soft-cap question
Cascading defense failure is a nun-issue for /SR because you have +YES resistance to defense debuffs. It's all the other, inferior, soft-capped toons that have to worry about it.
As for your actual question, yes. Enemies can have to-hit buffs and to-hit subtracts from defense in the final hit chance equation much like a defense debuff:
An even-con minion 10% tohit buff will hit a 50/50/50 character 10% of the time: (50% defense - (50% base+10%)x1.00Acc = 10%
It'll hit the 45/45/45 15% of the time.
However, the number of enemies with to-hit buffs you can significantly mitigate with extra defense isn't really big: DE quartz gives a whopping 100% tohit, and Nemesis Vengeance will rip through Soft-Cap+Elude if it stacks more than a couple of times. Malta Gunslingers and Rularuu eyeballs use extremely high accuracy, not tohit, and so extra defense doesn't help any... You get the idea.
Eyeballs actually have ludicrous to-hit. Maybe there's accuracy too, but they hit through defense.
Global = Hedgefund (or some derivation thereof)
Critters with higher than 50% to-hit are rare. Off the top of my head, I can think of a few: eyeballs, Battle Maiden, Devouring Earth with their crystal buff, and Nemesis when buffed with Vengeance. For all of those except Battle Maiden, the difference between 45% defense and 50% defense will be insignificant. When fighting her, your team will make up the difference through tanking or buffs.
Defense debuffs are not an issue for SR as stated previously. Most of them debuff 7.5% defense, but get reduced to 0.375% after DDR.
of course, now that we have the high level task forces, with lvl 54 foes, 50/50/50 becomes a lot more attractive.
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A level 54 AV has the same to hit as a level 50 minion. 45% defense will minimize their chance to hit you just like it minimizes the chance of a level 50 minion to hit you. Now, a level 54 Av WILL hit you a lot more than that level 50 minion, don't get me wrong. But adding more defense isn't going to help you at all, outside of specific enemies with to hit buffs higher than normal.
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Resistance is going to be a lot more attractive. Love your local sonic!
More importantly, the BEST approach is, was, and remains: Layer your mitigation!
1) Defense
2) Resist
3) Hit Points
4) Regeneration/Heals
5) Hard mitigation (holds, confuses, etc.)
6) Soft mitigation (immobs, knockdown, etc.)
7) Manuever (A moving mob never attacks.)
If you can stack up all seven of these, you're in a fine place indeed.
But adding more defense isn't going to help you at all, outside of specific enemies with to hit buffs higher than normal.
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I really don't know why this belief, that "higher level enemies make it useful to exceed the soft cap" has become so popular lately. The way it works was understood fairly soon after the change, and has been explained exhaustively. Even the term soft cap is a clue: "Wait a minute, there's that other word there, "soft." Why is that there? Maybe I'd better do some reading." But noooooo, everyone either just assumes higher level enemies will require more defense, or they parrot something they've heard.
For the record: it's NOT TRUE. What Werner said is true.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Critters with higher than 50% to-hit are rare. Off the top of my head, I can think of a few: eyeballs, Battle Maiden, Devouring Earth with their crystal buff, and Nemesis when buffed with Vengeance. For all of those except Battle Maiden, the difference between 45% defense and 50% defense will be insignificant.
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So for that reason we advise that you get allies or get tactical for the few specific situations that overwhelm the soft-cap.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
From a purely accuracy point of view, the nightmare scenario is a +4 AV Malta Gunslinger. Gunslinger attacks have 2.0 accuracy or +100% accuracy if you prefer. A +4 AV Gunslinger would have a net accuracy bonus in each attack of 4.2, and even at the defensive floor he'd still hit you a whopping 21% of the time, about one time in five. Defense can do no better against that dude.
On the subject of higher tohit: its uncommon, but not rare. Rularuu eyeballs, DE Quartz crystals, the DE in Tip missions, some other special Praetorians (including in Incarnate content) have higher tohit. Some LTs like the guards in Bank missions have tactics. Nemesis Vengeance as +tohit. Critters with fortitude also buff tohit (some vanguard do this, as well as some CoT scientists among others). On the red side some critters even have build up. Oh, and if you have build up or aim, your double in doppleganger missions probably has them also.
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On the subject of higher tohit: its uncommon, but not rare. Rularuu eyeballs, DE Quartz crystals, the DE in Tip missions, some other special Praetorians (including in Incarnate content) have higher tohit. Some LTs like the guards in Bank missions have tactics. Nemesis Vengeance as +tohit. Critters with fortitude also buff tohit (some vanguard do this, as well as some CoT scientists among others). On the red side some critters even have build up. Oh, and if you have build up or aim, your double in doppleganger missions probably has them also.
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"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
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. |
I've got a spines/SR with dual builds. One is a soft-cap build with numbers slightly over 45% on the 3 positions and the other a "Perma-Elude" build with 226.25% recharge (which includes perma-hasten but does not include my +33% spiritual incarnate, nor Geas of the Kind Ones). With Geas, Elude is only down for a for a few seconds after the crash finishes. Without it, its like 12-15 seconds or so after the end of the crash (I have yet to die due to a crash since respecing in i19).
From my perspective, the perma-elude build is drastically much more fun to play and is able to do things the soft-cap build cannot do, such as function as the primary tank for a TF (I have 2 taunts because they can get +15% recharge bonuses together). When not tanking, I have freedom to jump into as many mobs as I want spamming ripper and throw spines back and forth, with an occasional water spout (this is due to the extra +recharge I have which also drastically boosts my DPS, as I have build-up recharging much more often that my soft-cap build can do).
