In your personal opinion...
You do realize the OP is about 'survivability' right? If you're putting WP and Invuln over Elec/Dark in survivability, I am guessing you need to start IO'ing your tanks.
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
And overall, your own Invuln build's survivability is comparable to your Electric's survivability, and while Electric has better long-term survivability and energy drain as a secondary damage mitigation effect, Invuln has better alpha strike resilience - something you yourself originally focused on with mitigation - and better defense debuff resistance to maintain those high defenses.
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That Electic build is, IMO, nearly unplayable.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
At a glance, my mental calculations suggest both Willpower builds are weaker than the posted Invuln and Electric builds, although that is against a single target. They both close that gap and enters the same territory the other two builds are in when RTTC is saturated, the latter especially. Invuln can't gain as much from scaling up invincibility, because that build is already soft capped to everything Invincibility would help with.
There's a chance of the second build exceeding Invuln's and Electric's performance under RTTC saturated levels, but I've now exceeded my calculation limits for a Friday night and will have to look at it more closely when I once again care more about Willpower survivability than I do about my blood alcohol level.
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I think it is important to note that the Electric build in this comparison does not have energy drain as mitigation, it lacks Power Sink. That is important also from on offensive standpoint, because that Electric build has bad endurance use while Energize is active, and absurdly unplayable end use for the brief Energize downtimes.
That Electic build is, IMO, nearly unplayable. |
Although I will say that I would never play the posted Electric build. In my opinion it sacrifices too much endurance management and offense. If I wanted Electric's resistances and was willing to spend a couple billion to soft cap myself, and I wanted my endurance to suck, I'd play Dark Armor.
I also would never play Electric without Power Sink, but it does still have some endurance drain as mitigation because it does have lightning field. Its not as good as having Power Sink *and* Lightning field, but it will act to reduce the endurance pool available to critters, which does have some mitigative effect. Probably not too dissimilar from the small mitigative effect of RTTC's debuff. Invuln lacks this type of extra foe debuff mitigation that sets like Dark, Electric, Willpower, and Ice have, which is why I mentioned it in passing.
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In the battle of Elec vs. Inv I would still take Inv. Inv's exotic resistances are lower, yes, but they're not weak. Middling really. Inv's higher S/L resistance is more significant given the amount of S/L damage in the game. And Inv has Debuff Defense Resistance making it much better when faced with debuffs.
I'm not saying Elec sucks, or doesn't have good points. It does. But Inv is comparable and, in a number of cases, superior in survivability. Elec meanwhile has case where it has superior survivability in addition to a damage aura.
Which is better depends, on the most part, your play style and preferences.
Using the builds as posted, plugging numbers into my survivability spreadsheet generates the following results (assuming I typed everything in correctly):
Code:
Sustainable Smash 5043.56 11260.89 (points/s) Lethal 5043.56 11260.89 Fire 559.80 1566.69 Cold 559.80 1566.69 Energy 8099.54 2221.42 Negative 1619.91 2221.42 Toxic 243.54 181.34 Psi 400.40 123.20 Nonpositional Psi 229.58 108.97 composite (66% s/l) 1246.66 1015.79 weighted average 3974.61 7878.36 Relative (Invuln = 1) 27.09 22.07 180 second surv Smash 5946.55 15036.49 Lethal 5946.55 15036.49 Fire 660.03 2091.98 Cold 660.03 2091.98 Energy 9549.67 2966.23 Negative 1909.93 2966.23 Toxic 287.15 242.14 Psi 472.09 164.51 Nonpositional Psi 270.69 145.50 composite (66% s/l) 1469.86 1356.37 weighted average 4686.22 10519.85 Relative (Invuln = 1) 18.20 16.80 60 second surv Smash 7752.54 22587.69 Lethal 7752.54 22587.69 Fire 860.48 3142.55 Cold 860.48 3142.55 Energy 12449.94 4455.84 Negative 2489.99 4455.84 Toxic 374.35 363.74 Psi 615.46 247.12 Nonpositional Psi 352.89 218.57 composite (66% s/l) 1916.27 2037.53 weighted average 6109.44 15802.83 Relative (Invuln = 1) 12.76 13.57 30 Smash 10461.52 33914.48 Lethal 10461.52 33914.48 Fire 1161.16 4718.41 Cold 1161.16 4718.41 Energy 16800.34 6690.26 Negative 3360.07 6690.26 Toxic 505.16 546.14 Psi 830.53 371.04 Nonpositional Psi 476.21 328.18 composite (66% s/l) 2585.87 3059.27 weighted average 8244.27 23727.30 Relative (Invuln = 1) 10.17 12.03 Continuous: Relative (Invuln = 1) 27.09 22.07 180 seconds: Relative (Invuln = 1) 18.20 16.80 60 seconds: Relative (Invuln = 1) 12.76 13.57 30 seconds: Relative (Invuln = 1) 10.17 12.03 What this says is that Electric, with a fast recharging Energize, can sustain a higher level of damage than Invuln can: about 23% more. However, on time scales somewhere around 120 seconds or lower, Invuln can sustain higher levels of burst damage on average: 18% more in 30 second bursts. Its hard to call a winner here, because it depends on what you're most concerned about: sustainable tanking, or alpha strike bursts. With its massively higher health and almost impenetrable smash/lethal