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


Arcanaville

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
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.
+1


Valid - lvl 50 ma/regen scrapper
Daphias - lvl 50 dm/sr brute
Sir Smoke - lvl 50 fire/kin troller

 

Posted

Quote:
Originally Posted by Nihilii View Post
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.



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.

Sorry, if you read earlier, i had this power in my head before willpower was even mentioned so that still kinda sticks in my head. Not that post but earlier in this thread I did mention i believe. My apologies for the confusion.

I think i originally had about 6% resistance and 5% max hp to keep roughly the same resistance but which would work starting at 100% health. I think my original name for the power was something like Roll with the Punches or something like that. Basically your heightened reflexes let you minimize the damage of the attacks by moving with them in the same direction as you're avoiding them, reducing the damage. Like how if someone punches you and you back up, or grab their fist to slow it down how it doesn't hit as hard.

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.
with just SOs SR is FAR from overpowered. I'd probably go to say its the weakest scrapper secondary if not for Shield taking that spot with its current SO form, and in i16 with electric armor. However neither of those require you to pretty much take every power either.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
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.
Only SR doesnt get anywhere near that kind of protection without IOs. Its nowhere near the same tradeoff. I don't feel that any set should be slow to level just to get that one power at the end. The same way most sets should have roughly the same performance based on what they do, sets should also be more intuitive to the leveling process.

I have one stone tank, and i'll only ever have one stone tank, for said reasons.

As to the SR change in question. Moving aoe defenses sooner would help the leveling process, and change nothing. Personally i'd like to see quickness in the 28 spot, evasion at 20, and lucky at 35, if no other change were to take place.

However i'd still like to see the roll with the punches type power introduced. If again though i DO see how for a small QoL tweak for the most part, it could be hassling for the devs to rework a set. (actually aside from not knowing much about programming code i wouldnt offhand think it would be too difficult, but there are other "more important" things to attend to *sigh*)

So if nothing else moving those powers around, and letting the scaling resistances start at 100% health, lengthening the rate of resistance increase, and starting with meh 2% resistance per toggle at 100% health so there is at least something to stop those huge first hits like when fighting a boss. That would just be a simple switch of some numbers allocated to the health in the equation for it, concerning the rate of increase, and the starting point.

Both of these, i think could be seen for a reasonable compromise. Swapping power order we know is a simple thing for the devs, ie like when porting over elec armor to blueside. As would i imagine the starting point and rate of increase for the passive resistances.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

However, before i16 comes, i am considering rolling another SR scrapper, and can't decide between Claw/SR and Fire/SR.

I already have 2 claws scrappers, but the IOd build i came up with for claws is a little nicer because it caps all defenses, the fire/sr does to melee/ranged, and is like .9% shy for aoe, i know, nitpicky lol. The claws also because the hard attacks are a ranged, and a melee cone instead of single target attacks, can afford their damgage to be fully slotted unlike the fire using makos (yeah yeah if i use 50s it will be, well close to it, but thats way too late for necessary bonuses).

But like i said i have 2 claws scrappers already :P and no fire melee scraps, though it always irks me that scrapper melee doesnt get combustion XD. Billz, i already know youre going to say claw/sr lol, and i actually had one that i made like i6 or so at level 7. He just looks too cool i couldnt delete him :P. But with issue 16, come on, lets get some green and blue flames! lol. Not to mention the difference between lethal damage, and fire damage.

Well, either way here are the two builds:

