Are Min/Max'ers common?
Yeah, I only have three live min/max builds, and two of them are old. Still good, but not keeping up with the Joneses. Generally speaking, I DO try to have high performance as I level, but only within the bounds of getting along with SOs, common IOs and frankenslotting. Also within the bounds of typically not planning a leveling build, just having a very good idea what to take and when, and planning for a respec in the 30s or so to fix any mistakes or just shift things around to better target the higher level game. And I do sometimes do things just for fun, like taking and slotting up Hover and Fly on one of my more recent toons.
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I'd like to see a special uncommon SO drop that adds 1 level to whatever enhancement you combine it so I can put together some IOs earlier without having to completely replace them to max out bonuses.
My guess is that the majority of the multibillion influence builds being posted are "just for fun" or "a goal I hope to achieve someday". I suspect that few of them are actually achieved and played regularly. Still, I'm willing to call you a min/maxer if you have an awesome build planned in Mids' and all that you're lacking is the moneys. |
Huhwhat? OK, look, I know the difference between to-hit and accuracy is complicated, and frankly unnecessary to understand for most people most of the time. But line of sight? If you can't see them, you can't attack them? If they can't see you, they can't attack you, so they'll probably run towards you to attack? When pulling, ideally keep other people where the bad guys can't see them? That kind of thing? Am I missing something? Maybe I need line of sight explained to me, because that all seems obvious and intuitive to me, seeing as how it's based on how vision works in the real world. |
What you said. I know that people occasionally think we're telling them how to play. That's certainly not my intent, and if someone were telling me how to play, I'd get my feathers ruffled too. But if you post a build with no mez resistance, for instance, I think it's important, even critical that we suggest you pick up your mez resistance. If you respond, "I think it's awesome being held or stunned; it feels just like being a third rate super hero in a comic book, and I love that! I don't want to play someone invulnerable. I want to play someone with real weaknesses to overcome." Well, OK then, have at it! That's a real weakness, so you should have a good time overcoming it. I just want to make sure you're making an informed decision. |
If someone teams with me, I assume they are not looking for advice. But then who cares? I mean seriously, my min/max builds can already grind 8 man content. For most content in the game, I don't care if they are running around using Jump Kick. I min/mix so my PuG teammates don't have to.
Anyway, yeah. Min/maxing is probably uncommon, but it does depend on your definition of min/max. Uber rare if by a min/maxer you mean someone with a very solid understanding of the game mechanics who plans out an uber build based on that understanding, and then achieves that build. That might be too restrictive a definition, though. |
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
I didn't necessarily mean looking for purple sets, anyone can stuff a build full of sets without thinking what good it is doing.
But there is something in me that likes reading through set bonus lists to see what kind of build someone has gone for, so I would give someone credit for building for defence if that was a good idea for their toon, whereas having a set bonus list as long as your arm but without focus I would know isn't min/max'ed. |

My Elec/Thermal for example is IOed for PvP as best as possible.
And looking at the build, it isn't the best built for PvP, because I take concept powers for one, and even more so, because I haven't used the second build yet, so I have the buffing shield for instance (which for a true PvP build, I'd ditch).
But I'll change that bit when I get my 60 month vet today or tomorrow.
So, there are different things to min/max a build around.
And when I post a build, it's to work towards more than anything.
BrandX Future Staff Fighter

The BrandX Collection
To the OP, I think it depends to what extremes your thinking about.
I believe that there are EXTREME Min/Maxers - Those that will pick a defense power or offense power over a travel power and will make sure they ride that ED line to make sure they do not go over by 1% in any Damage, To Hit, or Defense.
Then there is the concerned Min/Maxer- ( This is where I believe myself and many fall in ) They understand that some powers might be a few percent and maybe up to 5 to 10 percent over the cap, and their To Hit might be a bit below the cap. But they pick up a travel power for the sheer aspect of being able to move from A to B faster. I think they have a concept and then create the theme around the power set.
Then there is the player who thinks Min/Max is diet substitute product. They have Super Speed and Super Jump because that is what there theme dictates they should have. They have Group fly that they have on all the time, or pick up Swift and Hurdle. Again it's about theme. And more then likely they are the ones you look at and say how did that person create that look because it looks that good.
