I give up... What about Inventions?


Arcanaville

 

Posted

Quote:
Originally Posted by KnightofKhonsu View Post
Then you are looking at it the wrong way. If someone posts you a build and says put it in MIDs, do so. Then study what they did. Look at each set they used. Then go research them on Paragonwiki. By researching and studying builds like this you can teach yourself how to slot your character that fits your playing style. The best way for this is to learn from what others have done. You may find someone's build that is a close representation of your own playing style or vision of what you are looking to do with your character. This is the beauty of MIDs; it literally helps you design a character's ability and enhancing them so you can maximize their potential.

You do not have to use what they give you. Most of the time when someone posts a build for another it is an example of what he or she recommended. The truth of the matter is what works for one may not work for another person. Therefore, study what others have done to reach their goals. Then adapt it to your mindset and make it your own.

I am sure if your learning something in a classroom setting or on the job training you would not respond in the manner as you did above. The most foolish thing anyone can do is not look at the results of someone else's work, study it, and then take from it what they can to make better. However, after studying something, you do not feel that is for you, then you move on.

If you truly want to do what you stated originally in this post, then you will be more open and receptive to these types of ideas. However, you are still a bit defensive about this inasmuch you don't want to do what others are doing. That is what I read from your replies so far.
There is PLENTY I disagree with in this post (the tone I'm getting from Sam is not the same you are) but as to the bolded this is sound advice. By doing that over a period of 3-six months I can now build out a frankslotted toon, mid-tier toon, or optimal set bonuses to the gils toon in my head without needing mids.

It takes time but studying what others do DOES help TREMENDOUSLY.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

Posted

Quote:
Originally Posted by Grouchybeast View Post
If you have /auctionhouse, then you probably also have (or can get with the next token) /vault, too? If so, then you can stand in a university by a crafting bench, and buy, craft and slot right where you are.
And THIS is also why this thread is awesome. I just learned something new. never noticed that there was a /vault command. I honestly only knew about /auctionhouse.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

Posted

Quote:
Originally Posted by Aura_Familia View Post
And THIS is also why this thread is awesome. I just learned something new. never noticed that there was a /vault command. I honestly only knew about /auctionhouse.
Yeah, /vault is pretty unknown, since it's nowhere near as awesometastic as /ah. Personally I use it mostly for stashing the bits I need to make base empowerment buffs, but that's a whole 'nother thingie.


@Mindshadow

 

Posted

Though I realise this is starting to grow old and go far too specific by now, I did make a planned build for Spring Attack by some very minor changes to my existing one, and I wanted to share. Here it is:

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 -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 1: Resist Physical Damage -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(42)
Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 4: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 6: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx/Rchg(17), ResDam-I(19)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(43), Dct'dW-Rchg(46)
Level 12: Combat Jumping -- Jump-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(27)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 20: Super Jump -- Jump-I(A)
Level 22: Spring Attack -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(36)
Level 24: Resist Energies -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(42)
Level 26: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(50)
Level 28: Invincibility -- RedFtn-Def(A), RedFtn-Def/EndRdx(34), RedFtn-Def/EndRdx/Rchg(36)
Level 30: Resist Elements -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(43)
Level 32: Foot Stomp -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(48)
Level 35: Tough Hide -- RedFtn-Def(A), RedFtn-Def/EndRdx(39), RedFtn-Def/Rchg(43)
Level 38: Unstoppable -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-EndRdx/Rchg(39), TtmC'tng-ResDam/EndRdx/Rchg(39)
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: Taunt -- Taunt-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)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(7)

I didn't do much. I swapped Taunt with Super Jump, then swapped out Hand Clap and swapped in Spring Attack. I drew two slots from Unyielding and Invincibility and put them in there. The net loss of survivability stands at .4% defence, .3% physical resistance and .6% elemental and energy resistance. I think I'll live.

I haven't actually made this build yet, but considering all it asks is one more set of Multi-Strike, I don't expect to have much problem making it. That, and Crash still has her free /respec from years ago.

*edit*
Though I may have lost less than 1% of my survivability, I believe I gained a lot of survivability by not knocking enemies away from me and losing ~10% defence from Invincibility. My expensive equipment also gained a lot of survivability because I should have less frequent urges to punch my monitor now that Hand Clap is gone.


