A Waste of Shards?


Adeon Hawkwood

 

Posted

Howdy All, I've made all of the available incarnate abilities for Musculature, Cardiac, and Spirit
(I almost always run Radial Spirit) and was wondering do y'all think it'll be a waste to make the Nerve abilities? I currently have 88.88% To hit bonus and 1.77% accuracy bonus. This is in my main wich is DM/SD.


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Posted

I don't see much point in Nerve.


 

Posted

I would guess Nerve is good for some Controllers and MMs.


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Posted

wait, your a shield def scrapper and not sure about nerve boost?. The radial boost gives you a global def buff for your def based toon. I did this on a widow of mine and it gave me a total of 8% more def to my def based powers. I do not think that is a waste at all.


@The REAL Chop

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Posted

Nerve Radial Boost - For all powers: Increases Accuracy by 33% and Defense Buff effects by 20% One third of these bonuses ignore the effects of enhancement diminishing returns.


sounds like a good idea for a def based toon to me, more accuracy and more def is always nice.


@The REAL Chop

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Posted

Quote:
Originally Posted by xCHAOSx View Post
Nerve Radial Boost - For all powers: Increases Accuracy by 33% and Defense Buff effects by 20% One third of these bonuses ignore the effects of enhancement diminishing returns.


sounds like a good idea for a def based toon to me, more accuracy and more def is always nice.
If you are at the soft-cap, it doesn't do you any good.


I don't think you wasted shards. We still have plenty of time before I20 comes out, so we can farm enough shards to be ready for the next Incarnate slot.


 

Posted

Assuming Weave + Shield toggles + Combat Jumping, SD has 16.875% defense, base (discounting PF as it isn't affected by enhancements).

One third of 20% is ~6.67%.

16.875 * 0.0667 = 1.13%

If you're already ED capped on powers, the remaining ~13.33% affected by ED gives you a 2% enhancement to powers.

16.875 * 0.02 = 0.34%

I can find a better use for an alpha slot on DM/SD than an additional 1.5% defense and 33% accuracy, especially if I'm already softcapped along with a 95% tohit rate against +4s. It's really only useful if you're severely underslotted in defense powers somehow or build around the alpha by moving slots around, which I'm guessing the OP wouldn't want to do if he's already using three different alphas (not to mention you can probably do the same thing more efficiently with cardiac and/or spiritual).

As a side note, your widow must be seriously weird if you get 8% def from the alpha slot, seeing as, even in the "best" case scenario for your case (unslotted powers), the alpha would give a 20% boost, which means to get +8% def from it alone you'd have to have 40% base defense, with just the unslotted powers.

... Needless to say, you need to pick every widow defense power + CJ + Weave + Maneuvers + Hover to reach these values, and not slot any of these powers beyond their base slot to get such a boost from the uncommon alpha.


 

Posted

I'm saving my shards, I already crafted the boost I need so they'll go toward the rare and very rare boosts.


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Posted

Quote:
Originally Posted by Santorican View Post
I'm saving my shards, I already crafted the boost I need so they'll go toward the rare and very rare boosts.
Same. I'm expecting the very rare boosts to cost a ton of shards and components.


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Posted

Well at the current rate of doubling with each upgrade my guess is that rare will cost 16 and very rare will cost 32 shards.


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Posted

Quote:
Originally Posted by Santorican View Post
Well at the current rate of doubling with each upgrade my guess is that rare will cost 16 and very rare will cost 32 shards.
Yep, I did some guesstimations earlier and if the current pattern continues a very rare boost built from the ground up with shards might cost over 200 shards.


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Posted

Quote:
Originally Posted by Syntax42 View Post
If you are at the soft-cap, it doesn't do you any good.
This is a misapprehension of what the soft cap means. The soft cap is relative to level and rank: the 45% soft cap is relative to even-con minions. Higher conning enemies have an accuracy bonus (see the ParagonWiki article on attack mechanics), as do higher-ranking enemies like LTs and bosses.

