Softcapping defense with /Invuln


deadboy_champion

 

Posted

I'm new to building characters. My highest-level character (a KM/Inv brute) just hit 40 and I'm trying to figure out how to slot her secondary.

So, with Invulnerability, most of your defense comes from Invincibility, which provides defense in direct proportion to the number of surrounding enemies (if I'm reading it right). So, when talking about softcapping defense (that means going 45%, right?) with this powerset, do we mean hitting the softcap when surrounded by 10+ enemies (which looks to be trivial), hitting the softcap against only a single target, or something in between?

It seems like it makes more sense to talk about the mob size at which defense hits the softcap.

Any advice on slotting Invulnerability?

P.S. I'd prefer verbal advice to posted builds, because I can't get Mids on my Mac.


 

Posted

Quote:
Originally Posted by Rayonn View Post
I'm new to building characters. My highest-level character (a KM/Inv brute) just hit 40 and I'm trying to figure out how to slot her secondary.

So, with Invulnerability, most of your defense comes from Invincibility, which provides defense in direct proportion to the number of surrounding enemies (if I'm reading it right). So, when talking about softcapping defense (that means going 45%, right?) with this powerset, do we mean hitting the softcap when surrounded by 10+ enemies (which looks to be trivial), hitting the softcap against only a single target, or something in between?

It seems like it makes more sense to talk about the mob size at which defense hits the softcap.

Any advice on slotting Invulnerability?

P.S. I'd prefer verbal advice to posted builds, because I can't get Mids on my Mac.
To me it means softcapping to S/L with one target in Invinciblity's range. Here is a sample build (at level 40) and since you're on a mac I used the long forum export which should be pretty straight foward. Let me warn you though Kinetic Combat sets can be expensive.


Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/

Level 40 Magic Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting

Villain Profile:
------------
Level 1: Body Blow
(A) Kinetic Combat - Accuracy/Damage: Level 35
(3) Kinetic Combat - Damage/Endurance: Level 35
(3) Kinetic Combat - Damage/Recharge: Level 35
(5) Kinetic Combat - Damage/Endurance/Recharge: Level 35


Level 1: Resist Physical Damage
(A) Steadfast Protection - Resistance/+Def 3%: Level 30
(40) Resist Damage IO: Level 40


Level 2: Smashing Blow
(A) Kinetic Combat - Accuracy/Damage: Level 35
(5) Kinetic Combat - Damage/Endurance: Level 35
(7) Kinetic Combat - Damage/Recharge: Level 35
(7) Kinetic Combat - Damage/Endurance/Recharge: Level 35


Level 4: Dull Pain
(A) Doctored Wounds - Heal/Endurance: Level 40
(19) Doctored Wounds - Endurance/Recharge: Level 40
(21) Doctored Wounds - Heal/Recharge: Level 40
(36) Doctored Wounds - Heal/Endurance/Recharge: Level 40
(37) Doctored Wounds - Recharge: Level 40


Level 6: Combat Jumping
(A) Kismet - Accuracy +6%: Level 30


Level 8: Temp Invulnerability
(A) Reactive Armor - Resistance/Endurance: Level 40
(9) Reactive Armor - Resistance: Level 40
(9) Reactive Armor - Resistance/Recharge: Level 40
(11) Reactive Armor - Resistance/Endurance/Recharge: Level 40


Level 10: Resist Elements
(A) Resist Damage IO: Level 40
(40) Resist Damage IO: Level 40


Level 12: Taunt
(A) Mocking Beratement - Taunt/Recharge/Range: Level 40
(13) Mocking Beratement - Accuracy/Recharge: Level 40
(13) Mocking Beratement - Taunt/Recharge: Level 40
(15) Mocking Beratement - Taunt/Range: Level 40


Level 14: Super Jump
(A) Empty


Level 16: Unyielding
(A) Reactive Armor - Resistance/Endurance: Level 40
(17) Reactive Armor - Resistance: Level 40
(17) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(19) Reactive Armor - Resistance/Recharge: Level 40


Level 18: Burst
(A) Eradication - Damage/Recharge: Level 30
(21) Eradication - Accuracy/Damage/Recharge: Level 30
(34) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
(34) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 30
(39) Scirocco's Dervish - Damage/Endurance: Level 40


