Street Justice could be the highest single target DPS set in game when taken by Scrappers


all_hell

 

Posted

As far as my attack chain goes....I'm not even going to try and figure one out. What I'm going to do is take all the attacks in teh set and chain them together in random orders, and maybe throw Kick in on occasion as well (because it looks like the kind of kick a street fighter would use)

To me, the feel and look of this set is far more important then the pure numbers. By chaining things together in a random order it looks like my character is actually fighting someone, as opposed to going through the same motions over and over again. And that's what makes the set fun to me.


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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.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
As far as my attack chain goes....I'm not even going to try and figure one out. What I'm going to do is take all the attacks in teh set and chain them together in random orders, and maybe throw Kick in on occasion as well (because it looks like the kind of kick a street fighter would use)

To me, the feel and look of this set is far more important then the pure numbers. By chaining things together in a random order it looks like my character is actually fighting someone, as opposed to going through the same motions over and over again. And that's what makes the set fun to me.
This ^ .

And I was laughing a bit last night when I was seeing people complaining about the end cost in help. I started watching carefully and a little adjustment took care of that problem for me... open with a knee to the rib to knock down their res a bit, follow with a couple belly punches, don't use a finisher even though it is ready, knee 'em in the ribs again to knock down that res and then finish 'em off. Obviously not needed on minions, but I was ripping orange/red bosses to shreds doing it this way instead of a paper best chain (without sucking for air) Of course, this is at low level... things may evolve as I get up to higher levels.


 

Posted

Quote:
Originally Posted by MikeRobe View Post
This ^ .

And I was laughing a bit last night when I was seeing people complaining about the end cost in help. I started watching carefully and a little adjustment took care of that problem for me... open with a knee to the rib to knock down their res a bit, follow with a couple belly punches, don't use a finisher even though it is ready, knee 'em in the ribs again to knock down that res and then finish 'em off. Obviously not needed on minions, but I was ripping orange/red bosses to shreds doing it this way instead of a paper best chain (without sucking for air) Of course, this is at low level... things may evolve as I get up to higher levels.
This.

I love Initial Strike, I have it set to auto-attack as a fury builder over brawl and it's complete boss.


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Posted

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Originally Posted by Arbegla View Post
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Originally Posted by Ultimus View Post
Hmm Energy Melee with pre nerf ET?
To be fair, Energy melee has decent DPA in Total Focus, ET (even post nerf) and Energy punch. Bonesmasher and barrage aren't horrible DPA either, especially with the buff to barrage.
Nitpick: When accounting for Arcanatime, Bone Smasher is higher DPA than Energy Punch for everybody except Blasters (who have a different version of EP that does more damage with the same animation). The numbers are close, though, so you may get more proc value out of EP on a lower recharge. On an AT with criticals, due to the reduced damage critical of TF, both Bone Smasher and Energy Punch surpass Total Focus's DPA fairly quickly (1 teammate in range for BS, 2 for EP).

Energy Transfer, with the 1 second animation, did scale 3.838 damage per second of animation (for Stalkers, that's a base 213.5 dpa), and it did it on each and every hit.

Crushing Uppercut, at combo level 3 and on a critical, does scale 7.155 damage (more than Assassin's Strike's 7.0 scale) with an Arcanatime-modified 2.376 second animation, for a "max" of 3.011 scale/second (167.46 base dpa for Stalkers, 188.39 for Scrappers). As good as it is, Crushing Uppercut is no "old ET".