This means that if you're fighting level 54 bosses and AVs -- which you find in the Tin Mage and Apex TFs -- you want to exceed the even-con minion soft cap.

Similarly, there are lots of defense debuffing attacks in the game -- many bullet and blade attacks reduce your defense for several seconds. That means when you do get hit it increases the likelihood of getting hit again, leading to the infamous defense cascade failure.

You can see this for yourself by looking at the combat history tab. My BS/SD scrapper is at the soft cap for AoE. When fighting a level 51 Freak Tank the tank's Grenade power has a 7.15% chance to hit. When fighting the same Freak at level 54 the chance to hit was 9.10% and 12.87% (he had hit me with one of his defense-debuffing attacks and debuffed my defense, increasing his hit chance).

A 2-8% increase in defense, though it may seem meager, will keep you at the soft cap when you're fighting higher-level enemies.

Finally, when the rarest boost is available 2/3 of your defense bonus will get through ED, which is nothing to sneeze at.

That said, I don't recommend everyone run out right now and try to get 60% defense. Partly this is because Apex and Tin Mage require 8 players, and that usually means having defenders, corruptors and controllers who will buff you and debuff the enemies. Those buffs and debuffs will be much greater than the defense you'll get from the alpha slot.

But if you're running a lot of high-end content solo, the soft cap is actually higher, and the same arguments that apply to hitting the even-con minion soft cap will apply to hitting the +4 minion soft cap.


 

Posted

Actually, no, being at the soft cap is fixed irrespective of foe rank and level until you are facing +5s or higher. The soft cap is the point at which their chance to hit you is reduced to one tenth the value it would have absent any defense or toHit debuffs. It cannot be lowered to less than that. Accuracy bonuses, such as those for rank and/or being over-level, are multipliers on that value, and scale with the mitigation of defense.

That is to say, if a foe has 1.5x the chance to hit you of an even-level minion, it will have that 1.5x the chance to hit you at 0% defense and at 45% defense, and having more defense won't affect that it is 1.5x as likely to hit you as an even-level minion.


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Posted

Quote:
Originally Posted by Nihilii View Post
Assuming Weave + Shield toggles + Combat Jumping, SD has 16.875% defense, base (discounting PF as it isn't affected by enhancements).

One third of 20% is ~6.67%.

16.875 * 0.0667 = 1.13%

If you're already ED capped on powers, the remaining ~13.33% affected by ED gives you a 2% enhancement to powers.

16.875 * 0.02 = 0.34%

I can find a better use for an alpha slot on DM/SD than an additional 1.5% defense and 33% accuracy, especially if I'm already softcapped along with a 95% tohit rate against +4s. It's really only useful if you're severely underslotted in defense powers somehow or build around the alpha by moving slots around, which I'm guessing the OP wouldn't want to do if he's already using three different alphas (not to mention you can probably do the same thing more efficiently with cardiac and/or spiritual).

As a side note, your widow must be seriously weird if you get 8% def from the alpha slot, seeing as, even in the "best" case scenario for your case (unslotted powers), the alpha would give a 20% boost, which means to get +8% def from it alone you'd have to have 40% base defense, with just the unslotted powers.

... Needless to say, you need to pick every widow defense power + CJ + Weave + Maneuvers + Hover to reach these values, and not slot any of these powers beyond their base slot to get such a boost from the uncommon alpha.
i was referring to base value (as in opening enh tab and hovering over the powers themselves), not the values you see ion CA. it was only a 3-4% diff according to CA, but the overall value in the manage tab was 8%. me personally id like to have all the def i could handle, considering there are a crap ton of critters that are -def..just my 0.02 tho.


@The REAL Chop

My teachers always told me to follow my dreams. To bad they are all Nightmares.

 

Posted

More defense will do nothing against the purple patch / higher rank mobs. They'll always have the same minimum chance to hit you.

