Katana Vs Broadsword


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Posted

Quote:
Originally Posted by Humility View Post

Now... the rule of 5s, would that apply individually to crushing and doctored? Both give 5% recharge, so would that mean that I can have a total of 5 recharge bonuses between both sets, or would each set be it's own "rule of 5"?
It's on the value, regardless of source. In other words, yes the Crushing Impact and Doctor Wounds 5% recharge bonus both count towards the same limit of 5.


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Posted

And technically, its the name and value of the bonus, not just the value. So you can have five Luck of the Gambler +7.5% recharge, and also five sets of Kinetic Crash, which also give you +7.5% recharge, because for some reason the game gave the bonuses different names even though they have the same value.

Fortunately, Mids' will warn you about any problems, so you don't really need to be very careful or to know what set bonuses are named. If you click on View Active Sets, it says it somewhere on the pop up in red. I think the top right? Then scroll down the list of sets to find the specific ones.


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"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

Quote:
Originally Posted by Humility View Post
Thanks again Werner.

Now... the rule of 5s, would that apply individually to crushing and doctored? Both give 5% recharge, so would that mean that I can have a total of 5 recharge bonuses between both sets, or would each set be it's own "rule of 5"?

I actually already have both the Kismet and Steadfast uniques slotted as I grabbed them with bronze AE rolls. Yay for that. Will have to look into makos and gaussian.


Rule of 5 refers to only 5 slotting certain abilities, because the 6 slot doesn't really do anything truly useful, OR I.E: DR on it.

But, good points in the above posts, most of them are rather well founded, although I havn't messed with blue-side in forever. :3

Exceptions would be attempting to soft-cap a /shield as electric, or another set reliant on defense.

Most of the 'Superior' IO's 6 set bonuses are Toxic Resistance, thats, not terribly useful, and having 6 makes the ability get hit by DR too hard.

ectect.


 

Posted

Quote:
Originally Posted by Werner View Post
And technically, its the name and value of the bonus, not just the value. So you can have five Luck of the Gambler +7.5% recharge, and also five sets of Kinetic Crash, which also give you +7.5% recharge, because for some reason the game gave the bonuses different names even though they have the same value.
Sarrate and I went on about this for hours, but I think we concluded Luck of the Gamblers were not treated as set bonuses even though they functioned as such, thus did not add to the rule of five. Until another IO is introduced that give +7.5% recharge by it's self (forgive me if the is one already, I've been away), then we could see if would contribute to it's own rule of 5.


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Posted

Quote:
Originally Posted by Ishaila View Post
Rule of 5 refers to only 5 slotting certain abilities, because the 6 slot doesn't really do anything truly useful, OR I.E: DR on it.

But, good points in the above posts, most of them are rather well founded, although I havn't messed with blue-side in forever. :3

Exceptions would be attempting to soft-cap a /shield as electric, or another set reliant on defense.

Most of the 'Superior' IO's 6 set bonuses are Toxic Resistance, thats, not terribly useful, and having 6 makes the ability get hit by DR too hard.

ectect.
Interesting... but not true to my (possibly limited) experience. I've heard the "rule of 5" commonly used in regards to IO set bonuses both on forums and in game as a relatively standard useage of terminology. Your post however, is the first time I've ever seen it used to refer to 5 slotting a power.


 

Posted

Quote:
Originally Posted by Humility View Post
Interesting... but not true to my (possibly limited) experience. I've heard the "rule of 5" commonly used in regards to IO set bonuses both on forums and in game as a relatively standard useage of terminology. Your post however, is the first time I've ever seen it used to refer to 5 slotting a power.
...because it's incorrect. I get what Ishalia is saying, but it's not relevant to the rule of 5. If a bonus comes from 2 IOs in a set and the identical bonus comes from 4 IOs in another set, the two would still be added together towards the rule of 5.


Ishalia:
Quote:
Rule of 5 refers to only 5 slotting certain abilities, because the 6 slot doesn't really do anything truly useful, OR I.E: DR on it.
Perhaps Ishalia could elaborate on what he/she is trying to say. As it stands, this statement is incorrect.


