Fire/Kin/Stone build needs feedback & evaluations


bracass

 

Posted

Hey everyone... I was hoping to put this build to the community and elicit some feedback on it.

I have been thinking about either fire/kin/stone or fire/kin/psi but with i16 coming, MIDS not updated and my unfamiliarity with psi I'm looking mostly at stone for my second build. I have copied over to test several times and tried my luck with psi to mixed results and I have run around with this stone build posted here as well as a half dozen other stone builds I have found posted in the forums and none seem any better or more survivable than my current fire/kin/fire build.

I can post my current fire/kin/fire build if that would help you provide feedback... just let me know.

I would like to thank everyone who offers feedback or builds in advance... anything would be greatly appreciated.

Thanks Again,
Iggy




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

Pyro Kineticor Stone: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Stone Mastery

Hero Profile:
------------
Level 1: Char
(A) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
(11) Lockdown - Accuracy/Hold: Level 50
(13) Lockdown - Accuracy/Recharge: Level 50
(39) Lockdown - Recharge/Hold: Level 50
(46) Lockdown - Endurance/Recharge/Hold: Level 50


Level 1: Transfusion
(A) Touch of the Nictus - Healing: Level 50
(3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
(5) Touch of the Nictus - Accuracy/Healing: Level 50
(5) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
(7) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50


Level 2: Fire Cages
(A) Gravitational Anchor - Immobilize/Endurance: Level 50
(3) Gravitational Anchor - Accuracy/Recharge: Level 50
(7) Gravitational Anchor - Immobilize/Recharge: Level 50
(9) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
(9) Gravitational Anchor - Chance for Hold: Level 50


Level 4: Siphon Power
(A) Accuracy IO: Level 50


Level 6: Hasten
(A) Recharge Reduction IO: Level 50
(11) Recharge Reduction IO: Level 50


Level 8: Hot Feet
(A) HamiO:Nucleolus Exposure
(13) HamiO:Nucleolus Exposure
(15) HamiO:Nucleolus Exposure
(15) HamiO:Microfilament Exposure
(17) HamiO:Microfilament Exposure
(17) HamiO:Microfilament Exposure


Level 10: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(43) Karma - Knockback Protection: Level 30


Level 12: Flashfire
(A) Absolute Amazement - Endurance/Stun: Level 50
(19) Absolute Amazement - Stun: Level 50
(19) Absolute Amazement - Stun/Recharge: Level 50
(21) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
(21) Absolute Amazement - Accuracy/Recharge: Level 50


Level 14: Boxing
(A) Accuracy IO: Level 50


Level 16: Tough
(A) Aegis - Resistance/Endurance/Recharge: Level 50
(23) Aegis - Resistance/Endurance: Level 50
(23) Aegis - Resistance: Level 50
(25) Aegis - Psionic/Status Resistance: Level 50
(25) Aegis - Endurance/Recharge: Level 50
(27) Steadfast Protection - Resistance/+Def 3%: Level 30


Level 18: Hurdle
(A) Jumping IO: Level 50


Level 20: Health
(A) Regenerative Tissue - +Regeneration: Level 30
(27) Miracle - Heal: Level 40
(29) Miracle - +Recovery: Level 40
(29) Numina's Convalescence - Heal: Level 50
(31) Numina's Convalescence - +Regeneration/+Recovery: Level 50


Level 22: Stamina
(A) Performance Shifter - Chance for +End: Level 50
(31) Performance Shifter - EndMod: Level 50
(31) Performance Shifter - EndMod/Recharge: Level 50
(33) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
(33) Performance Shifter - EndMod/Accuracy: Level 50


Level 24: Super Speed
(A) Celerity - Endurance: Level 50
(43) Celerity - +Stealth: Level 50


Level 26: Speed Boost
(A) Endurance Modification IO: Level 50
(36) Endurance Modification IO: Level 50


Level 28: Cinders
(A) Unbreakable Constraint - Hold: Level 50
(36) Unbreakable Constraint - Hold/Recharge: Level 50
(40) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
(40) Unbreakable Constraint - Accuracy/Recharge: Level 50
(40) Unbreakable Constraint - Endurance/Hold: Level 50


