Best scrapper build for farming?


Aliana Blue

 

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Originally Posted by Aliana Blue View Post
And as I pointed out, you destroy TWO spawns every 26 seconds, not one. TWO. Unless you're destroying single spawns in considerably less than 13 (including travel) the shorter recharge of footstomp/FSC is not such a great advantage. Or in other words, you have to wipe the spawn in a single cycle of your AoEs, which I really don't see happening in +3/x8 - the most profitable setting according to Cat's Hour Challenge.

That challenge is really interesting information but unfortunately its all vendor pricing. You have to toss in roughly 5K~10K/minion (using 1 purple drop/3000 minions) for purple drops and another amount I have been too lazy to try and calculate for pool A and commons.


 

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Originally Posted by Shred_Monkey View Post
electric/shield... not even close. Electric/shield scrapper is arguably the best farmer in the game.
Reading breifly through this thread I still stand by this statment. I've yet to meet a full built electric/shield scrapper who wasn't drooling over how powerful shield charge + Lighting rod actually is compared with anything else they'd ever played.

Try this question:

Has anyone out there built an elec/shield scrapper up completely and then said.. ."nah... my __/___ does better?"


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

I've got a spines/fire, and elec/shield, and a bs/shield (no elec/not shield yet). I've gotta say, elec/shield just knocks everything out of the water. Spines/Fire (and /dark, /elec) Have a maximum point to what they are efficient taking out, at +0-+1, spines/fire is comparable to faster since there is no reason to ever wait, safety isn't an issue and you can roll the groups.

However, less noticeable at 52 and then very noticeably at 53-54, the telenukes prove just how incredibly ridiculous they are. Spines/fire at full fulcrum has slowed down, but it hardly even phases a elec/shield, the higher base damage means it scales much higher up with each +%damage and of course shields usually have the highest applicable damage buff (since FE is down half the spawns). Both LR and SC Also provide knockdown which means enemies often never get a shot off before they die, which is another a reason it scales up so well.

Playing with shields now and then just reminds me that shield charge/AaO is way overpowered compared to other the other secondaries (as far as AoE is concerned). The combination of a crashless nuke that is comparable to a blasters, and the huge damage buff, and the damage mitigating knockdown along with an already reasonable defense and even team buff is just over the top.

So I'm putting my vote in at spines/fire +0,+1 [] Elec/shield > +2


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

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People solo farm 54s?


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

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Originally Posted by Katten View Post
I've got a spines/fire, and elec/shield, and a bs/shield (no elec/not shield yet). I've gotta say, elec/shield just knocks everything out of the water. Spines/Fire (and /dark, /elec) Have a maximum point to what they are efficient taking out, at +0-+1, spines/fire is comparable to faster since there is no reason to ever wait, safety isn't an issue and you can roll the groups.

However, less noticeable at 52 and then very noticeably at 53-54, the telenukes prove just how incredibly ridiculous they are. Spines/fire at full fulcrum has slowed down, but it hardly even phases a elec/shield, the higher base damage means it scales much higher up with each +%damage and of course shields usually have the highest applicable damage buff (since FE is down half the spawns). Both LR and SC Also provide knockdown which means enemies often never get a shot off before they die, which is another a reason it scales up so well.

Playing with shields now and then just reminds me that shield charge/AaO is way overpowered compared to other the other secondaries (as far as AoE is concerned). The combination of a crashless nuke that is comparable to a blasters, and the huge damage buff, and the damage mitigating knockdown along with an already reasonable defense and even team buff is just over the top.

So I'm putting my vote in at spines/fire +0,+1 [] Elec/shield > +2
I've been in this argument before, AAO + shield charge is no more overpowered than AAO + a damage aura would be. the damage aura is consistent, where shield charge is burst. Not available every group until you get mega recharge, or are in general killing too slowly.

Now, due to the larger radius and target cap, and fact that, it uses build up more efficiently than a damage aura would, it just pulls ahead, but its nowhere NEAR the big gap that you are mentioning overall.

