IO Purchasing Question
Just be aware that the LotG +7.5% also has a +Def component. If you slot lower level versions of this IO, the +Def bonus will be less. If you're trying to eek out every available +Def to hit the softcap, this may be an issue.
For other uniques like Numina +Recov/+Regen or Miracle +Recov, +Stelaths, etc., you are actually better off slotting those at the lowest IO level possible since you want it to be in effect if you exemplar down to a lower level.
We don' need no stinkin' signatures!
That was my question; is the tiny bit of difference between level 40 and level 50 enough to care about? I'm impatient, but not completely shortsighted... I hope! If it really will add up to something that matters, I can hold off on it.
The difference from lvl 40-50 is probably less than 1%. So it's up to you. Some folks plan builds down to the last .1% in mids.
What I do is keep a several low level LotG's +recharge IOs around to get the benefit on my rise to 50. Then at 50, I swap them out via respec for level 50 LotG IOs and pass the low level ones on to my next project.
With the A-merits, you can get a LotG +recharge every 4 days. So once you're 50, it really doesn't take too long to get more.
We don' need no stinkin' signatures!
The difference from a 25 LOTG Recharge to a 50 LOTG recharge is ~4%
LOTG @ 50: 15.94%
LOTG @ 25: 12%
Without ED whittling away the difference, for an SD Brute, having the 25 in deflection instead of 50 makes a difference of 0.4% defence. With ED's effect, the difference is pretty much negligable.
Definitely should be slotting 25's
Without ED whittling away the difference, for an SD Brute, having the 25 in deflection instead of 50 makes a difference of 0.4% defence. With ED's effect, the difference is pretty much negligable.
Definitely should be slotting 25's |
I believe lots of people slot 30s or 35s to allow for exemplaring without losing set bonuses. And I haven't checked prices for lower level stuff recently, but you can probably also save a fortune that way.
In most situations, the level (past 25 or 30) won't make much difference. And when exemplaring, that level 25 will be a lot better than that level 50. So it just depends on how you plan to play, what your budget is, and what your final numbers end up at.
"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
On the other hand, if that 0.4% defense is the difference between 44.6% defense and 45% defense, slotting the 25 makes you get hit almost 10% more often.
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Yeah, it's almost 10% higher hit rate on the percentage. But it's happening so infrequently that it doesn't really make a difference in practice. Ten percent of almost nothing is still almost nothing.
Where it makes a bigger difference is when you're fighting against higher-conning enemies, or when you've been debuffed. When your effective defense is significantly lower than the softcap minute amounts of defense definitely help.
So, yeah. You want to reach the softcap when possible. But it's not a magic bullet. There's always a bigger bad that will sneer at your soft-capped character, like DE with their quartzes, or Radiologists, or level 54 bosses.
The other consideration about what level to get your LotG: +recharge IO at is exemplaring. If you get all level 50s, you won't get that recharge bonus at level 44 and below. That means you won't have it when you run many of the TFs in the game, or when you run most Ouro content.
I'm not saying that the softcap is a bogus thing: I personally try to exceed the softcap. Because of ED, though, you can slot a level 25 LotG: +recharge with two other defense IOs and still get like 50% defense on all three positions on a shield tanker, for example, with the appropriate selections in other IO set bonuses.
If you exercise care in how you slot your lower level LotGs you should still be able to hit the softcap and keep your recharge at lower levels.
For instance on my SD scrapper, electing to take a 25 IO over a 50 IO drops my melee defence by 0.0%. Mid's only puts it to one decimal place so there would be some loss, somewhere.
To me losing 0.0% to gain better examplaring is a no brainer.
You are forgetting the mystical streak-breaking code. That is what makes the difference between 44.6% and 45% so profound.
You are forgetting the mystical streak-breaking code. That is what makes the difference between 44.6% and 45% so profound.
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and that it is generally considered good practice to build over the soft cap to account for defence debuffs.