performance, Invuln tends to win on burst. With higher healing and regen, Electric will generally win in the long run on long term performance. Its clear, though, going back to your original assessment: Invuln is a lot better than I think you were originally giving it credit for. Its the only one you suggested had to give up a lot in the build to soft cap, when its much easier to do so for Invuln than say Dark or Electric, but I don't think you own posted Invuln build gives up a lot for soft-capping, and it can be done even easier than that (your Invuln build even has more recharge than your Electric build - I'd say its Electric that is compromising more to get softcapped defenses, and doesn't even get there with Fire/Cold). And overall, your own Invuln build's survivability is comparable to your Electric's survivability, and while Electric has better long-term survivability and energy drain as a secondary damage mitigation effect, Invuln has better alpha strike resilience - something you yourself originally focused on with mitigation - and better defense debuff resistance to maintain those high defenses. I'd say when it comes to the absolute best Invuln builds verses the absolute best Electric builds possible (which I'm not conceding either of these are), Invuln and Electric are probably comparable. Everywhere else my guess is that Invuln holds on to that strength better than Electric does. Invuln can keep defenses higher longer, and has invincibility for situations with more than one target to further buttress defense, and the better DDR. And as you take resources away, my guess is that Invuln reconfigures to cheaper but still relatively strong builds more gracefully than Electric. I think an absolute statement about which one is stronger would be difficult to prove. |
Thank you for running the numbers!
So my original post did get invuln wrong, I was under the mistaken impression that it was really hard to soft-cap, especially after I started playing with the build more (reading the data on this thread).
I would still put elec higher in survivability, based on your numbers; but of course, it is a far less versatile tank than invuln.
The only TF I have seen a tank really have issues with burst damage when really well built, has been the STF - in which case, I've seen elec always do much better because of it's high /elec resistance. Almost every other TF, most well built tanks do about the same (again, with the exception of stone, which does considerably better).
What are your thoughts on dark? Considering dark regeneration, I would suppose it would rate higher than everything else on the table? High resistance, easier to soft-cap (not as much as invuln or WP, but more than ice/fire) and a crazy heal power.
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Can I just ask, not being rude, but, without all the fancy numbers and acronyms... if one of you, my learned colleagues, could explain for me in, complete and utter buffoon terms (thats me), what this softcap and hardcap is you speak about?
Can I just ask, not being rude, but, without all the fancy numbers and acronyms... if one of you, my learned colleagues, could explain for me in, complete and utter buffoon terms (thats me), what this softcap and hardcap is you speak about?
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The hard cap most often refers to resistance, but every quantity in the game has a hard cap. Tanker resistance cannot go above 90%; the game will not allow it. Defense, hit points, regen, run/jump/fly speed... all of these values have a hard cap.
TL;DR Soft means you can go above, just no reason to. Hard means no matter what, you cannot go above.
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Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
I don't have the time to calculate it right now, but I'm pretty sure my Electric/Dark build is tougher than an Invuln when I have a small defense inspiration active.
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The only TF I have seen a tank really have issues with burst damage when really well built, has been the STF - in which case, I've seen elec always do much better because of it's high /elec resistance. Almost every other TF, most well built tanks do about the same (again, with the exception of stone, which does considerably better).
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Actually, a lot of Incarnate content may see ELM shining more and more. Well, until they start throwing in more Hydra.
An Offensive Guide to Ice Melee
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Not to keep picking, but where do you get the impression that Dark is closer to the soft cap than Ice? I'm not an Ice expert, but sn't Ice relatively easy to soft-cap?
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Ice has its own weaknesses, notably no native resistance to S/L/E/NE, but difficulty/expense of soft-capping it is definitely *not* one of them.
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Out of curiosity, how's your tank do against Incarnate content? If not in beta, then say the clocks in Tin Mage, or if you tackle all 4 AVs at once at the end (Neuron, Bobcat, 2 Warwalkers)? My softcapped Fire tank gets chewed up pretty badly esp at that last fight (and yeah, I finally "get" to use my T9), but my Stony snoozes through like always.
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btw, my Fire tank does not have near the investment that Severe's tank has, but is at least as tough as a fully SO'd Inv tank, probably more. No purple sets at all, but decent high end IO sets.
