Super Reflexes Disected (y'know that wierd little res boost thing)


Arcanaville

 

Posted

Hey everyone

A while back i had a search for a guide or something which gave the resisitance boost numbers for the super reflexes auto powers. I didn't find anything that had any kind of statistics stuff in it so i thought i would make my own.

Unfortunately i only have a lvl 4 /SR scrapper so i made do with only having access to one of the powers and at a quite low level.

Each jump is representative of a jump's worth of base resistance, whcich is an increase in 5.07% total health each time. I used this to work out that for ever 1% loss in health below 60% gives a 0.33% increase in resistance. This means that in total with a 3 special auto powers and Hp at 1% or less (a.k.a 1 Hp) the user would have about 60% res to all damages. At 30% (half way) the user would have about 10% res from each so would have about 30% res.

HP% - w/1 - w/all
0% - 20% - 60%
15% - 15% - 45%
30% - 10% - 30% (The Adverage from a tank Toggle power)
45% - 5% - 15% (The adverage from non melee At's toggle powers)
60% - 0% - 0%

These numbers arn't that big, but they do make a difference, whilst fighting a SR critter in Architect i could see the damage i was doing weakening and could see the 1/3 loss from the bonus quite easily, so in the long term, or in large fights this extra res is pretty sweet for something you get completely free =)

Hope this helps all you SR scrappers out there =D

if it hasn't been done before that is =P

Ps: I'm right in thinking SR has already been like super nerfed so much so that its perfect (in a dev friendly way) right =D


 

Posted

Quote:
Originally Posted by NeonPower View Post
Ps: I'm right in thinking SR has already been like super nerfed so much so that its perfect (in a dev friendly way) right =D
Kinda... super reflexes came pre-nerfed. It's been buffed several times since launch. Overall larger defense values, scaling resistances, defense debuff resistance, i7 alterations making defense itself scale better... I think I'm leaving something out. The only nerfs SR has had were not powerset specific, such as enhancement diversification and the permanent use of certain tier 9s (unstoppable, mog, and eldue).

It still takes all of the powers, before elude, to be worth using. I'm sure there's a nerf or two that could take care of that.


 

Posted

You mean a buff? The problem is, that you do need all the powers in SR to be worth it, save for maybe elude if you are grabbing both tough/weave which i never think NEED to be considered for a scrapper secondary to be justified.

The biggest problem i've always had, was that the aoe defense comes WAY too late. They've been needing to incorporate the aoe defense into the melee and ranged defense powers. Move Evasion into focused fighting and focused senses as "melee aoe" and "ranged aoe". And then move lucky's defenses into agile/dodge the same way as melee aoe and ranged aoe.

Then, Originally before willpower was ever an inkling of thought i suggested the literally EXACT power of high pain tolerance in place of lucky's level 28 power choice. AS you are losing the scaling resistances of lucky, it would even out by granting the resistance and hp buff of high pain tolerance, which would start working at 100% health, which is where SR really gets hurt, the passive resistances come in to play when its far too late IMO.

Then at level 35 i suggested basically World of Confusion, only without the damage, and used solely as a confuse power.

The way this would be implemented is because you are dodging so much, the enemy's attack misses you, and they end up hitting another nearby enemy with the attack that missed you.

This still IMHO is a perfect fix, as it lets you get the aoe defense sooner, without increasing defense values at all, with HPT (would have to be named something else for SR of course) it would grant some resistance and HP boost that would work starting at 100%, instead of when you are almost dead before you even notice it at all, and with the confuse aura at level 35, FINALLY would grant SR a power that's skippable, though would be cool to have as well.

This addresses the main issues with SR while keeping its performance generally the same, only more rounded out and less of a pain to level having to wait so long to get rid of such a huge gap in the defenses.

It would also finally grant a slottable resist power in which to put the steadfast IO without being forced to take tough which is a big issue IMO


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Posted

Actually, the fact that they're split up doesn't seem to be a problem.

It's the levels you get the AOE toggle that's the problem. Brutes have fixed this.

/SR should replace Lucky and Evasion, imo anyways. Get the toggle Defense before the passive.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by NeonPower View Post
Each jump is representative of a jump's worth of base resistance, which is an increase in
HP% - w/1 - w/all
0% - 20% - 60%
15% - 15% - 45%
30% - 10% - 30% (The Average from a tank Toggle power)
45% - 5% - 15% (The average from non melee At's toggle powers)
60% - 0% - 0%

i
Interesting. I may have seen these(or similar) numbers before, but if so, I can't remember when and from whom. I can say that the scaling resistances have saved my Katana/SR's hide many many times.