Level 30: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(39) Luck of the Gambler - Defense/Endurance: Level 50
(46) HamiO:Cytoskeleton Exposure
(46) Karma - Knockback Protection: Level 30


Level 32: Fire Imps
(A) Sovereign Right - Resistance Bonus: Level 50
(33) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
(34) Soulbound Allegiance - Damage/Endurance: Level 50
(34) Soulbound Allegiance - Damage/Recharge: Level 50
(34) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
(39) Soulbound Allegiance - Accuracy/Recharge: Level 50


Level 35: Transference
(A) Performance Shifter - EndMod: Level 50
(36) Performance Shifter - EndMod/Accuracy: Level 50
(37) Performance Shifter - EndMod/Recharge: Level 50
(37) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
(37) Performance Shifter - Accuracy/Recharge: Level 50


Level 38: Fulcrum Shift
(A) Accuracy IO: Level 50


Level 41: Fissure
(A) Ragnarok - Damage: Level 50
(42) Ragnarok - Damage/Endurance: Level 50
(42) Ragnarok - Damage/Recharge: Level 50
(42) Ragnarok - Accuracy/Damage/Recharge: Level 50
(43) Ragnarok - Accuracy/Recharge: Level 50
(50) Force Feedback - Chance for +Recharge: Level 50


Level 44: Rock Armor
(A) Luck of the Gambler - Recharge Speed: Level 50
(45) Luck of the Gambler - Defense/Endurance: Level 50
(45) HamiO:Cytoskeleton Exposure
(45) HamiO:Cytoskeleton Exposure


Level 47: Seismic Smash
(A) Hecatomb - Damage/Endurance: Level 50
(48) Hecatomb - Damage: Level 50
(48) Hecatomb - Damage/Recharge: Level 50
(48) Hecatomb - Accuracy/Damage/Recharge: Level 50
(50) Hecatomb - Accuracy/Recharge: Level 50


Level 49: Earth's Embrace
(A) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50

----------------------------------------------------------------------------


Set Bonus Totals:
12% DamageBuff(Smashing)
12% DamageBuff(Lethal)
12% DamageBuff(Fire)
12% DamageBuff(Cold)
12% DamageBuff(Energy)
12% DamageBuff(Negative)
12% DamageBuff(Toxic)
12% DamageBuff(Psionic)
3% Defense(Smashing)
3% Defense(Lethal)
8.94% Defense(Fire)
8.94% Defense(Cold)
3% Defense(Energy)
3% Defense(Negative)
3% Defense(Psionic)
3% Defense(Melee)
3% Defense(Ranged)
10.2% Defense(AoE)
2.25% Max End
2.5% Enhancement(Held)
5% Enhancement(Heal)
72.5% Enhancement(RechargeTime)
84% Enhancement(Accuracy)
10% FlySpeed
87.7 HP (8.63%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 2.2%
MezResist(Immobilize) 2.2%
27.5% (0.46 End/sec) Recovery
48% (2.04 HP/sec) Regeneration
20% Resistance(Smashing)
20% Resistance(Lethal)
32.6% Resistance(Fire)
32.6% Resistance(Cold)
20% Resistance(Energy)
20% Resistance(Negative)
20% Resistance(Toxic)
23% Resistance(Psionic)
15% RunSpeed
2.5% XPDebtProtection


-----------------------------------------------------------------------


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Posted

Generally this looks like a solid build. I notice that you apparently have an unlimited amount of influence to spend and frankly almost any build with those enhancements is going to rock. You don't list the cumulative bonuses which also makes it a harder to make meaningful comments.

About the only feedback I can give is:

1) Why do you have 5 enhancements of Performance Shifter in Stamina ? The last two bonuses are a slight damage increase and and increase in AoE defense of 3.13%. With Fulcrum Shift this build is already at the damage cap most of the time.

2) Speaking of FS, I would give it some additional slots of +recharge, unless the various bonuses with all the sets makes that unneeded.

3) Ditto for Hasten, my fire/kin/stone has three slots of +recharge, I always have stacked Siphon Speeds, but it still isn't perma for me.


