Optimal slotting for Divine Avalanche


BrokenPrey

 

Posted

I'm surprised there isn't already a thread on this.

I like my katana/wp and want the best for it. I refuse to believe that I figured it out already. Here's what I've got:

LotG DE, DR [giving 10% Regen]
Hay AD
Slug AD, DE, DR [giving 8% Regen, 1.25% EN Def, 0.63% Ranged]

All total [since they are level 36, 29, 33, 30, 30, and 29, respectively] we get:
Acc 44%
Dam 86%
Def 27%
End 43%
Rech 45%

I'd like the def up, but when I try, it all goes to crap as I have too may slots taken up with the non-accuracy def set.

Bonuses are of secondary concern, but I am getting 18% regen and some good EN def here. [Going for ENFC def and S/L res, if that helps.]

I cast this on the waters and hope the Divine Avalanche slotting gods hear me.


 

Posted

I slot it with 5 crushing Impacts, all but the Damage/recharge. and the Luck of the Gambler +7.5% recharge speed. It might not be better but that is how I slot it.

Numbers
Acc 68.9%
Dam 97.49%
Def 15.94%
End 68.9%
Recharge 42.4%

One thing for you is change the LotG Def/Rech to just Def. It will up it to 38% def.(at lvl 50) The rechage goes down, but that is not a big thing to me because it still rechage fast, 2.1 sec(at lvl 50).


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Three Cytoskeleton Exposures and three Nucleolus Exposures:
Acc: 94.9%
Dmg: 94.9%
End: 94.9%
Def: 56.0%

I can't think of any reasonable attack chain that requires recharge in Divine Avalanche but doesn't provide enough global recharge.


 

Posted

Quote:
Originally Posted by Katie V View Post
Three Cytoskeleton Exposures and three Nucleolus Exposures:
Acc: 94.9%
Dmg: 94.9%
End: 94.9%
Def: 56.0%

I can't think of any reasonable attack chain that requires recharge in Divine Avalanche but doesn't provide enough global recharge.
My favorite is similar, but I use Membranes in place of the Cyto's. I loose the endred and gain more recharge. That IS on a Broadsword Parry though; but I think Divine Avalanche is identical apart from the animation.


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

 

Posted

I think that depends on your secondary. For example, willpower:

Pounding Slugfest Dam/Rech, Dam/End, Acc/Dam
Hecatomb Dam/Rech
2 Lysosomes (Acc/Def)

You get 86ish acc, 93ish dmg, capped def, 55% rech and 22% endred. For a /wp it's great because you get global set bonuses from the PSs: 1.25% nrg/neg defense bonuses and 8% regen.


 

Posted

LotG: +Recharge
LotG: Defense
Kinetic Combat: Accuracy/Damage
Kinetic Combat: Damage/Endurance
Kinetic Combat: Damage/Recharge
Kinetic Combat: Damage/Endurance/Recharge

Accuracy: 22.94%
Damage: 85.45%
Defense: 41.29%
Endurance: 41.29%
Recharge: 41.29%
+7.5% global recharge
+10% regen
+1.5% HP
+3.75% S/L, 1.88% M defense

I have 63% global +accuracy in the build so the low acc is not a problem.


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Shunya~DB/Electric Scrapper capable of 262 DPS pre Incarnate
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Posted

Quote:
Originally Posted by BrokenPrey View Post
I slot it with 5 crushing Impacts, all but the Damage/recharge. and the Luck of the Gambler +7.5% recharge speed. It might not be better but that is how I slot it.

Numbers
Acc 68.9%
Dam 97.49%
Def 15.94%
End 68.9%
Recharge 42.4%
This is how I slot it as well. As far as I'm concerned, the only things that DA needs enhancement for are damage and endurance. Acc is pretty much impossible not to get and the global bonuses for it are a dime a dozen. It's a foregone conclusion that a decent IO build is going to have 95% chance to hit with attacks. Recharge isn't really needed because DA has a laughably low recharge time already. Defense isn't really needed because of how stupidly easy it is to stack DA. I only tangentially care about endurance slotting, but it's pretty secondary when you consider that DA has better end consumption than any of your other attacks by a fair margin. Damage is pretty much the only thing that matter because it helps mitigate the exchange of DPS for survivability that the power encompasses.