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 Egos_Shadow View Post
Yeah, /vault is pretty unknown, since it's nowhere near as awesometastic as /ah. Personally I use it mostly for stashing the bits I need to make base empowerment buffs, but that's a whole 'nother thingie.
If you care about common or uncommon salvage at all (and I concede most people don't), /vault remains a place you can stash it inside a mission instance. I use this mostly on lowbies, as I often want to use their low- and mid-level salvage for crafting. (I tend not to care about high-level salvage unless it's a rare.) I pull up /vault and throw a stack of something in there, and pull it out later for my crafting activities.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Didn't /vault come with the Freedom release? I recall reading about it at that time. I thought or, at least, I had gotten the impression that it was the latest and last reward of the old vet reward system.


Teams are the number one killer of soloists.

 

Posted

Quote:
Originally Posted by SerialBeggar View Post
Didn't /vault come with the Freedom release? I recall reading about it at that time. I thought or, at least, I had gotten the impression that it was the latest and last reward of the old vet reward system.
Vault came in at 84 months (7 years), so there would have been a players who got it before freedom launched (which was 7 years and 5ish months after US launch of the game)


 

Posted

I apologise for dragging this thread back out of forum history, but I have a few more questions to ask on the matter and I'd like to keep all the old, very useful information I got in the same thread just so it's all in one place.

Now, I know I went a long way towards giving Crash a decent, Dark-Astoria-Applicable build, but that never happened. I22 took too long to come out and I got bored of the character spinning her wheels doing nothing. However, it's come around to this time again, and this time I'm using a slightly less "certain" character. Plus, I'm facing a few new aspects of Inventions that didn't exist back when I made this thread, which I might want to explore. First, the questions:

What's an "ATO?" I get that they're Archetype-specific enhancements, even if I wish we'd stop attaching the word "Origin" to every enhancement type, but what are they for? What do they do? Do I even care about them? I checked ParagonWiki and it has a pretty good article on what these are, but there are no articles for the specific enhancements. I don't know if these have superior percentages like Hamidon enhancements do, for instance. And, frankly, the set bonuses they offer don't strike me as that impressive.

What I'm working on right now is a Stalker, but do I want those enhancements for that Stalker? I see that I can get them outside of purchasing them, but their costs just seem prohibitive for what they look like they do. From level 1 to level 49 right now, this Stalker has amassed right around 360 Reward Merits, and I see that even the "cheap" AT enhancements costs 400 merits, so that's VERY expensive for something I don't know if I need.

I could ask about Catalysts and how many of these sets I can use, but I'd probably want to know if I even want the things before I dive any further.

---

Next on the list is Enhancement Converters. I managed to somehow avoid ANY discussions about those on the forums, so when I first started seeing the things in my salvage inventory, I didn't know what they were. I've had a few people explain them to me, I read the ParagonWiki article about them, but I still seem to have very little idea about how those work. I get that they convert enhancements into other enhancements, but my question is how much control I have over the process.

For instance, one of the big reasons I don't want to use, say, Mako's Bite is because it has rare and special enhancements in it. Last night, Leo suggested that I could use Enhancement Converters to buy or get a more easily-available set and then transform that into Mako's Bite for the defence set bonuses. So how would that work? How could I, for instance, get a rare Mako's Bite: Accuracy/Damage out of... Say, Crushing Impact: Accuracy/Damage? I assume I'd use the "Convert within Category" conversion that costs two Converters, but what choice would I have to determine the result? The description says "Any other IO of the same level from with its Category regardless of Rarity." but do I get to personally hand-pick which one? That seems a little too good to be true.

---

Finally, I'm down to the actual, practical, final question about build in general. If you've seen me post recently, you've probably seen me mention "Kim," my Stalker. I even wrote a story about her. She's a favourite character of mine, she's currently level 49, and she's running about 35% defence against everything. I'm well aware that this is insufficient for Dark Astoria, so I want to know if there's anything I can do about it without reshuffling her build too badly (i.e. without having to take all of Fighting). Specifically, I want to know if it's possible that Enhancement Converters can help me in doing this.