 

Posted

Take Siphon Speed. Two applications of it gives you 40% recharge, and gives alot of flexibility in deciding what purple sets you can choose between. Slot Fire Cages for damage instead of Immob and you could probably get away with putting a set in Hot Feet.

If you are going for Soft Capped Defense S/L you may want to think about getting it to 55 instead of 45. 55 S/L will allow you to farm 52's as if you had 45% S/L ... you lose 5% for every level of what you are fighting is above you.

If you need more S/L to get to 55 (I don't have mids in front of me) Kinitic Combat is your friend. 3.75 S/L defense for slotting 4. Pull slots from where you can, and 4 slot boxing, you could probably use it in Seismic smash as well, and even think about 4 slotting brawl. That would give you a 11.25 boost to your S/L defense.

Try pulling one slot from Seismic Smash, Fissure, speed boost (that doesn't need to be 2 slotted as a controller), Hot Feet, Earths Embrace, and maybe Rock Armor. That would allow you to 4 slot boxing and brawl to get the extra 11.25 S/L defense from the Kinetic Combat set.

Edit:
On second thought, you could probably lighten the slots in Tough as well. If you are going for soft capped defense, you don't need to worry to much about your resist. Get rid of 1 or 2 slots from Tough, and you could probably put a slot into hasten.


 

Posted

I decided to post my current fire/kin/fire build to give you and idea of what I'm working with currently.


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

Pyro Kineticor: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Fire Mastery

Hero Profile:
------------
Level 1: Char
(A) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
(11) Lockdown - Accuracy/Hold: Level 50
(13) Lockdown - Accuracy/Recharge: Level 50
(17) Lockdown - Recharge/Hold: Level 50
(17) Lockdown - Endurance/Recharge/Hold: Level 50


Level 1: Transfusion
(A) Touch of the Nictus - Healing: Level 50
(3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
(5) Touch of the Nictus - Accuracy/Healing: Level 50
(5) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
(7) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50


Level 2: Fire Cages
(A) Gravitational Anchor - Immobilize/Endurance: Level 50
(3) Gravitational Anchor - Chance for Hold: Level 50
(7) Gravitational Anchor - Immobilize/Recharge: Level 50
(9) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
(9) Gravitational Anchor - Accuracy/Recharge: Level 50


Level 4: Siphon Power
(A) Accuracy IO: Level 50


Level 6: Hasten
(A) Recharge Reduction IO: Level 50
(11) Recharge Reduction IO: Level 50


Level 8: Hot Feet
(A) HamiO:Nucleolus Exposure
(13) HamiO:Nucleolus Exposure
(15) HamiO:Nucleolus Exposure
(15) HamiO:Microfilament Exposure
(43) HamiO:Microfilament Exposure
(46) HamiO:Microfilament Exposure


Level 10: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(39) Karma - Knockback Protection: Level 30


Level 12: Flashfire
(A) Absolute Amazement - Endurance/Stun: Level 50
(19) Absolute Amazement - Stun: Level 50
(19) Absolute Amazement - Stun/Recharge: Level 50
(21) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
(21) Absolute Amazement - Accuracy/Recharge: Level 50


Level 14: Boxing
(A) Accuracy IO: Level 50


Level 16: Tough
(A) Aegis - Resistance: Level 50
(23) Aegis - Resistance/Endurance: Level 50
(23) Aegis - Resistance/Recharge: Level 50
(25) Aegis - Resistance/Endurance/Recharge: Level 50
(25) Aegis - Endurance/Recharge: Level 50
(27) Steadfast Protection - Knockback Protection: Level 30


Level 18: Hurdle
(A) Jumping IO: Level 50


Level 20: Health
(A) Regenerative Tissue - +Regeneration: Level 30
(27) Miracle - Heal: Level 40
(29) Miracle - +Recovery: Level 40
(29) Numina's Convalescence - Heal: Level 50
(31) Numina's Convalescence - +Regeneration/+Recovery: Level 50


Level 22: Stamina
(A) Performance Shifter - Chance for +End: Level 50
(31) Performance Shifter - EndMod: Level 50
(31) Performance Shifter - EndMod/Recharge: Level 50
(33) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
(33) Performance Shifter - EndMod/Accuracy: Level 50


