Defense % & Kinetic Crash


Amir

 

Posted

Hello Everyone,

I'll cut right to the chase, I'm considering using Kinetic Crash in tremor for my SM/DA brute mainly for the run speed & KB protection. Does the KB of Kinetic Crash really increase a lot to the point where it will KB mobs my level and higher?

Also, I wanted to know if these were decent defense numbers for PvE on this Brute:

S/L: 22.9
Nrg/N.Nrg: 30.7
Psi: 16.7
Fire/Cold:14.8
Melee: 21.7
Ranged: 29.8
AoE: 14.8

Thanks for your feedback.


 

Posted

What brute is it. If it is a defense based set, you definitely want 45-50% defense to all. (sounds like possibly you are a stone/stone brute because you want run speed bonus) If you are a stone brute, you might want just a little more defense than that, looking at the fire/cold defense mainly.

Also, doesn't seem you understand how defense works entirely. You want Positional (Melee, Ranged, AoE) OR Typed (Smashing/Lethal , Fire/Cold, Energy/Negative, and maybe psi). Getting 45% of typed OR positional is what you want, don't try to get both.

As for the KB question, if you add 4 Kin crashes, Tremor will definitely start knocking back people, instead of down. (why do you want KB protection on a brute? Are you a DA or FA?) If you are a DA or FA, you want 12 points of KB prot. look at the Karma KB prot IO, Steadfast Protection KB IO and the Blessing of the Zephyr KB IO. Between those 3 sets, you should be able to put in 3 IOs.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

He said he was Stone/Dark right in the OP. Hence why he wants the KB protection.


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

Quote:
Originally Posted by _Pine_ View Post
As for the KB question, if you add 4 Kin crashes, Tremor will definitely start knocking back people, instead of down. (why do you want KB protection on a brute? Are you a DA or FA?) If you are a DA or FA, you want 12 points of KB prot. look at the Karma KB prot IO, Steadfast Protection KB IO and the Blessing of the Zephyr KB IO. Between those 3 sets, you should be able to put in 3 IOs.
Why 12 points? I've found 4 is enough in the day to day running of missions. Is there something unpleasant waiting for me at the higher levels (other than the masses of Psi attacks which my BS/Fire scrapper is already dreading).


 

Posted

@ Pine It's a SM/DA like I said, and its not that understand how the defense works although going in one direction would be ideal. I more so wanted to know if the numbers were decent as for normal PvE game play.

I do wonder whether type or positional defense is easier to get on a SM/DA. Anyone know?

@Carnifax_NA I think I'm going to go with 7-8 points of KB at least. I found that even with 4 I would get Knocked back a lil more than I cared too.


 

Posted

I looked over the post several times looking for what kind of brute it was @_@ not sure how I missed it.

12 points of KB because there are some mobs that like to do 8.5 mag KB, not a lot, but enough that its annoying. Most GM's foot stomp will knock you back if you only have mag 4 prot. Mary MacComber's hurricane will KB you on occasion, because it's got like a 20% chance for additional KB. Also Nemesis will KB you because his staff is somewhere in the vicinity of mag 9. That's why I always get mag 12.

Typed might be easier, more expensive, and less complete. Most positional bonuses are the 6th bonus, but cover everything, regardless of type.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Hmm true. And yeah, I'm going to Aim for type defense. I tried it both ways and it seems like I get more out of my slots in general when I do that. I tried for melee initially and it was ok, but all the Touch of Deaths I had to use I'm sure would be very expensive.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Why 12 points? I've found 4 is enough in the day to day running of missions. Is there something unpleasant waiting for me at the higher levels (other than the masses of Psi attacks which my BS/Fire scrapper is already dreading).
Take it from a guy with a high level dark armor tank, 12 points. 8 points is = 4 points most of the time. so, either stick with 4 points or invest in 12, but 8 is pretty much a waste.