Shield charge, is in no way overpowered. If you ran the numbers, instead of just looking "ooo boom pretty" you'd see that, hence why it was just re-aligned to provide proper damage for the scrapper and on a small note tanker versions. Its right where it should be right now.


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Posted

That huge burst of damage is what you want in farming, the faster their health goes down the faster you can move through the mission. Burst > DoT when it comes to farming.


Virtue: @Santorican

Dark/Shield Build Thread

 

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I've been in this argument before, AAO + shield charge is no more overpowered than AAO + a damage aura would be.
That's not what Katten is saying, but I'll take that argument.

1/

Assuming the best case scenario for damage auras and worst case scenario for Shield Charge, that is, running on SOs with no recharge bonuses or Hasten [edit : note as Chaos String pointed out below, this is only true for +0/+1 foes, over that SC needs accuracy slotting. That means I'll also have to go over all values and multiply by 0.95 for maximum tohit chance.]

Blazing Aura (highest damaging damage aura) does 13.76 base damage every 2 seconds, or 6.88 base damage per second, in a 8 feet radius and hits at most ten targets. Assuming a +297% damage buff from full AaO, damage slotting and Build Up averaged to +22% damage (46s recharge with 3 recharge SOs), that's 20.43 damage per second to one target.

Max is 10.
Total damage : 20.43 * 10 * 0.95 = 194.1 per second.


Shield Charge does 200.2 base damage with a 90 second recharge, in a 20 feet radius and hits at most sixteen targets. Its animation time adjusted for server ticks is 1.716s.

With +95% recharge in it, that's 200.2/(46 + 1.716) = 4.2 base damage per second. Assuming a +375% damage buff from full AaO, +95% damage slotting and using BU with SC (same timer), that's 15.75 damage per second to one target.

Max is 16.
Total damage : 15.75 * 16 * 0.95 = 239.4 per second.

That's right, in pure damage Shield Charge is better than damage auras with SOs, in a scenario where damage auras would be in the same set as AaO and would have ten targets in range at all time. That means no travel time at all and nothing at more than 8 feet, ever, compared to SC which only needs the targets in range for a few seconds every 46. That also means for Blazing Aura you'd have to have new mobs jumping in everytime the previous mobs die, otherwise the damage figures would be lower.

Again for emphasis : this is the absolute best case scenario for Blazing Aura. Such conditions actually CAN'T happen in real gameplay for Blazing Aura ; we're comparing theorycraftland Blazing Aura to real CoH gameplay SC, and SC still does ~23% more damage. We're not considering the AoE KD SC gets, we're not considering the greater radius SC has, it's just pure damage and SC wins. Period.

[Edit : Against +2s/+3s, SC needs one Accuracy SO to stay at 95% tohit with BU ; removing one damage SO, as removing recharge SOs would decrease the damage more than that due to the absence of Hasten.

Final damage : 4.2 * 3.42 * 16 * 0.95 = 218.3

Much closer to the hypothetical BA, but still significantly better.

[Against +4s, two Accuracy SOs ; down to one damage SO, as with BU and AaO it's still more efficient than removing recharge.]

Final damage : 4.2 * 3.09 * 16 * 0.95 = 197.2

"Ahah", I hear you say. "SC isn't that much better than BA afterall".

Well, yes and no. We're talking about hypothetical BA fueled by AaO that hits 10 targets at all time in a 8' radius, and against +4s... Oh, look at that. BA can't keep a 95% tohit chance against +4s on SOs.

39% chance to hit base, goes to 76% with 3 accuracy SOs.
Total damage : 20.43 * 10 * 0.76 = 155.3

Still far below alright. /Edit]




2/

Now using IOed out values, still under the impossible assumption that Blazing Aura will have ten targets in range at all times. Assuming Hasten is a few seconds away from perma, giving SC and BU an averaged 30s recharge time, with +15% damage bonus from sets.

Blazing Aura : 6.88
Damage mod : 1 (base) + 0.95 (enhancements) + 0.33 (BU on a 30s timer) + 0.80 (maxed AaO) + 0.15 (set bonuses) = 3.23
Final damage = 6.88 * 3.23 * 10 = 222.2 per second.