Level 24: Super Speed
(A) Celerity - Endurance: Level 50
(43) Celerity - +Stealth: Level 50


Level 26: Speed Boost
(A) Endurance Modification IO: Level 50
(36) Endurance Modification IO: Level 50


Level 28: Cinders
(A) Unbreakable Constraint - Hold: Level 50
(36) Unbreakable Constraint - Hold/Recharge: Level 50
(40) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
(40) Unbreakable Constraint - Accuracy/Recharge: Level 50
(40) Unbreakable Constraint - Endurance/Hold: Level 50


Level 30: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(39) Luck of the Gambler - Defense/Endurance: Level 50
(46) HamiO:Cytoskeleton Exposure


Level 32: Fire Imps
(A) Sovereign Right - Resistance Bonus: Level 50
(33) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
(34) Soulbound Allegiance - Damage/Endurance: Level 50
(34) Soulbound Allegiance - Damage/Recharge: Level 50
(34) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
(39) Soulbound Allegiance - Accuracy/Recharge: Level 50


Level 35: Transference
(A) Performance Shifter - EndMod: Level 50
(36) Performance Shifter - EndMod/Accuracy: Level 50
(37) Performance Shifter - EndMod/Recharge: Level 50
(37) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
(37) Performance Shifter - Accuracy/Recharge: Level 50


Level 38: Fulcrum Shift
(A) Accuracy IO: Level 50
(50) Recharge Reduction IO: Level 50


Level 41: Fire Ball
(A) Ragnarok - Damage: Level 50
(42) Ragnarok - Damage/Endurance: Level 50
(42) Ragnarok - Damage/Recharge: Level 50
(42) Ragnarok - Accuracy/Damage/Recharge: Level 50
(43) Ragnarok - Accuracy/Recharge: Level 50


Level 44: Fire Shield
(A) Aegis - Resistance: Level 50
(45) Aegis - Resistance/Endurance: Level 50
(45) Aegis - Resistance/Recharge: Level 50
(45) Aegis - Resistance/Endurance/Recharge: Level 50
(46) Aegis - Psionic/Status Resistance: Level 50
(50) Steadfast Protection - Resistance/+Def 3%: Level 30


Level 47: Fire Blast
(A) Apocalypse - Damage/Endurance: Level 50
(48) Apocalypse - Damage: Level 50
(48) Apocalypse - Damage/Recharge: Level 50
(48) Apocalypse - Accuracy/Damage/Recharge: Level 50
(50) Apocalypse - Accuracy/Recharge: Level 50


Level 49: Siphon Speed
(A) Accuracy IO: Level 50

----------------------------------------------------


Set Bonus Totals:
16% DamageBuff(Smashing)
16% DamageBuff(Lethal)
16% DamageBuff(Fire)
16% DamageBuff(Cold)
16% DamageBuff(Energy)
16% DamageBuff(Negative)
16% DamageBuff(Toxic)
16% DamageBuff(Psionic)
3% Defense(Smashing)
3% Defense(Lethal)
13.6% Defense(Fire)
13.6% Defense(Cold)
3% Defense(Energy)
3% Defense(Negative)
3% Defense(Psionic)
3% Defense(Melee)
3% Defense(Ranged)
14.9% Defense(AoE)
2.25% Max End
69% Enhancement(Accuracy)
65% Enhancement(RechargeTime)
5% Enhancement(Heal)
2.5% Enhancement(Held)
10% FlySpeed
118.3 HP (11.6%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 2.2%
MezResist(Immobilize) 2.2%
23.5% (0.39 End/sec) Recovery
54% (2.29 HP/sec) Regeneration
20% Resistance(Smashing)
20% Resistance(Lethal)
30.1% Resistance(Fire)
30.1% Resistance(Cold)
20% Resistance(Energy)
20% Resistance(Negative)
20% Resistance(Toxic)
23% Resistance(Psionic)
20% RunSpeed
5% XPDebtProtection


-------------------------------------------------------

| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

Quote:
Originally Posted by Folonius View Post
If you are going for Soft Capped Defense S/L you may want to think about getting it to 55 instead of 45. 55 S/L will allow you to farm 52's as if you had 45% S/L ... you lose 5% for every level of what you are fighting is above you.
First of all, if you actually look at his build, he's not building for defense at all. I'm not really sure why, but he's not.