As before, I'd like to stick to level 50 Uncommon Inventions, which means Crushing Impact for single-target attacks, Multi-Strike for the couple of cones and probably a bunch of Red Fortunes for the defences, in case it's not better to just leave them with Commons. I'm also interested to know if the passives and the toggles really benefit from those third defence slots, though I wouldn't want to lose any defence in the process, even a single percent since I have precious little as it is.

The build I have right now isn't great, and it's still all commons, but as before, I'm not looking for perfection. More than anything else, I'm looking for a build that I can be comfortable with making, and a way of making that build that I can feel comfortable repeating for the next level 50 character I make. Apparently, uniqueness of character build doesn't interest me all that much. So long as it works and it's not a pain in the *** to make, I'm happy. Well, and so long as it fits the concept.

Speaking of which, why Challenge on a Stalker? Oh, right, you can't see it. Well, the Mids' build is at the bottom of the post, and it contains Challenge as Kim's level 49 power. Well, it's a power I didn't need to slot, and it fit her cheeky, provocative nature. It was either that or Shuriken, but I couldn't spare five slots for it since I wanted more recharge in Elude. If I can spare the slots and take Shuriken instead without compromising my defences, I probably will, but for the moment, Challenge is not a terribly important power.

That said, here's the build for reference. Please don't judge me too harshly

Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Kim Navar: Level 50 Technology Stalker
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Presence
Ancillary Pool: Weapon Mastery

Hero Profile:
Level 1: Power Slice -- Acc-I(A), EndRdx-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), RechRdx-I(46)
Level 1: Hide -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(40)
Level 2: Ablating Strike -- Acc-I(A), EndRdx-I(7), Dmg-I(7), Dmg-I(9), Dmg-I(9), RechRdx-I(46)
Level 4: Nimble Slash -- Acc-I(A), EndRdx-I(11), Dmg-I(11), Dmg-I(13), Dmg-I(13), RechRdx-I(46)
Level 6: Assassin's Blades -- Acc-I(A), EndRdx-I(15), Dmg-I(15), Dmg-I(17), Dmg-I(17), RechRdx-I(43)
Level 8: Focused Fighting -- EndRdx-I(A), DefBuff-I(19), DefBuff-I(19), DefBuff-I(21)
Level 10: Focused Senses -- EndRdx-I(A), DefBuff-I(21), DefBuff-I(23), DefBuff-I(23)
Level 12: Build Up -- RechRdx-I(A), RechRdx-I(25)
Level 14: Combat Jumping -- Jump-I(A)
Level 16: Practiced Brawler -- RechRdx-I(A), RechRdx-I(25), EndRdx-I(27)
Level 18: Super Jump -- Jump-I(A)
Level 20: Placate -- RechRdx-I(A), RechRdx-I(27)
Level 22: Vengeful Slice -- Acc-I(A), EndRdx-I(29), Dmg-I(29), Dmg-I(31), Dmg-I(31), RechRdx-I(45)
Level 24: Dodge -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(40)
Level 26: Sweeping Strike -- Acc-I(A), EndRdx-I(31), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(43)
Level 28: Quickness -- Run-I(A)
Level 30: Agile -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(40)
Level 32: One Thousand Cuts -- Acc-I(A), EndRdx-I(34), Dmg-I(34), Dmg-I(34), Dmg-I(36), RechRdx-I(43)
Level 35: Evasion -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(36), DefBuff-I(37)
Level 38: Elude -- RechRdx-I(A), RechRdx-I(48)
Level 41: Physical Perfection -- EndMod-I(A), EndMod-I(42), Heal-I(42), Heal-I(42)
Level 44: Web Grenade -- Acc-I(A), EndRdx-I(45), Immob-I(45)
Level 47: Targeting Drone -- EndRdx-I(A), EndRdx-I(48)
Level 49: Challenge -- Acc-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A), Heal-I(48), Heal-I(50)
Level 2: Stamina -- EndMod-I(A), EndMod-I(37), EndMod-I(37)
Level 1: Assassination
Level 4: Ninja Run


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

I can say from recent personal experience that the Stalker Set is very nice to have, and you can do far worse that to slot all six pieces in your assassin's strike power (though some experts might have advice on where to slot them for even better). The archetype sets are all also sold in Wentworths/Black Market, and the stalker sets aren't too expensive by those standards. Though they might get expensive next week when Staff Fighting is available.