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Fire SR Tough: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(37)
Level 1: Focused Fighting -- DefBuff-I:50(A), DefBuff-I:50(5), LkGmblr-Rchg+:50(5)
Level 2: Cremate -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(39)
Level 4: Agile -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(13), DefBuff-I:50(13)
Level 6: Focused Senses -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(7), DefBuff-I:50(7)
Level 8: Breath of Fire -- Posi-Acc/Dmg:35(A), Posi-Dmg/EndRdx:35(9), Posi-Dmg/Rchg:35(9), Posi-Dmg/Rng:35(21), Posi-Acc/Dmg/EndRdx:35(31), RechRdx-I:50(48)
Level 10: Practiced Brawler -- RechRdx-I:50(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Dodge -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(17), DefBuff-I:50(17)
Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(19), Sciroc-Dmg/Rchg:35(19), Sciroc-Acc/Rchg:35(21), Sciroc-Acc/Dmg/EndRdx:35(34), M'Strk-Dmg/EndRdx/Rchg:50(43)
Level 20: Hurdle -- Jump-I:50(A)
Level 22: Health -- Numna-Heal/EndRdx:35(A), Numna-Heal:35(23), Numna-Regen/Rcvry+:35(23), Heal-I:50(31), RgnTis-Regen+:30(46)
Level 24: Stamina -- Efficacy-EndMod:35(A), Efficacy-EndMod/Rchg:35(25), Efficacy-EndMod/Acc/Rchg:35(25), Efficacy-EndMod/Acc:35(31), Efficacy-Acc/Rchg:35(40), Efficacy-EndMod/EndRdx:35(40)
Level 26: Incinerate -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(27), Mako-Dmg/Rchg:40(27), Mako-Acc/EndRdx/Rchg:40(34), Mako-Acc/Dmg/EndRdx/Rchg:40(34), Mako-Dam%:40(39)
Level 28: Lucky -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(29), DefBuff-I:50(29)
Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 32: Greater Fire Sword -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(33), Mako-Dmg/Rchg:40(33), Mako-Acc/EndRdx/Rchg:40(33), Mako-Acc/Dmg/EndRdx/Rchg:40(36), Mako-Dam%:50(39)
Level 35: Evasion -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(36), S'dpty-Def/EndRdx/Rchg:40(36), S'dpty-Def:40(40), S'dpty-EndRdx:40(48)
Level 38: Quickness -- Run-I:50(A)
Level 41: Focused Accuracy -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(42), GSFC-ToHit/Rchg/EndRdx:40(42), GSFC-Rchg/EndRdx:40(42), GSFC-ToHit/EndRdx:40(43), GSFC-Build%:40(43)
Level 44: Adrenalin Boost -- Numna-Heal/EndRdx:40(A), Numna-Heal/Rchg:40(45), Numna-Heal:40(45), P'Shift-EndMod:40(45), P'Shift-EndMod/Rchg:40(46), P'Shift-EndMod/Acc:40(46)
Level 47: Kick -- Empty(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(50), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



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Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Claw SR Tough: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(37)
Level 1: Focused Fighting -- DefBuff-I:50(A), DefBuff-I:50(5), LkGmblr-Rchg+:50(5)
Level 2: Slash -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(39)
Level 4: Agile -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(13), DefBuff-I:50(13)
Level 6: Focused Senses -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(7), DefBuff-I:50(7)
Level 8: Follow Up -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(9), Mako-Dmg/Rchg:40(9), Mako-Acc/EndRdx/Rchg:40(21), Mako-Acc/Dmg/EndRdx/Rchg:40(31), Mako-Dam%:40(48)
Level 10: Practiced Brawler -- RechRdx-I:50(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Dodge -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(17), DefBuff-I:50(17)
Level 18: Focus -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(19), Thundr-Dmg/Rchg:35(19), Thundr-Acc/Dmg/Rchg:35(21), Thundr-Acc/Dmg/EndRdx:35(34), Thundr-Dmg/EndRdx/Rchg:35(43)
Level 20: Hurdle -- Jump-I:50(A)
Level 22: Health -- Numna-Heal/EndRdx:35(A), Numna-Heal:35(23), Numna-Regen/Rcvry+:35(23), Heal-I:50(31), RgnTis-Regen+:30(46)
Level 24: Stamina -- Efficacy-EndMod:35(A), Efficacy-EndMod/Rchg:35(25), Efficacy-EndMod/Acc/Rchg:35(25), Efficacy-EndMod/Acc:35(31)
Level 26: Eviscerate -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(27), Sciroc-Dmg/Rchg:35(27), Sciroc-Acc/Rchg:35(34), Sciroc-Acc/Dmg/EndRdx:35(34), M'Strk-Dmg/EndRdx/Rchg:50(39)
Level 28: Lucky -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(29), DefBuff-I:50(29)
Level 30: Spin -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(40), Sciroc-Dmg/Rchg:35(40), Sciroc-Acc/Rchg:35(40), Sciroc-Acc/Dmg/EndRdx:35(48), M'Strk-Dmg/EndRdx/Rchg:50(48)
Level 32: Shockwave -- Posi-Acc/Dmg:35(A), Posi-Dmg/EndRdx:35(33), Posi-Dmg/Rchg:35(33), Posi-Dmg/Rng:35(33), Posi-Acc/Dmg/EndRdx:35(36), RechRdx-I:50(39)
Level 35: Evasion -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(36), DefBuff-I:50(36)
Level 38: Quickness -- Run-I:50(A)
Level 41: Focused Accuracy -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(42), GSFC-ToHit/Rchg/EndRdx:40(42), GSFC-Rchg/EndRdx:40(42), GSFC-ToHit/EndRdx:40(43), GSFC-Build%:40(43)
Level 44: Adrenalin Boost -- Numna-Heal/EndRdx:40(A), Numna-Heal/Rchg:40(45), Numna-Heal:40(45), P'Shift-EndMod:40(45), P'Shift-EndMod/Rchg:40(46), P'Shift-EndMod/Acc:40(46)
Level 47: Kick -- Empty(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(50), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



