Super Reflexes and Lucky


BrandX

 

Posted

This is something of a surprising concern for me that I just became aware when my SR Stalker got high enough to start thinking about passives: Stalker Super Reflexes doesn't have Lucky. Does this mean my passive resistances are two thirds of what a SR Scrapper gets? Moreover, does that mean I'll be more vulnerable to AoEs? Isn't that kind of counter-productive to what Stalkers do, the AoE defence thing? I mean, even Hide has, like, a 40% AoE defence buff when hidden.

I'm hoping either Dodge or... What was the other passive called, the ranged one? I'm hoping either one will have double the scaling resistances, or otherwise both will have some more to make up. But this just seems... Odd. I know Stalkers give up protection for being Stalkers, but I always thought this would be in terms of overall numbers, rather than in terms of missing chunks.

I'm not preaching doom, mind you, it's just... Surprising.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I'm not preaching doom, mind you, it's just... Surprising.
Wait what doom? DOOM!?!?!?!

DOOM!!!!!!


 

Posted

you want to know why you dont need it?, because evasion covers what evasion/lucky does for scrappers/brutes. they had to get rid of something to bring hide in so what better way to do that then combine luckys defense with evasions and now you get it in one toggle.


 

Posted

Stalker Evasion actually gives more defense than scrapper Evasion and Lucky combined. I do believe you miss out on the scaling resistances.

I believe the only significant way "Stalkers give up protection for being Stalkers" is in their crummy HP totals. The stalker versions of /dark, /elec, and /regen actually offer more survivability than their scrapper/brute counterparts because they give up an offensive or utility power and get Hide in return. /SR, /energy, and /WP have more of a trade-off but in my humble opinion Hide and Placate make up for the scaling resistance loss.


 

Posted

Quote:
Originally Posted by Spruce View Post
Stalker Evasion actually gives more defense than scrapper Evasion and Lucky combined. I do believe you miss out on the scaling resistances.
Yeah, that's basically it in a nutshell. I don't lose out on AoE defence, but I lose out on scaling resistances. I guess it's something I'll have to live with. I never checked defensive numbers... Because I forgot, but it makes sense Evasion would include Lucky. I kept thinking Agile would include Lucky for some reason


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Yeah, that's basically it in a nutshell. I don't lose out on AoE defence, but I lose out on scaling resistances. I guess it's something I'll have to live with. I never checked defensive numbers... Because I forgot, but it makes sense Evasion would include Lucky. I kept thinking Agile would include Lucky for some reason
Most already consider the scaling resists to be a waste as it is

You're really not losing much


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Edited: I thought Stalker is missing out on some defense from Energy Cloak but Stalker's Energy Aura shields (like Kinetic) actually have higher base value at 16.5%, while Brute's is 12.8%. Interesting.


Mmmm, this could explain why many Brute players don't like Energy Aura because it starts out pretty weak and some don't even like to take Energy Cloak (thinking it's counter-productive). Well, I have an Energy Aura Brute and I just use Taunt to grab aggro. If your Brute doesn't take Energy Cloak, it's pretty gimpy.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by BrandX View Post
Most already consider the scaling resists to be a waste as it is
I am, actually. Defence-based sets, when given sufficient nerve, have the tendency to be able to survive at very low health values for surprisingly long times. As such, having high resistance values added to those low health values helps survivability a great deal. A defence-capped SR Scrapper, be that from Elude or Set Inventions, has a much higher survivability at low health levels than a comparable Scrapper without them.

And Stalkers lack a good third of the scaling resistances, as far as I can tell. This'll make riding the line harder and less pleasant.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Its for that very reason I will never make a SR stalker. Dont forget that without that one power you also miss out on valueable debuff resistance as well. Its just better to go ninjutsu you have the heal and be easier to soft cap cuz you dont need as many powers slotted.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by Spruce View Post
/regen actually offer more survivability than their scrapper/brute counterparts because they give up an offensive or utility power and get Hide in return.
No, regeneration doesn't, because of that hit point total problem. If Fast Healing provided 10 hit points per second to both stalkers and scrappers, then you could say that stalker regeneration had more survivability. However, Fast Healing heals a percentage of maximum health every second, so a character with 1600 hit points will see more benefit from it than a character with 1200 hit points. (If they both start at 1 hit point, they'll both see the bars hit full at the same time, but one will have regained more).


 

Posted

There's a good reason my Stalker takes Aid Self. Once I get 1-2 good hits and am about half health, I use it. I don't typically have too much problem with getting one shotted, but then again, the scaling defense does squat for you if that happens anyhow. Yeah it might take up 2 power slots to get it, but it's something that a defense oriented character needs anyhow imo. With fitness being inherit now, you got three slots open to choose powers.

Then again, this is coming from the person who went without an epic to get Aid Self on a Stalker who can solo +2/x8 quickly for a stalker (best speed/safety of my current characters) and may die only 2-3 times (if that) for an entire map of spawns. So yeah...


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec