How Easy Is It To Softcap SR? This Easy!


 

Posted

I got 42.8% doing this.
If you add the second tier nerve alpha you get 46%

Edit: Forgot to add 3% IO. Was thinking no IO's instead of set bonuses.


 

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Originally Posted by ClassH View Post
I got 42.8% doing this.
Did you add the Steadfast Protection +3% Defense IO?


De minimis non curat Lex Luthor.

 

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Originally Posted by Daemodand View Post
5 level 50 Defense Common IOs in toggles + 2 in passives + 2 in Maneuvers + 2 in Weave + 1 in Combat Jumping + 3% IO in Tough = 45.8% Defense

We don't need no stinkin' set bonuses.

>_>
<_<
>_>
Why would you stick 5 common IOs in the toggles? Why not 3?

OTOH, you've always been able to reach softcap with SR when you count pools powers:

Level 1: Focused Fighting -- DefBuff(A), DefBuff(3), DefBuff(3)
Level 2: Focused Senses -- DefBuff(A), DefBuff(5), DefBuff(5)
Level 4: Agile -- DefBuff(A), DefBuff(7), DefBuff(7)
Level 6: Boxing -- Empty(A)
Level 8: Combat Jumping -- DefBuff(A), DefBuff(9), DefBuff(9)
Level 10: Maneuvers -- DefBuff(A), DefBuff(11), DefBuff(11)
Level 12: Hover -- DefBuff(A), DefBuff(13), DefBuff(13)
Level 14: Tough -- Empty(A)
Level 16: Dodge -- DefBuff(A), DefBuff(17), DefBuff(17)

Level 20: Weave -- DefBuff(A), DefBuff(21), DefBuff(21)

Level 28: Lucky -- DefBuff(A), DefBuff(29), DefBuff(29)

Level 35: Evasion -- DefBuff(A), DefBuff(36), DefBuff(36)

That's softcap to Melee/Ranged/AoE using +0 SOs at level 36 (when Evasion becomes available +slots), plus 15.2% to everything else. At level 21 (Weave +slots), you've still got softcap to Melee and Ranged.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

I remember doing something like this on an SR. Got soft capped on just SOs, pre inherent fitness.


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Isn't 60% the new 45% with some Praetorian mobs and tip DE?


 

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DE would require alot more than 60%; they can stack the Quartz aura, and if you're really unlucky you may get 3 of those per spawn (ouch!)


 

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Quote:
Originally Posted by Dechs Kaison View Post
Awesome.

Now can I make an SR/ tank?
The numbers for a Shield tank are virtually identical to an SR Scrapper and can be capped just as easily.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

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Quote:
Originally Posted by Silverado View Post
DE would require alot more than 60%; they can stack the Quartz aura, and if you're really unlucky you may get 3 of those per spawn (ouch!)
'It's been a while since I've played my SR, but from memory I don't remember the defense numbers flickering once DDR was capped - including standing on Quicksand and Earthquake.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

The easiest way for me is:

All toggles with 3 defense.
All passives with 3 defense.
Combat Jumping with 3 defense.
Weave with 3 defense.
Tough with the Steadfast +3% defense.
A full set of Gaussian's in Build Up, Tactics, or Focused Accuracy.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

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Quote:
Originally Posted by Ogi View Post
Isn't 60% the new 45% with some Praetorian mobs and tip DE?
59%. And relying on just defense against DE is always a bad idea, because a Quartz you don't notice/drop immediately will ruin your day.

And for the Apex/Tin Mage/Trials, I'd say it's probably not essential to softcap yourself against them unless you're planning a solo Apex. You can probably get some defense buffs, even if it's just Maneuvers from the Scrappers and VEATs. And if you're already at 45%, picking up 14% in team buffsis very, very possible.


 

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Originally Posted by Psiphon View Post
'It's been a while since I've played my SR, but from memory I don't remember the defense numbers flickering once DDR was capped - including standing on Quicksand and Earthquake.
Silverado was talking about the Quartz Emanator. It's +100% tohit to the enemies, not -def to you. Your DDR doesn't come into play.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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Quote:
Originally Posted by Fleeting Whisper View Post
Silverado was talking about the Quartz Emanator. It's +100% tohit to the enemies, not -def to you. Your DDR doesn't come into play.
Thanks for clarifying that.
Personally I don't find DE too much of an issue because the buffs can be destroyed relativily easily.
Nemesis with Vengeance on the other hand.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

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Quote:
Originally Posted by Psiphon View Post
The numbers for a Shield tank are virtually identical to an SR Scrapper and can be capped just as easily.
So? The sets don't play anything alike. I want to make a tank character with built in +recharge, that's very hard to hit, has scaling resists, and doesn't wave a shield around.

Is that wrong to want because "Shield numbers are virtually identical?"


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Daemodand View Post
5 level 50 Defense Common IOs in toggles + 2 in passives + 2 in Maneuvers + 2 in Weave + 1 in Combat Jumping + 3% IO in Tough = 45.8% Defense

We don't need no stinkin' set bonuses.

>_>
<_<
>_>
Thank you for bringing this up. So many people are IO set focused (myself included) it's a good reminder of what you can do with some common IOs.


 

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If you drop a Nerve in there it's even easier.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Quote:
Originally Posted by Dechs Kaison View Post
So? The sets don't play anything alike. I want to make a tank character with built in +recharge, that's very hard to hit, has scaling resists, and doesn't wave a shield around.

Is that wrong to want because "Shield numbers are virtually identical?"
Fair enough, just pointing out the facts.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
So? The sets don't play anything alike. I want to make a tank character with built in +recharge, that's very hard to hit, has scaling resists, and doesn't wave a shield around.

