I give up... What about Inventions?


Arcanaville

 

Posted

Quote:
Originally Posted by Grouchybeast View Post
Right-click the slot to bring up the enhancement pop-up, then select the left-hand circle in the top row, which gives you an empty slot.
Oh! I never saw that! Thank you, I will remember this. It'll make things a lot simpler. Thank you kindly


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
See, THIS I really like. I love that approach. "Defence for defence, offence for offence." If I can work with that, I'd be set.

Wow... Today is a good day for Inventions, it seems
Hey, if Jun's character concept had been allowed to have weave and maneuvers in her build, I could have sold you on that too.

Lewis


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Posted

Quote:
Originally Posted by UnicyclePeon View Post
Hey, if Jun's character concept had been allowed to have weave and maneuvers in her build, I could have sold you on that too.
Boxing may not work for the character, but I've noticed that Kick is a perfectly appropriate attack for a Street Justice character. What says "street fighting" better than kicking someone in the gut?


Quote:
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

Although I do want to start by saying that many viable builds do exist that do not depend on IO sets, IO sets do admittedly help restore a large amount of the power lost to us by the heavy handed ED nerf by the Tyrant State.

Ill try and help as I can still recall much of my own early process in understanding IOs.

First before you start investing in them, look at them in the AH. Most sets can fall into one of a few categories generally defined by thier 4th-6th part set bonuses. For example most of my builds favor global recharge, so any set that gives a heavy bonus for its number of pieces is ideal.

Examples would be for dark using characters the 4 part to hit debuff sets that give 5% or 6.25% global for them. The reason I mention both is the rule of 5.

Let me clarify the rule of 5, something I myself and I think alot in thier first IO builds often slip on. The rule of 5 is simple. No bonus that is exactly the same can be stack more then 5 times, even if from completely different sets.

So with my above example and a dark/dark blaster or defender, youd likely have more then 5 attacks with to hit debuffs and want to mix and match a touch.

there are cheaper sets that will help fill a set bonus themes needs if your short on funding.

In fact the main reasons to use Purple 50 IO sets is not thier above average set bonuses, but the fact the set bonuses work even when exemp, making them vital for an edge in exemped down pvp zones for example, or if you enjoy running flashback or lower lvl TFs with friends, purple sets can give you that added bit of oomph you might crave when showing off for new friends.

Some of the most important tips I can think of to getting them are rather simple.

Reward and H/V merits can let you get some of the rarer pricy common IOs quite easily. These include the Luck Of the Gambler : 7.5% global recharge special, a true must for any power with defense slotting options. they are 200 merits or 2 H/V merits. few builds wont benefit from having 5 of those fit in somehow.

In fact they are a very real reason behind the increase in players running the leadership and stealth pools, as both have several useful powers that can take them.

probably the other most useful ones would be the end proc IO from the Performance shifter end mod set, putting it in stamina will give you random surges of 10 endurance. Also in 3 of the heal sets are special procs worth slotting into a power like health.

those are ones that with just merits or the like you can earn fairly quickly through play. I have taught many in game the above tricks and they now are all among the best IOd players in my server.

Purple sets and pvp sets are not nearly the NEED or MUST HAVE some will tell you, certainly if you pvp or exemp alot then yes they will end up worth every penny. but if you mainly want to just get a good capped IOed up 50 for end game action plenty of poor man sets will do you fine.

Oh and dont forget the advantage of IO sets for frankenslotting. Pretty much if you liked the idea of HOs, but didnt want to be one to abuse the known exploits around them, then IO parts with 3 to 4 effects at 20+% can be smashed together into powers to often equal the equiv of 9 normal SOs worth of bonuses give or take a few %. If there isnt a set theme grabbing you, then look for cheap multi aspect boosting IOs that a power can use and try that.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I... Did not know this existed. Yes, that's an EXCELLENT idea, and I will definitely use it. Use Mids' to track salvage, use /auctionhouse to get salvage, use /vault to store and retrieve salvage and use the university workbench to make things. Genius! Thank you!
To make sure I don't forget cool commands like this, I tend to add them to POPMENU.

