Fire/SR, soft capped def


Canine

 

Posted

I've planned a soft capped defence build for my fire/SR scrapper. Going to use for general PvP, maybe even going to try and solo AVs but not in the near future.
Aside getting positional defences to 45% I tried to get +dmg (to help with the already good damage), +hp and +regen. What do you think?

Hero Plan by Mids' Hero Designer 1,4006
http://www.cohplanner.com/

Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting

Hero Profile:
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Dam%(45)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), RedFtn-EndRdx(46)
Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Acc/EndRdx/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(13), RedFtn-EndRdx(46)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(9), GSFC-Build%(11)
Level 8: Hurdle -- Jump-I(A)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- Ksmt-ToHit+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(17), RgnTis-Regen+(45), Numna-Regen/Rcvry+(48), Numna-Heal(48), Numna-Heal/EndRdx(48)
Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(23), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(39)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Quickness -- Run-I(A)
Level 24: Dodge -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(25), LkGmblr-EndRdx/Rchg(42)
Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(31), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(37)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(29), LkGmblr-EndRdx/Rchg(39)
Level 30: Agile -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31)
Level 32: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(46)
Level 38: Aid Other -- Empty(A)
Level 41: Aid Self -- IntRdx-I(A), Numna-Heal(42), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
Level 44: Kick -- Empty(A)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50), LkGmblr-EndRdx/Rchg(50), RedFtn-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]20% DamageBuff(Smashing)[*]20% DamageBuff(Lethal)[*]20% DamageBuff(Fire)[*]20% DamageBuff(Cold)[*]20% DamageBuff(Energy)[*]20% DamageBuff(Negative)[*]20% DamageBuff(Toxic)[*]20% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]8,63% Defense(Melee)[*]8% Defense(Ranged)[*]8,63% Defense(AoE)[*]6% Enhancement(Heal)[*]27% Enhancement(Accuracy)[*]15% Enhancement(RechargeTime)[*]10% FlySpeed[*]241 HP (18%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Held) 2,75%[*]MezResist(Immobilize) 23,7%[*]7,5% (0,13 End/sec) Recovery[*]74% (4,14 HP/sec) Regeneration[*]3,78% Resistance(Fire)[*]3,78% Resistance(Cold)[*]3,13% Resistance(Negative)[*]10% RunSpeed[/list]


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- @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

 

Posted

Tbh not much to say for an SR scrapper soft capped with +dmg, +regen and +hp lol, maybe just that boxing looks better than kick?

If you are going to use him for PvP and solo AV's maybe Fire Sword Circle is not needed, but having it will make general PvE nice when you feel like it plus I guess you need the Scirocco bonus to hit soft cap on AoE def (and the +regen and +acc are always handy).


 

Posted

Yeah well, as it says it's for general PvE and I might give a try at soloing AVs with it. Also as you said the scirocco bonuses are rather good...

But then, I had a look at the new sets we're getting so will see when Mid's gets updated if I'll shuffle some slots to get better overall performance. Or even be able to drop weave!


EDIT: Forgot to mention, when I get some spare inf (or merits in I13) I will swap the LotG: End/Rech enhancements into LotG: +rech ones to squeeze out a bit more recharge.


- @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

 

Posted

Looks decent I did something similar with my kat/sr and it is so good in PvE . .even easier to solo than my ma/regen. I started leveling a fire/sr and do something similar but had to delete him to make space for an X4 toon.

Personally I would leave out fighting take hasten, slot your melee moves with a mixture of 6 touch of deaths &amp; 6 mako's bites take the 4th lotg out of your autos and put 6 red fortunes in each toggle &amp; take FA to make up for low accuracy % in attacks and take confront for teams. Although I can see how tough would be very useful against some AVs but cant see enough DPS to kill an AV without hasten.