 

Posted

Arcanaville's equation from way back in the day:

DR = ((60-HP%)*#of passives)/3

All three passives and 45% health:
15 = ((60-45)*3/3

1 passive and 30% health:
10 = ((60-30)*1/3

2 passives and 27% health
22 = ((60-27)*2/3


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by BrandX View Post
Actually, the fact that they're split up doesn't seem to be a problem.

It's the levels you get the AOE toggle that's the problem. Brutes have fixed this.

/SR should replace Lucky and Evasion, imo anyways. Get the toggle Defense before the passive.
It does when its meaning you pretty much have to take every power in the set. Merging it between melee/ranged aoes not only fixes the issue of not having aoe defense sooner, It finally opens up for a skippable power in the set. And the other reasons mentioned for the HPT like power as well like having resists that start with 100% health to avoid the high primary volley that TAKES the SR down to 10% health to begin with before the passive resistances even kick in.


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Posted

1: If you want a set that's like SR but doesn't force you to take as many powers, get Ninjitsu or wait for it to be ported over.

2: SR passive scaling DR kicks in at 60% health. Not 10%.

3: Yes, I would like to see the brute SR power order cycled back to scrappers and while we're at it have brute sr evasion's taunt aura added to scrapper sr evasion.

4: Other than #3s change, I don't see any changes to SR being necessary at all. Adding an HPT like power to the set would make it grossly overpowered on brutes and scrappers alike.


Be well, people of CoH.

 

Posted

Have a couple of semi-related questions, assuming I am going to take all other SR powers:

1. Am I better off taking the three passives from SR over boxing/tough/weave?
2. Can I hit the soft-cap without dipping into the fighting pool?

Would like to try and avoid taking fighting pool if I can help it, but if I'm going to IO out this toon I want to hit the soft-cap.


 

Posted

Quote:
Originally Posted by Hajime View Post
1. Am I better off taking the three passives from SR over boxing/tough/weave?
Yes. Tough and Weave add 17.5% +res(s/l) and 5.85% +def(all) at a cost of .333 end/sec. The 3 passives will add 20% +res(all) on average and 8.775% +def(melee, ranged, AoE) along with ~30% defense debuff resistance for no end/sec.

Quote:
2. Can I hit the soft-cap without dipping into the fighting pool?
Yes, you can. It's possible, but it's not optimal. The Fighting pool makes it easier to hit the softcap thanks to the extra 5.85% +def(all) from Weave and Tough adds a nice bit of survivability thanks to stacking the +res(s/l) with the scaling resists of the passives, not to mention that Tough is the only place that an SR can put the Steadfast Protection +def IO.


 

Posted

Quote:
Originally Posted by Windenergy21 View Post
It does when its meaning you pretty much have to take every power in the set. Merging it between melee/ranged aoes not only fixes the issue of not having aoe defense sooner, It finally opens up for a skippable power in the set. And the other reasons mentioned for the HPT like power as well like having resists that start with 100% health to avoid the high primary volley that TAKES the SR down to 10% health to begin with before the passive resistances even kick in.
I really see nothing wrong with a set that has every power being must takes.

Look at the sets where people skip certain powers. Those are the powers people are asking to be buffed.

Countless AVs soloed with /SR builds. I can't think it's because it's a lousy set.

I have my own at 50. I see nothing wrong with the set, and like has been mentioned, it does have one power that can be skipped, if you build to softcap, and softcapping isn't hard on a /SR scrapper.

Unlike Bill, I don't want to see a taunt aura put on /SR, but I can see why he (and possibly others) would. I however love to just go spawn to spawn as quickly as possible.

I don't care to herd at all.

The only thing I think needs done to /SR on scrappers is switch Lucky and Evasion. I think quickness should remain at 20...to many players have made traveless power /SRs, which if it was put off to lvl 35 would be lousy.

Lvl 28 isn't such a long wait for AOE Defense. IMO anyways.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Umbral View Post
Yes. Tough and Weave add 17.5% +res(s/l) and 5.85% +def(all) at a cost of .333 end/sec. The 3 passives will add 20% +res(all) on average and 8.775% +def(melee, ranged, AoE) along with ~30% defense debuff resistance for no end/sec.



Yes, you can. It's possible, but it's not optimal. The Fighting pool makes it easier to hit the softcap thanks to the extra 5.85% +def(all) from Weave and Tough adds a nice bit of survivability thanks to stacking the +res(s/l) with the scaling resists of the passives, not to mention that Tough is the only place that an SR can put the Steadfast Protection +def IO.
Thanks for the info. Damn SR is such a tight build, I was hoping to fit my Claws/SR with IOs come i16 so i could soft-cap, and also pick up fireball for some spin/shockwave/fireball AoE goodness but looks like it might be impossible =(


 

Posted

Quote:
I really see nothing wrong with a set that has every power being must takes.
This I really don't see anything wrong with taking all the power of a set, it is why I pick a set so I can use it's powers. Most other Scrapper power sets are the same way too, maybe one more power you can skip but I do take most of the power that I can.