Hmm. I am not that hardcore, really. Also I have no issue toting around 20 lucks to make sure I'm capped. Maybe someday if this char becomes my ultimate mix/max fantasy I might want those extra random decimals, but in that case it's not like I'll junk the IOs. I feel less guilty about wanting to start gearing up now.
Unless u are slotting Kinetic Combat or other lvl 35 sets wait till 50. Also any proc u want lowest possible so u always keep the bonus.
I'd slot them now. The difference in +Def is negligible, and you get the set bonuses as you level up.
Later on if you do hit 50 and feel the need to replace your LoTGs to close to the softcap, you can do a respec, pull them out, and give the lower level ones to an alt coming up through the ranks.
An IO'd 50 can whizz through the required 5 missions a day for the 4 days required to buy the replacement, or even buy them off the market with all the inf they earn (or a lucky purple drop).
ZaurenXT, you're just fine with the level 25s. Stick with those. It wasn't a mistake. None of the following is likely to apply to you. I just feel a need to respond to some things.
This statistic does not really represent reality... Yeah, it's almost 10% higher hit rate on the percentage. But it's happening so infrequently that it doesn't really make a difference in practice. Ten percent of almost nothing is still almost nothing.
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Where it makes a bigger difference is when you're fighting against higher-conning enemies...
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...or when you've been debuffed. When your effective defense is significantly lower than the softcap minute amounts of defense definitely help.
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So, yeah. You want to reach the softcap when possible. But it's not a magic bullet. There's always a bigger bad that will sneer at your soft-capped character, like DE with their quartzes, or Radiologists, or level 54 bosses.
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The other consideration about what level to get your LotG: +recharge IO at is exemplaring. If you get all level 50s, you won't get that recharge bonus at level 44 and below. That means you won't have it when you run many of the TFs in the game, or when you run most Ouro content.
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I'm not saying that the softcap is a bogus thing: I personally try to exceed the softcap. Because of ED, though, you can slot a level 25 LotG: +recharge with two other defense IOs and still get like 50% defense on all three positions on a shield tanker, for example, with the appropriate selections in other IO set bonuses.
If you exercise care in how you slot your lower level LotGs you should still be able to hit the softcap and keep your recharge at lower levels. |
Nor does it represent common sense either. It quite literally takes the most extreme example possibly and ignores that no-one would ever do this.
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But I didn't say EVERYONE played that way either. Most people don't. I was explaining why "some of us folks plan builds down to the last 0.1% in Mids'", which was brought up by Suspicious Package. I then went on to explain that "lots of people slot 30s or 35s to allow for exemplaring" and "In most situations, the level (past 25 or 30) won't make much difference."
It further ignores that I mentioned ED will drain away this difference. I don't believe there is any intellectual honesty given in this example of "up to 10% worse".
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And seriously, you're saying that I'm being intellectually DISHONEST? That I'm frickin' LYING? Did you notice ANY of the qualifications I put on what I said? Anything about how what I was saying only applied in certain situations, and didn't apply "in most situations"? Or is accusing someone of lying your default when you don't agree with what they say?
For instance on my SD scrapper, electing to take a 25 IO over a 50 IO drops my melee defence by 0.0%. Mid's only puts it to one decimal place so there would be some loss, somewhere.
To me losing 0.0% to gain better examplaring is a no brainer. |
35.66% L25 LotG 1 EnzymeNot an entirely realistic example, but perhaps somewhere in the ballpark of the numbers you would see following a L25 vs. L50 slotting strategy. Again, obviously go for the L25s if you plan to exemplar much. But if not, we're seeing a 0.91% spread for the fairly unrealistic one Hamio example, and a 0.27% spread for the more realistic two Hamio example. The 0.4% number (which came from YOUR example, so I was just repeating your number as a for instance, not making it up myself) is probably a bit high for the average completed build, but may be a realistic representation of the difference on some builds, particularly those trying to conserve slots on defensive powers.
36.57% L50 LotG 1 Enzyme
39.42% L25 LotG 2 Enzymes
39.69% L50 LotG 2 Enzymes
(Edit: For a real example, my Fire/Shield has 45.05% melee defense. If I use a level 25 Luck of the Gambler in Deflection, my melee defense drops to 44.74%, resulting in an average 5% increase in incoming melee damage in most situations from a single IO change. Tiny enhancement differences can and do have significant effects on real builds. Could I change things around to soft cap again? Of course. But every change is a compromise. Since I "never" exemplar, that level 50 Luck of the Gambler is one less compromise I have to make.)
You are forgetting the mystical streak-breaking code. That is what makes the difference between 44.6% and 45% so profound.
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No, I'm pretty sure the streakbreaker still isn't killing you. I'm not confident how it works, but let me take what seem to me to be the two most likely interpretations.
1) The count of misses is associated with you and each enemy. This almost seems to be what you're suggesting with the idea that suddenly the streak breaker will make a LOT of enemies hit you, all at once. If so, the streak breaker doesn't do ANYTHING in our example - soft capped +1x8 with bosses. A +1 boss has a 5% * 1.1 * 1.3 = 7.15% chance to hit. That is well below the 20% limit for allowing 100 misses in a row. If you can't put down the entire spawn in the time it takes a boss to attack and miss you 100 times in a row, you must be off making a sandwich or something. Also, the chance of that boss missing you 100 times in a row is only 0.06%. It's not happening. This isn't killing you.2) The count of misses is associated with you only. You fight your way through several spawns. Everything has less than a 20% chance to hit you. There's more than bosses involved, so the chance of something hitting you is a little lower than the 7.15% we computed earlier, making a streak of 100 more likely. But even if it were only minions, there's still only a 0.35% chance. So at worst, every few hours of solid farming, one enemy will hit you that otherwise wouldn't have. Most likely a minion. This isn't killing you. Or just compare this chance to the general chance of enemies hitting you. Heck, let's say that EVERY boss hit had this 0.35% chance added. You think that's going to make the difference?Now, I'm open to the idea that neither of these interpretations of the streak breaker are correct. But I'm hard-pressed to come up with an interpretation with any reasonable chance of killing you, ever. Possible? Yes. Has it happened ever in this history of all players playing CoH? Of course. Is it a reasonable thing to be concerned with? No. It's like saying you really need one more hit point to farm bosses, because the lack of that one hit point keeps killing you. Streak breaker isn't killing you. Randomness is killing you. Eventually, the bosses get lucky, and a bunch hit you in a row. It's the nature of random numbers. |
"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
(Edit: For a real example, my Fire/Shield has 45.05% melee defense. If I use a level 25 Luck of the Gambler in Deflection, my melee defense drops to 44.74%, resulting in an average 5% increase in incoming damage in most situations from a single IO change. Tiny enhancement differences can and do have significant effects on real builds. Could I change things around to soft cap again? Of course. But every change is a compromise. Since I "never" exemplar, that level 50 Luck of the Gambler is one less compromise I have to make.)
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I use level 25 LoTGs because I like to exemplar.
But I agree 100% with werner's earlier comment. If you're at 44.5% defenese... you're taking 10% more damage then at 45%... Is that 10% going to get you killed? well... considering that defense is generally all or nothing type of mitigation... yeah... you'll probably die about 10% more often.
The question is, do you care about that 10%?
Back to the OP... I use hero merits while leveling up and at level 50 for the same purpose. To buy miracle +recovery IOs or LoTG procs... Then I sell them and use the money to buy what I want. The only exception to this is that I use hero merits to pick up things that just aren't available to buy at the level I want them.... something like a stealth IO or a knockback protection IO.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
I figured I'd jump in here to fix the typo in the above, now bolded, before someone discounts his entire spot-on post for a typo. Also, Werner is, quite frankly, the last person I'd ever think of accusing of "intellectual insincerity".