You are correct in saying extra defense helps against defense debuffs and tohit buffs, though - albeit the former is often mitigated by Shield's DDR. The thing is, it's not free defense, and it's not a lot of defense we're talking about here. I'd never sacrifice the possibilities offered by Spiritual or Cardiac for a meager 1.5% defense, even if I wasn't using insps.


 

Posted

Quote:
Originally Posted by Rodion View Post
This is a misapprehension of what the soft cap means. The soft cap is relative to level and rank: the 45% soft cap is relative to even-con minions. Higher conning enemies have an accuracy bonus (see the ParagonWiki article on attack mechanics), as do higher-ranking enemies like LTs and bosses.

This means that if you're fighting level 54 bosses and AVs -- which you find in the Tin Mage and Apex TFs -- you want to exceed the even-con minion soft cap.
If others haven't convinced you already, read the article you linked to again. Then take a level 54 AV, and calculate what their chance to hit you at 45% defense is. Now calculate what their chance to hit you at 100% defense is.

45% is not not an even-con minion defense soft cap. It's an everything up to +5 AVs soft cap. Yes, a +5 AV will have a much higher chance to hit you than an even-con minion, but adding more defense will NOT help. Defense doesn't directly protect against accuracy bonuses, only against to hit. Only at +6 do all enemies start getting to hit bonuses, so that's where you need more than 45% defense. Most people, and anyone wondering about shards (since they're level 50), won't be fighting +6s.

Now, a few enemies DO have extra to hit, such as pets, and defense debuffs are relatively common. So more than 45% defense definitely does SOME good situationally. But it doesn't do nearly the good you seem to think it does.

Battle Maiden in whichever task force it is has 64% to hit, so you'd need 59% defense to floor her chance to hit you. So you're correct there about more defense being useful, but it isn't because she's a level 54 AV; it's because the devs made her extra nasty.


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"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

I think alot of people are missing the point of the alpha slot. Its not to make you that much stronger by building on your strengths directly but to do that indirectly. Instead of ED capping yourself stop short of 1 slot if you can on a few powers. Allow the alpha slot to make up the difference. For instance on a SR toon you can 2 slot the passives and go with a defense alpha slot to make up the difference, or if using resistance set like invulnerability you can 2 slot the passive resists there. In those cases those slots can be used on another power where you previously didnt have the slots for. The only thing right now I dont like about the alpha slot is that it doesnt help all ATs the same. Its for the most part worthless on masterminds. Maybe once we get to the very rares it might make a difference when more of the bonus bypasses ED.


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Posted

With rare exception, I haven't found it useful for slotting something I already wanted to slot heavily, because if I've slotted it heavily, I've invested in set bonuses as well. There are a few edge cases, but in most of my builds, trying to use the Alpha to save a slot would deprive me of bonuses I really want. Instead, I've gotten far more mileage out of using it to provide things I couldn't as heavily as I wanted across most of my powers. That's meant, primarily, recharge and end reduction. In fact, on a couple of characters now I've created both the Spiritual and Cardiac uncommons, and I switch between them based on what I'm about to undertake.

I have one character who needs neither more recharge nor better end management at level 50, and he could benefit marginally from Nerve, but I'm actually much more likely to go for the Rare Core Musculature, because he's a Scrapper, and +30% ED-bypassing +damage enhancement is just sweet.