 

Posted

I'll just add in that going for typed defense can be a lot easier when you're working from a base of pretty much nothing. Softcapped S/L defense is going to protect you from a lot more attacks than softcapped melee defense.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
Take it from a guy with a high level dark armor tank, 12 points. 8 points is = 4 points most of the time. so, either stick with 4 points or invest in 12, but 8 is pretty much a waste.
I dont understand how 8 pts = 4. Can you explain that? More points should be simply more pts right?


 

Posted

Quote:
Originally Posted by Zandock View Post
I'll just add in that going for typed defense can be a lot easier when you're working from a base of pretty much nothing. Softcapped S/L defense is going to protect you from a lot more attacks than softcapped melee defense.
How would softcapp'd S/L protect me more than softcapped melee? Wouldnt the melee cover more attacks and the majority of S/L damage in the game is melee. I was thinking of up'ing the Energies defense since Energy damage is DA's one hole besides toxic.


 

Posted

Quote:
Originally Posted by Amir View Post
I dont understand how 8 pts = 4. Can you explain that? More points should be simply more pts right?
Almost nothing does between mag 4 and mag 8 knockback. The vast majority of KB is under mag 4 and therefore one KB IO will handle it, and virtually everything that is over mag 4 is also over mag 8. Mag 12 will handle either everything or 99.999% of attacks (there may be one or two in the whole game that go over 12).

Another option is to take Acrobatics and only run it when you are fighting KB-heavy foes. With I19 giving us three more power picks thanks to inherent Fitness, if you go Combat Jumping / Super Jump you can grab Acro and drop an end reduction IO in it. That will give you mag 13 protection for things like GMs and Fake Nemeses. Three IOs will be easier on your blue bar, but I don't know how much you want to spend so Acrobatics is a cheap option. (You could also just slot Acrobatics fully for KB to increase it to Mag 12 on its own and skip the KB IOs if you want ultra cheap, but with SM/DA your blue bar will get angry at you for adding another full-time toggle. )

Quote:
How would softcapp'd S/L protect me more than softcapped melee? Wouldnt the melee cover more attacks and the majority of S/L damage in the game is melee. I was thinking of up'ing the Energies defense since Energy damage is DA's one hole besides toxic.
Most melee attacks have a S/L component, and a fair number of ranged ones do too. Focusing on Melee leaves you open to all ranged attacks, while focusing on S/L protects from a large majority of melee and a decent number of ranged attacks. In particular, many ranged attacks with defense debuffs are S/L based so it stops a few goons with guns from wiping out all that melee defense while their buddies punch you. In addition, a fair number of Energy attacks also have a S/L component (Rikti weapons, Energy Blast, Energy Melee, and Electric Melee for instance). Finally, S/L defense tends to be easier to get than Ranged defense for melee ATs since the best S/L set is a Melee set that only takes 4 slots. Fair warning: they cost a lot though.


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Posted

Thank everyone for their feedback. I think I'm going to stick with the 1 KB protection IO for 4 pts, do typed defense and just do it for S/L (majority of attacks) & Energies (later game dmg type) as much as I can get it up to. So that way I'll feel comfortable.


 

Posted

There's a super cheap base empowerment that grants 10 points of knockback protection. If you know you're going up against something with insane knockback you can plan ahead and hit your base.

Dominatrix has some insane knockback


 

Posted

One more quick question:

I was thinking of using two modes of play. The first, where I use dark embrace, murky, obsidian, tough, weave, and death shroud when I'm the main. The other using dark embrace, murky, obsidian, tough, weave, CoD and Cof when I'm not lead.

What do you think? And would CoF be better then OG? I just though I don't want the mobs wandering off. Build below:

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Posted

Quote:
Originally Posted by warden_de_dios View Post
There's a super cheap base empowerment that grants 10 points of knockback protection. If you know you're going up against something with insane knockback you can plan ahead and hit your base.

Dominatrix has some insane knockback
Totally forgot! Thanks!