Global Damage Bonus
My opinion: don't bother. +Dam is ok, but you get a much better damage increase with +Recharge than you do with +Dam.
Assuming that you slot your attacks with damage enhancements then the actual benefit from +dam IO bonuses is very small simply because it's only enhancing half of your damage. Personally I slot my blaster for Recharge and Defense.
On the bright side, +damage bonuses have more punch when backed up with -resist debuffs. Sonic attacks have no shortage of this.
On the down side, most of the sets with +damage bonuses are not cheap recipes, which can make it an expensive build. If you're not familiar with the going rates for various recipes, I'd suggest searching prices in Wentworths first to see what you're in for.
I was wondering if there was a general sentiment regarding the desired minimum level of +Dam, sort of the way that +Def becomes really noticeable after you hit 25% or so. |
The Bacon Compels You.
My opinion: don't bother. +Dam is ok, but you get a much better damage increase with +Recharge than you do with +Dam.
Assuming that you slot your attacks with damage enhancements then the actual benefit from +dam IO bonuses is very small simply because it's only enhancing half of your damage. Personally I slot my blaster for Recharge and Defense. |
I use + damage bonuses only when my burst damage is too low. For instance:
If I use my Fire/Energy Blaster, unload all my AoEs, and I consistantly have minions with a sliver of health left I'll slot up a few global damage bonuses until the minions are gone in my opening salvo. If I'm having no sliver minion issues I slot for recharge instead.
-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
Hey folks. I'm bringing up a Sonic/Elec, and playing around in Mids, it seems like the build will be able to squeeze in some decent +Dam from IOs. I was wondering if there was a general sentiment regarding the desired minimum level of +Dam, sort of the way that +Def becomes really noticeable after you hit 25% or so.
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This helps me to overall really slot for other things, Rech/Def that people above mention because I'm spared a few extra slots, which REALLY help on a blaster.
Overall I feel that as long as you gather at least 20% damage its worth it.
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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Thanks folks, good food for thought. MutantX, that's pretty much where I was going. I'm usually able to build decent amounts of 1 or 2 other things aside from Defense, and on a Sonic/Elec it *seems* like Recharge isn't as important as most builds; Siren's lasts long enough to just focus on wrecking one mob at a time in complete safety. Yeah, kinda slow soloing, but I really, really dislike wearing a groove in the street from hospitals to mish doors.
For what it's worth, here's my two cents: I see damage as icing on the cake. +defense and +recharge are more important on my Blasters, but I like fitting in what +damage I can as well. It starts you off from a more powerful base to build Defiance off of, popping reds, etc. It shouldn't be sought out over certain other characteristics, but it is a worthwhile thing to add in.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Yeah, +Def and +Rech were my priorities, but during the course of playing around in Mids, I noticed that I had picked up some +Dam in there, too. I just wanted to get a feel for around about what bonus you really noticed the difference. 20% sounds about where my build is at now.
Thanks folks, good food for thought. MutantX, that's pretty much where I was going. I'm usually able to build decent amounts of 1 or 2 other things aside from Defense, and on a Sonic/Elec it *seems* like Recharge isn't as important as most builds; Siren's lasts long enough to just focus on wrecking one mob at a time in complete safety. Yeah, kinda slow soloing, but I really, really dislike wearing a groove in the street from hospitals to mish doors.
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It has capped S/L def, 65% global Rech, and 22% global dam, 45% global acc, +180 HP (HP is capped with Hoarfrost that is on a 1.5 min downtime (9 min base rech)), and an extra 66% regen, and Drain Psyche is on a 23 second cool down.
