SD cascading defense failures


Call Me Awesome

 

Posted

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.


 

Posted

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

 

Posted

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!!!
Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

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

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

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.


 

Posted

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

 

Posted

Quote:
Originally Posted by Cyber_naut View Post
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'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.


 

Posted

Quote:
Originally Posted by Werner View Post
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'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.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
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.
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?


"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

 

Posted

Quote:
Originally Posted by Fury Flechette View Post
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.
I think this is the key here to avoid faceplanting due to defense failure. My FM/SD is only lvl 45 right now, and I'm in the midst of running through Tina's Praetorian arc. I'm running the arc at 0/x6 and even though my defense goes into the red with all the defense debuffs from Antimatter's little robots, they're dead so fast, it doesn't make much difference. If I took more than a few seconds to kill them though, things went downhill fast. Interestingly enough, I found that I took less damage by herding them up with AAO rather than letting them stay spread out.

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.


 

Posted

Quote:
Originally Posted by Werner View Post
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?

Since you mention it KB can be slotted way over the normal ED caps maybe it's the same case here.


 

Posted

Quote:
Originally Posted by Panzerwaffen View Post
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.
DOH! Battle Agility! *facepalm* I forgot Battle Agility. That's why I'm so messed up. OK, so there's another 13.8% * 1.56 = 21.53%. So yeah, capping DDR is pretty straightforward. Don't mind me. Let's all pretend this didn't happen, shall we? *whistles innocently*


"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

 

Posted

Quote:
Originally Posted by Fury Flechette View Post
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.
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?


 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
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.
On mids, I have 23.5% from battle agility, 27.7% from ad with 3 membranes, and grant cover gives 13.84 (and doesn't appear to enhance).

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?...


 

Posted

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:
------------
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)
------------
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 |
|-------------------------------------------------------------------|
|MxDz;1402;680;1360;HEX;|
|78DAA593DF4E134114C667DB2D85FE2F05CAFF162842812E1 4D128269A289060C0A|
|028170A342B0CB4DA94DA2D897A6562B8D0F80ADE687C08E3 9BA8AF62EA39E79B36|
|215EBA69BFDFCED933DF9C33B3BBFD7A2DA2D4BB3BCA8ADDA BBA9E57DA3D6AB8F5B|
|A6E041FB8CDF3865B5541A5D4703B5ADAD655AD9D8D8A6EBC C17DA6F3684D9FE89A|
|A79DDD7245578FDBC3E466ADAC1BBAD674DA37919DB3B3AAB 3A5DD7AA5768AC146A|
|559D39E173583D372931E8564B45BD7FAB877BD5E3972EE56 DDB7BAB4ED7A4D5A7D|
|90CACAD3FF3DD727572BA09E126694EF19B02FB00F8043415 749108A122C99E5577|
|D745354917E412C01A40417419346EE16DCBBE0DE0DF76EB8 87E01E827B98DCFDC6|
|DD0FF704DC1370EF857B84F202C80B04D27433A622F72D769 8D904D605F99CE2F4B|
|9653F63806A0A9A5941D84EFCF4097E09727F145B157ECBA8 8802A2B4560F66F97A|
|5609B652BD8645A15F05C8398C1C154E2196A658143B6045B 14C16CBF8E849DC64C|
|72F2414A45012213BB987D26E4B5FF92732CA3F14CCA1A16E 4A4F999A525909F55D|
|C2074AE837DBDF5F97D0C02BA02118F480A6207B2E8853BD6 953581A1BF4918C868|
|CD1D089640D9F0265C168057821187F29F0D3AC11D3CEC892 185D2902CBC055C1CC|
|8AC0A6F43173EC63D8F5712C3F8E63CFE2D863545FC6B2A4B ECC84AC94A4D0A4A96|
|F128D4EA1D129343A854673683487462769C169B37FD3F378 478002F0856C6761AB|
|665B74A9AF149947C49E2FCAA12D38C0225010141604DF28D D31E9CE8A8416AF03D|
|78065BC64682341E94B66E7976CBC40A376E703A51FD7B0F5 4F64C7EE7C66CA9248|
|C6EE7CA0FF757D8FB4D7EA7914227DCCB2C3B2C7B2CF72C07 2C8E2B23C67396269F|
|DE8CC8EDFE0826EB2ACB2DC62F9C449C130499825C2126589 B1C459122C29960196|
|6196CF2CADBF88BCF097|
|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Cyber_naut View Post
Maybe mids is wrong about grant cover not enhancing, or more likely, I should have worn a helmet as a kid?...
Grant Cover sure looks like it is enhanceable to me. I just checked in-game and my enhancement screen shows Grant Cover as 15.50% (13.84%) resistance to defense on target, with one level 25 LotG +recharge slotted in it.


 

Posted

Quote:
Originally Posted by Cyber_naut View Post
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?
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.


 

Posted

Quote:
Originally Posted by Panzerwaffen View Post
Grant Cover sure looks like it is enhanceable to me. I just checked in-game and my enhancement screen shows Grant Cover as 15.50% (13.84%) resistance to defense on target, with one level 25 LotG +recharge slotted in it.
Confirming this. Enhancing GC for defense also enhances DDR. My LotG in GC is level 41 (it was cheap) and I'm getting 15.86% DDR, a 14.6% enhancement.


 

Posted

Quote:
Originally Posted by Lucky View Post
Since you mention it KB can be slotted way over the normal ED caps maybe it's the same case here.
Knockback is on a different enhancement schedule from defense all of which is explained here.

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

 

Posted

Quote:
Originally Posted by Werner View Post
Don't mind me. Let's all pretend this didn't happen, shall we? *whistles innocently*
Deja-vu! Lol!


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

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

 

Posted

Quote:
Originally Posted by Panzerwaffen View Post
Grant Cover sure looks like it is enhanceable to me. I just checked in-game and my enhancement screen shows Grant Cover as 15.50% (13.84%) resistance to defense on target, with one level 25 LotG +recharge slotted in it.
OK, thanks for the info - apparently it's just not enhancing in my mids (i double checked mids just now to make sure i wasn't drunk last time i checked...).


 

Posted

Quote:
Originally Posted by Fury Flechette View Post
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.


 

Posted

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.


 

Posted

Quote:
Originally Posted by Sailboat View Post
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?
Don't know if someone responded to the second part of that yet, grant cover has a reduced toggle cost, at .16e/s slight end red slotting will get it to be negligible drain. My BS/SD never felt the difference between that being on and off.


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

 

Posted

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.