Help with top end soft-capped Katana/Regeneration


Arcanaville

 

Posted

My namesake Katana/Regen has an I12ish build and hasn't seen play in a long time. I was wondering if the incarnate powers might breathe some new life into him and make him competitive with my current favorite, my Katana/Dark. Given the current state of Regeneration, that seems pretty much impossible, so here are my impossible build goals:

  • 45% soft cap all positions with one Divine Avalanche and the 5% tail end of Barrier
  • 59% soft cap with Moment of Glory, Shadow Meld or first 30 seconds of Barrier
  • 45% soft cap Psionic with Shadow Meld or first 30 seconds of Barrier
  • Gapless or nearly gapless Shadow Meld -> Moment of Glory -> Shadow Meld -> 30s Barrier -> Shadow Meld -> Moment of Glory -> Shadow Meld
  • Perma Hasten
  • Perma Dull Pain and capped hit points, and preferably over 1700 with Dull Pain down to make it safer to use reactively
  • Able to run the top DPS chain when survivability isn't an issue (Golden Dragonfly recharge <= 3.43 seconds)
  • Reasonable resistance (slot and use Tough, take Resilience, try to fit in Shield Wall)
  • 95% to hit +4s (yes, I know there aren't any +4s, so I'll settle for +3s if required)
  • The Lotus Drops for at least SOME AoE
  • Sustainable endurance with the two-Divine-Avalanche chain with Tactics off
  • Not completely horrible passive regeneration (I... uh... like passive regeneration, no matter what the numbers say.)
No budget limit. Now, I don't know that I'll build it even if someone figures out how to hit all these goals, as it would still be pretty similar to my Katana/Dark I think. Also, by the time I get myself transferred to red side and back, finish shopping, and pick up the incarnate powers, probably additional incarnate powers and content will have been released and I'll be back to the drawing board. But even though I may not likely build it, I'd at least like to know what's possible at the absolute top end in I20.

Below is something pretty close. It hits the defense goals, though that two minute cycle of the defensive powers isn't quite gapless. Hasten is probably 7-8 seconds from permanent. Dull Pain is fine. The top DPS chain should be doable. Not quite 95% on +4s, but OK for +3s. Resistance suffers a bit from lack of the Shield Wall, but you could easily take an Enzyme from Weave to fix that (leaving you only 0.12% shy of some of the defense goals half the time - likely worth it). The Lotus Drops is there and endurance is very likely sustainable with the defensive chain and Tactics off, though I haven't calculated carefully. Passive regeneration isn't too bad.

If working from this as a base, the main thing I'd like to see is the Shield Wall and improved recharge without losing the soft cap. I'm also particularly unhappy with the Miracles in Dull Pain, as five slots seems too much to spend for only 1.875% AoE defense. I'd prefer Panaceas for the 7.5% recharge, but of course that leaves me shy of the AoE soft cap sometimes, though it might still be worth it. Of course hitting the goals probably involves things I haven't thought of yet, so my thoughts on it may be worse than useless.

Anyway, here we are. Help?

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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

 

Posted

I started from scratch about half an hour ago. Worked on it, reworked on it, finally ended up with something I kinda liked.

Opened your build to make a comparison.

Same. exact. build.

fml >.<


Quote:
Originally Posted by Iggy_Kamakaze View Post
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
http://boards.cityofheroes.com/showthread.php?t=260718
^Professional Katana/regen build thread

 

Posted

This makes me think of the Arcana Build I solved in six slots, heh. I wonder if I could do the same here. Additionally, any consideration on Rebirth? Asking as Mids is loading, but the base of the T4 Heal/Regen is 200% through the whole thing, and at least 400% for half of it. Unslotted IH for 30 seconds every two minutes compared to...what 90/s every 200+/s? (What /is/ the Regen cap? Is there one?)


Quote:
Originally Posted by Arcanaville
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Posted

regen cap is 3000% for scrappers. that's 12.5% in game.