Shield Charge : 200.2 / (30 + 1.716) = 6.31
Damage mod : 1 (base) + 0.95 (enhancements) + 1 (BU) + 0.80 (maxed AaO) + 0.15 (set bonuses) = 3.9
Final damage = 6.31 * 3.9 * 16 = 393.7 per second.

Best case scenario for Blazing Aura when comparing IOed out builds, SC does ~77% more damage.

--

That should be enough, for that particular argument. Now I'm just going to run numbers based on my own experience, playstyle and datamining, which can be completely different for other people so I'm not using this as a data point.


3/

Same IOed out values as above, assuming "realistic" situations for me :
- Blazing Aura hits 5 targets on average, as opposed to the potential max being 10.
- Shield Charge hits 12 targets on average, as opposed to the potential max being 16. AaO still gets all 10 targets.
- Travel time takes 10% of the total time (killing groups in 27 seconds, taking 3 seconds to go to the next group, for example). That's time during which BA doesn't do damage.

Blazing Aura : 6.88
Damage mod : 1 (base) + 0.95 (enhanc) + 0.33 (BU 30s) + 0.15 (set bonuses) + 0.41 (Fiery Embrace on a 60s timer) = 3.51
Final : 6.88 * 3.51 * 5 * 0.9 (10% of the time is spent traveling) = 108.63 damage per second.

SC : 6.31
Damage mod : 3.9 (same as before, nothing changes in that regard)
Final : 6.31 * 3.9 * 12 = 295.3 damage per second.

Making SC do 272% as much damage as Blazing Aura over time.

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In conclusion, SC is stronger. Even if you don't consider the KD. Even if you don't consider the radius. Even if you use SOs. Even if you're comparing it to a hypothetical powerset that has AaO on top of a damage aura, in a hypothetical situation where that damage aura hits ten targets at all times in a 8' radius.

When you actually consider the KD, the greater radius, the advantage of burst over DPS here and the fact that SC is in the Shield powerset, yes, SC is most definitely overpowered.


 

Posted

Number crunching shows /SD is stronger but it needs serious IO investment to be playable.

/Fire doesn't an mixed with Spines it works.

Now if we ever got Spines/SD oh my days yes please.


@Effy
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Number crunching shows /SD is stronger but it needs serious IO investment to be playable.
Yawn.

Tanked on my ElM/SD from 21 to 27. Soloed +2/x8 from 27 to 47. All of which on SOs/common IOs except for a Steadfast, all of that was easier than on my other alts (played all secondaries to 50 except DA) on SOs/common IOs save for invulnerability.

You gotta love the back-and-forth on Shield.

"OMG Shield Charge isn't OPed you just look at the big damage numbers ingame but math shows it's different"
*proves SC is actually stronger*
"OMG Shield isn't that good you just look at spreadsheets ingame it's different"
...

If you ask me, my experience tells me Shield is far, far above any other secondary for most situations I'll encounter playing. I use numbers to objectively support what I already experienced and to provide a basis for discussion with other people, not to make up for a supposed lack of experience with the powerset.

The most obvious thing showing something might be too good in the Shield world is the amount of people vehemently arguing against the idea, though.


 

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Originally Posted by Nihilii View Post
Assuming the best case scenario for damage auras and worst case scenario for Shield Charge, that is, running on SOs with no recharge bonuses or Hasten...

With +95% recharge in it, that's 200.2/(46 + 1.716) = 4.2 base damage per second. Assuming a +375% damage buff from full AaO, +95% damage slotting...
Just to stop you here for a moment: in an SO build, the enhancement values you're specifying for Shield Charge leave no room for accuracy enhancement.

Not that I disagree with your line of reasoning; I also think Shield Charge is more powerful than a damage aura. I'm just trying to keep it real.


 

Posted

I was about to say using BU at the same time as SC gives enough tohit to ensure 95% tohit rate against up to +2s, but looking at it it's not actually true, I always put a kismet +6 tohit in all my alts and forgot about it.