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(Edit: In general, there is certainly a danger of me accidentally misleading people due to my rather singular focus on top end performance. For instance if someone asks about the comparative DPS between two sets, unless they specify otherwise, I'll be giving them the comparison between top end IO'd out level 50 characters dedicated to DPS. I think I often or usually put in appropriate disclaimers, but I may forget, or may think based on context that they can be omitted. So I might accidentally mislead someone if they instead were curious about DPS for the 1-25 level range, or about a level 50 on SOs, and simply didn't say this. Or if they're reading a thread about top end DPS, and think it applies to their level 30 AoE damage output since nobody explicitly says it doesn't.
But in my original post, I was responding to some specific points, and I feel that I included adequate disclaimers about when what I was saying did and didn't apply, and what made sense when "in most situations" what I was saying did NOT apply. So I didn't feel like my post would even accidentally mislead people (much less purposefully do so), as long as they read the whole thing and not just the first three sentences.)
"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
No, when your effective defense is significantly lower than the softcap, minute amounts of defense are minute. 44.6% vs. 45% defense means about 10% more incoming damage, while 0% vs. 0.4% defense means about 1% more incoming damage. That last little bit of defense is about 10x as effective as that first little bit.
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Let's see why. The problem has been shown before by Rodion but I will highlight it once more.
44.6% vs. 45% defense means about 10% more incoming damage |
while 0% vs. 0.4% defense means about 1% more incoming damage |
Oh, certainly. You by all means don't NEED to slot level 50 Luck of the Gamblers to hit the soft cap on a Shield Defense, or a Super Reflexes, or whatever. It just makes it slightly easier, and the saved effort can be spent elsewhere in the build for other things. If you exemplar, of course, you're best off keeping your set bonuses. But if you don't, the extra defense can make a difference. |
It is a dominant strategy to build to at least the ED cap, as it provides more returns/slot than any other way. If you want defence, build to the ED cap. Being under the cap is a dominated strategy because you will be expending more slots elsewhere to receive the defence you could have just by slotting it 'normally'.
Now to provide some examples. I'll use a Shield Defence scrapper here, with Deflection (their main melee defence toggle) the power of choice.
2 Enzymes + LOTG 50: 17.9%
2 Enzymes + LOTG 25: 17.9%
LOTG set (Def, Def/End, Def/Rech, Global/Def) 50: 17.8%
LOTG set (Def, Def/End, Def/Rech, Global/Def) 50: 17.7%
In the first example, there's no difference to 1 decimal place. On my /SD scrapper, that's the way I slot mine.
In the second example, there's a 0.1% difference. Now, we need to make some bold assumptions here before we explore what differences are even felt. The reason they are bold assumptions is that your own argument attempts to highlight the significance of the difference and then goes ahead by making no attempt to close this difference. To me, that's not a logical argument at all. If you were truly concerned about the impact, you would presumably make this up elsewhere - the difficulty of which is going to be highly build dependent and also will rely upon your own personal views of the trade off. Because we can't view each others personal wants from a build, let's pretend that it was impossibly to find another 0.1% in a build. What really happens?
Let's assume there's a continual stream of attacks that so happen to attack that particular defence you have sacrificed the 0.1% on. For sake of argument, it's 500 damage per second (DPS). Now we are looking at some serious damage if there's no mitigation at all in play. A squishy will die in very short order from this (250 DPS with no defence, so.. 4 seconds = 1000 damage, 8 seconds = likely death).
What happens if you can reduce this incoming damage to a 5% hit chance, versus the 5.1% hit chance?
At 45% defence, you are taking 25 DPS.
At 44.9% defence, you are taking 25.5 DPS.
Over the course of a full 10 minutes of attack, this sums to a paltry 300 damage. To put that another way, of the original 500 damage you would take, the difference is 0.5, so you mitigate a grand total of 0.1% with 0.1% more defence - as I have elaborated above.
This is where I believe the "10%" is not an intellectually honest answer. It does not display the reality (that it is significantly less than 0.4%, as I have written since the very beginning), nor does it reflect the real terms of difference. It is, to restate, also inconsistent throughout your argument when you say that 0.4% mitigates less than 0.4%.
