considering the way recharges 'real time' effect scale negativly the more you have.
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But the number of times you can cast a power in a given time does scale linearly (aside from ED), just like damage.
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Yes both are correct just diffrent ways to describe the same equation.
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Exactly - and in that case it's not a waste of resources to use slots reducing recharge. You can, for example, fill 3 slots with damage enhs and double the amount of damage inflicted by a single attack[1] or fill it with 3 recharge enhs, halve the recharge time and do the standard amount of damage twice over the original period. With either slotting, you double the damage done over the original period.
[1] Assuming white SOs, no ED, yada yada
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Ok same maths again but presented in a diffrent way
Assuming a 200 sec recharge power
Every % below 100 = 1 sec bonus
Every % above 100 below 200 = approx 1/3 of a second bonus
Every % above 200 below 300 = approx 1/5 of a second bonus
I have a few toons where I need 3 aspects of certain powers to be fully slotted, for example.
[u]Trip Mines[u]
100% Accuracy
100% Damage
100% Recharge
[u]Transference[u]
100% Accuracy
100% Endurance Mod
100% Recharge
As we all know, 3 SO's will get you close to 100%.
Now as the maximum is 6 slots per power best we can hope to achieve is 2 out of the 3 aspects we want., Or is it
Using IO's for pure percentage reasons, and ignoring set bonuses will give you the chance to stack percentages in a smaller amount of slots. for example...
[u]Transference[u]
slot 1) lvl 50 Performance shifter - Endmod/Recharge
slot 2) lvl 50 Performance shifter - Accuracy/Recharge
slot 3) lvl 50 Performance shifter - Endmod/Accuracy
slot 4) lvl 50 Efficacy Adaptor - Endmod/Recharge
slot 5) lvl 50 Efficacy Adaptor - Accuracy/Recharge
slot 6) lvl 50 Efficacy Adaptor - Endmod/Accuracy
This should give your power 95.90% on all 3 aspects.
Can anyone see a better way of doing this or have i just explained something everyone knows about already ? :P lol
Carlsberg don't do Farming,
But if they did..........