Quote:
Originally Posted by Iggy_Kamakaze View Post
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
http://boards.cityofheroes.com/showthread.php?t=260718
^Professional Katana/regen build thread

 

Posted

Quote:
Originally Posted by Elegost View Post
I started from scratch about half an hour ago. Worked on it, reworked on it, finally ended up with something I kinda liked.

Opened your build to make a comparison.

Same. exact. build.

fml >.<
Hah! I suppose that's a good sign?

I've been staring at the thing all day long, I fiddle and fiddle, and whatever I do seems to make it worse. Well, technically I think dropping a little below the soft cap for a little more recharge and resistance may be worth it, but I'm at least trying to keep soft capped for the spirit of this challenge. Anyway, so far, I just keep ending up where I started.

I'm hoping there's something though. I've always overlooked a few tricks, even in builds I've spent a ton of time on, and this one has less time invested than most.


"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
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Posted

Quote:
Originally Posted by John_Printemps View Post
This makes me think of the Arcana Build I solved in six slots, heh. I wonder if I could do the same here. Additionally, any consideration on Rebirth? Asking as Mids is loading, but the base of the T4 Heal/Regen is 200% through the whole thing, and at least 400% for half of it. Unslotted IH for 30 seconds every two minutes compared to...what 90/s every 200+/s? (What /is/ the Regen cap? Is there one?)
I haven't given Rebirth much consideration, no. Although I have a lot of click defense available, losing Barrier would still double the incoming ranged and AoE damage a lot of the time, and allow me to sustain 59% for a much shorter duration. I'm also already swimming in regeneration and healing. Also, resistance is very nice for surviving the big damage spikes when your secondary gives you so very little.

If you think you can do better with Rebirth than Barrier, I have no specific attachment to Barrier. It just seems like Barrier brings a lot more of what Regen needs to the table than Rebirth.

And yeah, if you can pull the Arcana build fix treatment on this one, that would be great. I remember that one. I believe she called it a work of art? I saw that and I barely needed to see the build itself. Cut-paste-save.


"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

 

Posted

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This is a partial variation I've been trying to fiddle with. has the 3 extra slots to play with, but AoE is a bit short (even more so if you flip that miracle set back to a panacea). I just can't figure out what to do with it. (Could put 3 aegis in resilience and just be at 42% AoE with barrier? or 40 with that panacea rather than miracle?)
No, definitely not... that would be 1.25% more recharge for 3-5% AoE defense. That's definitely not worth it :/

At one point I even tried dropping resilience and got flashing steel for another eradication. That didn't quite work out, either :/

I do remember the fix for Arcana as well (that ... /sr something she spent 6billion or so on prematurely?) That was damn good stuff.


Quote:
Originally Posted by Iggy_Kamakaze View Post
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
http://boards.cityofheroes.com/showthread.php?t=260718
^Professional Katana/regen build thread

 

Posted

Quote:
Originally Posted by Werner View Post
I'm hoping there's something though. I've always overlooked a few tricks, even in builds I've spent a ton of time on, and this one has less time invested than most.
Okay, so, few minutes later, Werner, I have to seriously pose this scenario to you:

"Forsake Defense"

No, not entirely! Think me some kind of Masochist or something. But, I had to write this down on paper--paper!--of all things.

Hopefully this comes out looking right...

Rebirth Cycle: [120 - 90 - 60 - 30 -0][120 - 90 - 60 - 30 -0][120 - 90 - 60 - 30 -0]
Instant Cycle: [90 - - - - - - - - -0] - - - - - - - - - - -[90 - - - - - - - - - -0]
SMMoG Cycle: - - - - - - - - - - -[++] - - - - - -[++] - - - - - - - - - - - - - - - - - -[+++]


[++] Would be MoG-SM, [+++] Would be SM-MoG-SM, if MoG can be shortened by eight more seconds (or close to). The defensive powers would help cover some weak points in the regen surf, but this would "repeat indefinitely" and result in a build spending most of its time either defensively backed, or above 800% Regen; and even then it's only 45 seconds it spends at 800% before it gets backed up, and then boosted into Rebirth's heal. Which, 64% heal every two minutes ontop of insane regen level spikes. Otherwise this would stay above 1,200% regen outside of defensive points and reach 10/s jumps of at least 2,800%.


