SD cascading defense failures
I don't know about the Cimerorans, but typical defense debuffs seem to run in the 10-20% range, though there is a lot of variation. So then you'd be looking at 2.5% to 5% debuff for every hit. Let's go with the low end, 2.5%. One hit removes your buffer. Two hits has you getting hit 50% more often. Pretty soon, you're looking at cascading defense failure. It won't happen as fast as on a character with no defense debuff resistance, but 75% isn't really enough to keep it from happening without a lot more buffer, particularly if you play on x8, where you are guaranteed to be hit by things fairly constantly, even at the soft cap.
For the sake of argument, plug in Grant Cover with three defense IOs. If I'm reading it right, that gives you another 24.4% defense debuff resistance. If you're currently at 75%, that means you're capping DDR at 95%. At 95% DDR, it would take FIVE hits to remove your buffer. Five MORE hits to get you hitting 50% more often. And all in a pretty short time frame. You're simply never going to see cascading defense failure with 95% DDR.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Also what is your AoE defense? I noticed that Slice can have devastating effects on my Def numbers, I was thankfully at 42% AoE by the time I was fighting in Cim but the couple that would get thru were a pain.
Active 50s:
Zero Defex: DP/MM//Mace Blaster
Mutant X-7: Fire/MM//Mace Blaster
Running my Kin/EA gloriously
Come on I21!!!
Sure, the devs are supposed to listen to their customers, mister business 101 out there. And if I decide to start suggesting that the devs change the game from being about superheroes and supervillains to being about clowns that is my right as well, and technically Paragon Studios is supposed to pay attention to me. But I hope strongly that they assume a meth-head somehow managed to hack into my forum account and make paper airplanes out of my posts, because I hope they recognize stupid when they see it. I assume they will recognize futile just as accurately.
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Grant Cover is a toggle, and needs to be running in order to give you that level of defense debuff resistance, right? It's not like a set bonus, I assume, where the power can be turned off. So I would need to slot it up, for defense (to get the ddr % higher) and probably also for some end reduction?
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
This certainly seems to be a weakness for Shield Defense. I don't have membrane HO's slotted on my FM/SD yet, but I do run Grant Cover and can go from soft-capped to negative defense in a matter of seconds against certain groups.
Correct me if I'm wrong, but I think the absolute impractical sustainable maximum defense debuff resistance on a Shield Defense scrapper is 87.91%. The practical maximum is more like 76%. I think we're all falling for a Mids' bug. Specifically, Mids' isn't ED-capping the enhancement to DDR, just like it isn't capping the healing enhancement applied to the +regeneration uniques. I think you have to calculate the DDR yourself if you want the correct number, and believe me, you want the correct number here, because it makes a HUGE difference.
The absolute impractical maximum would be six +3 Enzymes in both Active Defense and Grant Cover, with enough global rechage to double stack Active Defense. In that case, your ED-capped enhancement is 81.47%. Active defense is 17.3% DDR, so 17.3% * 1.8147 * 2 = 62.79% DDR. Grant cover gives 13.84% * 1.8147 = 25.12% DDR. Put them together and you have 87.91% DDR.
In practice, you would probably have something more like three even-level Membranes in Active Defense, and the equivalent of 3 SOs worth of enhancement in Grant Cover from some set. That would be 17.3% * 1.56 * 2 = 53.98% from Active Defense, and 13.84% * 1.56 = 21.59% from Grant Cover for a total of 75.57% DDR. You might have Active Defense triple stacked some of the time depending on your global recharge, so you WOULD have periods of capped DDR. So it seems to me the main game is to maximize the amount of time you spend with Active Defense triple stacked if you're trying to get to the cap.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I'm almost to fifty on my fm/sd scrapper. With double stacked membrane'd-up active defense and ba i should be running 75% defense debuff resistance, right? At 47.5% melee defense, I'm still running into cascading defense failures in cim with just a few hits.
To those of you familiar with this situation - what are the numbers on the def debuffs the cims dish out? I don't have grant cover - if I added that, would I still be vulnerable to the cascading failure? I figured that at 47.5% def and 75% resistance I'd be pretty safe, so apparently I shouldn't have eaten all that lead paint as a kid. |
I also have 2 Membranes in Active Defense and no Grant Cover. I have *never* run into the situation you have. I've probably died only a handful of times and most of those during a 4-person run where I was essentially the only "tank" up against the autohit mire at the end. The other deaths were the result of a very unfortunate string of crits, but not defense failure.