Second of all, where the hell did you come up with the above? Everything I've ever read about defense calculations says the defense algorithm happens before the level of the opponent is even taken into account. It may change if they're +5 to you, but beyond that I've never seen anything saying that you actually lose defense based on an opponent being one level above you.

From an experience perspective, I've tanked 52 and 53 (very slowly) boss farms with my Fire/Kin/Stone build and I believe his S/L defense is at 45.5.

The soft cap for defense is 45%. Other than to combat the effects of defense debuffs, there is no reason to be above that. If I'm wrong I'd love to see proof.


 

Posted

As to the OP, I would say that you find the /Fire build better because of the stacked resistances. Since you're not building for S/L defense, stone armor isn't helping you as much as a resistance shield would because Tough combined with a resistance shield is better out of the box than Weave plus a defense shield.

If you actually build for S/L defense and cap it, AND you use Fissure and stack it with Flashfire (and perhaps slot it for Stun instead of damage) you'll noticed a marked improvement in your survivability.


 

Posted

<QR to the OP>

all imho of course.

If youre keeping cinders i would put the unbreakables in char and probably basilisks gaze in cinders (i never need cinders tho)

You gotta get siphon speed!

damage in fissure isnt so good unless your not at damage cap. if you wanted you could frankenslot to get a mix of damages, stun etc all about 70%. i put 3 dam procs, a ff and a stun dur. i like it but i dont know how optimal it is, it is lacking 30ish% of stun but i dont find that a problem.

i also went with dam procs in cages this time with the grav anchor as well also two acc/end IOs. again not sure how optimal but it works well for me.

i like call of arms in imps. nice recharge + a lil s/l res to stack with tough.

i think you could pull a few slots from tough to put into boxing or brawl for kinetic combats (slotting both brawl and boxing with them works well) you could pull 4 of the hectas from seismic smash and replace with kinetic combats all but the KD proc while keeping the acc/recharge hecta or use a cheaper mako acc/end/rec.

could pull some lots from stamina.

i would take out the karma KB prot from weave and put a BotZ in sb then take out the other slot from sb.

id put at least 1, at most 2 recharge in fulcrum (on top of the acc).

i like 5 doc wounds in transfusion + regular lvl 50 acc IO.

the key to a fine/kin/stone is capped s/l + fissue while keeping good recharge.


Shenanigans

LotD - JaL - POWT/SMD - SoCo - AJs

 

Posted

Quote:
Originally Posted by jthig32 View Post
First of all, if you actually look at his build, he's not building for defense at all. I'm not really sure why, but he's not.
I don't have Mids at work, I assumed he's going for S/L Defense with stone epic.

Quote:
Second of all, where the hell did you come up with the above? Everything I've ever read about defense calculations says the defense algorithm happens before the level of the opponent is even taken into account. It may change if they're +5 to you, but beyond that I've never seen anything saying that you actually lose defense based on an opponent being one level above you.
If you have 45% defense, and you are fighting 52's, you fight them as if you had 35% defense. It's still good, but it's not capped.

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From an experience perspective, I've tanked 52 and 53 (very slowly) boss farms with my Fire/Kin/Stone build and I believe his S/L defense is at 45.5.
It's sufficient, but it won't be capped if that's what your tanking.

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The soft cap for defense is 45%. Other than to combat the effects of defense debuffs, there is no reason to be above that. If I'm wrong I'd love to see proof.
I'm at work which blocks out certain websites. I read it on one of the sites that give combat statistics. As a Fire/Kin/Stone and being able to heal yourself, it's much less noticable, but playing as a blaster, the effect of fighting a lvl 50 with 45% ranged defense opposed to fighting a 52 with 45% ranged defense are very obvious.


 

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Originally Posted by Folonius View Post
If you have 45% defense, and you are fighting 52's, you fight them as if you had 35% defense. It's still good, but it's not capped.