Level 20: Resist Energies
(A) Resist Damage IO: Level 40
(40) Resist Damage IO: Level 40


Level 22: Boxing
(A) Kinetic Combat - Accuracy/Damage: Level 35
(23) Kinetic Combat - Damage/Endurance: Level 35
(23) Kinetic Combat - Damage/Recharge: Level 35
(25) Kinetic Combat - Damage/Endurance/Recharge: Level 35


Level 24: Tough
(A) Reactive Armor - Resistance/Endurance: Level 40
(25) Reactive Armor - Resistance: Level 40
(27) Reactive Armor - Resistance/Recharge: Level 40
(27) Reactive Armor - Resistance/Endurance/Recharge: Level 40


Level 26: Focused Burst
(A) Thunderstrike - Accuracy/Damage: Level 40
(37) Thunderstrike - Accuracy/Damage/Recharge: Level 40
(37) Thunderstrike - Accuracy/Damage/Endurance: Level 40
(39) Thunderstrike - Damage/Endurance/Recharge: Level 40


Level 28: Invincibility
(A) Defense Buff IO: Level 40
(29) Defense Buff IO: Level 40
(29) Defense Buff IO: Level 40
(31) Endurance Reduction IO: Level 40


Level 30: Weave
(A) Defense Buff IO: Level 40
(31) Defense Buff IO: Level 40
(31) Defense Buff IO: Level 40
(33) Endurance Reduction IO: Level 40


Level 32: Concentrated Strike
(A) Kinetic Combat - Accuracy/Damage: Level 35
(33) Kinetic Combat - Damage/Endurance: Level 35
(33) Kinetic Combat - Damage/Recharge: Level 35
(34) Kinetic Combat - Damage/Endurance/Recharge: Level 35


Level 35: Tough Hide
(A) Defense Buff IO: Level 40
(36) Defense Buff IO: Level 40
(36) Defense Buff IO: Level 40


Level 38: Power Siphon
(A) Recharge Reduction IO: Level 40
(39) Recharge Reduction IO: Level 40


Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl
(A) Empty


Level 1: Fury
Level 1: Sprint
(A) Empty


Level 2: Rest
(A) Empty


Level 4: Ninja Run
Level 2: Swift
(A) Empty


Level 2: Health
(A) Empty


Level 2: Hurdle
(A) Empty


Level 2: Stamina
(A) Empty
(11) Empty
(15) Empty


------------
Set Bonuses:
Kinetic Combat
(Body Blow)
MezResist(Immobilize) 2.75%
22.49 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)


Steadfast Protection
(Resist Physical Damage)
3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)


Kinetic Combat
(Smashing Blow)
MezResist(Immobilize) 2.75%
22.49 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)


Doctored Wounds
(Dull Pain)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)


Reactive Armor
(Temp Invulnerability)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)


Mocking Beratement
(Taunt)
1.8% Max End
MezResist(Held) 2.75%
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)


Reactive Armor
(Unyielding)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)


Eradication
(Burst)
1.8% Max End
3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)


Scirocco's Dervish
(Burst)
10% (0.626 HP/sec) Regeneration


Kinetic Combat
(Boxing)
MezResist(Immobilize) 2.75%
22.49 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)


Reactive Armor
(Tough)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)


Thunderstrike
(Focused Burst)
2% (0.033 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)


Kinetic Combat
(Concentrated Strike)
MezResist(Immobilize) 2.75%
22.49 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)






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@Deadboy

 

Posted

Here's one that makes a decent try at capping. It's capped S/L, almost 40% E/N and 43% F/C.

Warning: The build itself is STUPID expensive. But compare it to the one above. You'll see ways to economize between the build above and this one and still arrive at a supremely tough tank.

Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Body Blow

  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (3) Kinetic Combat - Damage/Endurance: Level 35
  • (3) Kinetic Combat - Damage/Recharge: Level 35
  • (5) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
Level 1: Resist Physical Damage
  • (A) Reactive Armor - Resistance: Level 40
  • (7) Reactive Armor - Resistance/Endurance: Level 40
  • (7) Reactive Armor - Resistance/Recharge: Level 40
  • (9) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (9) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 2: Smashing Blow
  • (A) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (11) Kinetic Combat - Accuracy/Damage: Level 35
  • (11) Kinetic Combat - Damage/Endurance: Level 35
  • (13) Kinetic Combat - Damage/Recharge: Level 35
  • (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
Level 4: Temp Invulnerability
  • (A) Reactive Armor - Resistance: Level 40
  • (15) Reactive Armor - Resistance/Endurance: Level 40
  • (15) Reactive Armor - Resistance/Recharge: Level 40
  • (17) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (17) Gladiator's Armor - TP Protection +3% Def (All): Level 50
Level 6: Power Siphon
  • (A) Recharge Reduction IO: Level 50
  • (19) Recharge Reduction IO: Level 50
  • (19) Recharge Reduction IO: Level 50
Level 8: Dull Pain
  • (A) Recharge Reduction IO: Level 50
  • (21) Recharge Reduction IO: Level 50
  • (21) Recharge Reduction IO: Level 50
Level 10: Repulsing Torrent
  • (A) Detonation - Accuracy/Damage: Level 50
  • (23) Detonation - Damage/Endurance: Level 50
  • (23) Detonation - Damage/Recharge: Level 50
  • (25) Detonation - Damage/Range: Level 50
  • (25) Detonation - Accuracy/Damage/Endurance: Level 50
Level 12: Taunt
  • (A) Mocking Beratement - Taunt: Level 50
  • (34) Mocking Beratement - Taunt/Recharge: Level 50
  • (34) Mocking Beratement - Taunt/Recharge/Range: Level 50
  • (36) Mocking Beratement - Accuracy/Recharge: Level 50
  • (37) Mocking Beratement - Taunt/Range: Level 50
  • (37) Mocking Beratement - Recharge: Level 50
Level 14: Boxing
  • (A) Empty
Level 16: Tough
  • (A) Reactive Armor - Resistance: Level 40
  • (27) Reactive Armor - Resistance/Endurance: Level 40
  • (27) Reactive Armor - Resistance/Recharge: Level 40
  • (40) Reactive Armor - Endurance/Recharge: Level 40
Level 18: Unyielding
  • (A) Aegis - Resistance: Level 50
  • (29) Aegis - Resistance/Endurance: Level 50
  • (29) Aegis - Resistance/Recharge: Level 50
Level 20: Weave
  • (A) HamiO:Enzyme Exposure
  • (31) HamiO:Enzyme Exposure
  • (50) HamiO:Enzyme Exposure
Level 22: Combat Jumping
  • (A) HamiO:Enzyme Exposure
  • (31) HamiO:Enzyme Exposure
Level 24: Burst
  • (A) Eradication - Damage: Level 30
  • (31) Eradication - Accuracy/Recharge: Level 30
  • (33) Eradication - Damage/Recharge: Level 30
  • (33) Eradication - Accuracy/Damage/Recharge: Level 30
  • (33) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
  • (34) Eradication - Chance for Energy Damage: Level 30
Level 26: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 28: Invincibility
  • (A) HamiO:Enzyme Exposure
  • (40) HamiO:Enzyme Exposure
  • (50) HamiO:Enzyme Exposure
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (37) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 32: Concentrated Strike
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (40) Kinetic Combat - Damage/Endurance: Level 35
  • (42) Kinetic Combat - Damage/Recharge: Level 35
  • (42) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
Level 35: Tough Hide
  • (A) Defense Buff IO: Level 50
  • (36) Defense Buff IO: Level 50
  • (36) Defense Buff IO: Level 50
Level 38: Resist Energies
  • (A) Aegis - Resistance: Level 50
  • (39) Aegis - Resistance/Endurance: Level 50
  • (39) Aegis - Resistance/Recharge: Level 50
Level 41: Superior Conditioning
  • (A) Performance Shifter - EndMod: Level 50
  • (48) Performance Shifter - Chance for +End: Level 50
Level 44: Laser Beam Eyes
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (45) Thunderstrike - Damage/Endurance: Level 50
  • (45) Thunderstrike - Damage/Recharge: Level 50
  • (45) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (46) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (46) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 47: Resist Elements
  • (A) Aegis - Resistance: Level 50
  • (48) Aegis - Resistance/Endurance: Level 50
  • (50) Aegis - Resistance/Recharge: Level 50
Level 49: Hover
  • (A) Defense Buff IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Fury
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (43) Miracle - +Recovery: Level 40
  • (46) Regenerative Tissue - +Regeneration: Level 30
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (43) Performance Shifter - EndMod: Level 50
  • (43) Performance Shifter - Chance for +End: Level 50
------------
Set Bonus Totals:
  • 23.5% Defense(Smashing)
  • 23.5% Defense(Lethal)
  • 21% Defense(Fire)
  • 21% Defense(Cold)
  • 17.25% Defense(Energy)
  • 17.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 14.75% Defense(Melee)
  • 14.44% Defense(Ranged)
  • 17.25% Defense(AoE)
  • 3.6% Max End
  • 7.5% Enhancement(RechargeTime)
  • 7% Enhancement(Accuracy)
  • 14% FlySpeed
  • 101.2 HP (6.751%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 11.55%
  • MezResist(Sleep) 1.65%
  • 2% (0.033 End/sec) Recovery
  • 1.875% Resistance(Energy)
  • 29% RunSpeed
  • 3% XPDebtProtection