/auctionhouse and /vault are in there, as are commands like mypurchases and reloadgfx.


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Posted

OK, I just wanted to point out I'm an idiot. I just went to check the Market, and do you realise how STUPID it makes me feel to be whining about "supply" when I look on the Market and there are over 100 listed items for every piece of the Crushing Impact set, with some pieces going up as far as 300+? Pretty stupid indeed! I can't say if it'll be the same for all sets I shoot for (I'm thinking not) but boy does this make everything so much simpler!

*edit*
Yeah, they're all pricey, but at least they're available. Let's see if I can "buy it now" and what that'll cost.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

OK, so here's something interesting - I managed to slot Crash's Knockout Blow with six Crushing Impact enhancements within the span of it can't have been more than 15 minutes. Five of the six I got as recipes, most for between 100K and 500K, one for a million, and the last I had to buy ready-made because there ere only four of them for sale and the <nice kind people> who were selling those four were charging an arm and a leg. I paid a million for that one ready-made, and probably saved money in the long run. The salvage was dirt cheap. I paid 10 000 for every single piece, even though I could have gotten away with, like... 10 for most of those. 10 000 is not a lot in the grand scheme of things, an I like to encourage people to sell more of the common stuff.

All told, with crafting and purchases, the whole set cost me 15 minutes and I think around 10 million. That's "buy it now" price, by the way.

Now, for my next trick, I'll be trying to build something for Foot Stomp out of drops, or at least try the tracking system e discussed before. I'm not quite sure what that "something" might be, but I strongly suspect the sets themselves might choose for me. Foot Stomp uses PBAoE sets, of which a LOT more go to 50, but having looked at them, not many grab my eye.

My choices are Cleaving Blow, Multi-Strike, Scirocco's Dervis and Obliteration. I looked at both Scirocco's Dervish and Obliteration, but they contain a lot of rare and undoubtedly pricey stuff, including a proc, which I don't want. Maybe another time. Between Cleaving Blow and Multi-Strike, the choice seems simple on the face of it, as Cleaving Blow only has four enhancements to its name, and I have six slots in Foot Stomp. As one of Crash's signature moves, I want to make good use of those. I suppose I could stick four Cleaving Blow enhancements in there and finish remaining slots with either Multi-Strike or basic Commons, but I like the look of Multi-Strike for the moment. Its set bonuses ARE mostly defence, after all, and all of its enhancements are Uncommon, which means the salvage for them is dirt cheap. In fact, I'm not sure there's any point to building this from drops, since I can't rely on drops for the enhancements and it's more trouble to look for Common Salvage drops when they sell for so little on the Market.

I'm still working out how many of which enhancement aspect I want, but I found it's simpler to look at the set's effects not as a package, but rather to add up the total number of effects the set provides and extrapolate from there. It won't be exactly simple math, but I suspect I'll develop a head for the numbers once I play with them. I didn't see a meaningful increase in damage between the A/E/D/D/D/R Common slotting Knockout Blow had before it got Crushing Impact, but all of the other aspects increased in scale, so that's a gain. I'm not sure by how much yet, but I'm working on it.

Honestly, if I can stick to all Uncommon sets, I'd be happy with it.

I suppose the next question is what I'm going to do with all my OTHER powers that DON'T have six slots in them I suppose matching their current slotting should be a priority before I try moving slots around.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Now, for my next trick, I'll be trying to build something for Foot Stomp out of drops, or at least try the tracking system e discussed before. I'm not quite sure what that "something" might be, but I strongly suspect the sets themselves might choose for me. Foot Stomp uses PBAoE sets, of which a LOT more go to 50, but having looked at them, not many grab my eye.