What makes the stalker set so worthwhile is two parts: (a) generally good overall bonuses and (b) the chance to hide proc piece. Having (b) slotted in a slower base recharge power like your assassin's strike means it'll fire often, possibly every time you use the power. That means that after a successful AS, you'll be right back in hide mode instantly, and your next attack will be an automatic critical strike coming out of hide.


 

Posted

I'm nowhere near a Stalker expert, but I put the full Stalker set in my A/S on my new Stalker.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Finally, I'm down to the actual, practical, final question about build in general. If you've seen me post recently, you've probably seen me mention "Kim," my Stalker. I even wrote a story about her. She's a favourite character of mine, she's currently level 49, and she's running about 35% defence against everything. I'm well aware that this is insufficient for Dark Astoria, so I want to know if there's anything I can do about it without reshuffling her build too badly (i.e. without having to take all of Fighting). Specifically, I want to know if it's possible that Enhancement Converters can help me in doing this.

As before, I'd like to stick to level 50 Uncommon Inventions, which means Crushing Impact for single-target attacks, Multi-Strike for the couple of cones and probably a bunch of Red Fortunes for the defences, in case it's not better to just leave them with Commons. I'm also interested to know if the passives and the toggles really benefit from those third defence slots, though I wouldn't want to lose any defence in the process, even a single percent since I have precious little as it is.

The build I have right now isn't great, and it's still all commons, but as before, I'm not looking for perfection. More than anything else, I'm looking for a build that I can be comfortable with making, and a way of making that build that I can feel comfortable repeating for the next level 50 character I make. Apparently, uniqueness of character build doesn't interest me all that much. So long as it works and it's not a pain in the *** to make, I'm happy. Well, and so long as it fits the concept.

Speaking of which, why Challenge on a Stalker? Oh, right, you can't see it. Well, the Mids' build is at the bottom of the post, and it contains Challenge as Kim's level 49 power. Well, it's a power I didn't need to slot, and it fit her cheeky, provocative nature. It was either that or Shuriken, but I couldn't spare five slots for it since I wanted more recharge in Elude. If I can spare the slots and take Shuriken instead without compromising my defences, I probably will, but for the moment, Challenge is not a terribly important power.

Try this as a place to start. I stuck to Crushing Impact, Makos, Multistrike, Thunderstrike, and Enfeebled Operation (immobilize). I put in the Shuriken and got it +3 slots and it has good enhancement value. All 3 defenses (melee, range, aoe) are much improved.

edit: If you aren't comfortable with the Makos, Crushing Impacts will work in their place, but the Ranged defense will suffer some.

Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Kim Navar: Level 50 Technology Stalker
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Ancillary Pool: Weapon Mastery

Hero Profile:
Level 1: Power Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 1: Hide -- DefBuff-I(A), DefBuff-I(21), DefBuff-I(48)
Level 2: Ablating Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(27)
Level 4: Nimble Slash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(37)
Level 6: Assassin's Blades -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(39)
Level 8: Focused Fighting -- RedFtn-Def/EndRdx(A), DefBuff-I(19), DefBuff-I(19)
Level 10: Focused Senses -- RedFtn-Def/EndRdx(A), DefBuff-I(21), DefBuff-I(23)
Level 12: Build Up -- RechRdx-I(A), RechRdx-I(25)
Level 14: Combat Jumping -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(42)
Level 16: Practiced Brawler -- RechRdx-I(A), RechRdx-I(25), EndRdx-I(46)
Level 18: Super Jump -- Jump-I(A)
Level 20: Placate -- RechRdx-I(A), RechRdx-I(27)
Level 22: Vengeful Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 24: Dodge -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(48)
Level 26: Sweeping Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(40)
Level 28: Quickness -- Run-I(A)
Level 30: Agile -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(42)
Level 32: One Thousand Cuts -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(34), M'Strk-Dmg/Rchg(34), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(40)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), DefBuff-I(36), DefBuff-I(36)
Level 38: Elude -- RechRdx-I(A), RechRdx-I(40)
Level 41: Physical Perfection -- EndMod-I(A), EndMod-I(42)
Level 44: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 47: Targeting Drone -- EndRdx-I(A), EndRdx-I(48)
Level 49: Shuriken -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50), Thundr-Dmg/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A), Heal-I(43)
Level 2: Stamina -- EndMod-I(A), EndMod-I(37), EndMod-I(37)
Level 1: Assassination
Level 4: Ninja Run



