Super Reflexes: is hitting the soft-cap that crucial? (and other questions)
That's fair, which is why I tried to keep the same powers in the build I posted. I totally respec a desire to avoid the tri-corder of doom.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
edit /nvm
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Just a note: the +4s in the trials do not have higher tohit for being higher level: as of Issue 7's accuracy change critters get accuracy bonuses and not tohit bonuses for being higher level, up to +5. At +6 and higher they start to get tohit bonuses. But some critters in the trials are "Praetorian class" critters, and those have an intrinsic 64% base tohit, effectively 14% higher than normal critters.
I like hanging onto Elude (with just the base slot) for two reasons: it's very handy on Incarnate trials and the enemies are all higher level with To-Hit bonuses, and it's a great source of +Recovery if you've just been tagged by an errant Sapper blast or whatever the soldiers in the trials use to drain your endurance.
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Your biggest source of tohit in the trials are the 9CUs with their self dmg/tohit buffs. Every time they shoot their weapons they self buff their own damage and tohit, and that buff is essentially permanent (it lasts 10 minutes per buff). They can, if they live long enough, eventually have +20% tohit, +40% tohit, even +100% tohit. It will take extremely well-slotted Elude to have any chance against those when they get out of control
Otherwise, the "praetorian soft cap" is 59%, and alternatively people can build towards 46.5% and use one small luck to cap against Praetorian tohit.
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My NW, which is the closest thing I have to an SR character outside of a few /SD builds, deals with both of those situations with inspiration use.
I like hanging onto Elude (with just the base slot) for two reasons: it's very handy on Incarnate trials and the enemies are all higher level with To-Hit bonuses, and it's a great source of +Recovery if you've just been tagged by an errant Sapper blast or whatever the soldiers in the trials use to drain your endurance.
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As Arcana explained once you are at, or near, the softcap 1 luck will put you (close to) the Incarnate Trial softcap (you need 46.5% DEF in order to hit 59).
The reason you feel like you need Elude to survive is because your current build only has 33% Melee/Ranged.
So you're kind of caught in a catch 22 here, you don't want to give up elude or other powers in order to reach the softcap - but you are holding onto elude because of the additional damage you take due to not being softcapped.
Now obviously the trial softcap (59%) brings a new element to this, but if my NW with 1500 HP can solo on the Lambda split phase using a bagful of lucks - I see no reason your /SR couldn't either.
I'm not sure off hand how many of the IDF -end/-recovery powers are auto-hit (or if any of them are) - but generally speaking, being softcapped in the first place will help you avoid a heap of debuff effects across the entire game, simply because they never hit you in the first place.
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I tried it for a while when working on the Healing badges, but then found out about the existence of Heal Farms and respecced out of Medicine with a quickness.
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