If a group of Romans are packed around me, they're usually dead either by AAO fueled shield charge or by FSC + Fireball and a few finishing attacks. The ranged attacks don't do enough to hurt me. I play very offensively and am not a herder, but kill the Romans where they stand.
Play style and build may account for the difference. I don't know unless I know more about the details of your situation - which I don't. However, I'm just surprised you've run into defense failures at all, at least against the Romans.
Correct me if I'm wrong, but I think the absolute impractical sustainable maximum defense debuff resistance on a Shield Defense scrapper is 87.91%. The practical maximum is more like 76%. I think we're all falling for a Mids' bug. Specifically, Mids' isn't ED-capping the enhancement to DDR, just like it isn't capping the healing enhancement applied to the +regeneration uniques. I think you have to calculate the DDR yourself if you want the correct number, and believe me, you want the correct number here, because it makes a HUGE difference.
The absolute impractical maximum would be six +3 Enzymes in both Active Defense and Grant Cover, with enough global rechage to double stack Active Defense. In that case, your ED-capped enhancement is 81.47%. Active defense is 17.3% DDR, so 17.3% * 1.8147 * 2 = 62.79% DDR. Grant cover gives 13.84% * 1.8147 = 25.12% DDR. Put them together and you have 87.91% DDR. In practice, you would probably have something more like three even-level Membranes in Active Defense, and the equivalent of 3 SOs worth of enhancement in Grant Cover from some set. That would be 17.3% * 1.56 * 2 = 53.98% from Active Defense, and 13.84% * 1.56 = 21.59% from Grant Cover for a total of 75.57% DDR. You might have Active Defense triple stacked some of the time depending on your global recharge, so you WOULD have periods of capped DDR. So it seems to me the main game is to maximize the amount of time you spend with Active Defense triple stacked if you're trying to get to the cap. |
I can also say that Cimeroans have to really work to cascade my def below 40%, the only times I've seen it happen were when I had the aggro cap on me and the RNG decided it didn't like me.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I'm not sure about that Werner, I have DDR monitored on my BS/SD scrapper and as long as AD is double stacked (only about 40% of the time on my build, I haven't invested the massive $$ into recharge bonuses) I maintain capped 95% DDR according to the in-game numbers. It drops to the 75-80% range with AD single stacked. That's with AD slotted with 3 Membranes and BA & GC slotted ED cap def.
I can also say that Cimeroans have to really work to cascade my def below 40%, the only times I've seen it happen were when I had the aggro cap on me and the RNG decided it didn't like me. |
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
If a group of Romans are packed around me, they're usually dead either by AAO fueled shield charge or by FSC + Fireball and a few finishing attacks. The ranged attacks don't do enough to hurt me. I play very offensively and am not a herder, but kill the Romans where they stand.
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Also, just checked, and running Battle Agility, Active Defense (no membrane HO's) and Grant Cover with nothing but a LotG +rech in it, I'm at 52% debuff resistance.
well, huh! So are you seeing the same numbers in game as are shown by Mids', then? It would be very interesting if the enhancement to DDR was NOT ED-capped. Are there any other examples of that in the game? If not, is this likely a mistake that they may let ride since it's been around for so long now?
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Since you mention it KB can be slotted way over the normal ED caps maybe it's the same case here.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I've taken my fire/shield into Cim for the ITF and for timed missions many times. Probably more than 20 ITF runs at least.
I also have 2 Membranes in Active Defense and no Grant Cover. I have *never* run into the situation you have. I've probably died only a handful of times and most of those during a 4-person run where I was essentially the only "tank" up against the autohit mire at the end. The other deaths were the result of a very unfortunate string of crits, but not defense failure. If a group of Romans are packed around me, they're usually dead either by AAO fueled shield charge or by FSC + Fireball and a few finishing attacks. The ranged attacks don't do enough to hurt me. I play very offensively and am not a herder, but kill the Romans where they stand. Play style and build may account for the difference. I don't know unless I know more about the details of your situation - which I don't. However, I'm just surprised you've run into defense failures at all, at least against the Romans. |
In regards to grant cover, I don't think the def debuff resistance is enhanceable, is that right?