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Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

The one thing i'm not a fan of with both builds though is that both builds only have the one slot on practiced brawler. However, the fire/sr has the 2 extra slots on stamina for teh 2.5% damgage and 5% recharge bonuses, but are not necessary. So a small nod goes to the fire SR to be able to allocate that slot there, making leveling up less of a pain (i hate respecing).

And that he uses so many LOTG procs. Which is why he can afford to only have the one slot on practiced brawler. But we know how expensive those IOs are, and how long it would take, well, me to get them, and enough of them soon enough to make not having perma mez protection not so annoying.

Also, the unofficial i16 version of mids is bonky, "adrenaline boost" is really physical perfection if you didnt notice that lol.

Hmm, also reallocated the other slot to combat jumping for a defense, it was pretty much a free slot, puts his aoe defense from 44.1 to 44.6, so closer, close enough to kinda quell my nitpickyness. Though if i move that slot to a 3rd in build up i can squeek out 5% run speed for fun, and 1.88% max hp bonus which is probably more useful than the .5% aoe defense i gain.

I don't know lol, let me know on your thoughts!


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Swapping power order we know is a simple thing for the devs, ie like when porting over elec armor to blueside.
All it takes to swap two powers around is a simple copy and paste. Actually, you don't even need to do that: you just have to change a couple numbers in the base spreadsheet that set the MinLevelAvailable setting (that's not precisely what its called, but you get the idea) for the two powers.

However, that's something that they have a lot of discretion for when they are copying a powerset to a new archetype, because that is actually a new powerset being created where there was none before. *Any* change is fair game if its justified. But changing power order on an *existing* powerset is something the devs *can do* but *will not do* unless there is some absolute proven necessity for doing so, because that would be a change to a powerset that has an established power order that players are already using and potentially relying on. You don't just get to say "well, my way is better: I'm sure they will understand."

The hurdle to overcome when suggesting power order changes on an existing set, as opposed to a new (even if proliferated) powerset is extremely high. To put it another way, you could probably sooner get Castle to make Brute Evasion into a damage aura than you could get Castle to swap the order of Dodge and Agile.


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Posted

Quote:
However i'd still like to see the roll with the punches type power introduced.
That's what the PSDR is. When they added it to the game after the gutting SR received with ED/GDN, they were specifically looking for an effect that produced the feeling of time slowing down and/or your ability to roll with punches gets better as your ability to dodge the punches gets worse.

The very first day I ran with the PSDR, even though I had been against the change at first, I felt that they had gotten it right. When surrounded and being overcome, the PSDR slowed down things just enough for me (the player) to react to the incoming damage in an appropriate way.

Do AVs still have the ability to leapfrog over the PSDR? Yup. But these days rank/level buff accuracy rather than tohit, which back then was an insta-death sentence unless you had elude up.

So... do I think that the PSDR should kick in earlier? I still don't see the need. I can't take on the RWZ Challenge with only SOs. Well.. I can but I die. However, I know that I'm not supposed to be able to handle 3 +4 bosses and surrounding +4 minions/LTs with only SOs.

I'm probably not supposed to be able to do it with IOs.

Anyway, I've rambled on enough. I only have one SR scrapper. I'm being pulled to use SR instead of EA on my new claws brute because I want the extra 20% recharge. <shrug> The PSDR will be even better on a brute than it is on my scrapper.


Be well, people of CoH.

 

Posted

Quote:
To put it another way, you could probably sooner get Castle to make Brute Evasion into a damage aura than you could get Castle to swap the order of Dodge and Agile.
Truth. Even though SR's order always SHOULD have been:

FF
FS
Dodge
PB
Agile
Evasion
Quickness
Lucky
Elude


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Truth. Even though SR's order always SHOULD have been:

FF
FS
Dodge
PB
Agile
Evasion
Quickness
Lucky
Elude
I could agree with that exactly actually for the power order.