My choices are Cleaving Blow, Multi-Strike, Scirocco's Dervis and Obliteration. I looked at both Scirocco's Dervish and Obliteration, but they contain a lot of rare and undoubtedly pricey stuff, including a proc, which I don't want. Maybe another time. Between Cleaving Blow and Multi-Strike, the choice seems simple on the face of it, as Cleaving Blow only has four enhancements to its name, and I have six slots in Foot Stomp. As one of Crash's signature moves, I want to make good use of those. I suppose I could stick four Cleaving Blow enhancements in there and finish remaining slots with either Multi-Strike or basic Commons, but I like the look of Multi-Strike for the moment. Its set bonuses ARE mostly defence, after all, and all of its enhancements are Uncommon, which means the salvage for them is dirt cheap. In fact, I'm not sure there's any point to building this from drops, since I can't rely on drops for the enhancements and it's more trouble to look for Common Salvage drops when they sell for so little on the Market.

I'm still working out how many of which enhancement aspect I want, but I found it's simpler to look at the set's effects not as a package, but rather to add up the total number of effects the set provides and extrapolate from there. It won't be exactly simple math, but I suspect I'll develop a head for the numbers once I play with them. I didn't see a meaningful increase in damage between the A/E/D/D/D/R Common slotting Knockout Blow had before it got Crushing Impact, but all of the other aspects increased in scale, so that's a gain. I'm not sure by how much yet, but I'm working on it.

Honestly, if I can stick to all Uncommon sets, I'd be happy with it.

I suppose the next question is what I'm going to do with all my OTHER powers that DON'T have six slots in them I suppose matching their current slotting should be a priority before I try moving slots around.
Footstomp I would add a wrinkle. 5 multistrikes and the force feedback chance of +rech would be my cheapo slotting. The FF proc costs next to nothing but takes one piece of rare salvage to make, and I find it dead useful in footstomp for recharging footstomp fast (it has a chance of procing off every foe you hit).

Edit - also beware of cleaving blow, an uncommon set, but some of them use rare salvage to make.


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Posted

Scirroco's tends to be decently cheap-ish actually (except one or two slots). Obliteration though can be very pricey.


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Posted

Quote:
Originally Posted by Minotaur View Post
Footstomp I would add a wrinkle. 5 multistrikes and the force feedback chance of +rech would be my cheapo slotting. The FF proc costs next to nothing but takes one piece of rare salvage to make, and I find it dead useful in footstomp for recharging footstomp fast (it has a chance of procing off every foe you hit).
That brings up a good, but somewhat tangential question - what would you suggest I skip? I'm trying to AT LEAST meet Common slotting, and a lot of my powers do only have five slots to work with, which means either I respec, or I skip an enhancement. Just can't really tell which one that would be to not drop below a Common slotting of A/E/D/D/D/R.

Also, funny observation about Crushing Impact - its enhancement aspects are a LOT less random than I thought they were. It has damage show up three times as a dual component and three times as a triple component, and all other aspects - accuracy, endurance and recharge - show up once as a dual component and twice as a triple component. That actually gives endurance, recharge and accuracy the exact same enhancement percentage, which just so happens to be above Common enhancement levels, while damage is significantly above Common slotting, but most of that goes down the maw of ED.

Cool, I like symmetry!


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I didn't see a meaningful increase in damage between the A/E/D/D/D/R Common slotting Knockout Blow had before it got Crushing Impact, but all of the other aspects increased in scale, so that's a gain. I'm not sure by how much yet, but I'm working on it.
It should be about 2.4% more slotted damage and 26.5% more slotted accuracy, endurance, and recharge. On top of that among its set bonuses are 7% more accuracy and 5% more recharge, so in fact recharge increased by 31.5 percentage points and accuracy by 33.5 percentage points.

What you might notice most is KO Blow recharging in 14.4 seconds instead of 17.6 seconds. That slotting shaved three seconds off of KO Blow's recharge, while costing nothing in damage, accuracy, or endurance (all also went up). Its not a huge gain of course, but its noticable and that's only the benefit of a single power being reslotted with a relatively inexpensive set.


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Posted

Yeah, I agree. That was positively painless. I didn't even have to leave the University building. Not bad. Not bad at all!

I still have to mess with other powers and figure out what to drop out of where, but we'll see how that goes. I worry that I might have to figure out a way to six-slot all my attacks now...