I'm not sure about that Werner, I have DDR monitored on my BS/SD scrapper and as long as AD is double stacked (only about 40% of the time on my build, I haven't invested the massive $$ into recharge bonuses) I maintain capped 95% DDR according to the in-game numbers. It drops to the 75-80% range with AD single stacked. That's with AD slotted with 3 Membranes and BA & GC slotted ED cap def.
I can also say that Cimeroans have to really work to cascade my def below 40%, the only times I've seen it happen were when I had the aggro cap on me and the RNG decided it didn't like me. |
55.4% from ad (doubled up) + 23.5% from ba + 13.84 = 92.74
Is that right? If so how are you hitting 95%? What the hell am I doing wrong... lol.
Maybe mids is wrong about grant cover not enhancing, or more likely, I should have worn a helmet as a kid?...
I might as well post my build and let you guys look at it and maybe make some suggestions. This is pretty much the build I've been leveling up with from about 35, and all the enhancements are the same except for fireblast and fireball, and I took build up at 49 instead of grant cover. I've been planning to rework it to get aoe fully softcapped, i think its around 44.5% right now, so the comment about slash might be an accurate contributor.
Ultimately I want to rework the build a bit to get the aoe softcapped, and maybe rework the slotting a bit to get more stamina. I'd hate to give up build up for grant cover, but at the same time I hate being vulnerable to defense debuffs. Damn you char, damn you!!!
Comments and suggestions are welcomed...
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Level 50 Natural Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
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Level 1: Scorch T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection LkGmblr-Def(A), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(15)
Level 2: Cremate T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 4: Battle Agility LkGmblr-Def(A), LkGmblr-Rchg+(17), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(19)
Level 6: True Grit S'fstPrt-ResDam/Def+(A), Mrcl-Rcvry+(13), Mrcl-Heal(40), Mrcl-Heal/EndRdx(40), Heal-I(42), GA-3defTpProc(43)
Level 8: Combat Jumping LkGmblr-Rchg+(A), Zephyr-Travel(34), Zephyr-Travel/EndRdx(34), Ksmt-ToHit+(37), Zephyr-ResKB(46), LkGmblr-Def(50)
Level 10: Active Defense HO:Membr(A), HO:Membr(19), HO:Membr(50)
Level 12: Swift Run(A)
Level 14: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
Level 16: Kick FrcFbk-Rechg%(A)
Level 18: Health Numna-Regen/Rcvry+(A), RgnTis-Regen+(34), Numna-Heal(42), Numna-Heal/EndRdx(42), Heal-I(43)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Fire Sword Circle M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(33)
Level 24: Phalanx Fighting LkGmblr-Rchg+(A)
Level 26: Incinerate Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(31)
Level 28: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(40)
Level 30: Weave LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(33)
Level 32: Against All Odds EndRdx-I(A)
Level 35: Shield Charge M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Hasten RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 41: Char Empty(A)
Level 44: Fire Blast Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/Rchg(45), Apoc-Dmg(46)
Level 47: Fire Ball Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg(48), EndRdx-I(50)
Level 49: Grant Cover DefBuff(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit
| Copy & Paste this data into Mids' Hero Designer to view the build |
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LOL, I should have been more specific - I was testing my def debuff resistance by just standing there letting cims beat on me. As you're obviously aware, it doesn't take many attacks to drop an 8 man spawn on a fm/sd. I was just interested to see how sd's def debuff resistance worked against cims. I've seen your build and it's not much different from mine, so if you can stand in a group of cims (+1 or +2 on the wall) for a while (8-10 seconds) without seeing the failure, let me know so I can figure out whats up.
In regards to grant cover, I don't think the def debuff resistance is enhanceable, is that right? |
Results: I left my character surrounded by them for 5 mins. She did not die. She did have defense drop as low as 29%, but it didn't stay there very long. More often, the defense would get to 42% but never lower than that. She did drop in hitpoints to 1500 or so (she has close to 2050 or something like that), but regened it back every time.
I'm fairly sure I could've left her there for another 5 mins and not died. It would probably be different if there were bosses present since the crits would hurt.
DDR as I monitored it stayed consistently at 69.98%, never falling below or getting higher than that even when I hit hasten.