No one? Have you SEEN the Scrapper forum? Even famous build masters like Shred Monkey have compromised slightly on the soft cap to achieve other goals. Putting those characters in nasty situations where being a little below the soft cap makes a meaningful difference seems almost the rule instead of the exception. A lot of us play that way. |
I'm not interested in you putting words into the mouth of others here. Perhaps they feel this way, perhaps they don't, but it really is irrelevant as it doesn't validate an argument. As a side tangent, this game is so spectacularly easy and so utterly skill deprived that it generally is just the (loudest/most prolific posters/most prone to present their achievements to others) that achieve such 'titles'. For all you know, you could be talking to anyone who has done exactly the same but hasn't felt the urge to tell the forums about it. Even if you were or are speaking to someone like that, it doesn't necessarily make them right!
But I didn't say EVERYONE played that way either. Most people don't. I was explaining why "some of us folks plan builds down to the last 0.1% in Mids'", which was brought up by Suspicious Package. I then went on to explain that "lots of people slot 30s or 35s to allow for exemplaring" and "In most situations, the level (past 25 or 30) won't make much difference." |
And seriously, you're saying that I'm being intellectually DISHONEST? That I'm frickin' LYING? Did you notice ANY of the qualifications I put on what I said? Anything about how what I was saying only applied in certain situations, and didn't apply "in most situations"? Or is accusing someone of lying your default when you don't agree with what they say? |
My only comment would be re: your 500 DPS example.
That's mighty low compared to the missions I run my SS/SR Brute through
lemme see ... +3/x8 Battle Maiden farm in AE, mob size averages 16, incoming attacks every 2-3 seconds, 3 bosses per spawn, avg damage from one of those <censored> axe hits has to be 1000+ (this is all off the top of my head, mind you), so I'm way, way above 500 DPS.
I dunno, man, your example is no doubt accurate, but I guess it depends on what type of missions you run. The 500 DPS incoming example appears to be highly misleading to me but probably would not appear to be so to the average player. (Although since I am an awful player, this breaks down quickly)
I'd call you intellectually dishonest, but I'm trying to stop being a dick, so I'll refrain.
My only comment would be re: your 500 DPS example.
That's mighty low compared to the missions I run my SS/SR Brute through lemme see ... +3/x8 Battle Maiden farm in AE, mob size averages 16, incoming attacks every 2-3 seconds, 3 bosses per spawn, avg damage from one of those <censored> axe hits has to be 1000+ (this is all off the top of my head, mind you), so I'm way, way above 500 DPS. I dunno, man, your example is no doubt accurate, but I guess it depends on what type of missions you run. The 500 DPS incoming example appears to be highly misleading to me but probably would not appear to be so to the average player. (Although since I am an awful player, this breaks down quickly) I'd call you intellectually dishonest, but I'm trying to stop being a dick, so I'll refrain. |
Regardless of numbers you use, it provides 0.1% mitigation. It was for illustrative purposes only, feel free to submit your own numbers and see that the difference in mitigated damage is not 10%. If you survived with ~0.1% of your life at the end ( so uh... for a 2000 hp brute, that's 2hp), then you can thank using the 50 IO. Otherwise, it didn't matter. Assuming the damage is distributed continually.
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Are comparing 44.6 to 45? Or are we comparing 44.9 to 45?
As I said, I'm not very bright, so clarification is important I guess
Your point re: 2,000 hp brute is well-taken btw
I must be bad at math, because I'm showing a much higher damage mitigated % than .1%, but I'm easily confused.
Are comparing 44.6 to 45? Or are we comparing 44.9 to 45? As I said, I'm not very bright, so clarification is important I guess |
Let's say there's a 1000 damage hit coming at you.