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As someone with a 10+ Billion Elec Tanker biuld, I'll throw my numbers out here.
Res:
S/L 88.65%
En 90% (128% something)
Neg 57%
Fire 68%
Cold 68%
Psi 71%
Toxic 3% (bleh)
* Had capped S/L res but I swapped out a power for one I liked the function on. Could very easyly swap back to the other power and cap S/L at no impact to the biuld.
Def:
S/L 45.56%
M 38%
En/Neg 24.58%
R 22.58%
F/C 19.58%
AoE 19.58%
Psi 19.58%
* Little foggy on the melee final number *
As to whos the better tanker... Inv vs Elec. First of all, Elec doesn't compete with Inv until its packing some Influence investment. A 50 Inv vs 50 Elec with SOs, Inv wins hands down for raw tanking due to the Def. Elec becomes a beast once you soft cap the S/L Def. If your Looking for Top of the Line Tanker and not willing to put the cash into the biuld, you might as well play Inv. (*Style and Theme sidelined... Play what ever you want for fun/theme). Inv. will preform overall at higher levels then Elec will until you hit a certain level of IOing.
From personal experiences in game.... I am going to have to say Elec wins out vs Inv. This is in general content vs basicly anything you throw at them. Inv will beat out Elec on certain types of encounters. Just like Elec will beat out Inv on others (LGTF Elec feels like Granite without the limitations).
Over all my vote... Elec
They both tank differently, and thats important to keep in mind when compareing them.
So its not a difinitive answer in the slightest.
A final note on tanking... I think its VERY important to remember that Mobs engageing a High end Elec tanker will not have End for very long. This is pretty huge when it comes to tanking. When enemies end up standing around due to no end, and taking basic brawl style swings at the tanker what you can "tank" sky rockets.
This is something Inv Cannot replicate no matter how much you spend on the biuld, and its a big factor in tanking capacity vs groups. Not to mentioned drained enemies poss much less threat to the rest of the team.
Granted.. Sapping is of limited us vs AVs and Monsters without help.
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Main: Praetor Imperium Elec/SS/Mu
Really? Show me an invuln build that is soft-capped and doesn't lose out on damage and recharge.
By soft-cap, I mean soft-cap to all except Psi, not just s/l. |
Softcapped SLENFC with one enemy in range.
No attack has less than 93% damage improvement.
And you have 97% recharge.
Recovery is 3.5x resting endurance consumption.
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Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- GA-3defTpProc:50(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(48)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), Mako-Acc/Dmg/EndRdx/Rchg:50(11)
Level 2: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam:40(5), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 4: Haymaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(13), Mako-Dmg/Rchg:50(13), Mako-Acc/EndRdx/Rchg:50(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15), Mako-Dam%:50(50)
Level 6: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 8: Unyielding -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(19), Aegis-ResDam/Rchg:50(19)
Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(21), Zinger-Taunt/Rchg/Rng:50(21), Zinger-Acc/Rchg:50(23), Zinger-Taunt/Rng:50(23), Zinger-Dam%:50(25)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(25), Aegis-ResDam/Rchg:50(27)
Level 16: Combat Jumping -- HO:Enzym(A), HO:Enzym(27)
Level 18: Invincibility -- HO:Enzym(A), HO:Enzym(29), LkGmblr-Rchg+:50(29)
Level 20: Knockout Blow -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(31), Mako-Dmg/Rchg:50(31), Mako-Acc/EndRdx/Rchg:50(31), Mako-Acc/Dmg/EndRdx/Rchg:50(33), Mako-Dam%:50(50)
Level 22: Weave -- HO:Enzym(A), HO:Enzym(33), LkGmblr-Rchg+:50(33)
Level 24: Super Jump -- Jump-I:50(A)
Level 26: Tough Hide -- DefBuff-I:50(A), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(34)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(34), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(46)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 32: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(48)
Level 35: Resist Elements -- ResDam-I:50(A), ResDam-I:50(37)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(40), Erad-%Dam:30(40)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 47: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(48)
Level 49: Hover -- DefBuff-I:50(A)
Level 50: Spiritual Radial Paragon
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(43), RgnTis-Regen+:30(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(40), P'Shift-End%:50(42)
------------
Set Bonus Totals:
- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 13.19% Defense(Melee)
- 16.63% Defense(Smashing)
- 16.63% Defense(Lethal)
- 16.63% Defense(Fire)
- 16.63% Defense(Cold)
- 17.25% Defense(Energy)
- 17.25% Defense(Negative)
- 6% Defense(Psionic)
- 21% Defense(Ranged)
- 13.19% Defense(AoE)
- 27.5% Enhancement(RechargeTime)
- 7% Enhancement(Accuracy)
- 19% FlySpeed
- 119.47 HP (6.375%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- MezResist(Held) 6.6%
- MezResist(Immobilize) 11.55%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.75%
- 4.5% (0.075 End/sec) Recovery
- 20% (1.565 HP/sec) Regeneration
- 34% RunSpeed
------------
Set Bonuses:
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)
(Temp Invulnerability)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Jab)
- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(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)
(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)
(Haymaker)
- MezResist(Immobilize) 3.3%
- 28.11 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(Unyielding)
- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
(Taunt)
- MezResist(Terrorized) 2.75%
- 10% (0.782 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
(Tough)
- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
(Invincibility)
- 7.5% Enhancement(RechargeTime)
(Knockout Blow)
- MezResist(Immobilize) 3.3%
- 28.11 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(Weave)
- 7.5% Enhancement(RechargeTime)
(Tough Hide)
- 10% (0.782 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Rage)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.14 HP (1.875%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Resist Energies)
- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
(Foot Stomp)
- MezResist(Stun) 2.2%
(Foot Stomp)
- MezResist(Sleep) 1.65%
(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)
(Physical Perfection)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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Maybe our standards are different here; 60% rech isn't 'solid' recharge - I have better Invuln builds than that and I still find them inadequate.