It's sufficient, but it won't be capped if that's what your tanking.
These two statements are absolutely incorrect. Unless you're fighting mobs +6 above you, any defense above 45% makes literally no difference (except in the case of defense debuffs).

The calculation is (in a dumbed down version) Accuracyx(ToHit - Defense).

The thing is, ToHit - Defense can never result in anything less than 5%. And the ToHit of any opponent less than +6 over you is 50%. Hence the 45% soft cap.

Now, enemies do get better ACCURACY as they go further above you. That's very true. But having a higher than capped defense will not change that. Which is why fighting 52 bosses is harder than fighting 50 bosses. That's absolutely true. What is incorrect is the notion that having 55% defense will give you more mitigation than 45% defense against those 52 bosses.


 

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Originally Posted by jthig32 View Post
Now, enemies do get better ACCURACY as they go further above you. That's very true. But having a higher than capped defense will not change that. Which is why fighting 52 bosses is harder than fighting 50 bosses. That's absolutely true. What is incorrect is the notion that having 55% defense will give you more mitigation than 45% defense against those 52 bosses.
And higher defense negates that accuracy.


 

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Just use more kins... the mobs missed by kin 1 wont be by kin 2, no matter the def.

If its not enough, bring in kin 3.


 

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Originally Posted by bracass View Post
Just use more kins... the mobs missed by kin 1 wont be by kin 2, no matter the def.

If its not enough, bring in kin 3.
Yeah! .... Wait .... What?


 

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I spent a large part of my day over on test today trying out a few things. I was wondering what you guys might think about taking Bonfire instead of Cinders? I was thinking I could hit them with fire cages and spam that then drop bonfire which does damage to the mobs but since they are held in place by fire cages they dont get knockback. Any thoughts? Anyone try this?

NIX this idea unless you really do truly spam fire cages and dont even think about fighting anything above +1 levels or they'll be scattered all over the place! lol


 

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I was wondering how that would work out, it is a shame Bonfire isn't KD.


Shenanigans

LotD - JaL - POWT/SMD - SoCo - AJs

 

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Originally Posted by Ignitros View Post
I spent a large part of my day over on test today trying out a few things. I was wondering what you guys might think about taking Bonfire instead of Cinders? I was thinking I could hit them with fire cages and spam that then drop bonfire which does damage to the mobs but since they are held in place by fire cages they dont get knockback. Any thoughts? Anyone try this?

NIX this idea unless you really do truly spam fire cages and dont even think about fighting anything above +1 levels or they'll be scattered all over the place! lol
It's extra damage, however, I believe you have to use fire cages every 8 seconds? or 6 seconds? Don't remember which, otherwise KB from bonfire will scatter them, even though they are locked down in fire cages.


 

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It started to work really well. Not quite as much damage as I would like and you would definately have to tweak your attack chain to compensate but it is doable. Getting good at it on test. The damage shows up as damage from fire cages ironically. When I use fulcrum shift and siphon power i get 30 damage per click.... about 10 per click without and that is on even level vills. Anything above even level cons tend to get scattered after about 10 secs no matter how much you spam fire cages.

I could try putting fire cages on auto and see if that helps.


 

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Originally Posted by Folonius View Post
And higher defense negates that accuracy.
No, it doesn't.

Again, the accuracy is outside of the to hit calculation. And the to hit calculation can never be lower than 5%. So unless the critter has a bonus ToHit (which only happens to hose +6 over you) then more than 45% defense makes no difference.


 

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Originally Posted by jthig32 View Post
No, it doesn't.

Again, the accuracy is outside of the to hit calculation. And the to hit calculation can never be lower than 5%. So unless the critter has a bonus ToHit (which only happens to hose +6 over you) then more than 45% defense makes no difference.
You are correct.

"Defense. +45% is the soft cap on Defense versus an attack. Due to the way the game's Attack Mechanics work, any more Defense past that will not make the character any harder to hit, except in cases where the attackers have ToHit buffs, are six or more levels above him, or can give him -Defense debuffs."