So what's the drawback? My build is incredibly expensive and elude crashes DO get annoying because I have to do quite a bit to protect myself (pop a blue & hibernate or Demonic Aura) and re-toggling 4 powers gets old. Also, every other toon you play after running a "perma-elude" build with insane +recharge just seems well...deflated.
I'm not hating on soft-cap builds--they're great. But if you have the money to spend and you can stomach having to retoggle every 3 minutes, a "perma-eluder" may be the way to go for some of you.
Just my two cents worth, math guys don't freak out.
Also, if anyone wants my builds, just PM me.
One way is to click on the name of the poster, there's a drop down menu with the option to send a PM.
One other place that's not mentioned where having 50/50/50 is better is the Statesman Task Force against Lord Recluse. Softcap against him is, IIRC 70-75% defense. However you either need purples or buffs from your teammates to GET that high a defense, and when all those are factored in the extra 5% over the normal softcap is liable to be useless.
I've got a spines/SR with dual builds. One is a soft-cap build with numbers slightly over 45% on the 3 positions and the other a "Perma-Elude" build with 226.25% recharge (which includes perma-hasten but does not include my +33% spiritual incarnate, nor Geas of the Kind Ones). With Geas, Elude is only down for a for a few seconds after the crash finishes. Without it, its like 12-15 seconds or so after the end of the crash (I have yet to die due to a crash since respecing in i19).
From my perspective, the perma-elude build is drastically much more fun to play and is able to do things the soft-cap build cannot do, such as function as the primary tank for a TF (I have 2 taunts because they can get +15% recharge bonuses together). When not tanking, I have freedom to jump into as many mobs as I want spamming ripper and throw spines back and forth, with an occasional water spout (this is due to the extra +recharge I have which also drastically boosts my DPS, as I have build-up recharging much more often that my soft-cap build can do). So what's the drawback? My build is incredibly expensive and elude crashes DO get annoying because I have to do quite a bit to protect myself (pop a blue & hibernate or Demonic Aura) and re-toggling 4 powers gets old. Also, every other toon you play after running a "perma-elude" build with insane +recharge just seems well...deflated. I'm not hating on soft-cap builds--they're great. But if you have the money to spend and you can stomach having to retoggle every 3 minutes, a "perma-eluder" may be the way to go for some of you. Just my two cents worth, math guys don't freak out. Also, if anyone wants my builds, just PM me. |
On a SR, I have to say I don't see the point of not getting the softcap, even if you build around Elude... It takes like 2-3 pool powers and a steadfast res/def.
The real question here is what about running Elude is more fun. Is it the significantly improved +recovery, or +jump and +run speed over your soft capped build, for instance, or even the "rush" of knowing in 3 minutes I'm facing that crash (and may or may not have cleaned up most of the spawn), as it isn't the defense ... that's the whole point of all that number crunching 'soft cap' posting above.
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If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I'm not entirely sure I follow your point, but the fun part is, by going for insane +recharge you drastically improve your damage. My attack chain fro the perma elude build is BU+throw spines+Ripper+water spout, repeat. I can run build up 10 every 20 seconds. When I run my defensive soft cap build, I can't generate that kind of damage, or even come close. Also, I can tank just about anything with my perma-eluder. I was the primary tank for my SG last week on a ITF and did better than most tanks I've done it with. My soft-cap build could not have done that without popping purples.
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The only reason my soft-capped SR doesn't tank ITFs is because she doesn't have taunt. There's nothing in the ITF that can penetrate her defenses except a bad-luck string of hits that Elude would do no better at deflecting.
My guess is that your "soft-capped" SR is *too* soft-capped: its dead-on 45% defense (you say "a little over 45%"). Mine sits at about 47% defense, which means I have a 2% cushion against defense debuffs. Which translates, after 95% DDR, to perfect protection against the first -40% defense debuff. If you are at exactly 45%, then even with 95% DDR some defense debuffs will leak through and elevate your tohit from the 5% floor (before accuracy) to something like 5.5% or even 6%. That's a whopping 20% increase in incoming damage and a significantly higher chance of having a string of hits take you out.
Some primaries can benefit a lot from ultrahigh recharge, but martial arts is not one of them so I went with a high survivability MA/SR build. It has about 47% defense to all positions, 14% defense to psionic, 19.9% resistance to smash/lethal before passive scaling resistances, 403% regeneration, 143.6% health, and aid self is recharging in about 7.1 seconds after cast and healing for 42.6% health (with Spiritual Core Paragon slotted).
My guess is that except for high tohit areas (which the ITF is not), selling out totally on recharge will radically outdamage my build, but it will come at the cost of being far less survivable. Every one of my SR builds prior to this one had Elude for those high tohit cases. This one doesn't, and to be honest what I've lost in those cases I think I've made up in being almost indestructible in most others.
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Ignoring defense debuffs, is there ever a situation where a scrapper with, say, 50/50/50 positional defenses will do better than a scrapper with 45/45/45 positional defenses?
The reason I say ignoring defense debuffs is that I'm aware of the possibility of cascading defense failure, but I've never experienced it on my /SR scrapper and it seems to be so rare as to not be a concern. My question is directed more to the situation of fighting higher level mobs and mobs with a to-hit bonus who have a greater than 1 in 20 chance to hit you -- and I'm wondering if positional defenses that exceed the soft-cap can reduce the chance that those mobs will hit you back down to 1 in 20.
I've read Arcanaville's excellent posts on defense and I think the answer is "yes" but I lack the math ability to work through her formulas and would really appreciate a bottom-line answer.