Quote:
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again.

 

Posted

So settle for only soft capping, say, melee and lethal, with something in perhaps the mid thirties for ranged and AoE. You're still soft-capped to the majority of damage, and even to the rest fairly often due to Shadow Meld and Moment of Glory. Improve recharge, then cycle Rebirth and Instant Healing for near constant insane levels of regeneration, with Shadow Meld and Moment of Glory there for emergencies and for the lowest points in your regeneration cycle.

It is intriguing. Certainly better against many enemies (the melee and lethal ones), and of course worse against others.

Not sure I'm seeing your diagram right, though. But for the sake of argument, we can easily put Instant Healing at a 180 second recharge, for 90 on, 90 off. Let's say we slot it for regeneration too. With each digit being being 5 seconds, and the digits representing hundreds of % of regeneration, G for 16

Rebirth: GG6666444444222222222222GG6666444444222222222222
Instant: ......000000000000000000..................000000
SM/MoG.: SSSMMMSSS...SSSMMMSSS...SSSMMMSSS...SSSMMMSSS...
So total regen and SM/MoG looking something like this (read the numbers downward, so the first 5 seconds is 2200% regeneration):
221111222222111111111111221111111111......111111
222222000000888888888888222222000000888888888888
000000000000000000000000000000000000000000000000
000000000000000000000000000000000000000000000000
SSSMMMSSS...SSSMMMSSS...SSSMMMSSS...SSSMMMSSS...
So for a long while, the only periods where we can't be 59% soft capped and we drop below the normal soft cap (and only on non-lethal ranged and AoE) are when we're at 1800%+ regeneration, and those periods only last for 15 seconds each, during which we can use Dull Pain or Reconstruction as desired. Not that you'd ever actually use the defenses on this fequency. We're looking at the worst case scenario, letting us see when they are simply not available.

That's opposed to what I was shooting for (though didn't quite have), which would be something like this:
.............111111111111111111................... .111
66666666666665555555555555555556666666666666666666 6555
00000000000000000000000000000000000000000000000000 0000
00000000000000000000000000000000000000000000000000 0000
SSSMMMSSSBBBBBBSSSMMMSSS...SSSMMMSSSBBBBBBSSSMMMSS S...
Now eventually, we won't even have Instant Healing up for when we're at merely 45% defense. But generally speaking, it's fairly available. And again, Dull Pain and Reconstruction are there as well. And we only drop to 45% defense. And Barrier is still providing 5% more resistance, though that's not particularly significant. It's more significant during other parts of the cycle, though, helping us survive having a mere 600% regeneration on top of soft-capped defense compared to the much higher regeneration most of the time with the Rebirth approach.

Hmmm. Wait, I don't have Barrier on the right cycle on the bottom one. Actually, I suppose it doesn't matter. Yeah, it completely drops for 15 seconds, but so? Shadow Meld is up. It's all kind of academic compared to how any of this would actually get used, though, which is on demand, not endlessly-cycled.

Really, either approach looks great. Hard to guess what's better. For that matter, probably hard to calculate what's better.

And I am up way too late. Where's the "I should have been in bed two hours ago and likely nothing I said made any sense" emoticon?