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|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Jetpack View Post
I'm nowhere near a Stalker expert, but I put the full Stalker set in my A/S on my new Stalker.
Well, that's probably what I'll end up doing, myself, since Viking essentially up and gave me 4 of the 6 set enhancements. Thank you! The other two, though expensive, should not be hard to get. That's my attacks settled, then, I suppose. What's left to wonder about is the SR toggles and passives, plus possibly... What do you put in Web Grenade?


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 Caulderone View Post
Try this as a place to start. I stuck to Crushing Impact, Makos, Multistrike, Thunderstrike, and Enfeebled Operation (immobilize). I put in the Shuriken and got it +3 slots and it has good enhancement value. All 3 defenses (melee, range, aoe) are much improved.

edit: If you aren't comfortable with the Makos, Crushing Impacts will work in their place, but the Ranged defense will suffer some.
Do you think you can break that down for me? I can see the totals for defence, and they come up remarkably even for melee, range and AoE, but how did you manage that? I tried tracing set bonuses in Mids', but that won't tell me where they're from. I really am not comfortable with the Makos, but if the result is like what you're showing me, I might be convinced to try to get them. I'm sitting on 30-something converters, per chance those can help. I just need to know where the defences are coming from, because the result is actually pretty appealing to me.

Also: Why is Web Grenade 6-slotted and why is Combat Jumping 3-slotted for defence? I can't imagine that third slot is doing anything meaningful.


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
Do you think you can break that down for me? I can see the totals for defence, and they come up remarkably even for melee, range and AoE, but how did you manage that? I tried tracing set bonuses in Mids', but that won't tell me where they're from. I really am not comfortable with the Makos, but if the result is like what you're showing me, I might be convinced to try to get them. I'm sitting on 30-something converters, per chance those can help. I just need to know where the defences are coming from, because the result is actually pretty appealing to me.

Also: Why is Web Grenade 6-slotted and why is Combat Jumping 3-slotted for defence? I can't imagine that third slot is doing anything meaningful.
Do you have pop-up info windows enabled in Mids? If you enable them and hover the mouse over the enhancements, it will show you all the set bonuses available from sets, and it will highlight those you are getting from that power in green.

For example, this is what I see when I hover over one of two Numina's pieces I have in one of my characters.



It's showing me the five available set bonuses, and highlighting that I have only the first one being granted by this power. Enabling this will let you mouse around a build and see what each power's slotting is doing for you.

To answer your questions, six-slotted Makos is giving you ranged defense. Sweeping Strike is giving you smaller AoE and Melee defense. Six slotted web grenade is giving you melee defense.

I'm not sure why CJ is 3-slotted that particular way. The 3rd slot is only adding around 0.1% def(all). The same is true of hide when in combat - it offers the same defense as CJ. It's worth noting though that, near the soft cap, 0.1% defense can mean more than you might think. The difference in 44.9% defense and 45% is around 2% more incoming damage on average.

Unfortunately, the default display Mids is giving is misleading - its showing you the unsuppressed benefit of Hide. In combat, Hide will be giving you the same +def as CJ. I recommend turning it off in Mids to see a more realistic view of your defenses, but you should then add about 2.8% (2.9% if 3-slotted) to all your displayed defense values to account for the in-combat benefit of Hide. I see that as around 44.4% melee, 45.1% ranged and 42.9% AoE.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Do you have pop-up info windows enabled in Mids? If you enable them and hover the mouse over the enhancements, it will show you all the set bonuses available from sets, and it will highlight those you are getting from that power in green.
I don't, but even if I did, it would require me to go through every set and either write down what it's giving me or remember what it's giving me, and I don't know where to look. For instance, Web Grenade is giving me defence? Huh. Still, I'll enable this just for ease of use. Thank you.

Quote:
Originally Posted by UberGuy View Post
To answer your questions, six-slotted Makos is giving you ranged defense. Sweeping Strike is giving you smaller AoE and Melee defense. Six slotted web grenade is giving you melee defense.
So, essentially what I'm seeing is two Mako's sets, two Sweeping Strike sets and one... Whatever's in Web Grenade, and those are giving me the combined 8% defence to everything? OK, I can see that now... I think. What this means is I don't want to lose any of those.