AS to the leapfrog, i highly disagree tha type of circumstance should be able to exist. Letting the PSDR start at 100% seems fine to me. And the explanation as to them supposed to be the "roll with the punches" type power makes no sense. When you get tired/hurt, you are usually less apt to avoiding and slowing down incoming attacks. So again i fail to see how having them start at 100% health and scaling slower across the full length of your HP bar would be any sort of an issue.

Instead of .3% for each % below 60%, it would be .2% for each %below 100 Essentially swapping 1/3 the rate of increase for the 1/3 longer hp. Only perhaps .175% per % below 100% considering my suggestion of having each passive start at 2% when at full HP.


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Posted

Actually it makes perfect sense when dealing with reflexes and long, drawn out fights. As you get tired, as you get beaten on, your ability to dodge suffers. More hits get in forcing you to roll with a punch rather than having it miss you entirely. On top of that as you get beaten on with a steady stream of punches, you're more likely to keep going regardless of the addled state of your consciousness.

It's when someone gets through your defense with a sledgehammer to the skull that you drop like a sack of bricks.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Actually it makes perfect sense when dealing with reflexes and long, drawn out fights. As you get tired, as you get beaten on, your ability to dodge suffers. More hits get in forcing you to roll with a punch rather than having it miss you entirely. On top of that as you get beaten on with a steady stream of punches, you're more likely to keep going regardless of the addled state of your consciousness.

It's when someone gets through your defense with a sledgehammer to the skull that you drop like a sack of bricks.
If that was the case then we would additionally LOSE defense as your health got lower.


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Posted

Quote:
Originally Posted by Windenergy21 View Post
If that was the case then we would additionally LOSE defense as your health got lower.
We do. It goes to 0% def to all when you fall down. Granted, that's rather sudden.


Be well, people of CoH.

 

Posted

.....

And having it scale up .2% for each % under 100% and starting at 2% when full hp would have it scale down quite similar to the current resistance values when lower in health only it would start when at full and be useful the full HP bar of the character. Helping to take care of some of the leapfrogging. That and swapping some of those key powers as we've agreed on would be the easiest and quickest solutions for the time being.


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Posted

Oh and btw, i think i decided on the fire/SR. Sadly i have 2 claws already, and though the claw/sr looks SOOO much cooler costumewise especially with the claw,i already have 2 lol, but no fire melee.

It will still turn out really nice. I forgot how much damage fire melee can be, but leveling up may be a pain without mitigation.

But double stacking follow up for every spin every 6.5 seconds would be really nice lol. If he wasnt like one of my main characters from so long ago and 50 already i feel like i should delete my claw/regen in place for this claw/sr lol.


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Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Actually it makes perfect sense when dealing with reflexes and long, drawn out fights. As you get tired, as you get beaten on, your ability to dodge suffers. More hits get in forcing you to roll with a punch rather than having it miss you entirely. On top of that as you get beaten on with a steady stream of punches, you're more likely to keep going regardless of the addled state of your consciousness.

It's when someone gets through your defense with a sledgehammer to the skull that you drop like a sack of bricks.
*whap with newspaper* Bad Bill, bad. Don't bring in common sense when talking about power effects, you know better.


 

Posted

Quote:
Originally Posted by Evilmeister View Post
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.
Any chance you could post that build?


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Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Truth. Even though SR's order always SHOULD have been:

FF
FS
Dodge
PB
Agile
Evasion
Quickness
Lucky
Elude
If you going into "should had beens" then all the passives should had been rolled into one and two utility powers added in the extra space.


 

Posted

Quote:
Originally Posted by Starsman View Post
If you going into "should had beens" then all the passives should had been rolled into one and two utility powers added in the extra space.

Isn't that ninjitsu?


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Isn't that ninjitsu?
You could say the same about Shield Defense. Ninjitsu is very very different from SR, merging the passives and then giving the set utility would not change that. Although i did think "ninjitsu is SR done right" a lot back in the day it was first introduced.

I always seen SR as kind of... well, super speed defense. I can see a SR that had a built in super speed travel power (freeing up a travel pool) and perhaps a "taunt aura" that gave a recharge buff and end discount for every foe in range.