This person usually does not have an issue, UNLESS your on a team where the differential is kicked up a bit and you have several "Themed built players" or smaller groups where the DPS and Crowd Control matters. Then eventually the min maxers will start to notice the swing and miss attacks and the AOE hold that didn't take effect and now has aggroed every mob on that player.
Themes are great until you start to discover, sometimes too late. That that key person will not be able to hold the aggro or do the CC your looking for on that Taskforce your running, simply because they lack the power to do so. But they do look good dying
Then finally you have the I just don't have a clue. That is usually some player who has been dragged along by friends or just have never played a MMO. They are the one wearing Plate armor with a scarf. Or called Mr. Chill but forgot they picked up fire powers instead.
Or also they could be the parent that plays and sometimes tosses their kid a few levels on his or her toon just so they can run around in atlas killing gray con mobs. These players are the extreme of both ends.. Both color blind, no fashion sense and have super speed slotted 6x with endurance reductions.
I think I covered the whole MMO spectrum
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
That's pretty much my strategy, but only because for most toons getting IOs pre-50 wastes influence. Setting aside typed defense which usually comes from sets that max in the 30s and 40s, and the occasional Unique with a bonus that isn't level dependent, I find I am grinding through too many levels trying to get to 47. It's too bad, because it really would be much more fun in the 40's to be able to dabble with real IOs. |
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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First I must state that I understand that there are varying degrees of min/maxing, but overall do you believe that min/max'ers are common? It seems like it is around the scrapper boards but I haven't really ventured into the other AT sections. Am I correct in my assumption?
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I will try to make my characters play well and be useful on teams, once I've decided on them.

<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Huhwhat? OK, look, I know the difference between to-hit and accuracy is complicated, and frankly unnecessary to understand for most people most of the time. But line of sight? If you can't see them, you can't attack them? If they can't see you, they can't attack you, so they'll probably run towards you to attack? When pulling, ideally keep other people where the bad guys can't see them? That kind of thing? Am I missing something? Maybe I need line of sight explained to me, because that all seems obvious and intuitive to me, seeing as how it's based on how vision works in the real world.
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Typically this is with PuGs and pulling, not that this tactic is as over used as in years past. It does come in handy from time to time and pulling well isn't as common as I would expect.
Poisonous Ice 50 Ice/Rad
Icy Jax 50 Ice/SS
Jaxon Penn 50 Shield/Mace
Cpt Clax 50 Thugs/Dark
Lady BlackIce 50 Dark/Cold
Lady Black Ice 50 Dark/Ice
Bella Jax 50 Storm/Sonic
Operative Jax 50 SoA
Level 50 Trick Arrow Alts
TA/A-Plant/TA-Bots/TA
Level 50 Claws Scrappers
SR-Regen-DA-Invul-WP-FA
I don't think being a min/maxer is a binary proposition. When I create a new character, it's usually because I've come up with a concept for one, or want to experiment with the play style of a certain powerset. Once I've decided on one, I'll make a subjective determination of what the character's strenghts and weaknesses are, and work up an IO build based on my own perceived needs.
I will try to make my characters play well and be useful on teams, once I've decided on them. |
My WP/EM Tanker (before I gutted her of all IOs, because I hated the change to EM), wasn't going to be AV Soloer. She just didn't have the DPS needed for such a thing. But she was IOed out to the point, that she wasn't dying.
Tough/Weave, stacked up with +Def to be almost softcapped to everything by Type Defense (except Psi), almost capped HP, near 100 HP regen a second with just one foe in range (I never finished the IOs), she just wasn't going down.
Even on the Lord Recluse, she tanked him with out any support, relying on her own powers and inspiration usage. Temp Powers or outside buffs.
Alot of my friends still ask me over and over to grab my tank, and are saddened when I say I can't, because I remind them I took out all her IOs.
I'd say she was min/maxed for survival. I tried leveling up a WP/DM to replace her (figuring with Siphon Life, she'd be even more survivable...but I just don't care for DM on Tankers :P )
Different ways to min/max depending on one's goals.