"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

 

Posted

Quote:
Originally Posted by Werner View Post
And I am up way too late. Where's the "I should have been in bed two hours ago and likely nothing I said made any sense" emoticon?
It does make sense, and I'm pretty sure we were both looking at the same thing, and, yeah, ended up going to bed because I stared at the build for too long before going "eh, sleep." Although, I think we might have been looking at SM-MoG-SM's use a bit differently. I was looking towards those to only be used around the lowest Regen points (areas that'd dip below 1,200%). Rebirth has a 120 duration, so 120 as the countdown. It can run three cycles before things start to loop back on themselves. First cycle IH drops at 30 Remaining--pop SM/MoG, 800% Regen area is covered in 60+% Def. Rebirth #2 hits, 64% Heal (if it was even needed)--90 second mark regen drops down to 1,000%, pop SM-MoG for 30 seconds, carries you into the 60 second mark of Rebirth, IH is now up (activate)--now back up to 1,400% Regen. Going into Rebirth #3 you'll be at 2,800 for 10/s, then drop down to 1,800 for 20 until the 90 second mark where IH drops and you'll only be at 1,000 for 30/s more, then down to 800 for the last 60 seconds of the cycle. Split that 90 into two chunks of 45/s. First 45/s you can easily pop Reconstruction twice if it's needed (and would probably be the only time out of this whole thing it'd get used), then cycle SM-MoG-SM for the last 45/s of the cycle while you're only at 800% Regen. This would easily carry into the restart of the Tri-Rebirth Cycle and you'd be back to 2,800 Regen with Rebirth, a 64% Heal, and IH all on again. The lowest point in the chain is ramped up right before, and then right after to bring you to full; I couldn't imagine anything finding the time to drop you. Run the whole thing with Dull Pain running and you're looking at 140+ HP/s. I'd try and get the top #'s, but I'm not sure mids is displaying Rebirth's "Full-On" numbers correctly (it's adding something like 4,400%? Becomes something like 350 HP/s, can't be right).

I am a bit annoyed, though. It doesn't look like there's a whole lot of wiggle room at all in this like I was hoping to find. There's only one significant source I could tap for some extra +Def Bonuses and it pretty much destroys an attack to do it. Doesn't help that GC is "locked" into its set, Soaring is going to be +melee or +ranged, and ranged is the one struggling to keep up between the two, so it's pretty much stuck. That leaves Lotus and Golden, and changing those isn't really an option either. With the secondary being Regen, all of its powers are out-sourcing from a country not big on +Def Bonuses. So, I tried to see where I could milk some +Rech and see what happened.

Just estimating, but I'd say it'd take about another 30% Global Rech to get MoG within a couple seconds of the 60 mark on recharge; and wouldn't suppose IH would get any lower than ~165/s in that situation. Not overall accepting of the damages it causes to the build, which leaves my decision pretty clear. Seems the best route is to just take one slot out of [Weave], move it to IH and get that working at 180/s, and just cycle through Rebirth. I'd be curious to see how a Regen would handle Battle Maiden's Blue Patches. If I recall them correctly it's something like 100-150 damage a second. At the greatest spike in the cycle, a Regen could chase her down, and probably be the only Build in the game capable of withstanding her insanity!

Edit: I take it back, pulling the one slot from Weave wasn't sufficient. Switching Dull Pain over to Panacea's must happen too, for the 7.5% Global. Does mess with AoE, but I just couldn't find a happy medium in between.


Quote:
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again.

 

Posted

A little late, but just FYI I don't think Mids is properly accounting for Alpha buffing Destiny. Spiritual should buff Rebirth, and in my informal test in-game just now it seems to at least for the regen part. So if you slot Spiritual, your Rebirth buff numbers will be 33% higher. That will edge regeneration up slightly; by 66% regen base, and more at the peaks.


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Posted

Quote:
Originally Posted by Arcanaville View Post
A little late, but just FYI I don't think Mids is properly accounting for Alpha buffing Destiny. Spiritual should buff Rebirth, and in my informal test in-game just now it seems to at least for the regen part. So if you slot Spiritual, your Rebirth buff numbers will be 33% higher. That will edge regeneration up slightly; by 66% regen base, and more at the peaks.
I know Spiritual boosts the amount of the initial heal also on Rebirth.


 

Posted

I think the latest update of mids is showing the regen cap at around 2500%. Haven't looked at that much though been watching this thread with interest.