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Posted

Quote:
Originally Posted by Desmodos View Post
Perhaps Ishalia could elaborate on what he/she is trying to say. As it stands, this statement is incorrect.
I get the gist of what she's saying (pretty sure Ishalia is a girl, could be wrong though)

Just the wording is a little screwy. She does mean the rule of 5 as we know it, just didn't explain it very well.

The "5 slotting" in question here is in reference to the cap of 5 set bonuses. Only she worded it as though you actually slot the set bonuses like enhancements, if that makes sense.

Example: you can slot 5 LotG recharges, Ishalia worded her post as though ALL set bonuses worked like that, in single IOs.

She was correct, just worded it badly. By "abilities", she meant set bonuses. So she was basically saying that you can only slot 5 of a particular set bonus, and the 6th set bonus does nothing. Which is true.

(I'm going to feel really dumb if Ishalia turns out to be a guy. I'm guessing based on past posts I've read, girls tend to use different words than guys do when typing. Just a hunch.)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Actually i think Ishaila is confuseing the Rule of 5 and the Rule of 3 ... judgeing by her/his mention of DR (Diminishing Returns) ... the Rule of 5 deals with invention set bonuses, the Rule of 3 deals with ED (Enhancement Diversification) and DR (Diminishing Returns)


 

Posted

Well, as long as were on the subject of "rules of 5", there are a lot of sets where the set bonus for the sixth slot just isn't very exciting. For instance, toxic resistance on purple sets. They have all these great bonuses, and then you hit the sixth slot, and it's like... what? So generally, I just five slot purple sets, and stick something else in the sixth slot. For instance, five Hecatombs and an Achilles' Heel proc in Gambler's Cut. Much better than just slapping in six Hecatombs.

Also good to take that advice for other numbers of IOs. Just keep in mind that you're after enhancement values and set bonuses. You are NOT specifically after completing any sets. That is not your goal. If you get better enhancement and bonuses out of putting in three each of two sets, do that.


"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
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Posted

I'll throw my 2 cents in there on how to build a regen. I agree that recharge is important, but in my build I prioritize recharge 2nd to defense. My first goal is to soft-cap melee defense, as a scrapper is usually hip-deep and surrounded by mobs in melee range using melee attacks. With a single hit of an (enhanced) parry strike (or divine avalanche), melee defense is buffed by 23%. This means we just need a total of 22% melee defense to hit the soft cap for the most common attack your scrapper is going to see. I know you can stack parry strikes, but we'll assume that occastionally a miss happens and we need to survive until another parry strike is ready. With all that said, capping your melee defense should reduce the incoming damage enough for regen to do its job and...well, regenerate. It's fairly cheap to hit that 22% melee defense and you'll see a huge improvement in how strong your toon feels. With the dull pain argument, I can see both sides. Saving dull pain for a "whoops!" situation gives you an extra heal, but using dull pain immediately when it's up will likely put you at the 2409 HP cap, increases your regeneration rate (since its a percentage of the total HP), and having it already up may have avoided that "whoops!" situation in the first place. My personal preference - save Dull Pain as an extra heal until such time that your recharge rate allows for Perma Dull pain, then keep it up at all times. I personally skip resilience in favor of a fighting pool power to get to tough or weave, both of which are vastly superior powers particularly since endurance should never be a problem with a regen. If you're just looking for somewhere to slot your steadfast protection, I can see taking that power until such time as you can get into Fitness then drop it into tough instead.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
She was correct, just worded it badly. By "abilities", she meant set bonuses. So she was basically saying that you can only slot 5 of a particular set bonus, and the 6th set bonus does nothing. Which is true.
This is still poor wording. In general, there is no 6th bonus. The first set bonus is applied after 2 enhancements from the set are slotted in the same power. The final "5th" bonus is applied by slotting the 6th enhancement from the set. Is not generally what's referred to as the 'rule of 5.'

The sixth enhancement from a set is not necessarily ill advised. For many sets, the 5th bonus (achieved by slotting the 6th enhancement) is a highly sought after defense bonus (i.e Touch of Death, Mako's Bite, Red Fortune).


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