You're correct, I'll adjust the post to make up for it. It makes SC much closer to "AaO fueled, 10 targets at all time" BA on SOs.


 

Posted

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Originally Posted by Nihilii View Post
That's not what Katten is saying, but I'll take that argument.

1/

Assuming the best case scenario for damage auras and worst case scenario for Shield Charge, that is, running on SOs with no recharge bonuses or Hasten.

Blazing Aura (highest damaging damage aura) does 13.76 base damage every 2 seconds, or 6.88 base damage per second, in a 8 feet radius and hits at most ten targets. Assuming a +297% damage buff from full AaO, damage slotting and Build Up averaged to +22% damage (46s recharge with 3 recharge SOs), that's 20.43 damage per second to one target.

Max is 10.
Total damage : 20.43 * 10 = 204.3 per second.


Shield Charge does 200.2 base damage with a 90 second recharge, in a 20 feet radius and hits at most sixteen targets. Its animation time adjusted for server ticks is 1.716s.

With +95% recharge in it, that's 200.2/(46 + 1.716) = 4.2 base damage per second. Assuming a +375% damage buff from full AaO, +95% damage slotting and using BU with SC (same timer), that's 15.75 damage per second to one target.

Max is 16.
Total damage : 15.75 * 16 = 252 per second.

That's right, in pure damage Shield Charge is better than damage auras with SOs, in a scenario where damage auras would be in the same set as AaO and would have ten targets in range at all time. That means no travel time at all and nothing at more than 8 feet, ever, compared to SC which only needs the targets in range for a few seconds every 46. That also means for Blazing Aura you'd have to have new mobs jumping in everytime the previous mobs die, otherwise the damage figures would be lower.

Again for emphasis : this is the absolute best case scenario for Blazing Aura. Such conditions actually CAN'T happen in real gameplay for Blazing Aura ; we're comparing theorycraftland Blazing Aura to real CoH gameplay SC, and SC still does ~23% more damage. We're not considering the AoE KD SC gets, we're not considering the greater radius SC has, it's just pure damage and SC wins. Period.


2/

Now using IOed out values, still under the impossible assumption that Blazing Aura will have ten targets in range at all times. Assuming Hasten is a few seconds away from perma, giving SC and BU an averaged 30s recharge time, with +15% damage bonus from sets.

Blazing Aura : 6.88
Damage mod : 1 (base) + 0.95 (enhancements) + 0.33 (BU on a 30s timer) + 0.80 (maxed AaO) + 0.15 (set bonuses) = 3.23
Final damage = 6.88 * 3.23 * 10 = 222.2 per second.

Shield Charge : 200.2 / (30 + 1.716) = 6.31
Damage mod : 1 (base) + 0.95 (enhancements) + 1 (BU) + 0.80 (maxed AaO) + 0.15 (set bonuses) = 3.9
Final damage = 6.31 * 3.9 * 16 = 393.7 per second.

Best case scenario for Blazing Aura when comparing IOed out builds, SC does ~77% more damage.

--

That should be enough, for that particular argument. Now I'm just going to run numbers based on my own experience, playstyle and datamining, which can be completely different for other people so I'm not using this as a data point.


3/

Same IOed out values as above, assuming "realistic" situations for me :
- Blazing Aura hits 5 targets on average, as opposed to the potential max being 10.
- Shield Charge hits 12 targets on average, as opposed to the potential max being 16. AaO still gets all 10 targets.
- Travel time takes 10% of the total time (killing groups in 27 seconds, taking 3 seconds to go to the next group, for example). That's time during which BA doesn't do damage.

Blazing Aura : 6.88
Damage mod : 1 (base) + 0.95 (enhanc) + 0.33 (BU 30s) + 0.15 (set bonuses) + 0.41 (Fiery Embrace on a 60s timer) = 3.51
Final : 6.88 * 3.51 * 5 * 0.9 (10% of the time is spent traveling) = 108.63 damage per second.