*edit*
The reason I say this is it seems that dropping even a single damage enhancement out of Crushing Impact drops damage below the three Common slotting. I haven't run ED calculations and I still can't figure out how to see enhancement percentages in Mids', but I don't think it would be by this much. If I drop one of the triple-aspect damage enhancements, damage drops to a total of 121.9% enhancement down from 127.2 for Common slotting. That's 5.3% points of difference, and with ED reducing anything past 100% down to 0.15 of its own value, I'm only really seeing a loss of 0.795% damage slotting. That's not a lot and something I can live with. The only question is which combination of the other two to sacrifice. The way Crushing Impact is designed, I get a choice of all three pairings of A/E, A/R and E/R. Remember what I said about granularity and wanting to pick my enhancement effects separately? Well, I can't see it getting any more separate than this, considering these are multi-aspect enhancements.

I actually like this sort of symmetrical order I know it's probably just Crushing Impact that's like this, but hey - that makes me like the set more!


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

OK, a few last things before I got to bed. First of all, here's the build Crash is using now, with which she did pretty well in Dark Astoria on Test:

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Crash McGuire: Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Punch -- Acc-I(A), EndRdx-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5)
Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(40), ResDam-I(42)
Level 2: Haymaker -- Acc-I(A), EndRdx-I(9), Dmg-I(9), Dmg-I(11), Dmg-I(11)
Level 4: Jab -- Acc-I(A), EndRdx-I(13), Dmg-I(13), Dmg-I(15), Dmg-I(15)
Level 6: Temp Invulnerability -- EndRdx-I(A), ResDam-I(17), ResDam-I(17), ResDam-I(19)
Level 8: Knockout Blow -- Acc-I(A), EndRdx-I(19), Dmg-I(21), Dmg-I(21), Dmg-I(23), RechRdx-I(48)
Level 10: Dull Pain -- Heal-I(A), Heal-I(23), Heal-I(25), RechRdx-I(25), RechRdx-I(43), RechRdx-I(46)
Level 12: Combat Jumping -- Jump-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Unyielding -- EndRdx-I(A), ResDam-I(27), ResDam-I(27), ResDam-I(29)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31), ToHit-I(50)
Level 20: Taunt -- Taunt-I(A)
Level 22: Hand Clap -- Acc-I(A), Acc-I(31), EndRdx-I(31), Dsrnt-I(33), Dsrnt-I(50)
Level 24: Resist Energies -- ResDam-I(A), ResDam-I(40), ResDam-I(42)
Level 26: Hurl -- Acc-I(A), EndRdx-I(33), Dmg-I(33), Dmg-I(34), Dmg-I(34)
Level 28: Invincibility -- EndRdx-I(A), DefBuff-I(34), DefBuff-I(36), DefBuff-I(36)
Level 30: Resist Elements -- ResDam-I(A), ResDam-I(40), ResDam-I(43)
Level 32: Foot Stomp -- Acc-I(A), EndRdx-I(36), Dmg-I(37), Dmg-I(37), Dmg-I(37), RechRdx-I(48)
Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(39)
Level 38: Unstoppable -- ResDam-I(A), ResDam-I(39), RechRdx-I(39), RechRdx-I(48)
Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(42)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45), Heal-I(45), Heal-I(45)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 49: Super Jump -- Jump-I(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A), Heal-I(46), Heal-I(46)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(7)

If it seems like I wasted a few slots, that's because I didn't have anywhere else to put them. Upon reviewing this build with an eye for six-slotting all my attacks, I realised that the passives aren't really benefiting from that third slot, For resistance, it brings in ~0.9% resistance and for Tough Hide, only ~0.4% defence. I'm not sure those matter so much, but I can't be sure.

Beyond that, here's what I'm thinking of slotting after looking at the sets:

Crushing Impact for the four single-target attacks: Knockout Blow, Haymaker, Punch, Jab.

Multi-Strike for Foot Stomp

Thunderstrike for Hurl.