Is that wrong to want because "Shield numbers are virtually identical?"
Just an open comment/question:

Not that I'm against the idea of an SR Tanker, I'm not (I've got 3 SR scrappers), but...

What exactly would an SR Tanker bring to the table that an SR Scrapper can't?

Given Tanker numbers, an easier soft-cap, but it's not exactly hard to cap SR now.
More Hit Points, but does it really make much survivability difference after soft-cap?
More AoE capability, but that's the attack powers not the SR powers.
Less Damage, More End, No Crits; again attack set not SR set.

Actually, I guess the same question can be asked of Shield Tanks vs Shield Scrappers.


6000+ levels gained and 8 level 50's
Hello, my name is Soulwind and I have Alt-Itis.

 

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Quote:
Originally Posted by Soulwind View Post
Actually, I guess the same question can be asked of Shield Tanks vs Shield Scrappers.
Shield Tanks vs. Shield Scrappers:

90% resistance cap (you can hit it with one with the shield) vs. 75%

A tanker, without one with the shield active but with tough, will have
~45% smashing/lethal resist, ~23% Energy/Negative Energy/Fire/Cold/Toxic

A scrapper under similar conditions
~35% and ~17% respectively

The Tank will also have about 40% more hit points at base. A Shield Defense tank will have around 3000 hit points with accolades. A Shield defense Scrapper might have about 2000. So the tanker will have roughly 50% better regeneration and 50% more damage to take.


 

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Quote:
Originally Posted by Soulwind View Post
What exactly would an SR Tanker bring to the table that an SR Scrapper can't?
Well, given that Brute SR has a taunt aura, I suppose an SR Tanker would bring a Taunt aura. An SR Scrapper can't bring that.

And yes, having 40% more hit points makes a difference at soft cap.


 

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Quote:
Originally Posted by Soulwind View Post
Just an open comment/question:

Not that I'm against the idea of an SR Tanker, I'm not (I've got 3 SR scrappers), but...

What exactly would an SR Tanker bring to the table that an SR Scrapper can't?

Given Tanker numbers, an easier soft-cap, but it's not exactly hard to cap SR now.
More Hit Points, but does it really make much survivability difference after soft-cap?
More AoE capability, but that's the attack powers not the SR powers.
Less Damage, More End, No Crits; again attack set not SR set.

Actually, I guess the same question can be asked of Shield Tanks vs Shield Scrappers.
The hit points make a bigger difference than you would think. I used to wonder about that as well and pretty much never played tanks, only scrappers and brutes. Then I levelled up a fire/shield scrapper and shield/ss tank just so I could see if the tank was worth it. While my tank doesn't have quite the kill speed as my scrapper (although she dishes out impressive damage for a tank) the difference in survivability is amazing. I use my fire/sd scrapper for levelling alts in AE past the ugly levels (usually to 12) and run on +2/x4 rikti maps - normally I go along happily, taking little pings here and there but usually at least once on each mission the RNG decides to streak on me and before I know it I am in the red. That almost NEVER happens on my tank - and she tanks for full teams on TF's, including the ITF.

Now, it certainly helps that I picked up most/all of the +hp accolades, slotted up all the resistance powers on my tank and went with the cardiac radial alpha for extra resistance boost but the that mostly acts as to magnify the extra HP when damage does get through - even before I had those my tank was amazingly tough compared to my scrappers.

That said, I am not sure they can port SR over without either overpowering it, or raising a huge cry over how much they nerfed it. The problem is that just porting SR over with the scrapper numbers would probably result in a softcapped set with just the base powers, or nearly that, but reducing the values so they are closer to the tanker version of SD would result in a set that was no better than SD, defensively, and does not offer nearly as much extra effects. While I am sure there are folks who would be happy with even a reduced def SR for tanks I expect enough would be unhappy with it that the dev's are hesitant to port it.


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Originally Posted by EricHough View Post
That said, I am not sure they can port SR over without either overpowering it, or raising a huge cry over how much they nerfed it. The problem is that just porting SR over with the scrapper numbers would probably result in a softcapped set with just the base powers
Well:

Quote:
Originally Posted by Arcanaville View Post
If I was tasked with porting SR to Tankers, I would start with the Brute version, add +Health and toxic resists to Practiced Brawler, and increase the scaling resistances from their current 20% max per passive to the original 25% max per passive from CoV beta.

*However* I would also rebalance the SR defenses so that they did not just scale upward with archetype. Toggles would increase from 13.875% to 15%. Passives would increase to 7.5%. Fully slotted Tanker SR goes up from 30.42% (scrapper) to 35.1%.

SR for Tankers:

Defensive toggles: 15% to melee, ranged, AoE
Defensive passives: 7.5% to melee, ranged, AoE, plus scaling resists zero to 25% all but toxic and psi per passive
Practiced Brawler: Mez protection; +10% MaxHealth 120s dur, enhanceable; 15% resistance to toxic, enhanceable.

Something like that would be a good starting point, tweakable in beta testing. Not saying I would necessarily recommend this, just that this is what I would do if I was tasked with doing it.
With Practiced Brawler's +10% Max Health able to stack from the same caster. It would make it so Quick Reflexes contributed to Super Reflexes' ability to mitigate damage and give Super Reflexes a power worth 6 slotting.

But if it's a direct port, nothing changed but the percentage, then Tanker Super Reflexes would get 18.5% from each toggle, 7.5% from each passive, and hits 40.08% defense from just 54% enhancement in each defensive power in the set (excluding Elude). So it'd hit the soft cap with unslotted Weave.