I know it seems the recovery cap is low enough that Ageless' initial recovery period is massive overkill if the mids cap numbers are accurate.


 

Posted

At level 50 for a scrapper the regen cap is 3000% and the recovery cap is 500%
Overall among AT's (shared with some other ATs) that is the highest regen cap and lowest recovery cap. (Being reversed, for example, if you are a defender >> 2000% and 750% respectively)

http://paragonwiki.com/wiki/Limits


 

Posted

Quote:
Originally Posted by Arcanaville View Post
A little late, but just FYI I don't think Mids is properly accounting for Alpha buffing Destiny. Spiritual should buff Rebirth, and in my informal test in-game just now it seems to at least for the regen part. So if you slot Spiritual, your Rebirth buff numbers will be 33% higher. That will edge regeneration up slightly; by 66% regen base, and more at the peaks.
Just popped in the new Mid's patch. Seeing a Regen and HP Capped Scrapper is heart-warming. Knowing that Spiritual increases that throughout the duration? I might melt from all the warm-fuzzy feelings.

And people were worried about Regen's Late Game in I20.

301.2 HP/s

AV's, eat your heart out.


Quote:
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again.

 

Posted

Quote:
Originally Posted by Doomguide View Post
At level 50 for a scrapper the regen cap is 3000% and the recovery cap is 500%
Overall among AT's (shared with some other ATs) that is the highest regen cap and lowest recovery cap. (Being reversed, for example, if you are a defender >> 2000% and 750% respectively)

http://paragonwiki.com/wiki/Limits
Thanks! I stand corrected. I was probably looking at a brute when I noticed it.

Quote:
Originally Posted by John_Printemps View Post
301.2 HP/s

AV's, eat your heart out.
Want.


 

Posted

Quote:
Originally Posted by John_Printemps View Post
Just popped in the new Mid's patch. Seeing a Regen and HP Capped Scrapper is heart-warming. Knowing that Spiritual increases that throughout the duration? I might melt from all the warm-fuzzy feelings.

And people were worried about Regen's Late Game in I20.

301.2 HP/s

AV's, eat your heart out.
That actually approaches level 50 monster-class regeneration (353.4 h/s). With reconstruction and dull pain's heal recharging fast enough, I think you could conceivably exceed that.


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Posted

I wasn't sure if Spiritual buffed Rebirth. It seemed like there was some confusion whether it was or not, and if it was, if that was intended. Maybe I'm thinking of recharge or something, though. But OK, I'll keep that in mind.

I've started plugging Rebirth vs. Barrier with the posted build into my survivability spreadsheet. I should have a reasonable answer soon for both 50% and 64% to hit, even if I'm making a few simplifying assumptions. If it's Rebirth, I'll likely make some changes favoring recharge over defense, though I won't want to drop defense more than maybe five points or so.


"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

 

Posted

OK, assuming I did this right, here are the survivability scores:

50% to hit, Barrier = 5963
50% to hit, Rebirth = 5914

64% to hit, Barrier = 5417
64% to hit, Rebirth = 5521
No clear winner, and very little degradation of performance in incarnate content. Nice. I really thought one or the other would be a clear winner. I didn't know which, but I didn't think it was going to be so close, particulary regardless of whether you're doing regular or incarnate content. Yay for balance and choices.

Now I need to take a look at my Katana/Dark with the Destiny tier 4s and facing incarnate content. But here's where he sits right now.
50% to hit, NO DESTINY = 6654
And now you see my problem, and why Werner will probably remain retired. Even soft capped, running tier 4 Barrier and healing 161 HP/S, he'll probably still be uncompetitive.


"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

 

Posted

Quote:
Originally Posted by Werner View Post
And now you see my problem, and why Werner will probably remain retired. Even soft capped, running tier 4 Barrier and healing 161 HP/S, he'll probably still be uncompetitive.
I don't know about that, if you go the Rebirth Route, I'm figuring there's at least one build option that can crunch a little more Recharge (not much, drops a few second here and there) that keeps 45% Melee and 35% Ranged/AoE. Shadow Meld in any case brings up to 63.6% at the low end, and no matter what there's something your Katana/Dark will never be able to do.