Doctored Wounds for Dull Pain

Eficacy Adaptor in some shape or form for either Stamina, Superior Conditioning or Physical Perfection, or all three. I'll try to not lose recovery percentage, as I don't think that 1.5% global will make it up, but Stamina is already 3-slotted and Superior Conditioning is 4-slotted. Mostly, I care about added health.

Titanium Coating for the toggles. I really don't care about the five-slot set bonus (or the four-slot set bonus, for that matter), so there isn't much to be gained by going much past the four I have there now.

Not sure what I'm going to do with anything else yet. I haven't looked. The simpler stuff will probably just retain their Common enhancements. This does raise a couple of questions, though:

1. Have I picked something I won't be able to obtain? I made sure to pick only Uncommon enhancements.

2. Have I made any really stupid calls? I don't think I did, but I can't really know.

3. Is there any point to having the passives 3-slotted at all? With Commons, obviously not (I think obviously), but with Inventions? Titanium Coating seems to offer more health at three slots, but I don't know if I haven't gotten five of that from elsewhere.

Honestly, so far this is an interesting exercise. I have the sneaking suspicion that I might be able to just out and out MAKE the build I had in mind all in one go. None of its component parts seem to be all that rare or expensive. To me, that's a good start.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
1. Have I picked something I won't be able to obtain? I made sure to pick only Uncommon enhancements.

2. Have I made any really stupid calls? I don't think I did, but I can't really know.
As far as I can tell, they're all uncommon and nothing bad.

Quote:
3. Is there any point to having the passives 3-slotted at all? With Commons, obviously not (I think obviously), but with Inventions? Titanium Coating seems to offer more health at three slots, but I don't know if I haven't gotten five of that from elsewhere.
You haven't got that set bonus anywhere but the two toggles. So adding the set to the passives too would work fine. Obviously the only issue becomes if the set bonuses are worth the slots to you.


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
...

See, this is also something I hope to try and avoid. One of the things I like most about City of Heroes is that I can sit down and play it without worrying about whether I'm playing it the "right" way. ...

Now I'll just say I haven't read any responses after the first two from the first OP but just wanted to say that what I quoted is still true.


Most of my toons only have common/regular (non-set based) IOs. Sure I do have a few toons that are using set IOs and only 1 (maybe 2?) are "purple'd" out.

But for most things (even in itrials); common IOs are just fine.

*shrugs*

I don't see the huge push for set based IO toons....maybe if the itrials were "meant" to be solo'd or something but...the new DA solo content can be solo'd by an SO'd/common IO'd toon (did it on my lvl 50 Grav/Thermal Controller who only has common IOs in him).

Edit:

Granted I may not do as much damage, or be able to do the DA solo missions at +4x8 but...then again most of my toons now (even my purple'd out perma-dom/hasten Dom. can't...didn't build him for def...just rchg).


2nd edit:


As far as advice goes:


Usually I only do lvl 50 set IOs (or lvl 40/45+ depending on price on the market of the recipe) because I'm lazy like that.

Only hindrance to that is if you exemp alot, if you do then yes, you'd want to get lvl 30 or so set IOs.

For the most part, all set IOs are pretty cheap (excluding procs like the LotG:+7.5% rchg buff, etc...). Salvage again is usually cheap but if you come across certain salvage that is ridiculously priced, I would suggest running an AE mission or two and just buy the salvage using AE tickets.

Is that annoying? Yes But it does save money (and getting 80 AE tickets isn't hard/too tedious (80 for an uncommon)).


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
Yeah, I agree. That was positively painless. I didn't even have to leave the University building. Not bad. Not bad at all!

I still have to mess with other powers and figure out what to drop out of where, but we'll see how that goes. I worry that I might have to figure out a way to six-slot all my attacks now...