Because it's so easy to get the enhancement values you need with DA, my primary concern for DA is generally the set bonuses. 5 piece CI + LotG +rech gives you 12.5, 7% acc, and 1.12% hp, and, while it would be numerically better for the power individually, I wouldn't dream of putting 5 piece Hecatomb in there because it will do a lot more in GC.


 

Posted

Quote:
defense isn't really needed because of how stupidly easy it is to stack DA
I disagree personally. DA is a pretty big hit to DPS so the less you have to cast it, the better.

5%-10% extra defense is a substantial amount if you only single stack it. Also, if you have less than 15% global defense, you will still have to slot it to get soft cap with 2 stacks.


Proud member of the Twilight Avengers
Shunya~DB/Electric Scrapper capable of 262 DPS pre Incarnate
Mindtrix~Ill/Cold Controller soloed Lusca pre Incarnate
Psyanara~Night Widow/Fortunata 300+ DPS w/ Reactive

 

Posted

Quote:
Originally Posted by Shadowsylph View Post
I disagree personally. DA is a pretty big hit to DPS so the less you have to cast it, the better.

5%-10% extra defense is a substantial amount if you only single stack it. Also, if you have less than 15% global defense, you will still have to slot it to get soft cap with 2 stacks.
If we're talking IO builds, it's incredibly easy to build to 27.8% melee defense, especially if you're aiming for decent levels for the other defenses and recharge. Slotting DA for more than just a pittance of defense is pretty much unneeded.


 

Posted

I'll have to try the Crushing Impacts. I might hold off on the LotG +Rech until after I find out if I like the setup or not. Those things are not getting any cheaper.

I can't do the Hami as the toon is only a 42 at the moment. Besides, I feel I'm not reaching my potential if I don't slot for bonuses.

The main reason I wouldn't go with the KC is I'm not building for S/L def, but S/L resist. I'm a /wp after all. And that reminds me, with the CIs I'm losing 1.2 on my E/N def. I'm not sure this matters so much as I'm spamming DA as if it's a joke.

And that brings me to the DPS issue. I'm not a number cruncher, but DA sucks as a damage dealer. My "attack chain," if you can call it one, is Something/DA/Something/DA/Something quick/Something quick/DA/etc. Those somethings are Dragon and Dragonfly, unless I'm surrounded [often] and it turns into Lotus and Steel. I never use GC, but have it slotted for -def and acc, as a prybar to get into a hard to reach def.

Not sure how easy it would be to get the CI at 45, but sometimes it's shockingly easy to get stuff not at 50.

Thanks much guys.


 

Posted

I'm late to the party, but I've always liked the 5 Crushing Impacts, 1 Luck of the Gambler global approach. I just haven't used it.

Both my Katana scrappers have a full Mako's Bite set in Divine Avalanche. It's just what made sense for those specific builds.

In any case, it's not an attack that I'd be likely to frankenslot. You probably don't need recharge. You may not need defense. So you mostly just want good damage and decent accuracy and endurance reduction. You can get that from sets.


So far as I know:

Best DPS double Divine Avalanche chain: DA>GC>GD>GC>DA>GC>SD>GC
Best DPS single Divine Avalanche chain: DA>GC>SD>GC>GD>GC>SD>GC
Best DPS no Divine Avalanche chain: GD>GC>SD>GC

Be sure to put an Achilles' Heel in Gambler's Cut. More information on required recharge and comparative DPS in this thread.