As other have said the only thing that really needs to be fix is to switch Lucky and Evasion. Evasion at lvl 28 would be just right for me.


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Arcanaville's equation from way back in the day:

DR = ((60-HP%)*#of passives)/3

All three passives and 45% health:
15 = ((60-45)*3/3

1 passive and 30% health:
10 = ((60-30)*1/3

2 passives and 27% health
22 = ((60-27)*2/3

All three passives at 100% health

((60-100)*3)/3 = (-40)*3)/3 =-40% res oh noes, apparently taking these powers makes you vulnerable at full health.

NOT. Stupid formula, even tho it works at =< 60% health

Anyways, super reflexes seems pretty descent to me, with the res defense and regen bonuses, if you ever get to a low HP level, you will have the res to protect you a bit if you get hit again, the defense to stop them hitting you appart from 5% of the time, and the regen to recover your health whilst you arn't taking any damage, seems pretty descent to me...

...plus it can down AV's which is always exhillerating =D


 

Posted

Yes, it is understood that the PSDR doesn't kick in until 60%, so using the equation for anything over that is indeed stupid.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by NeonPower View Post
All three passives at 100% health

((60-100)*3)/3 = (-40)*3)/3 =-40% res oh noes, apparently taking these powers makes you vulnerable at full health.

NOT. Stupid formula, even tho it works at =< 60% health
The above version is missing a max, or "clamping" function.

((max(0, (60-Health))*Npass)/3

Or you can use the formula as BillZ posted it, and stipulate the domain "0 < Health < 61" and "-1 < Npass < 4".


 

Posted

In short, SR is a 'late blooming' build. For much of the game it's rather sub-par, but all the powers come together to become a great set.

There's a reason it's considered to have good synergy with Broad Sword and Katana for levelling, because of Parry/Divine Avalanche. The fact that it's a redraw-light set with +recharge to help BS's big heavy attacks is icing on the cake. OF DEATH.


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
1: If you want a set that's like SR but doesn't force you to take as many powers, get Ninjitsu or wait for it to be ported over.

2: SR passive scaling DR kicks in at 60% health. Not 10%.

3: Yes, I would like to see the brute SR power order cycled back to scrappers and while we're at it have brute sr evasion's taunt aura added to scrapper sr evasion.

4: Other than #3s change, I don't see any changes to SR being necessary at all. Adding an HPT like power to the set would make it grossly overpowered on brutes and scrappers alike.
2: What i meant was that SR tends to get that one big hit to start which takes it down so far to begin with because for the first hit, there are no resistances protecting you so you go down past the threshhold where the resistances go into effect.

Adding HPT i don't see being grossly overpowered. You'd just be swapping the resistances from lucky, to resistances that start at 100% health instead of scaling down.

And IIRC i thought they started at 50%, either or, they should, if nothing else (aside from getting aoe defense sooner of course) start scaling at 100% health, not 50/60%.

And the answer is/should NEVER be "play a different set" A set should be worth its own merits.


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Posted

[QUOTE=BrandX;2215069]I really see nothing wrong with a set that has every power being must takes.

Look at the sets where people skip certain powers. Those are the powers people are asking to be buffed.

Countless AVs soloed with /SR builds. I can't think it's because it's a lousy set.

I have my own at 50. I see nothing wrong with the set, and like has been mentioned, it does have one power that can be skipped, if you build to softcap, and softcapping isn't hard on a /SR scrapper.QUOTE]

I'm sorry, but i don't see dropping one power, suitable when you need to pick up 3 other powers for tough/weave to do so, that kinda defeats the purpose...


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Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Adding HPT i don't see being grossly overpowered.
I think any argument I might have wouldn't convince you because if you believe that our views of the game are so completely different we can't possibly understand each other.

SR has one and only one flaw, bad luck streaks. With HPT you'd get rid of that only flaw, the amount of damage required to get through 2200-2300 hp + scaling res (that would also kick in earlier in terms of total HP, although at the same % relatively speaking) + softcapped defense + capped DR would be... a lot.

... You could argue Shield is kind of like that with its resistance and +HP (SR takes much less effort to softcap, giving room for +rech or +dam, but then Shield has AaO and Shield Charge, which evens out). I believe Shield is overpowered.

Before an angry mob of scrappers shieldcharge me to death, I want to mention I'd shut up about it if they just gave Shield to all primaries already. Invisible shield, I don't care, just let me have the overpowered goodness with all primaries.


 

Posted

Quote:
Originally Posted by Windenergy21 View Post
I'm sorry, but i don't see dropping one power, suitable when you need to pick up 3 other powers for tough/weave to do so, that kinda defeats the purpose...
I don't have Tough or Weave, still softcapped from 35 with Evasion. Tough and/or weave would give me more room for defence debuffs, sure, but they're hardly necessary for a softcapped /Super reflexes build.