*edit*
The reason I say this is it seems that dropping even a single damage enhancement out of Crushing Impact drops damage below the three Common slotting. I haven't run ED calculations and I still can't figure out how to see enhancement percentages in Mids', but I don't think it would be by this much. If I drop one of the triple-aspect damage enhancements, damage drops to a total of 121.9% enhancement down from 127.2 for Common slotting. That's 5.3% points of difference, and with ED reducing anything past 100% down to 0.15 of its own value, I'm only really seeing a loss of 0.795% damage slotting. That's not a lot and something I can live with. The only question is which combination of the other two to sacrifice. The way Crushing Impact is designed, I get a choice of all three pairings of A/E, A/R and E/R. Remember what I said about granularity and wanting to pick my enhancement effects separately? Well, I can't see it getting any more separate than this, considering these are multi-aspect enhancements.

I actually like this sort of symmetrical order I know it's probably just Crushing Impact that's like this, but hey - that makes me like the set more!
1. Hover your mouse over the name of the power to see what your enhancement percentages are. Hover over an enhancement to see the set bonuses of all the enhancements of that set (i.e. if a single power had three crushings and three makos in it, hovering over any of the crushings would show which crushings you have slotted and what the set bonuses, are, hovering over any of the makos would show the same thing for the mako set in that power).

2. You have two interesting choices if you want to 5-slot Crushing Impact. If you drop Acc/Dmg/Rech from the power you end up with 41.29% acc, 96.25%dmg, 62.49% end and 44.14% rech. But remember the set bonuses of Crushing Impact include a 7% acc and 5% recharge, so that power is actually 48.29% acc, 96.25% dmg, 62.49% end 49.14% rech. That's already better than the 6-slot level 50 common IO slotting in every way except damage, and common slotting is only 97.94% after ED, a difference of 1.69%. And the acc bonus and rech bonus stack: doing this to two powers would make each have 55.29% acc and 54.14% recharge (compared to the 42.4% you get from slotting a single common level 50 IO).

Alternatively, if you have enough endurance you can drop Acc/Dmg/End instead. You end up with about identical end reduction (44.14% vs 42.4 for common - still higher actually) but you end up with a lot more recharge.


3. If you want to five slot, really want damage, and don't want to deal with procs, and don't want to buy purples, then another possibility is to take four Makos: all except for Acc/End/Rech and the damage proc, and then slot one Crushing Impact Dmg/End/Rech. You end up with 44.05% acc, 66.25% End and Rech, and 97.89% damage *and* a +3% damage set bonus, meaning the attack has a net damage enhancement of 100.89% (set bonuses are unaffected by ED, so you can always add them right onto the top of the ED-slotting net value).

This is in all respects better than common IO slotting and has a bit more net overall damage, including the set bonus.


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Posted

Quote:
Originally Posted by Arcanaville View Post
2. You have two interesting choices if you want to 5-slot Crushing Impact. If you drop Acc/Dmg/Rech from the power you end up with 41.29% acc, 96.25%dmg, 62.49% end and 44.14% rech. But remember the set bonuses of Crushing Impact include a 7% acc and 5% recharge, so that power is actually 48.29% acc, 96.25% dmg, 62.49% end 49.14% rech. That's already better than the 6-slot level 50 common IO slotting in every way except damage, and common slotting is only 97.94% after ED, a difference of 1.69%. And the acc bonus and rech bonus stack: doing this to two powers would make each have 55.29% acc and 54.14% recharge (compared to the 42.4% you get from slotting a single common level 50 IO).
I tend to drop the Acc/Dam from Crushing Impact.

With level 50 enhancements, that shows as 97.5% damage, 42.4% accuracy, and 68.9% Recharge and Endurance reduction.


 

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Another thought, how veteran are you ? 2 slotting some passives with common 50 IOs and using enhancement boosters should be a viable option for getting very close to 3 SO value.


It's true. This game is NOT rocket surgery. - BillZBubba

 

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Quote:
Originally Posted by Minotaur View Post
Another thought, how veteran are you ? 2 slotting some passives with common 50 IOs and using enhancement boosters should be a viable option for getting very close to 3 SO value.
If he wants to use only level 50 enhancements on his character, then I think he'll find the look of: 50 + 5 unsettling as well.