"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:
And that brings me to the DPS issue. I'm not a number cruncher, but DA sucks as a damage dealer. My "attack chain," if you can call it one, is Something/DA/Something/DA/Something quick/Something quick/DA/etc. Those somethings are Dragon and Dragonfly, unless I'm surrounded [often] and it turns into Lotus and Steel. I never use GC, but have it slotted for -def and acc, as a prybar to get into a hard to reach def.
You should use GC. Your attack chain should be something like GD/DA/GC/SD/DA/GC. It doesn't take a lot of recharge to do and it has ok DPS.


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Werner: I can see doing a Mako in DA if you had /SR, which I see in your sig that you do.

Re: GC
I've always just dismissed GC as a tier 1 poop. I'll get it some good slots and play with it some.

Thanks guys.


 

Posted

Quote:
Originally Posted by Postagulous View Post
Re: GC
I've always just dismissed GC as a tier 1 poop. I'll get it some good slots and play with it some.
Remember, when you're comparing powers, tier isn't really important. Damage and animation time are substantially better determiners of effectiveness than tier. GC has an excellent DPA and works incredibly well with procs. It's for this same reason that Storm Kick is actually the best attack in MA.


 

Posted

Quote:
Originally Posted by Umbral View Post
Remember, when you're comparing powers, tier isn't really important. Damage and animation time are substantially better determiners of effectiveness than tier. GC has an excellent DPA and works incredibly well with procs. It's for this same reason that Storm Kick is actually the best attack in MA.
Well that's sorta unfair...most of everything in MA set is better than eagles claw. In my opinion anyways... <_<


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Posted

Quote:
Originally Posted by Horusaurus View Post
Well that's sorta unfair...most of everything in MA set is better than eagles claw. In my opinion anyways... <_<
Well, Thunder Kick is actually worse, and EC is pretty much equal to CAK (especially when you compare stun to slow/immob). The big thing that completely kills EC is that the animation is so long and doesn't have a decent DPA to justify it. Between a short attack and a long attack with an equal DPA, you almost always want to go with the short attack because it allows you to cycle faster and get more from procs, and EC just has this mediocre DPA that stops it from being useful.

Personally, I think the devs should just increase the dam/rech/end on MA to 14 or 15 seconds (160-170 dam before adding in the 15% crit chance, 13-14 endurance). The DPA wouldn't be high enough to oust Storm Kick's awesomeness (66-70 DPA v. 97.7), but at least there would be a better reason to take EC. Of course, even better would be to just speed up the animation by a half second or so along with a dam/rech/end change so that the DPA is actually competitive with its level 1 power (81-87).


 

Posted

Well, I'm finding it fairly easy to pick up CI in the 41-45 range. Not a plentiful supply, but dirt cheap. I'd expect more from a set with such good bonuses.

I'm putting it in both GC [with the Heel proc] and DA with a generi-def filling the sixth for now.

In performance, the CI is marginally better than my frankenslotting, but in bonuses it's miles ahead.

Thanks guys.


 

Posted

Quote:
Originally Posted by Postagulous View Post
Well, I'm finding it fairly easy to pick up CI in the 41-45 range. Not a plentiful supply, but dirt cheap. I'd expect more from a set with such good bonuses.
CI has fallen out of favor with a majority of IO builders for a 2 big reasons: 5% +rech set bonuses are friggin' easy to get and defense set bonuses are more necessary for more people's builds. The only places I use CI in builds I make nowadays are those powers that absolutely require a slot devoted to an out of set IO of some kind, which pretty much only means DA and GC because of the LotG +rech and AH proc, respectively. For a 5 piece set, CI is pretty good (without jumping into purple sets), but, most of the time, I'd rather have the 6 piece set bonuses for my attacks.