1000 * (50-defence score%)/100
Your expected damage with 44.9% vs 45% defence:
1000 * 0.05 = 50
1000 * 0.051 = 51
Your expected damage with 0% vs 0.1% defence:
1000 * 0.5 = 500
1000 * 0.501 = 501
As you can see, adding 0.1% defence to "near soft cap" and "to absolutely no defence" both provides the same amount of mitigation. In this example, it is a mere 1 point of damage. Now you can say that 51/50 is 2% more damage, and that 501/500 is 0.02%, and so it is more important for the first example... but... would you feel that this is misleading when they mitigate the same damage?
May I enquire what defence your /SR brute has? Is he/she over the 45% soft cap? Because if so, it's quite probable that in the absence of debuffs there is quite literally no difference to performance in mitigation between a 50 and a 25 LOTG Global/Def IO.
I actually run slightly below soft cap (44.8ish I think). I agree with you that in 99% of most situations the difference is probably going to be non-significant (particularly in a 2,000 HP with access to green inspirations world).
You're correct - you are seeing the same numeric (i.e., one hit point) benefit from a 0.1% increase regardless of where it occurs on the defense spectrum below the cap.
But I disagree with you regarding the intellectual honesty comment nevertheless. For toons that operate near the margin consistently (i.e., at 44.8% in very high damage world), the difference in total damage mitigated can be meaningful, and that I think you're avoiding that a bit. When I added a Taunt IO set that took my Brute from 44.2% to 44.8ish% Melee Def, I noticed the survivability impact (it sounds trivial, right? but it wasn't in practice).
But its not worth arguing about, to be honest, given that most toons aren't farming or solo-ing missions set to 8. but I like math, even though I'm bad at it.
This here is exactly what I was talking about intellectual honesty. What you have written may technically be true but it is expressed in such a way as to bamboozle anyone who doesn't have a respectable grasp of statistics and to me that is not honest at all.
... Compared versus actual received damage this is true. However, against incoming damage, it is false. 0.4% defence provides the same quantity of mitigation wherever and however it is applied. If you are going from 0% to 0.4%, it mitigates 0.4%. When from 44.6% to 45%, it mitigates 0.4%. If you were to undergo any sustained attack and calculated the mitigation provided, they are equal. Losing 0.4% defence means you are hit by an additional 1 in 250 attacks, whichever way you may choose to express it. |
I am very explicitly saying that you're looking at it wrong. I'm not tossing out weird numbers to try to mess with people with a poor grasp of mathematics. I am very explicitly saying that yes, the way you're reading what I'm saying IS what I'm saying. That is exactly what I am trying to say, and it is correct. Even if you don't believe it is correct, it is not intellectually dishonest for me to say it. I'm being as honest as I can be about the truth as I understand it.
Firstly, here, I'd like us to move away from 0.4%. I expressed in my first post that this is not a logical number but one arrived at only in the total absence of ED. It is the most extreme difference possible, but it is not a rational difference. Why?
It is a dominant strategy to build to at least the ED cap, as it provides more returns/slot than any other way. If you want defence, build to the ED cap. Being under the cap is a dominated strategy because you will be expending more slots elsewhere to receive the defence you could have just by slotting it 'normally'. |
Anyway, let's have a look at Enhancement Diversification for defense. You get full value to 40%. You get 90% of the value for the next 10%. You get 70% of the value for the next 10%. You get 15% of the value after that. So I'll agree that on a typical build, you'd want to go to the ED cap, by which you should mean the 60% mark or so, picking up 56% enhancement for your efforts. Anything above that is getting pretty wasteful. It might still be a good idea for some powers in some builds, but it wouldn't be the rule of thumb.
So your rule of thumb is to be AT 60%. Less, and you're not taking best advantage of the power. More, and most of the enhancement is wasted. If you're at 60%, that 4% difference in the luck of the gambler is a 4%*70% = 2.8% difference. Yes, it's hit by ED, but it's not removed by ED. That 0.4% difference becomes a 0.28% difference, and I believe you were talking about a single power, not all powers across the build.