 

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Quote:
Originally Posted by Arcanaville View Post
1. Hover your mouse over the name of the power to see what your enhancement percentages are.
Aha! I found it! Thank you

Quote:
Originally Posted by Arcanaville View Post
3. If you want to five slot, really want damage, and don't want to deal with procs, and don't want to buy purples, then another possibility is to take four Makos: all except for Acc/End/Rech and the damage proc, and then slot one Crushing Impact Dmg/End/Rech. You end up with 44.05% acc, 66.25% End and Rech, and 97.89% damage *and* a +3% damage set bonus, meaning the attack has a net damage enhancement of 100.89% (set bonuses are unaffected by ED, so you can always add them right onto the top of the ED-slotting net value).
Mix sets? Hmm... Not a bad idea, actually. I'm not sure why it didn't occur to me. I actually suspect I may want to mix sets with Commons. Probably not for attacks, though - I suspect I may be able to six-slot those. But for defences, that might be the smarter call. Resistance, in particular.

As I said, I don't really care about the four-slot bonus of Titanium Coating, which is immobilization resistance. Yeah, between Unyielding and Combat Jumping, I'm sure I'll be needing that P_P Originally, I wanted to use the four slots with resistance in them, so End/Res, Rech/Res, End/Rech/Res and Res. This gives me resistance of just under three slots Common, but I might be able to dump one slot and replace that with a Common resistance and see what happens. ... Upon reflection, probably not much since I'm already hitting the ED cap.

That's not a bad idea, though. Even if I don't exceed all of accuracy, endurance and recharge slotting, so long as I can meet those, it should be fine. I'll have to play around with it a bit.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Quote:
Originally Posted by Samuel_Tow View Post
As I said, I don't really care about the four-slot bonus of Titanium Coating, which is immobilization resistance. Yeah, between Unyielding and Combat Jumping, I'm sure I'll be needing that P_P Originally, I wanted to use the four slots with resistance in them, so End/Res, Rech/Res, End/Rech/Res and Res.
Honestly, you can do fine with just Res, Res/End, and Res/Rech, if you want the +1.5% health. (If you don't care about the set bonuses at all, go Res IO, Titanium Res/End, Aegis Res/End).


 

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Quote:
Originally Posted by MajorDecoy View Post
Honestly, you can do fine with just Res, Res/End, and Res/Rech, if you want the +1.5% health. (If you don't care about the set bonuses at all, go Res IO, Titanium Res/End, Aegis Res/End).
Yeah, but I'll lose resistance slotting, won't I?

*edit*
And I DO care about the Health bonus.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Quote:
Originally Posted by Samuel_Tow View Post
Yeah, but I'll lose resistance slotting, won't I?
Yes.

With three slots of Titanium Coating, Res, End/Res, and Rech/Res you'll get 54.16% Resistance and 26.5% Endurance Reduction instead of the 58.48% Resistance and 42.4% Endurance Reduction you'd get from 3 Res IOs and 1 End Red IO.

3 Titanium Coating gives Temporary Invulnerability 34.69% Resistance and an endurance cost of .21 end/sec.

4/1 gives Temporary Invulnerability 35.66% Resistance and an endurance cost of .18 end/sec.

Comparisons:
Active powers: RPD, REn, REL, Temporary Invulnerability, Unyielding.

3 Titanium Coating: 52.3% Smashing/Lethal, 23.4 Fire/Energy/Cold/Negative Energy/Toxic. End Cost: .41 end/second.

4/1 slotting: 53.2% Smashing/Lethal, 23.7% Fire/Energy/Cold/Negative Energy/ Toxic. End cost: .38 end/second


 

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Eh, it might not be much of a gain, but I don't want to lose those numbers. Not only am I losing a bit of resistance, but I'm also losing endurance, and I really can't afford to lose much of that. Crash IS end-stable, but that's in large part because of that endurance reduction. Yeah, I'm gaining some on my powers, but I don't really want to lose some on my toggles when I don't really have much else to do with the slots.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Okay, then go:

Titanium Coating: Res, Res/End, Res/End/Rech
Aegis: Res/End

That gives you 57.52% Resistance and 73.78% endurance reduction.