AIM vs Assault


Adeon Hawkwood

 

Posted

...for a Defender, which is the best route?

I have Manuevers and Tactics on my DARK/SONIC...soloing +1 for 2 players, quite well (and much to my surprise). Admittedly, at lvl 35, I've got quite a few of the IO sets on my Defender.

However, the problem is, I can't decide between Assault or AIM.

Assault, I'm sure would be the bigger draw for teams. But what about solo? Is the 18.8% +DMG that is always on, better than the +50% damage that isn't?

Assault I also don't havew to worry about pressing to get it's DMG buff. I click and go.

However, Assault does have the costant END use.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

On a Dark defender you have plenty of Tohit Debuffing and Crowd Control. You shouldn't need Maneuvers for extra defense.

So my suggestion is that you drop Maneuvers so that you can take BOTH Assault AND Aim.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Wavicle View Post
On a Dark defender you have plenty of Tohit Debuffing and Crowd Control. You shouldn't need Maneuvers for extra defense.

So my suggestion is that you drop Maneuvers so that you can take BOTH Assault AND Aim.
I took Maneuvers to softcap defense...though...that's a thought too.

However, I don't know the math on -tohit, to know how much it lowers an enemies chance to hit. And how much Defense one would need to cover up for it.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
I took Maneuvers to softcap defense...though...that's a thought too.

However, I don't know the math on -tohit, to know how much it lowers an enemies chance to hit. And how much Defense one would need to cover up for it.
To Hit and defense are functionally direct counterparts to each other so 1% To Hit debuff is equal to 1% defense buff. However, enemies resist To Hit debuffs but not Defense buffs (unless they have To Hit buffs of their own).

The amount of resistance varies based on the enemies rank (for example AVs get 85% To Hit resistance while purple triangles are up) , relative level (which decreases the effectiveness of your powers) and in some cases natural resistance based on their type (for example in AE custom enemies with Targeting Drones from the devices set)


 

Posted

I don't know if that was clear or not. And I love to see my words up in public.

Therefore an example:

You're shooting at an even-con badguy with Energy Blast. You do 100 points of damage, say.

You shoot that same Energy Blast at a +2 and it only does 80 points. (100* .8 = 80)

Likewise, a 40% To Hit debuff on an even-con will turn into a 32% To Hit debuff on a +2 enemy. (40*.8 = 32)

To make it worse, debuffs are also affected by resistance. So if you're using a [nominally] "40% To Hit debuff" on a Spectral Lord who is your level, but 50% negative energy resistant (I don't know... are they? Pretend I know what I'm talking about here.) that's only a 20% debuff.

Softcap is at 45%, any combination of final To Hit Debuff and Defense.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Well then...softcapped Ranged Defense & 30% Melee/AoE topped off with ToHit Debuffing, should make up for a lack of Defense Debuff Resistance!


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Wavicle View Post
On a Dark defender you have plenty of Tohit Debuffing and Crowd Control. You shouldn't need Maneuvers for extra defense.

So my suggestion is that you drop Maneuvers so that you can take BOTH Assault AND Aim.

This.

Because there will often be times when the difference between wipe and not wipe is getting
off an aoe that can save the team or provide a buff or debuff that saves the team.

A fitting phrase for this sitrep is...
*crosses fingers and whispers like its going straight into some all-powerful entity's ear*
Do a good job, Do a good job, Do a good job, Do a good job, Do a good job, Do a good job.


 

Posted

Quote:
Originally Posted by BrandX View Post
However, Assault does have the costant END use.
Amplify (which I'm assuming you're referring to since Dark/Sonic doesn't get access to Aim, just a renamed copy) provides a 10 second 50% +dam buff on a 90 second base recharge with a 1.32 sec animation. Presuming you slot it up for 95% +rech, you'd be getting that buff on a 47.5 second cycle (10/((90/1.95)+1.32)) for a total 21% uptime. 21% uptime would mean you're getting a 10.5% average +dam buff for what amounts to .109 end/sec. Assuming you apply just a single end redux SO to Assault, you'd be getting 18.75% +dam at all time for .29 end/sec. If you give it 3 slots, it would instead cost 2 end/sec.

Honestly, what I'd recommend would be for you to look at your endurance consumption and need for alpha strike capability. If you're endurance is more than enough and you don't find yourself requiring some big damage quite fast, I'd go with Assault over Amplify. If the answer to those questions is no, then I would go with Amplify over Assault.


 

Posted

Keep in mind that although Assault will do more for the damage of you and your team, Aim (Amplify) is INFINITELY better for letting you hit through defense buffs and tohit debuffs. Also, that is something with which Dark Miasma will not help you.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.