BrandX Future Staff Fighter

The BrandX Collection
Way uncommon. As others have said, it's rare to see more than an occasional 'Minor Immobilize Resist' or something in somebody's set bonus list. A bit more anecdotally, if you assume my friends in the game are a fairly representative sample, I know about five times as many people who don't understand how set IOs work than I do people who people who've slotted any toward a goal.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
Then there's this.
![]() My Elec/Thermal for example is IOed for PvP as best as possible. And looking at the build, it isn't the best built for PvP, because I take concept powers for one, and even more so, because I haven't used the second build yet, so I have the buffing shield for instance (which for a true PvP build, I'd ditch). But I'll change that bit when I get my 60 month vet today or tomorrow. So, there are different things to min/max a build around. And when I post a build, it's to work towards more than anything. |
Virtue: @Santorican

Dark/Shield Build Thread
First I must state that I understand that there are varying degrees of min/maxing, but overall do you believe that min/max'ers are common? It seems like it is around the scrapper boards but I haven't really ventured into the other AT sections. Am I correct in my assumption?
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He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Scrapper boards tend to assume people can afford Gladiator sets etc compared to the other sections. In the other sections people await to not know but instead have some idea what the person requiring build advice can or will afford and is aiming for. Less of who can come up with an ultimate build and more of, concept/functuality up to a price bound builds.
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Virtue: @Santorican

Dark/Shield Build Thread
I'd go with this ::
... To answer your question with my opinion; not common, but vocal!
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Are you a min/max-er if you use a mini/max build?
-or-
Are is the min/max-er the one that crunched the numbers to min/max the system?
To me a player that uses a mini/max-ed build is mini/max-ing, and the person that figured it out originally is the mini/max-er.
The vocal ones tend to be mini/max-ing. That is to say that they are trying to find a mini/max-ed build rather than taking time to crack the system themselves.
[NOTE :: I don't intentionally go out of my way to make a mini/maxed build. I go with the flow of each character, and I rarely use a respec. This allows me to have characters that are unique and play differently. It helps keep the game alive and vibrant to me. Naturally, some of the more themed builds are not as strong as a mini/max-ed character - oh ,well, I'm here to have FUN.]
Scrapper boards tend to assume people can afford Gladiator sets etc compared to the other sections. In the other sections people await to not know but instead have some idea what the person requiring build advice can or will afford and is aiming for. Less of who can come up with an ultimate build and more of, concept/functuality up to a price bound builds.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
See I do the complete opposite. I start using IO's at lvl 25 and try to aquire set bonuses that will accumulate into my 30s and 40s. I had my Elm/SD Melee capped at lvl 35, ranged and AoE capped by 40. It definately adds a different dynamic to my gaming experience, because on top of growing my powers I grow the overall power of my character from 1-50 (well really 25-50, but you get the idea).
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Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
It would bug me to get to 47+ and have a bunch of sets that I have to destroy or replace entirely to maximum the basic bonuses of the IOs. Do you respec them out of the build and reuse them? Do you destroy them by replacing them directly with level 50 sets? Or do you just let the build sit with less accuracy/recharge/end red than you could have because the IOs are less than maximum?
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"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
Some people WANT lower level IOs for exemplaring. If those people have a build planned out, and have the funds, they might as well buy them while they're leveling up and get to enjoy them early.
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I almost never exemplar, so I wait. I want maximum level 50 performance. I think I've spent more time in this game playing my 50s than leveling up or playing alts. |
The current IO system doesn't integrate well with the CoH vision that I can play my characters at various levels. For exemplars, losing all IO bonuses because you are playing at a level under the IO level is frustrating, at least to me. The whole concept of purposely taking lower level IOs so I can exemplar effectively seems counter intuitive to me, and makes me just avoid exemplar play. The system also makes interim IOs useless as to maximize 50 performance you have to replace all of them. That's a shame, since one of the strengths of CoH is allowing characters of various levels to play together.
I'd like to see two changes.
~ As long as you have the power choice at your effective level, IO set bonuses work. If I exemplar down to 30 I lose all powers I took after that level, and I lose all IO set bonuses for those extra powers, but IO set bonuses are fine for powers I took in the 1-30 range.