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Posted

Quote:
Originally Posted by EvilRyu View Post
I think alot of people are missing the point of the alpha slot. Its not to make you that much stronger by building on your strengths directly but to do that indirectly. Instead of ED capping yourself stop short of 1 slot if you can on a few powers. Allow the alpha slot to make up the difference. For instance on a SR toon you can 2 slot the passives and go with a defense alpha slot to make up the difference, or if using resistance set like invulnerability you can 2 slot the passive resists there. In those cases those slots can be used on another power where you previously didnt have the slots for. The only thing right now I dont like about the alpha slot is that it doesnt help all ATs the same. Its for the most part worthless on masterminds. Maybe once we get to the very rares it might make a difference when more of the bonus bypasses ED.
I agree that people should keep this in mind. While you can just make a generalist build and use various alpha boosts to emphasize various aspects of the build, it may be more useful to build around a specific alpha boost. As you said, this lets you underslot powers. However, the enhancement in the power is often dictated by the set bonuses you're going for, so as always, getting the most out of something involves trade offs and a careful balancing act.

As you suggest, though, the higher we get in the tree, the less is affected by ED, so the less benefit you get out of shorting your enhancement values. So I wouldn't want to short things very much.

In my case, I planned my Katana/Dark around the cardiac boost, aiming for endurance sustainability once I get the very rare. That allows me to run 12 toggles. I also didn't have to worry much about endurance reduction in attacks, allowing me to slot Eradications (only 15% endurance reduction) in my AoEs for the set bonuses, for instance.


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"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

I use the alpha slot to shore up any weaknesses I might have or to totally top off something.
I really dont want to build anything around the Apha Slot because of I exemp down then I am hampersing myself.

In all honesty I have found that End Redux is the one that does more for my characters. Tanks and Brutes with toggles and attacks floating around 75-80% end redux ?????? You know how much that helps ???


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Posted

My DM/SR is going nerve for the bonus to acc and def. I have well over the softcap which helps considerably when fighting +4s, and the Accuracy is nice since I don't run Focused Acc. With Stamina, Numina, Miracle, and Perfected Self, end isn't necessary and the recharge isn't really needed since my st chain is gapless as is.


 

Posted

Quote:
Originally Posted by Auroxis View Post
Yep, I did some guesstimations earlier and if the current pattern continues a very rare boost built from the ground up with shards might cost over 200 shards.
I'm sitting on 195 Incarnate Shards and 33 Common Components right now, and I'm sure there are people out there that have a metric ton more than I do.

Yet some people seem to do a double take when I mention my total.


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Posted

To claim the Nerve Uncommon (Or Nerve in general) is worthless--or generally not worth the effort of obtaining--is opposing the entirely situational aspect of the Alpha Slot abilities. Each one is respective to a certain need, and some are interchangeable to a scenario based on those needs. The Alpha enhancements are also possible to build an entire toon around in order to better enhance other aspects of a character that you previously couldn't.

Taking this into consideration, I'll proffer up my own KM/SR as an example. Prior to the Alpha Slot, I was still working through a build I liked and shuffling around slots and powers in Mids, trying to come up with something I liked. His build, as a whole, was not complete in-game, so when I decided to drop into the Nerve Uncommon, a realization occurred to me. Nerve was globally boosting me another 3%. This may seem a bit marginal, but when 1.5% of that was ED complicated, and the other 1.5% came out of underslotted passives. Knowing I could collect an easy 3%, and boost the overall accuracy of the build, meant I could sacrifice Combat Jumping from my plans, overpass the softcap, and fill other gaps in my build as a result.

Nerve gave me the chance to grab Aid Self and Hasten together, where previously I was stuck shuffling between one or the other. I have a panic button in Aid Self, and because of the ability to strip an extra slot out of all the passive (running them all at base slot), I've gotten a tremendous turn around. Aid Self, 46/47/46 M/R/A, Perma Hasten, and enough end to run my overall attack chain indefinitely. A Kinetic user who is capable of shuffling Quick Strike succesively five times in a row to ramp 156% Damage into a 1,000+ point CS? Don't mind if I do.


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Originally Posted by Arcanaville
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Posted

Quote:
Originally Posted by Death_Adder View Post
I have well over the softcap which helps considerably when fighting +4s
No it doesn't. +4s get an accuracy modifier, not a to-hit boost. Very different thing, and it means that more defense isn't generally helping you.


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"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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