SC : 6.31
Damage mod : 3.9 (same as before, nothing changes in that regard)
Final : 6.31 * 3.9 * 12 = 295.3 damage per second.

Making SC do 272% as much damage as Blazing Aura over time.

--


In conclusion, SC is stronger. Even if you don't consider the KD. Even if you don't consider the radius. Even if you use SOs. Even if you're comparing it to a hypothetical powerset that has AaO on top of a damage aura, in a hypothetical situation where that damage aura hits ten targets at all times in a 8' radius.

When you actually consider the KD, the greater radius, the advantage of burst over DPS here and the fact that SC is in the Shield powerset, yes, SC is most definitely overpowered.
You're also not factoring slows, the fact of what happens when SC is recharged before you need to use it again, and when going to another mob having the mob half dead before SC is recharged, meaning you wait till the next mob to use it as well. Meanwhile, BA is working 100% of the time, even for the stragglers that are still alive, its still helping out. I didn't say SC was less than a damage aura, but the difference is nowhere near as large as you "prove" it to be.

You're also making the same mistake someone else did in your last scenario, this is regarding a damage aura, vs SC, you HAVE to have AAO boosting the damage aura as well as SC, that's what the argument is.

As mentioned, you do need serious IO investments for shield. Its part of the game balance, with just SOs shield is seriously lacking IMO. 21.25% base defense, with 17.5% resistance and 19.5% max hp with no self heal is an extremely weak defense set. ITs only with IOs that it even becomes playable outside of teaming or wretched use of inspirations. Granted if you IO it out its pretty good, but that fact right there, is the whole reason where it gets all the publicity, AFTER its IOd out, to which many other sets can say the same thing.


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Posted

I'm a bit confused are you saying that without AAo SC doesn't do a lot of damage?

Also any defense based power set blows with just SOs. The highest you'll get with an SR is around 35 to 39% and even then you'll be sucking wind a lot. It really chaps my pants when people say you need a metric ton of inventions to make shields playable outside of teaming. If that were the case then Shields would be due for a huge buff. I've made a few builds with 30% smashing/lethal resistance and 30% defense without using any inventions.


Virtue: @Santorican

Dark/Shield Build Thread

 

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Meanwhile, BA is working 100% of the time
You mean during travel time ?

Sure must be nice to have a 800' radius on BA, but on my version of CoH it's only 8'.

Quote:
You're also making the same mistake someone else did in your last scenario
You're also making the same mistake someone else did everytime I make a long post with numbers, they quote it while not even reading it.

Quoting myself with some emphasis added :

That should be enough, for that particular argument. Now I'm just going to run numbers based on my own experience, playstyle and datamining, which can be completely different for other people SO I'M NOT USING THIS AS A DATA POINT.

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ITs only with IOs that it even becomes playable outside of teaming or wretched use of inspirations.
And again, I played it with SOs. I tanked with SOs. I tanked before SOs actually (level 21). To say it requires IOs to be playable is a flat-out lie.

"Wretched use of inspirations" ? What is that, losing the argument so you switch to a new excuse you didn't use before ? I use inspirations as they drop, just like I do with other powersets. I had a better and easier experience while on SOs/common IOs with Shield than with other powersets.


 

Posted

To be fair, tanks would naturally be sturdier than scrappers with the Shield powerset. My personal opinion (SOs + Inspirations as they drop) is that shields is the squishiest scrapper defense set leveling up.

I think most would agree that sets like willpower handle difficult situations far better than shields.


 

Posted

Any defense based secondary sucks leveling, ice, especially super reflexes, invul to a degree.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

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Originally Posted by Santorican View Post
I'm a bit confused are you saying that without AAo SC doesn't do a lot of damage?

Also any defense based power set blows with just SOs. The highest you'll get with an SR is around 35 to 39% and even then you'll be sucking wind a lot. It really chaps my pants when people say you need a metric ton of inventions to make shields playable outside of teaming. If that were the case then Shields would be due for a huge buff. I've made a few builds with 30% smashing/lethal resistance and 30% defense without using any inventions.

No no, what i was saying, was we were comparing SC to a damage aura, so AAO has to be present for both in all situations.

As to the SO question, With no self heal, a very latent click res/hp power, and lower DDR, even with tough/weave shields is pretty weak on survival. And at that point you are sacrificing so much to get tough/weave as well. That's why positional based sets DO get the biggest boost from IOs, cause they are much weaker in comparison prior. This was part of the devs way of not so much fixing the sets, but creating a band-aid for the problem that will suffice most people.


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Posted

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Originally Posted by Nihilii View Post
You mean during travel time ?

Sure must be nice to have a 800' radius on BA, but on my version of CoH it's only 8'.
Well, VERY minimally, during herding time but i'm not even talking about that. What I was referring to was in all situations of melee combat, which includes bosses, tough lts that survived etc, where you would certainly not waste shield charge on them, a damage aura would continue to be useful and help move things along.


Quote:
You're also making the same mistake someone else did everytime I make a long post with numbers, they quote it while not even reading it.

Quoting myself with some emphasis added :

That should be enough, for that particular argument. Now I'm just going to run numbers based on my own experience, playstyle and datamining, which can be completely different for other people SO I'M NOT USING THIS AS A DATA POINT.
Which sounds like "all is heresay to what I think, ignore the data I just presented"


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Posted

Basically, taken by themselves in SO builds, Shield Charge and damage auras aren't grossly unbalanced in terms of damage output. In this comparison, the burst damage and wide-area knockdown are Shield Charge's big advantages.

However, the powers don't exist in a vacuum. Shield Charge also gets AAO to buff damage while damage auras don't, and my best guess is that the practice of teleporting pointblank with Shield Charge to leverage AAO apparently wasn't forseen in the design of the power. Then, when you begin to factor in Hasten (and a */SD without Hasten is frankly failbuilt) and +recharge from IO sets, Shield Charge starts to pull ahead of damage auras in terms of damage output; and it still has the huge advantage of wide-area knockdown.


 

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Originally Posted by Chaos_String View Post
Basically, taken by themselves in SO builds, Shield Charge and damage auras aren't grossly unbalanced in terms of damage output. In this comparison, the burst damage and wide-area knockdown are Shield Charge's big advantages.

However, the powers don't exist in a vacuum. Shield Charge also gets AAO to buff damage while damage auras don't, and my best guess is that the practice of teleporting pointblank with Shield Charge to leverage AAO apparently wasn't forseen in the design of the power. Then, when you begin to factor in Hasten (and a */SD without Hasten is frankly failbuilt) and +recharge from IO sets, Shield Charge starts to pull ahead of damage auras in terms of damage output; and it still has the huge advantage of wide-area knockdown.
fail, we were comparing SC to a damage aura, IE as if to replace SC with one or vice versa. When comparing two powers, which is what the whole discussion is about, all outside sources are equal, in other words, both would have, or have not, AAO. If you wanted to compare SETS, you could say that, but we are not, we're comparing POWERS.


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Posted

Quote:
Originally Posted by Windenergy21 View Post
fail, we were comparing SC to a damage aura, IE as if to replace SC with one or vice versa. When comparing two powers, which is what the whole discussion is about, all outside sources are equal, in other words, both would have, or have not, AAO. If you wanted to compare SETS, you could say that, but we are not, we're comparing POWERS.
Your comparison is moot. IE, pointless, petty and useless, like your snarky tone.

And FYI, the topic is "Best scrapper build for farming." So regardless of whatever you've decided "the whole discussion is about," the powersets and their synergies, internal and external, are relevant to the topic.


 

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Which sounds like "all is heresay to what I think, ignore the data I just presented"
I answered your argument with the first two points. I specifically said so. I then specifically said I was going to run other numbers for my own use, and that I wasn't using them to support my point in this conversation. The reasons I posted the third set of numbers is because it can eventually give insight to other people who have the same playstyle as me, and other people can eventually give me insight if I'm making mistakes in my calculations.