I'm not sure what's different on my build than yours. She has 2050 hitpoints, pretty good regen, 85% global recharge, soft capped to all positions.
Barring bosses, I don't think I could die against that group. I didn't pick that particular group to purposely try to skew the results, I just picked the first bunch of 52s that had spawned on the Wall on Virtue.
In previous encounters with the Romans, it's always been a string of crits from the bosses that did me in, not defense failure.
Since you mention it KB can be slotted way over the normal ED caps maybe it's the same case here.
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Knockback is schedule D and has much higher base values so the final numbers "look" much better after ED is applied.
Defense is schedule B and has much lower base numbers and so a final value that looks much worse after ED is applied.
This is the reason that many people substitute Enzyme Exposures for Cytos or Membranes. With Hamidon Enhancements defense debuffs slotted in defense powers provide increased defense. Defense debuff is Schedule A as opposed to Defense's Schedule B.
This is a "feature" that the devs have not been able to eliminate and has been around so long that changing it now would be perceived by a majority of the player base as violating the cottage rule.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Okay, I just tried this with a group of 52s on the Wall. Sadly, no bosses were present, but I had 3 Lts, the rest minions of mixed types.
Results: I left my character surrounded by them for 5 mins. She did not die. She did have defense drop as low as 29%, but it didn't stay there very long. More often, the defense would get to 42% but never lower than that. She did drop in hitpoints to 1500 or so (she has close to 2050 or something like that), but regened it back every time. I'm fairly sure I could've left her there for another 5 mins and not died. It would probably be different if there were bosses present since the crits would hurt. DDR as I monitored it stayed consistently at 69.98%, never falling below or getting higher than that even when I hit hasten. I'm not sure what's different on my build than yours. She has 2050 hitpoints, pretty good regen, 85% global recharge, soft capped to all positions. Barring bosses, I don't think I could die against that group. I didn't pick that particular group to purposely try to skew the results, I just picked the first bunch of 52s that had spawned on the Wall on Virtue. In previous encounters with the Romans, it's always been a string of crits from the bosses that did me in, not defense failure. |
Odd that you dropped to as low as 29% but never lower - I'm pretty sure my defenses dropped to the reds on at least one occasion (I could never sit still and let them actually kill me during any of the tests I ran... lol.) And if your build is the same as the one you posted recently, I should have the exact same amount of ddr and better regen, but, almost certainly less health which could be playing a part in my observations, but it doesn't account for dropping into the reds defensively. Maybe I just had a couple really bad luck streaks. And the fact that gc can be enh for ddr and allow 95% res is reassuring, though I don't know how I'm going to fit that in. Ah well, I'm almost fifty, I'll fully io up, get all the accolades and check it again.
Having said all this, I should note that this combo is the strongest overall 'top-end/endgame' scrapper I've run in terms of a total package of survivability and both single target and aoe dmg. And I've got the following 50 scraps - kat/wp, kat/da, claws/reg, claws/sr, dm/sr, dm/sd, bs/reg, ma/sr, spines/da, db/sr. So if anyone reading this is considering a fm/sd, I highly recommend it.
Grant Cover is a toggle, and needs to be running in order to give you that level of defense debuff resistance, right? It's not like a set bonus, I assume, where the power can be turned off. So I would need to slot it up, for defense (to get the ddr % higher) and probably also for some end reduction?
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"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
There's no way to completely eliminate the risk of def debuffs opening you up like a tin can. Fight long enough against enough of them and eventually they'll run off a streak of hits. That's said, with grant cover and ~40% or better defense there's no reason that relatively uncommon occurrence has to result in your death.
Cascade failures are uncommon enough that I can always have a couple lucks/greens in reserve to cover me for the few seconds it takes for the debuffs to wear off.
I'm almost to fifty on my fm/sd scrapper. With double stacked membrane'd-up active defense and ba i should be running 75% defense debuff resistance, right? At 47.5% melee defense, I'm still running into cascading defense failures in cim with just a few hits.
To those of you familiar with this situation - what are the numbers on the def debuffs the cims dish out? I don't have grant cover - if I added that, would I still be vulnerable to the cascading failure? I figured that at 47.5% def and 75% resistance I'd be pretty safe, so apparently I shouldn't have eaten all that lead paint as a kid.