Not that a Sonic/Elec could really use all of these sets, but it'll help to show how different things can compliment each other in a build.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Zero Defex: Level 50 Mutation Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Cold Mastery
Hero Profile:
------------
Level 1: Pistols Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
Level 1: Subdual Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(19), Enf'dOp-Acc/Immob/Rchg(27), Enf'dOp-Acc/Immob(31)
Level 2: Dual Wield Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
Level 4: Empty Clips Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(36)
Level 6: Swap Ammo
Level 8: Bullet Rain Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(36)
Level 10: Psychic Scream Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(36)
Level 12: Suppressive Fire Para-Acc/Rchg(A)
Level 14: Swift Run-I(A)
Level 16: Health RgnTis-Regen+(A)
Level 18: Executioner's Shot Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(21), Dev'n-Dmg/Rchg(21), Dev'n-Acc/Dmg/EndRdx/Rchg(23)
Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(34), P'Shift-EndMod/Acc(46), P'Shift-End%(46)
Level 22: Concentration Rec'dRet-ToHit(A), Rec'dRet-Pcptn(23), AdjTgt-Rchg(37), AdjTgt-ToHit/Rchg(37)
Level 24: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 26: Tough S'fstPrt-ResDam/Def+(A)
Level 28: Weave LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(29), LkGmblr-Rchg+(31)
Level 30: Combat Jumping LkGmblr-Rchg+(A)
Level 32: Hail of Bullets Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Drain Psyche Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
Level 38: Psychic Shockwave Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Snow Storm CtlSpd-Acc/Slow(A), CtlSpd-Acc/EndRdx(43), CtlSpd-Rng/Slow(43), CtlSpd-EndRdx/Rchg/Slow(43)
Level 44: Frozen Armor LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Hoarfrost Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(50)
Level 49: Hibernate RechRdx-I(A)
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Level 1: Brawl KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50), KntkC'bat-Knock%(50)
Level 1: Sprint ULeap-Stlth(A)
Level 2: Rest Empty(A)
Level 1: Defiance
Level 2: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
------------
Set Bonus Totals:
22% DamageBuff(Smashing)
22% DamageBuff(Lethal)
22% DamageBuff(Fire)
22% DamageBuff(Cold)
22% DamageBuff(Energy)
22% DamageBuff(Negative)
22% DamageBuff(Toxic)
22% DamageBuff(Psionic)
21.4% Defense(Smashing)
21.4% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
3% Defense(Energy)
3% Defense(Negative)
3% Defense(Psionic)
20.2% Defense(Melee)
3% Defense(Ranged)
3% Defense(AoE)
2% Enhancement(RunSpeed)
2% Enhancement(JumpSpeed)
2% Enhancement(JumpHeight)
2% Enhancement(FlySpeed)
65% Enhancement(RechargeTime)
4% Enhancement(Heal)
45% Enhancement(Accuracy)
3% Enhancement(Immobilize)
5% FlySpeed
180.7 HP (15%) HitPoints
5% JumpHeight
5% JumpSpeed
MezResist(Immobilize) 6.6%
MezResist(Stun) 4.4%
MezResist(Terrorized) 2.2%
20% Perception
11.5% (0.19 End/sec) Recovery
66% (3.32 HP/sec) Regeneration
5.99% Resistance(Fire)
5.99% Resistance(Cold)
1.88% Resistance(Negative)
5% RunSpeed
------------
Set Bonuses:
Devastation
(Pistols)
12% (0.6 HP/sec) Regeneration
27.1 HP (2.25%) HitPoints
3% DamageBuff(All)
Enfeebled Operation
(Subdual)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.75% Enhancement(RechargeTime)
3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Devastation
(Dual Wield)
12% (0.6 HP/sec) Regeneration
27.1 HP (2.25%) HitPoints
3% DamageBuff(All)
Positron's Blast
(Empty Clips)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Positron's Blast
(Bullet Rain)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Positron's Blast
(Psychic Scream)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Devastation
(Executioner's Shot)
12% (0.6 HP/sec) Regeneration
27.1 HP (2.25%) HitPoints
3% DamageBuff(All)
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
22.6 HP (1.87%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
Rectified Reticle
(Concentration)
1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
20% Perception
Adjusted Targeting
(Concentration)
2% DamageBuff(All)
Kinetic Combat
(Boxing)
MezResist(Immobilize) 2.75%
18.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Steadfast Protection
(Tough)
3% Defense(All)
Luck of the Gambler
(Weave)
10% (0.5 HP/sec) Regeneration
13.6 HP (1.12%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
Obliteration
(Hail of Bullets)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Efficacy Adaptor
(Drain Psyche)
13.6 HP (1.12%) HitPoints
1.5% (0.03 End/sec) Recovery
10% (0.5 HP/sec) Regeneration
2.5% DamageBuff(All)
5% Enhancement(RechargeTime)
Obliteration
(Psychic Shockwave)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Curtail Speed
(Snow Storm)
MezResist(Immobilize) 1.1%
2% Enhancement(Slow)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler
(Frozen Armor)
10% (0.5 HP/sec) Regeneration
13.6 HP (1.12%) HitPoints
9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
7.5% Enhancement(RechargeTime)
Doctored Wounds
(Hoarfrost)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Kinetic Combat
(Brawl)
MezResist(Immobilize) 2.75%
18.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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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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Hey folks. I'm bringing up a Sonic/Elec, and playing around in Mids, it seems like the build will be able to squeeze in some decent +Dam from IOs. I was wondering if there was a general sentiment regarding the desired minimum level of +Dam, sort of the way that +Def becomes really noticeable after you hit 25% or so.