Though, I must say, I went back and looked at invuln again after this thread, and it is actually rather good. If I wasn't going for pure survivability, it looks like a good option. Though, when it comes to pure survivability, on really expensive builds, elec/dark still out-do it. |
Sorry, but for a tank, recharge comes DEAD FREAKIN' LAST in terms of survivability considerations.
Defense > Resist > +HP > Regen/Heal > +Damage > +Recharge
Did he get the T3's while doing the TF? Or bought them from the market?
If they came from the TF then it's fair game. |
Your ideas of "fair game" are laughable. There's only "What works" and "What doesn't work". The latter usually involves you frenching floorboards.
I already conceded a while ago that Invuln is easier to soft-cap than /elec and /dark.
Virtue Speed Junkie
A Simplified Guide to Attack and Defense
Completely and utterly irrelevant. Whether they come from that particular TF, were on-hand beforehand from other TFs, came from SG stores, were bought on the market, etc. It doesn't matter.
Your ideas of "fair game" are laughable. There's only "What works" and "What doesn't work". The latter usually involves you frenching floorboards. |
Really, next time, read the rest of the thread before posting; honestly, a _really good idea :-\
Virtue Speed Junkie
A Simplified Guide to Attack and Defense
Paragon City Search And Rescue
The Mentor Project
I don't have the time to calculate it right now, but I'm pretty sure my Electric/Dark build is tougher than an Invuln when I have a small defense inspiration active.
Code:
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Okay. So you're good for 20 minutes. Then what?
Buff Inv then?
ok i'll bite...
Cap s/l/c/f/e/n defense
36% f/c res
33.5 e/n res
386% regen
47.5% recharge before hasten
44.9% heal every 11-13 seconds
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Using the builds as posted, plugging numbers into my survivability spreadsheet generates the following results (assuming I typed everything in correctly):
Continuous: Relative (Invuln = 1) 27.09 22.07
180 seconds: Relative (Invuln = 1) 18.20 16.80
60 seconds: Relative (Invuln = 1) 12.76 13.57
30 seconds: Relative (Invuln = 1) 10.17 12.03
What this says is that Electric, with a fast recharging Energize, can sustain a higher level of damage than Invuln can: about 23% more. However, on time scales somewhere around 120 seconds or lower, Invuln can sustain higher levels of burst damage on average: 18% more in 30 second bursts.
Its hard to call a winner here, because it depends on what you're most concerned about: sustainable tanking, or alpha strike bursts. With its massively higher health and almost impenetrable smash/lethal performance, Invuln tends to win on burst. With higher healing and regen, Electric will generally win in the long run on long term performance.
Its clear, though, going back to your original assessment:
Elec (expensive though to soft-cap)
Dark (KB can be an issue, plus expensive to soft-cap)
WP (again expensive to soft-cap)
Invuln (almost impossible to totally soft-cap unless giving up a lot)
SD (best for damage)
-- below this, really don't bother
Ice
Fire (don't roll a fire tank, really)
I'd say when it comes to the absolute best Invuln builds verses the absolute best Electric builds possible (which I'm not conceding either of these are), Invuln and Electric are probably comparable. Everywhere else my guess is that Invuln holds on to that strength better than Electric does. Invuln can keep defenses higher longer, and has invincibility for situations with more than one target to further buttress defense, and the better DDR. And as you take resources away, my guess is that Invuln reconfigures to cheaper but still relatively strong builds more gracefully than Electric.
I think an absolute statement about which one is stronger would be difficult to prove.
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