Good luck


thePhilosopher Martial Arts/Regen/Fire Scrapper
theRegulator Empathy/Energy/Soul Defender
Total Inertia Ice Blast/Kinetics/Psy Corruptor
Total Inferno Ice Blast/Thermal/Leviathan Corruptor

 

Posted

Think I'm just going to shuffle some slots when we get the new sets in Mid's looks like it's very possible to remove fighting pool as a whole.

Also, tough is there not for toggling but for the 3% def unique.

I dont really think FA is needed for PvE, will have to see how my accuracy will turn out once we get Mid's updated, though.


- @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

 

Posted

[ QUOTE ]
Yeah well, as it says it's for general PvE

[/ QUOTE ]

Hmmm, you wrote "for general PvP" on your original post, hence why I looked at Fire Sword Circle carefully


 

Posted

Oh

Typos, how we just love them was meant to say general PvE but too late to edit now


- @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

 

Posted

Anyway the build looks fine, I personally don't take Medicine Pool on my SR's otherwise they become too boring once soft capped, but mine are DM so I have some form of self heal anyway.


 

Posted

The medicine pool is there mostly to reduce (possible) downtime and to heal big hits I might take from mobs such as freak bosses or AVs. Just there to avoid death because of unlucky streak Numina's is also a nice set for bonuses.


- @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

 

Posted

Making a fire/sr myself, quite fun. Played for two years on and off now, but can someone explain what soft capped means? :P


 

Posted

It's where something's at the point where it could still be buffed higher but it wouldn't actually make it any better. With Defence it's 45% as enemies have a 50% chance to hit (usually) and will always, no matter what, have a 5% chance to hit. The defence could be made higher, but it wouldn't really do anything.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

[ QUOTE ]
With Defence it's 45% as enemies have a 50% chance to hit (usually)

[/ QUOTE ]

I'd question the usually part - its 45% against even level normal mobs - higher level mobs (which I'd say were the usual foes) and AVs have a higher chance to hit so the soft cap in these case will be higher.


Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant

 

Posted

All foes up to +5 levels above you have 50% chance to hit except a few exception that have a higher to hit buff (Council Lieutenants, Nemesis with Vengeance and DE with Eminators come to mind).
AV's have a bit more tohit, having around 7.5% chance to hit a soft capped char.

If I am not wrong, this was implemented in I7.


 

Posted

IIRC AVs just happen to have a higher accuracy modifier so that they never go under 8.something%. So, even if their tohit is "debuffed" to 5% with your defence/combined defence and tohit debuffs their accuracy will lift their chance to hit from 5% to 8.something%. This is why they have the same 8% chance to hit even when you have elude on top of your shields.

The same mechanism applies for all the enemies in the game (except for the few autohit attacks). The accuracy mechanism works as follows:

([Your ToHit] + [ToHit Buffs] - [Enemy Defence] - [ToHit DeBuffs]){Value is clamped between 5% and 95%} * ([Base Accuracy of Power] + [Accuracy Buffs] - [Accuracy Buffs which might not exist, I'm not sure]){Value is clamped between 5% and 95%}

The overall result has low and high end caps, 5% and 95% respectively. This means that you'll never have a ToHit chance of under 5% or over 95%. Now, if you're ToHit is floored to 5% but you have base accuracy of 1 (most powers have base accuracy of 1) and 60% accuracy from enhancers and set bonuses it would look like this:

5%[ToHit] * (1 + 0.6)[Accuracy] = 8% chance to hit.

Previously higher level mobs used to have a higher accuracy modifier making their attacks hit more often when you were at soft capped defence, they changed it in an issue a while back so that all enemies up to +5 retain the same chance to hit against you.


Hope this was clear...


- @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

 

Posted

So you are basically saying that if you reach a certain point in defense, they only have a 5% chance to hit?

And this is 45% defense?

Logically id believe this was 95%, but then you confused me with your formulas :P


 

Posted

To put it more simple, your final chance to hit is:

(ToHit - Enemy Defense) * Accuracy

For enemies, the base ToHit is 50% and their accuracy for most attacks is 1, thus 45% defense is the soft cap:

(50% - 45%) * 1 = 5%

It would be 95% if your enemy for a reason or another had 100% ToHit base value instead of 50%.