I mean, again, what ? Are you seriously trying to handwave the detailed math proving you're wrong after you've asked for detailed math to prove you wrong by pretending you're dense and focusing on something that is irrelevant to the argument simply because it is on the same post, despite a disclaimer clearly stating it isn't meant to be included in that argument ? You're not stupid so stop trying to pretend you are, you're embarrassing yourself by doing so. Stick to saying you disagree with the math for X and X reasons (i.e. such as slows not being considered) rather than playing dumb with semantics.


 

Posted

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Originally Posted by Chaos_String View Post
Your comparison is moot. IE, pointless, petty and useless, like your snarky tone.

And FYI, the topic is "Best scrapper build for farming." So regardless of whatever you've decided "the whole discussion is about," the powersets and their synergies, internal and external, are relevant to the topic.

Not the message that was being replied to though, regardless of post name.


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Posted

Quote:
Originally Posted by Nihilii View Post
I answered your argument with the first two points. I specifically said so. I then specifically said I was going to run other numbers for my own use, and that I wasn't using them to support my point in this conversation. The reasons I posted the third set of numbers is because it can eventually give insight to other people who have the same playstyle as me, and other people can eventually give me insight if I'm making mistakes in my calculations.

I mean, again, what ? Are you seriously trying to handwave the detailed math proving you're wrong after you've asked for detailed math to prove you wrong by pretending you're dense and focusing on something that is irrelevant to the argument simply because it is on the same post, despite a disclaimer clearly stating it isn't meant to be included in that argument ? You're not stupid so stop trying to pretend you are, you're embarrassing yourself by doing so. Stick to saying you disagree with the math for X and X reasons (i.e. such as slows not being considered) rather than playing dumb with semantics.
I'll restate exactly what i was saying to clear this up for you, you said:

Quote:
Again for emphasis : this is the absolute best case scenario for Blazing Aura. Such conditions actually CAN'T happen in real gameplay for Blazing Aura ; we're comparing theorycraftland Blazing Aura to real CoH gameplay SC, and SC still does ~23% more damage. We're not considering the AoE KD SC gets, we're not considering the greater radius SC has, it's just pure damage and SC wins. Period.
What I was saying, was yes, shield charge IS better. But what I was saying on that note, is its not nearly that big of a difference. You have to factor in gameplay. You might not have full enemies in a damage aura, yes, that can still happen with SC as well (thankfully less likely though) However, the damage aura is working in all melee instances, and there are vast times when you don't use SC right as its recharged, regardless of whatever recharge you can achieve from it, due to that fact that depending on the mob-fights, the timing is off. So you are either left not using it until you get to a group worth using it (ie even just waiting for a herd etc). You can also factor in procs in damage auras, as they get much better use in a damage aura. I'd still probably say regardless that SC is better, but i'm saying it greys the line that much more.


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Posted

Quote:
Originally Posted by Windenergy21 View Post
You're also not factoring slows, the fact of what happens when SC is recharged before you need to use it again, and when going to another mob having the mob half dead before SC is recharged, meaning you wait till the next mob to use it as well. Meanwhile, BA is working 100% of the time, even for the stragglers that are still alive, its still helping out. I didn't say SC was less than a damage aura, but the difference is nowhere near as large as you "prove" it to be.

You're also making the same mistake someone else did in your last scenario, this is regarding a damage aura, vs SC, you HAVE to have AAO boosting the damage aura as well as SC, that's what the argument is.

As mentioned, you do need serious IO investments for shield. Its part of the game balance, with just SOs shield is seriously lacking IMO. 21.25% base defense, with 17.5% resistance and 19.5% max hp with no self heal is an extremely weak defense set. ITs only with IOs that it even becomes playable outside of teaming or wretched use of inspirations. Granted if you IO it out its pretty good, but that fact right there, is the whole reason where it gets all the publicity, AFTER its IOd out, to which many other sets can say the same thing.
Also a major factor that is left out of the eqation is that Fire is a lot less resisted than Smashing.


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