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it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by MikeRobe View Post
And I was laughing a bit last night when I was seeing people complaining about the end cost in help. I started watching carefully and a little adjustment took care of that problem for me... open with a knee to the rib to knock down their res a bit, follow with a couple belly punches, don't use a finisher even though it is ready, knee 'em in the ribs again to knock down that res and then finish 'em off. Obviously not needed on minions, but I was ripping orange/red bosses to shreds doing it this way instead of a paper best chain (without sucking for air) Of course, this is at low level... things may evolve as I get up to higher levels.
Quote:
Originally Posted by ClawsandEffect View Post
As far as my attack chain goes....I'm not even going to try and figure one out. What I'm going to do is take all the attacks in teh set and chain them together in random orders, and maybe throw Kick in on occasion as well (because it looks like the kind of kick a street fighter would use)
I very much doubt that anyone -- not even the most dedicated powergamer -- adheres to a strict attack chain except in very rare circumstances. Quite apart from the robotic monotony of clicking buttons in a prescribed order, the game's content just isn't designed for that sort of gameplay.

Drawing up an attack chain can be useful, though. An attack chain can give you an idea of how much wiggle room you have with respect to power selection, slotting, and even give you an idea how comfortable you'll be spamming attacks randomly. I had a Tanker build, for example, with such a tight attack chain that I found it almost unplayable; almost any deviation resulted in a chorus of "power not ready" sound effects as I flailed about for an attack that wasn't recharging.

If I had been paying more attention to what the numbers were telling me before I rolled that build, I wouldn't have rolled it. For sorta the same reason, I'm staying away from Time Manipulation for the time being; when I look at the on-paper strengths of the set, I start drooling, but looking at the set on paper also tells me that I'd need to manage an uncomfortable (for me) number of clicks to maintain the huge numbers that draw me to the set in the first place.

More to the point of the thread, drawing up attack chains gives us a basis to compare different sets' damage capability. It ain't a perfect model, but it's better than looking at the crit damage of one attack and then proclaiming that, say, Scrapper Street Justice will pwn all. Specific claims require specific evidence.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

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Originally Posted by ClawsandEffect View Post
As far as my attack chain goes....I'm not even going to try and figure one out. What I'm going to do is take all the attacks in teh set and chain them together in random orders, and maybe throw Kick in on occasion as well (because it looks like the kind of kick a street fighter would use)

To me, the feel and look of this set is far more important then the pure numbers. By chaining things together in a random order it looks like my character is actually fighting someone, as opposed to going through the same motions over and over again. And that's what makes the set fun to me.
Well said!


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Posted

Doing a little more messing around with attack chains as I mess with my build trying to fit in all the concepty powers I want...no...NEED...to have...

Rib Cracker -> Heavy Blow -> Shin Breaker -> Spinning Strike (Sweeping Cross would be better DPS, but I love Spinning Strike so much more) -> Rib Cracker -> Heavy Blow -> Shin Breaker -> Crushing Uppercut -> Repeat

...seems to be when fully slotted over150 DPS (this does include the use of only TWO damage procs, one Purple and one ToD, and doesnt take into account the -Resist Proc in Shin Breaker).

Rib Cracker's -resist should also be in effect the whole time, with a 5 second duration, it should just catch keeping the -Resist on it's recast.

Replacing Spinning Strike with Sweeping Cross would allow another Purple Proc and another -Resist Proc.

This keeps CU to just needing to recharge in 10.956 seconds. Takes a bit of global recharge, but doable without the use of Hasten.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Thats actually the chain I run on live BrandX lol. Still on an SO build so there are some pauses of course but, that just seemed like the most logical one. Well, substituting in SC for SS.


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Your mom's real name is Castle.

 

Posted

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Originally Posted by Swansu View Post
Thats actually the chain I run on live BrandX lol. Still on an SO build so there are some pauses of course but, that just seemed like the most logical one. Well, substituting in SC for SS.
Using SC instead will mean more damage, but you have to shave off a bit more on CU's recharge, as SC recharges in 1.848 seconds versus SS's 1.98...that's only a difference of .132 seconds tho, and you're like to get CU under that a bit more anyways.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

I use RC > SB > IS > SC or CU which ever is up. I used heavy blow untill I got around 150%ish recharge and noticed SC or CU was up before HB was finished animating. Once I get a Heca proc in IS it maybe worth it. By far more fun tho, is Claws's sentament I do have all the powers (x confront).


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