 

Posted

[QUOTE=Windenergy21;2216868]

Quote:
Originally Posted by BrandX View Post
I really see nothing wrong with a set that has every power being must takes.

Look at the sets where people skip certain powers. Those are the powers people are asking to be buffed.

Countless AVs soloed with /SR builds. I can't think it's because it's a lousy set.

I have my own at 50. I see nothing wrong with the set, and like has been mentioned, it does have one power that can be skipped, if you build to softcap, and softcapping isn't hard on a /SR scrapper.QUOTE]

I'm sorry, but i don't see dropping one power, suitable when you need to pick up 3 other powers for tough/weave to do so, that kinda defeats the purpose...
You don't "NEED" to pick up fighting to soft cap. It just makes it cheaper and gives you some res up front that you otherwise wouldn't have. I hate taking fighting pool (because of boxing/kick) so I always look for other ways around to get what I want. At times, there is no other way. Soft capping a def base set like /SR isn't one of those times.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

Quote:
Originally Posted by Nihilii View Post
I think any argument I might have wouldn't convince you because if you believe that our views of the game are so completely different we can't possibly understand each other.

SR has one and only one flaw, bad luck streaks. With HPT you'd get rid of that only flaw, the amount of damage required to get through 2200-2300 hp + scaling res (that would also kick in earlier in terms of total HP, although at the same % relatively speaking) + softcapped defense + capped DR would be... a lot.

... You could argue Shield is kind of like that with its resistance and +HP (SR takes much less effort to softcap, giving room for +rech or +dam, but then Shield has AaO and Shield Charge, which evens out). I believe Shield is overpowered.

Before an angry mob of scrappers shieldcharge me to death, I want to mention I'd shut up about it if they just gave Shield to all primaries already. Invisible shield, I don't care, just let me have the overpowered goodness with all primaries.

The same power, i never said the same exact values, that's where you view is being skewed.

And SR doens't have softcapped defense, it has with combat jumping about 32.75% defense, the resistances don't kick in till 60% granting, which you get below usually before it actually kicks in because the amount of damage is calculated before the resists and takes it thusly.

Remember, the game is supposed to be balanced with SOs only, IOs are bonuses, and should not factor in to how a set is set up, per dev quote.


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Posted

Quote:
The same power, i never said the same exact values, that's where you view is being skewed.
Well now sorry but that's completely silly. If you say a power name, it's reasonable to assume you mean the exact same values. Otherwise, you should mention it.

Quote:
And SR doens't have softcapped defense, it has with combat jumping about 32.75% defense, the resistances don't kick in till 60% granting, which you get below usually before it actually kicks in because the amount of damage is calculated before the resists and takes it thusly.

Remember, the game is supposed to be balanced with SOs only, IOs are bonuses, and should not factor in to how a set is set up, per dev quote.
IOs is actually the best case scenario to support *your* point, as with HP bonuses the +HP HPT offers is relatively less important. With SOs, the difference would be even more pronounced and make it even more overpowered.


 

Posted

Quote:
And the answer is/should NEVER be "play a different set" A set should be worth its own merits.
I completely agree with the second part of your statement. It's why I don't play (read as I play other sets than) electric armor, stone armor, tanks, defenders, stalkers, etc, etc.

I either view them as substandard, badly designed, or just plain boring. Other people have different opinions and attempt to stop me whenever I attempt to get those sets altered to more suit my tastes.

Just as you are doing here.

My claws/sr is a farking PvE god. He's a god because that's precisely what I turned him into using the set as it is now.

Your desires would cause the set to be overpowered and thus nerfed later on. I understand that you don't see it that way. I don't care.

The reason that there's so little in-fighting here in the scrapper forum is because most of us understand that when the various mitigation sets are fully slotted out with SOs, they all function within a certain performance range, some being superior in some situations while others win in different situations.

We like it that way.

There's a thread elsewhere on the boards where folks are having the same discussion about stone armor that we're having in this thread about SR. Many say the leveling process with SA is far too painful and the set should be overhauled because of it.

Personally, I just hate the lack of mobility. I've voiced my opinion but I know I'm on the losing side of the discussion. Far too many people like the fact that after you get Granite, you're a god. Therefore, I don't see SA ever getting tweaked to my satisfaction.

I'm ok with that.

SR doesn't need changed. If you want more of the defense from less powers, play Ninjitsu. If you want an HPT clone, play Willpower.

Beyond getting evasion earlier in the build, claws needs no changes at all. Changes should occur when a NEED is present.

That fact is why I'm no longer posting in the SA thread. And that's why this thread will go nowhere as well.


Be well, people of CoH.