In practice, some builds will be comfortably over the 60%, and will only be hit for 4%*15% = 0.6% difference, which will be fairly negligible, and seems to be what you're assuming. That could add up across an entire build sitting right at the soft cap, but it'll probably be rare. Some builds might have some powers low enough to get hit by 90% or 100% of the difference.
At 45% defence, you are taking 25 DPS.
At 44.9% defence, you are taking 25.5 DPS. Over the course of a full 10 minutes of attack, this sums to a paltry 300 damage. |
So at 45% defense, you are taking 25 DPS. At 44.6% defense, you are taking 27 DPS. Over 10 minutes of attacks, that's 1200 damage. Some of the fights that some of us care about last over 10 minutes. For some of those fights, that 1200 damage is the difference between success and failure.
This is where I believe the "10%" is not an intellectually honest answer. It does not display the reality (that it is significantly less than 0.4%, as I have written since the very beginning), nor does it reflect the real terms of difference. It is, to restate, also inconsistent throughout your argument when you say that 0.4% mitigates less than 0.4%.
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Disclaimer: This was hard to write without sounding rude, take my apoligies on it first up...
I'm not interested in you putting words into the mouth of others here. Perhaps they feel this way, perhaps they don't, but it really is irrelevant as it doesn't validate an argument. |
You: What you say makes no sense because no one would ever do this.
Me: Actually, some people do this.
You: Don't put words in other people's mouths. Also, that's irrelevant.
Me: ???
As a side tangent, this game is so spectacularly easy and so utterly skill deprived that it generally is just the (loudest/most prolific posters/most prone to present their achievements to others) that achieve such 'titles'. For all you know, you could be talking to anyone who has done exactly the same but hasn't felt the urge to tell the forums about it. Even if you were or are speaking to someone like that, it doesn't necessarily make them right!
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You wrote something that is to me highly misleading. You furthered that by writing something that is untrue, that 0.4% applied to 0% defence provides less mitigation than adding 0.4% to 44.6%. They in fact mitigate the same quantity of damage. A lot of your other argument appeals to this concept of 10% damage.
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(Edit: No, actually, I WILL make the stronger point that you're accusing me of having already made. I'll say that in practical situations, where the Scrapper is trying to get some sort of challenge rather than facerolling the keyboard through the mission, 0.4% extra defense DOES prevent more damage on the higher-defense Scrapper.
Your numbers start with both Scrappers facing the same enemies, the same attempted damage. That's not particularly realistic unless one Scrapper is woefully underchallenged or the other is killed in seconds. That's not how either will play in practice.
The Scrapper with 0% defense regenerating 25 hit points per second can only survive 50 DPS of attempted damage. Most of us would just say 25 hit points of damage that would hit a 0% defense 0% resistance Scrapper, but either convention works out the same. For a challenge, they'll be running missions at a setting that does about 50 hit points per second of attempted damage. Adding another 0.4% defense will prevent 0.4% of this damage, or 0.4% * 50 DPS = 0.2 DPS.
The Scrapper with 44.6% defense regenerating 25 hit points per second can survive 463 DPS of attempted damage. For a challenge, they'll be running at a setting that does about 463 DPS of attempted damage. Adding another 0.4% defense will prevent 0.4% of this damage, or 0.4% * 463 DPS = 1.852 DPS, or about 10x as much incoming damage.
Still overly simplistic, leaving out resistance, pretending that average damage regenerated is what you can survive and what you'll tune your missions to, but more representative of reality, I think, than both Scrappers facing exactly the same enemies with vastly different levels of mitigation.)
"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
I've just started gathering up my hero merits, and am wondering if I should really care about saving all of them for level 50. I already bought one of the Luck of the Gambler +7.5 recharges, and could likely get 3 or 4 before hitting 50. Obviously the sooner I have some global recharge the better, but will I regret spending some millions of inf on things for my Scrapper before 50? Or should I start trying to get them set bonuses now? They are just about to hit 39, for reference.