OK, counter-question - if I want to slot the Stalker AT-specific set in Assassin's Strike, what would I have to do to retain that defence buff, considering Assassin's Strike has a Mako's set in it now? And also, can we pinch a couple of enhancements from somewhere to put in Shuriken, or is that pointless? Alternately, suppose I gave up on Shuriken and returned to using Challenge, is there any place we can use those three extra slots better? Even if it's just a little better? I kind of want to keep at least one jump enhancement in Combat Jumping.

Quote:
Originally Posted by UberGuy View Post
I'm not sure why CJ is 3-slotted that particular way. The 3rd slot is only adding around 0.1% def(all). The same is true of hide when in combat - it offers the same defense as CJ. It's worth noting though that, near the soft cap, 0.1% defense can mean more than you might think. The difference in 44.9% defense and 45% is around 2% more incoming damage on average.
Yeah, that's what I'm afraid of. Would you suggest dropping slots from those powers, or alternately replacing those defence enhancements with something else? If so, with what? As I said before, I kind of want to keep at least one Jump Height enhancement in Combat Jumping, so I can see swapping one of the three to Jump, but what about Hide? And isn't it useful to have a bit more AoE defence when Hidden and more defence in general so it's harder to break?

And what about Elude? I've been thinking of possibly adding another recharge in there. It'll shave off 40 seconds, I think. I'm also curious to know if your slots per toggle won't work, using more of Red Fortune.

Just thinking out loud


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

What's an "ATO?" I get that they're Archetype-specific enhancements, even if I wish we'd stop attaching the word "Origin" to every enhancement type, but what are they for? What do they do? Do I even care about them? I checked ParagonWiki and it has a pretty good article on what these are, but there are no articles for the specific enhancements. I don't know if these have superior percentages like Hamidon enhancements do, for instance. And, frankly, the set bonuses they offer don't strike me as that impressive.
Personally, it depends on the AT. I wouldn't say Stalker ATO, as a set, is needed but you'd definitely want the proc. That proc is worth anything and everything you pay to get it, more than a PvP defense/res global or anything because you can't get the ATO's unique buff anywhere else. The set itself? It's not bad, or even mediocre, but it's not something I'd say is 'necessary' for you. The proc, on the other hand...


Quote:
Next on the list is Enhancement Converters. I managed to somehow avoid ANY discussions about those on the forums, so when I first started seeing the things in my salvage inventory, I didn't know what they were. I've had a few people explain them to me, I read the ParagonWiki article about them, but I still seem to have very little idea about how those work. I get that they convert enhancements into other enhancements, but my question is how much control I have over the process.

For instance, one of the big reasons I don't want to use, say, Mako's Bite is because it has rare and special enhancements in it. Last night, Leo suggested that I could use Enhancement Converters to buy or get a more easily-available set and then transform that into Mako's Bite for the defence set bonuses. So how would that work? How could I, for instance, get a rare Mako's Bite: Accuracy/Damage out of... Say, Crushing Impact: Accuracy/Damage? I assume I'd use the "Convert within Category" conversion that costs two Converters, but what choice would I have to determine the result? The description says "Any other IO of the same level from with its Category regardless of Rarity." but do I get to personally hand-pick which one? That seems a little too good to be true.
Since no one has quite touched on this, we'll isolate the example to the Crushing Impact set:

So you have a Crushing Impact Acc/Dmg and 2 ECs (Enhancement Converters). If you use the category conversion, it will take that Crushing Impact enhancement and randomly turn it into any other melee invention origin enhancement of the same level. So if your Crushing Impact enhancement were lvl 35, it could randomly change into any of the same type of that level (in this case, Smashing Haymaker (max lvl 35), Kinetic Combat (max lvl 35), Focused Smite (max lvl 40), Touch of Death (max lvl 40) or Mako's Bite (max lvl 50)) Note: it cannot change into a purple, PVP or IO of its own set (in this case, it cannot turn into a different Crushing Impact enhancement...only in-set conversions do that).