~ There is some way to increase the level of IOs you have slotted at lower levels. This could be a SO drop that combines to increase the level. Heck, I'd rather have it so IOs no longer have levels; they just scale smoothly as the character does. This would let me work on sets in the 35-46 range which would do a lot to make that range more interesting. Right now it is basically an XP grind plus frankenslotting new powers.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
I think those changes are unlikely, because I suspect the IO system's design is also fundamentally related to the market and (indirectly) the earning rate differential of characters of different levels.
During I9 beta, the devs stated that they saw the market as a mechanism for influence and infamy to transfer from high-level characters to low-level ones. The only way that's sensible is if the low-level characters are selling things the high-level ones want to buy. Certainly there are some desirable items that you just can't get at high levels, such as Miracles or Achilles' Heel procs, or Basilisk sets, but I can't help but believe that the way IO bonuses stop working as you exemplar is actually the main mechanism they were thinking of here. I believe this is even more compelling when you consider not just PvE exemplaring, but PvP zone exemplaring. For a very long time, level 25-28 IOs were in high demand, because Siren's Call was the pub PvP zone of choice, and people wanted set bonuses that worked at that level.
Other mechanisms now seem based on these presumed foundational assumptions. For examples, one of the several attractive things about both Purple and PvPO sets are that their bonuses are exempt from the usual 3-level exemplar cutoff.
Changing how IO bonuses stop working now would have several effects outside being handy for people who slot sets. One would be that demand for low- and mid-level items would be reduced even more than it has already by changes making it easier to level faster. Another would be that some of the special benefits of Purples and PvPOs would no longer be special (though I am not sure this would really affect their prices at this point).
The devs pretty explicitly intended IOs to be an alternate progression mechanism, not one we're particularly intended to get for free in parallel with our XP progression. They also partially intended them to be something for level 50s to chase after once they're already level 50, so making them easier to obtain as you level up would run counter to that purpose.
There are things I don't like about the system myself, but I'm pointing out what look like design assumptions in the overall picture that make changes of the sort you're suggesting seem pretty unlikely.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I see it differently, though I can't say your wrong about how the devs might see it.
During I9 beta, the devs stated that they saw the market as a mechanism for influence and infamy to transfer from high-level characters to low-level ones. The only way that's sensible is if the low-level characters are selling things the high-level ones want to buy. Certainly there are some desirable items that you just can't get at high levels, such as Miracles or Achilles' Heel procs, or Basilisk sets, but I can't help but believe that the way IO bonuses stop working as you exemplar is actually the main mechanism they were thinking of here. I believe this is even more compelling when you consider not just PvE exemplaring, but PvP zone exemplaring. For a very long time, level 25-28 IOs were in high demand, because Siren's Call was the pub PvP zone of choice, and people wanted set bonuses that worked at that level.
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~ Level 50s still drop influence outfitting their alts. In fact, this would be more likely. This is why Luck Charms sell for so much. This is also how it works in other games.
~ Lots of desirable unique IOs would still drop. *One* of those can outfit one of my characters in SOs all the way to 50.
I doubt they they expect my level 12s to have already accumulated 100 million influence which can happen now.
Other mechanisms now seem based on these presumed foundational assumptions. For examples, one of the several attractive things about both Purple and PvPO sets are that their bonuses are exempt from the usual 3-level exemplar cutoff. Changing how IO bonuses stop working now would have several effects outside being handy for people who slot sets. One would be that demand for low- and mid-level items would be reduced even more than it has already by changes making it easier to level faster. Another would be that some of the special benefits of Purples and PvPOs would no longer be special (though I am not sure this would really affect their prices at this point). |
I see the reduction in fun leveling through the 30s and 40s to be a much bigger loss than any marginal benefit gained by inflating the value of these with Exemplar tricks.
The devs pretty explicitly intended IOs to be an alternate progression mechanism, not one we're particularly intended to get for free in parallel with our XP progression. They also partially intended them to be something for level 50s to chase after once they're already level 50, so making them easier to obtain as you level up would run counter to that purpose. |
Since there is already an explicit design to place to force chosen IOs to be used by high level characters (certain sets only exist in certain level bands) I can only guess that the systems we are talking about are a by product of the design and not themselves an explicit goal of the system.