------------
Set Bonuses:
Kinetic Combat
(Body Blow)
  • MezResist(Immobilize) 2.75%
  • 22.49 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Reactive Armor
(Resist Physical Damage)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Steadfast Protection
(Resist Physical Damage)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Kinetic Combat
(Smashing Blow)
  • MezResist(Immobilize) 2.75%
  • 22.49 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Gladiator's Armor
(Temp Invulnerability)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Detonation
(Repulsing Torrent)
  • MezResist(Sleep) 1.65%
  • 1.875% Resistance(Energy)
  • 1% XPDebtProtection
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Mocking Beratement
(Taunt)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
  • 7.5% Enhancement(RechargeTime)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Aegis
(Unyielding)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
Eradication
(Burst)
  • 1.8% Max End
  • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
  • 33.73 HP (2.25%) HitPoints
  • 2% XPDebtProtection
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
Blessing of the Zephyr
(Super Jump)
  • 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
Kinetic Combat
(Concentrated Strike)
  • MezResist(Immobilize) 2.75%
  • 22.49 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Aegis
(Resist Energies)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
Performance Shifter
(Superior Conditioning)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Thunderstrike
(Laser Beam Eyes)
  • 2% (0.033 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Aegis
(Resist Elements)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed




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Posted

Thanks for the answers.

How important is it to have all your defense softcapped in that situation? On the build that nearly softcaps everything (except psi and toxic), it looks like most (roughly 70%, though I didn't count) of the slotting was chosen to add defense, at the cost of suboptimal slotting for other stats.

Is it worth it? It seems to me (though I'm inexperienced) like it would be better to aim for F/C and E/N in the 30s, using the extra slots to add additional layers of protection (optimized DP, +regen, ability to kill things faster, possibly more resists although they seem to be overslotted* if anything).

*By overslotted, I mean 'having more IOs slotted than are optimal to enhance the power, but are necessary for a desired set bonus'.

To sum up my latest question, how necessary is softcapping to everything?


 

Posted

Quote:
Originally Posted by Rayonn View Post
How important is it to have all your defense softcapped in that situation?
S/l defense is the most important. Energy attacks are quite common as well. F/c attacks usually have a smashing or lethal component, so f/c defense is less important in my opinion.

Quote:
Originally Posted by Rayonn View Post
On the build that nearly softcaps everything (except psi and toxic), it looks like most (roughly 70%, though I didn't count) of the slotting was chosen to add defense, at the cost of suboptimal slotting for other stats. Is it worth it? It seems to me (though I'm inexperienced) like it would be better to aim for F/C and E/N in the 30s, using the extra slots to add additional layers of protection (optimized DP, +regen, ability to kill things faster, possibly more resists although they seem to be overslotted* if anything).
For Hyperstrike's build, I think it is reasonably slotted overall. The setup is quite typical for a build focuses on defense. The really expensive IO is the pvp +def IO. I think the issue is that the attack chain needs quick strike, and repulsing torrent can be dropped. I agree that the dull pain slotting is suboptimal. On the other hand, it's probably just a suggestion to give you an idea of the slotting.