From here:
http://wiki.cohtitan.com/wiki/Soft_Cap


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Originally Posted by Folonius
If you are going for Soft Capped Defense S/L you may want to think about getting it to 55 instead of 45. 55 S/L will allow you to farm 52's as if you had 45% S/L ... you lose 5% for every level of what you are fighting is above you.
This is incorrect.


 

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Originally Posted by jthig32 View Post
No, it doesn't.

Again, the accuracy is outside of the to hit calculation. And the to hit calculation can never be lower than 5%. So unless the critter has a bonus ToHit (which only happens to hose +6 over you) then more than 45% defense makes no difference.
Yes it does ....

It's very simple to test to. Fight level 50's with a soft capped toon. I used a tank who's defense to S/L is 65. I shut off enough toggles so the defense was at 45%. As expected, I was hardly hit. Next mission, I made them 52's, and was hit more than usual. Turned on enough toggles to hit 55 defense, and was hit about the same rate as I was being hit by the level 50's. Up the Mobs to 54's and the rate you are hit with 45% defense is much more noticably different than fighting 50's. Running with all toggles on with 65% S/L defense, the rate I was getting hit by 54's using 65% defense was the same as fighting 50's with 45% defense, hence the conclusion of requiring 5% defense for every level your target is above you.

Of course, you will still feign ignorance, so try it out yourself. It's an easy test, and only took me about 10 minutes. I used an ice/SS tank and the mobs were slammer bosses. Really, you could use anything that gives 65% defense to S/L to test this.

I assure you though, I am correct.


 

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Originally Posted by Grimlek View Post
I used to use paragon wiki as a reference, until something I used from there was incorrect which I used in a discussion. Anything paragonwiki says anymore I don't assume is correct.


 

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Originally Posted by Folonius View Post
Yes it does ....

It's very simple to test to. Fight level 50's with a soft capped toon. I used a tank who's defense to S/L is 65. I shut off enough toggles so the defense was at 45%. As expected, I was hardly hit. Next mission, I made them 52's, and was hit more than usual. Turned on enough toggles to hit 55 defense, and was hit about the same rate as I was being hit by the level 50's. Up the Mobs to 54's and the rate you are hit with 45% defense is much more noticably different than fighting 50's. Running with all toggles on with 65% S/L defense, the rate I was getting hit by 54's using 65% defense was the same as fighting 50's with 45% defense, hence the conclusion of requiring 5% defense for every level your target is above you.

Of course, you will still feign ignorance, so try it out yourself. It's an easy test, and only took me about 10 minutes. I used an ice/SS tank and the mobs were slammer bosses. Really, you could use anything that gives 65% defense to S/L to test this.

I assure you though, I am correct.
*sigh*

The idea that one mission at each level range will statistically prove your theory is ludicrous. Defense is about probability, and probabilities are only proven out over long period of time. You could walk into a mob of lvl 50 with capped defense and get hit five times in a row. Would that prove that you are not soft capped? Of course not.

The algorithm for determining HitChance is public information. It's been talked about over and over on this board. It's been referenced in plenty of guides. It is because of that knowledge that we know that 45% is the defense soft cap.

Do you honestly think that the entire COH community has been wrong all this time? That no one's ever noticed the difference between 35% and 45% defense when fighting enemies only TWO LEVELS above yourself? Do you not understand that that makes no sense whatsoever? The difference between 35% defense and 45% defense is HUGE.

I have a low 40's Shield Scrapper with capped defense to all position. Getting him from 35% defense to 45% defense was a night and day difference in his survivability. He regularly tanks 8 man Invincibility missions with no self heal and almost no resistance. And your stance is that whenever I go up against a +3 boss, he's only at 30% defense.

It's absolutely ludicrous. And you honestly think you've discovered this secret and an entire community of Tank and Scrapper min/maxers has never noticed it.

Unreal.


 

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Originally Posted by jthig32 View Post
*sigh*

The idea that one mission at each level range will statistically prove your theory is ludicrous. Defense is about probability, and probabilities are only proven out over long period of time. You could walk into a mob of lvl 50 with capped defense and get hit five times in a row. Would that prove that you are not soft capped? Of course not.
Possible, but unlikly. That's why you need to stand in the mob for awhile, and count the times you are hit. I did 2 minutes.