There are things I don't like about the system myself, but I'm pointing out what look like design assumptions in the overall picture that make changes of the sort you're suggesting seem pretty unlikely. |
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
The creation of level bands for sets already covers this. The high level sets are limited by level. That's the restriction that makes those sets end game sets. Ultra powerful sets (purples) are strictly limited to 50s. The design sort of disagrees with your point that the system is meant for end game by including sets that drop at low levels and in fact don't drop for high level characters.
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In other words, rare sets are intended to be a time sink above and beyond the existing leveling.
Remember, the baseline game still doesn't require IOs at all. Do they make your characters better? Heck yeah. Does having better characters equate to more fun for us? You bet. But that doesn't mean the devs want to adjust the game such that IO use becomes the new baseline.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
You're making what I think is a significant assumption, and I don't think it's correct. That assumption is that you're actually expected to obtain (rare) sets while still playing in the level range(s) in which they drop. I don't believe that's the case, and that instead you're expected to receive, at best, cheap uncommons, and have to come back later looking for rares, or make relatively expert use of the market.
In other words, rare sets are intended to be a time sink above and beyond the existing leveling. |
As for being a system that isn't supposed to happen as people level, the acquisition of the sets would still be a time sink, just intersparsed with leveling instead of at the end. The difference is that the quality of life while leveling would be better.
Remember, the baseline game still doesn't require IOs at all. Do they make your characters better? Heck yeah. Does having better characters equate to more fun for us? You bet. But that doesn't mean the devs want to adjust the game such that IO use becomes the new baseline. |
I will say this; if IO systems to boost my endurance recover didn't exist I probably wouldn't still be playing the game.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
In order for the system to work, *someone* has to obtain those lower level rares in that range for end game characters to buy. Higher levels can't do it at all, at least not until extra reward systems were explicitly added to allow it.
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This is why so much of the supply of recipes is concentrated at the maximum level of the drop range - they are being produced by higher-level characters using Merits and AE Tickets to generate the drops after they have outleveled the ranged where the goods drop naturally.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I'm not sure why you seem to feel compelled to swap out for level 50 sets, Moonlighter. My defender, for example, has full sets of level 30 thunderstrikes in his single target blasts. That gives him 56.6% acc/end/rech and capped damage. Swapping out for level 50s would give 68.9% acc/end/rech and capped damage. I've already got accuracy out the wazoo, and the end and recharge would make differences of less than half a second and half a point of end even on the longest recharging and most costly of the attacks.
That's a specific case, but in general I just don't see the sort of boosts that would make a compelling case for going to the hassle and expense of completely rewriting your enhancements. The set bonuses are the same either way, and the enhancement number differences seem pretty small to me, in most cases. Given that I exemplar frequently and like to be able to start slotting my characters before 50, it seems more of a win/win to me than anything else.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!
It would bug me to get to 47+ and have a bunch of sets that I have to destroy or replace entirely to maximum the basic bonuses of the IOs. Do you respec them out of the build and reuse them? Do you destroy them by replacing them directly with level 50 sets? Or do you just let the build sit with less accuracy/recharge/end red than you could have because the IOs are less than maximum?
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It depends. Sometimes I get a drop in the teens or 20s that works great at the time but isn't really from a great set -- pounding slugfest, for example -- I would let that ride until I found something better or until I got to a higher level and was working to complete sets. At that point I would just put a Mako or Crushing Impact or whatever right over it.
If it was already a low level Mako and I was going for that set, I would probably keep it at the low level, especially if I was at or close to ED caps or if the difference was marginal, and it usually is.
The only things I have respecced out so far have been HOs, but I expect if I ever did a major revision of a character I would save as much of the good stuff as I could and prioritize on value and rareness. Meaning that the rarer and more valuable a particular item is, the more likely I would be to keep it.
I have a sinking suspicion that many others do exactly as i do.
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
I strongly believe that people should be given the freedom to make informed decisions based on accurate knowledge.
Anyway, yeah. Min/maxing is probably uncommon, but it does depend on your definition of min/max. Uber rare if by a min/maxer you mean someone with a very solid understanding of the game mechanics who plans out an uber build based on that understanding, and then achieves that build. That might be too restrictive a definition, though.
"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