I think just soft-capping s/l defense with 1 mob for invincibility is already quite a significant improvement. How further improvement should be done is mainly governed by personal preference.

Quote:
Originally Posted by Rayonn View Post
To sum up my latest question, how necessary is softcapping to everything?
Actually, it is pretty hard to softcap everything for a brute. It is better just to softcap s/l, and maybe e/ne defense if it is convenient. Then dedicate the rest of the IO bonuses for hit points and recharge, and damage proc if you want higher dps.


 

Posted

Quote:
Is it worth it? It seems to me (though I'm inexperienced) like it would be better to aim for F/C and E/N in the 30s, using the extra slots to add additional layers of protection (optimized DP, +regen, ability to kill things faster, possibly more resists although they seem to be overslotted* if anything).
From experience, I agree with your analysis, although I try to shoot for 33% def for F/C/E/N (softcap with one luck insp) if I can fit it in without sacrifices. I've tried lots of different slotting on my invuls, and softcapping all 6 positions just doesn't seem worth it to me considering the tradeoffs.

Even the S/L softcap I'm not too crazy about, things that really hurt have tohitbuffs, defense debuffs or higher base tohit anyway. That doesn't mean I don't like S/L *defense*, every % helps, but I don't see any magical thing about the softcap in actual gameplay when you consider the above and also add secondary mutation, inspirations, teammate buffs, and so on.


 

Posted

I've prepared a draft of a build (difficult to do in Excel).
This is mostly to decide which set bonuses and procs/uniques I want--I can choose which enhancements I want from each set as I go.
With the set bonuses I focused on regeneration and defense against S/L and E/NE.

I exemp a lot with this character when review AE arcs, so I'm planning to use relatively low-level enhancements to so that I don't lose too much.

Any feedback? If someone could look over this I'd really appreciate it.

Aemilia Lacera
Science Brute
Kinetic Melee/Invulnerability/Energy Mastery
Pools: Fighting, Speed


Kinetic Melee:
Quick Strike (6 slots): 3 Pulverising Fisticuffs + 3 Pounding Slugfest
Body Blow (4 slots): 4 Kinetic Combat
Smashing Blow (6 slots): 3 Pulverising Fisticuffs + 3 Pounding Slugfest
Power Siphon: (3 slots): 2 Rectified Reticle + 1 Recharge
Taunt (4 slots): 4 Perfect Zinger
Burst (6 slots): 2 Scirocco’s Dervish + 4 Eradication
Focused Burst (3 slots): 3 Devastation
Concentrated Strike (6 slots): 4 Kinetic Combat + 1 Recharge + 1 EndRedux

Invulnerability:
Resist Physical Damage (2 slots): Steadfast Protection (Resist/Defense global) + 1 Resist
Temporary Invulnerability (4 slots): 4 Reactive Armor
Dull Pain (6 slots): 2 Numina’s Convalescence + 3 Panacea (including unique proc) + 1 Recharge
Unyielding (4 slots): 4 Reactive Armor
Resist Energies (2 slots): 2 Resist
Resist Elements (2 slots): 2 Resist
Invincibility (6 slots): 3 Luck of the Gambler (including global) + 2 Shield Wall + Perfect Zinger (Damage proc)
Tough Hide (2 slots): 2 Luck of the Gambler (including global)
Unstoppable (4 slots): Either 3 Reactive Armor + 1 recharge or 4 Reactive Armor (not sure yet)

Energy Mastery:
Superior Conditioning (2 slots): 2 EndMod (or a set)
Physical Perfection (4 slots): 2 Numina’s Convalescence + 2 EndMod (or a set)

Fighting:
Boxing (1 slot): 1 Accuracy (don’t plan to use it)
Tough (3 slots): 3 Reactive Armor
Weave (3 slots): 3 Luck of the Gambler (including global)

Speed:
Hasten (2 slots): 2 Recharge
Superspeed (1 slot): 1 Run Speed

Fitness:
Swift (1 slot): 1 Run Speed
Hurdle (1 slot): 1 Jump
Health (5 slots): 2 Numina’s Convalescence (including unique) + 2 Miracle (including unique) + Regenerative Tissue Unique
Stamina (2 slots): 2 EndMod (or a set)