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The algorithm for determining HitChance is public information. It's been talked about over and over on this board. It's been referenced in plenty of guides. It is because of that knowledge that we know that 45% is the defense soft cap.

Do you honestly think that the entire COH community has been wrong all this time? That no one's ever noticed the difference between 35% and 45% defense when fighting enemies only TWO LEVELS above yourself? Do you not understand that that makes no sense whatsoever? The difference between 35% defense and 45% defense is HUGE.

I have a low 40's Shield Scrapper with capped defense to all position. Getting him from 35% defense to 45% defense was a night and day difference in his survivability. He regularly tanks 8 man Invincibility missions with no self heal and almost no resistance. And your stance is that whenever I go up against a +3 boss, he's only at 30% defense.

It's absolutely ludicrous. And you honestly think you've discovered this secret and an entire community of Tank and Scrapper min/maxers has never noticed it.

Unreal.
So then you tried this between my last post and this post and it didn't work eh?


 

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Again, the idea that two minutes worth of data could prove any kind if theory like this is ridiculous. It would take hours and hours of data to definitively prove the theory.

You're a market guy. Have you seen how much data they've collected researching the change in drop rates on test? You can't just do a couple runs and decide whether the drop rate has changed. I did a one mission run on test and filled my entire recipe inventory. That is WAY above the standard drop rate, never mind the supposedly new lower rate.

Besides, I have my own anecdotal evidence, as I described with my Scrapper. A Scrapper with only 30% effective defense, no heal and very little resistance would not be able to tank 8 man Invincible spawns. I would not run into huge crowds and see "deflected" going up all over my head if my defense were not truly capped.


 

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Originally Posted by Folonius View Post
Yes it does ....

It's very simple to test to. Fight level 50's with a soft capped toon. I used a tank who's defense to S/L is 65. I shut off enough toggles so the defense was at 45%. As expected, I was hardly hit. Next mission, I made them 52's, and was hit more than usual. Turned on enough toggles to hit 55 defense, and was hit about the same rate as I was being hit by the level 50's. Up the Mobs to 54's and the rate you are hit with 45% defense is much more noticably different than fighting 50's. Running with all toggles on with 65% S/L defense, the rate I was getting hit by 54's using 65% defense was the same as fighting 50's with 45% defense, hence the conclusion of requiring 5% defense for every level your target is above you.

Of course, you will still feign ignorance, so try it out yourself. It's an easy test, and only took me about 10 minutes. I used an ice/SS tank and the mobs were slammer bosses. Really, you could use anything that gives 65% defense to S/L to test this.

I assure you though, I am correct.
At 35% s/l a 50 boss group was untankable to me on my fire/kin. No matter how much healing I did at some point they would always string enough hits together that I would die. I might get lucky from time to time and get a spawn down but for the most part I couldn't do it without taking a luck.

At 45% I can tank a 53 boss spawn with little trouble. when they hit they hit harder ( or seem to ) but I almost never die even in 8 person spawns. The only time I ever die is when they get 2 or 3 hits between a heal and that happens maybe once every 5 or 6 runs.

Considering how huge the difference was from 35% to 45% I don't buy that a 52 has a 10% better chance to hit me over a 50.

Regardless, this type of testing never yields accurate results. It follows the same logic as my magic rock that keeps tigers away. some people say it doesn't work...to them I say ! you don't see any tigers around do you ?
You expect to find a result so you find the result.


 

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Originally Posted by Folonius View Post
I used to use paragon wiki as a reference, until something I used from there was incorrect which I used in a discussion. Anything paragonwiki says anymore I don't assume is correct.
If you don't trust Wiki and also doubt that earth is round because Wiki notes it is, I guess we are forced to come up with some other form of evidence.

Thankfully Arcanaville has a very handy guide to how defense works in these forums!!!

Here is the link of the last version:
http://boards.cityofheroes.com/showthread.php?t=121258

For the record, that is the same poster that made the devs aware of the true issues with the ToHit system and how to fix it a long time ago.