Stand in Battle Maiden's Blue Patch, /em dance, and go home alive.

I've dusted off my namesake for this very purpose. Taking the I9 Training wheels off an untouched Claws/Regen, shaking down the Legacy Fitness and retro-fitting it into the awesome that is I20. There's something about running amok with 301.2 HP/s that I just can't get over. Forget DPS. I want to Tank Hamidon with a Regen again!


Quote:
Originally Posted by Arcanaville
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Posted

I think you might be on to something here John..... And I think I likes


 

Posted

Here are the numbers for my Katana/Dark on his existing build (assuming T4 Destiny, which I don't have yet):

50% to hit, Barrier = 8381
50% to hit, Rebirth = 8436

64% to hit, Barrier = 6637
64% to hit, Rebirth = 5481
So yeah. More degradation of performance going to incarnate content than on the Katana/Regen, but it's still significantly higher if I stick with Barrier (currently T3). That DOES assume saturated Dark Regeneration, but that's never been much of a problem in practice. The bigger issue is that it assumes you trigger Dark Regeneration when you're at 1 hit point, which doesn't really happen in practice. My method also underweights hit points, which Regen clearly has more of.

I should fiddle a bit on the Rebirth build, along the lines you said, John. The comparison isn't quite fair since I'm taking a build optimized for Barrier then tossing Rebirth in instead. I don't think It'll gain much, but it should gain a little. Maybe, just maybe, it'll be competitive on incarnate content.


"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
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Posted

Quote:
Originally Posted by John_Printemps View Post
I've dusted off my namesake for this very purpose. Taking the I9 Training wheels off an untouched Claws/Regen, shaking down the Legacy Fitness and retro-fitting it into the awesome that is I20. There's something about running amok with 301.2 HP/s that I just can't get over. Forget DPS. I want to Tank Hamidon with a Regen again!
Except for the greens that debuff regen and healing, that's enough regen to tank the nucleus (~200 dps) or a yellow mito (~250 dps). Even most regen scrappers that could tank the nucleus back in the day couldn't tank yellow mitos effectively.

I wonder if that is enough regen to tank Lord Recluse in the STF while tower buffed. I've never stopped to calculate what would be required to do that numerically.


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Posted

Bug fixes, so new numbers for previous build (note that I've changed the order as well, so don't compare directly). Rebirth looking better compared to Barrier. (Edit: More bug fixes.)

50% to hit, Barrier = 5649
64% to hit, Barrier = 5131

50% to hit, Rebirth = 6158
64% to hit, Rebirth = 5352
And for a 15% higher recharge build with 38.6% ranged and 36.1% AoE and better passive regeneration:
50% to hit, Rebirth = 6228
64% to hit, Rebirth = 5431
So it's looking like Rebirth and giving up a little defense are the way to go. I should also note that one of my simplifying assumptions was sufficient recharge for some things that none of these builds have quite sufficient recharge for. So the higher recharge build is even better than it looks compared to the other two.

I should note that this build, at least, isn't running amok at 301 HP/S. It's "only" averaging 229 HP/S, or just a hair under because you cap regen by a small amount if you hit Rebirth and Instant Healing at the same time, and I didn't account for that.

The build:

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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
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Posted

Ah, hell. Who cares about damage. We can run the top DPS chain when it matters. Take the Crushing Impact out of Divine Avalanche to pick up the Shield Wall unique. That turns out to be better than speeding up Instant Healing. There might be an even better use of a slot, but that was a pretty decent bump. (Edit: Bug fixes.)

50% to hit, Rebirth = 6499
64% to hit, Rebirth = 5666
Edit: For amusement, my current I12ish build (soloed 2 AVs at once, etc.):
50% to hit = 1963
64% to hit = 792


"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