 

Posted

Quote:
Originally Posted by Werner View Post

So far as I know:

Best DPS double Divine Avalanche chain: DA>GC>GD>GC>DA>GC>SD>GC
Best DPS single Divine Avalanche chain: DA>GC>SD>GC>GD>GC>SD>GC
Best DPS no Divine Avalanche chain: GD>GC>SD>GC

Be sure to put an Achilles' Heel in Gambler's Cut. More information on required recharge and comparative DPS in this thread.
I'm working on a Kat/ele build and should only need one DA up at a time. I'm guessing the single application chain is better dps then the double?
So in that chain, when is it best to throw in BU? Right after DA and the first GC?
Wish there was a way to work in GD more often. Once you are repeating the chain, GD is only used every eighth attack.


 

Posted

Quote:
Originally Posted by DR_EVIL_NA View Post
I'm working on a Kat/ele build and should only need one DA up at a time. I'm guessing the single application chain is better dps then the double?
Yes. Each application of DA that you're adding to an attack chain is lowering the DPS because you're forcing yourself to use an attack with lower DPA than your other attacks to bolster your survivability. Optimally, you wouldn't want to use DA at all if you're aiming for as much damage as possible.

Quote:
So in that chain, when is it best to throw in BU? Right after DA and the first GC?
The attack string takes just about 10 seconds to go through a single cycle (because it's based around DA's duration, if you're curious), so it shouldn't really matter where you activate it. I'm not in the mood to do the math now, but if you're looking for the absolute best time to use it, it would be just before GD in place of a GC. Remember, Build Up has an activation time, so it's going to have to take the place of something within your attack string. If you're attempting to do as much damage as possible while inserting BU into your attack string and maintaining 1 stack of DA, your best bet is to nix a GC for it right before your strongest attack just in case the duration of BU is just long enough for a slight overlap to catch GD twice.


 

Posted

I assumed that was the reason for the longer chain, the duration of DA. I kinda like the idea of getting two GDs in during BU, which would be worth dropping one GC for every time. Too bad I've had no luck getting the recharge down to 20 sec. 25 or 26 is best so far.


 

Posted

Quote:
Originally Posted by Kioshi View Post
I think that depends on your secondary. For example, willpower:

Pounding Slugfest Dam/Rech, Dam/End, Acc/Dam
Hecatomb Dam/Rech
2 Lysosomes (Acc/Def)

You get 86ish acc, 93ish dmg, capped def, 55% rech and 22% endred. For a /wp it's great because you get global set bonuses from the PSs: 1.25% nrg/neg defense bonuses and 8% regen.
Why the Lysosomes? When I look at them in game it says they add to def debuff not defense I thought?


 

Posted

Quote:
Originally Posted by Storm_Furie View Post
Why the Lysosomes? When I look at them in game it says they add to def debuff not defense I thought?
It's a strange artifact of how the game sees certain power effects. Defense debuffs and defense buffs are considered to be the exact same effect except that one of them has a negative sign in front of it. Because of those, +def and -def are both enhanced by the exact same enhancement type. While it normally doesn't come into play because no powers in the game have -def while simultaneously having +def, it can come into play when you start slotting HOs because they can be put into any power wherein one of the enhancement values of the HO is effective. The defense debuff just kind of "bleeds through" to provide defense enhancement along with the acc.


 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
My favorite is similar, but I use Membranes in place of the Cyto's. I loose the endred and gain more recharge. That IS on a Broadsword Parry though; but I think Divine Avalanche is identical apart from the animation.
That's what I do with followup, too


 

Posted

Quote:
Originally Posted by Umbral View Post
It's a strange artifact of how the game sees certain power effects. Defense debuffs and defense buffs are considered to be the exact same effect except that one of them has a negative sign in front of it. Because of those, +def and -def are both enhanced by the exact same enhancement type. While it normally doesn't come into play because no powers in the game have -def while simultaneously having +def, it can come into play when you start slotting HOs because they can be put into any power wherein one of the enhancement values of the HO is effective. The defense debuff just kind of "bleeds through" to provide defense enhancement along with the acc.
Which is an "exploit" and castle says they "will" fix it. But they haven't yet, and it would require reworking how the math is done on enhancing. So really it would be easier for them to just change the description