Hope that made it clearer.


- @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

 

Posted

Ah, so higher def is not need vs regular enemies, but it is need vs certain enemies and in PvP?

That was a lot easier to understand too, thanks.


 

Posted

[ QUOTE ]
Ah, so higher def is not need vs regular enemies, but it is need vs certain enemies and in PvP?

[/ QUOTE ]
Basically yes, I cant recall any enemies that have over 50% ToHit aside from DE with eminators and Nemesis with vengeance. Also in PvP the player ToHit is dropped to 50% but most players have enough ToHit and +accuracy that defense is quite useless in PvP

[ QUOTE ]
That was a lot easier to understand too, thanks.

[/ QUOTE ]

No problem


- @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

 

Posted

[ QUOTE ]
Basically yes, I cant recall any enemies that have over 50% ToHit aside from DE with eminators and Nemesis with vengeance. Also in PvP the player ToHit is dropped to 50% but most players have enough ToHit and +accuracy that defense is quite useless in PvP


[/ QUOTE ]

I'm not sure if it's +tohit or +acc, but Malta Gunslingers and Auto Turrets rip though defence as if it wasn't even there...

Oh, and Rularuu Eyeballs basically ignore defence, too.

There may be more, but I can't think of them offhand.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

I see you didn't include elude, is it pretty much useless in this build?

Pro's and con's?

I have to admit the power does look tempting.


 

Posted

Once he's reached 45% defence (soft cap) Elude does nothing for him.


 

Posted

PvP... aim? No?


 

Posted

Well, DSorrow mentioned his build was for general PvE, but anyway, as it stands, defence, eluded or not, is quite crappy for PvP.

Yet to see how the new PvP changes and Elusivity affect that, but being it still on beta, it's too early to find out.


 

Posted

[ QUOTE ]
Well, DSorrow mentioned his build was for general PvE, but anyway, as it stands, defence, eluded or not, is quite crappy for PvP.

[/ QUOTE ]
Oh really?
[ QUOTE ]

Going to use for general PvP, maybe even going to try and solo AVs but not in the near future.

[/ QUOTE ]


 

Posted

[ QUOTE ]
[ QUOTE ]
Basically yes, I cant recall any enemies that have over 50% ToHit aside from DE with eminators and Nemesis with vengeance. Also in PvP the player ToHit is dropped to 50% but most players have enough ToHit and +accuracy that defense is quite useless in PvP


[/ QUOTE ]

I'm not sure if it's +tohit or +acc, but Malta Gunslingers and Auto Turrets rip though defence as if it wasn't even there...

Oh, and Rularuu Eyeballs basically ignore defence, too.

There may be more, but I can't think of them offhand.

[/ QUOTE ]

The gunslingers have an accuracy rating of 2, double the usual which makes their accuracy floor at 10% instead of 5%. When you're not at the defence cap (take 35% for a generic defence based character) they're hitting you quite often.

The generic mob: 50-35% * 1 = 15%
And for the gunslingers: 50-35% * 2 = 30%

Their high accuracy rating hurts the lower your defense value is, basically for a set that has no defense from anywhere their hit rating is 95%. For each lost % of defense the Gunslingers gain 2% hit chance, to elaborate:

50%-35% * 2 = 30%
50%-34% * 2 = 32%
50%-33% * 2 = 34%
And so forth...

For a set that has no defence except from external sources, like blasters, regen scrappers, fire tankers the Gunslingers are extra deadly:

50% * 2 = 100%, but it is capped at 95%

I'd assume auto turrets also have a high accuracy rating.

The eyeballs on the other hand have higher ToHit and accuracy. Additionally their attacks debuff your defense, this is what makes them very dangerous for defense based characters. Luckily they're quite rare.


- @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