That may sound bad for you, if you're trying to get a particular enhancement...but you only want lvl 50s and there are only 2 regular lvl 50 melee sets...Crushing Impact and Mako's Bite. So you can take any of your lvl 50 Crushing Impact enhancements + 2 ECs and it will change them into any random lvl 50 Mako's Bite. The only risk is possibly getting the same enhancement (like, after 3 conversions, 2 of them being Dmg/Rech since you can only slot 1 in a single power)...but you can always just sell those and buy the ones you want. (or just keep trying since Crushing Impacts are cheap anyway)


Quote:
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Kim Navar: Level 50 Technology Stalker
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Presence
Ancillary Pool: Weapon Mastery

Hero Profile:
Level 1: Power Slice -- Acc-I(A), EndRdx-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), RechRdx-I(46)
Level 1: Hide -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(40)
Level 2: Ablating Strike -- Acc-I(A), EndRdx-I(7), Dmg-I(7), Dmg-I(9), Dmg-I(9), RechRdx-I(46)
Level 4: Nimble Slash -- Acc-I(A), EndRdx-I(11), Dmg-I(11), Dmg-I(13), Dmg-I(13), RechRdx-I(46)
Level 6: Assassin's Blades -- Acc-I(A), EndRdx-I(15), Dmg-I(15), Dmg-I(17), Dmg-I(17), RechRdx-I(43)
Level 8: Focused Fighting -- EndRdx-I(A), DefBuff-I(19), DefBuff-I(19), DefBuff-I(21)
Level 10: Focused Senses -- EndRdx-I(A), DefBuff-I(21), DefBuff-I(23), DefBuff-I(23)
Level 12: Build Up -- RechRdx-I(A), RechRdx-I(25)
Level 14: Combat Jumping -- Jump-I(A)
Level 16: Practiced Brawler -- RechRdx-I(A), RechRdx-I(25), EndRdx-I(27)
Level 18: Super Jump -- Jump-I(A)
Level 20: Placate -- RechRdx-I(A), RechRdx-I(27)
Level 22: Vengeful Slice -- Acc-I(A), EndRdx-I(29), Dmg-I(29), Dmg-I(31), Dmg-I(31), RechRdx-I(45)
Level 24: Dodge -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(40)
Level 26: Sweeping Strike -- Acc-I(A), EndRdx-I(31), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(43)
Level 28: Quickness -- Run-I(A)
Level 30: Agile -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(40)
Level 32: One Thousand Cuts -- Acc-I(A), EndRdx-I(34), Dmg-I(34), Dmg-I(34), Dmg-I(36), RechRdx-I(43)
Level 35: Evasion -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(36), DefBuff-I(37)
Level 38: Elude -- RechRdx-I(A), RechRdx-I(48)
Level 41: Physical Perfection -- EndMod-I(A), EndMod-I(42), Heal-I(42), Heal-I(42)
Level 44: Web Grenade -- Acc-I(A), EndRdx-I(45), Immob-I(45)
Level 47: Targeting Drone -- EndRdx-I(A), EndRdx-I(48)
Level 49: Challenge -- Acc-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A), Heal-I(48), Heal-I(50)
Level 2: Stamina -- EndMod-I(A), EndMod-I(37), EndMod-I(37)
Level 1: Assassination
Level 4: Ninja Run
Looking at this build, possible places to cut slots would probably be:

-2 from Hide (it doesn't boost defense by much in combat and out of combat, it will cap AoE no matter what for SR)

-1 from Practiced Brawler...unless the Endurance cost is hurting that much, I'd just keep it to 2 rech.

-1 from Placate. How often do you really use it?

-1 from Physical Perfection. The regen buff in this power is pretty small, half of what health provides which itself is pretty small. With Stalker's inherent limited base HP, it won't give you much of a buff at all...if you had +HP bonuses and accolades, perhaps it'd be more worthwhile, but you're SR and if you're short on slots, this is a spot to pull from.

You might be able to get away with taking a slot out of the passives (so 3 slots) if you can put them to better use (like for higher slot bonuses...such as Enfeebling Operation's 4-set bonus of 1.25% melee defense and 6-set bonus of 3.13% to ranged defense).


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Do you think you can break that down for me? I can see the totals for defence, and they come up remarkably even for melee, range and AoE, but how did you manage that? I tried tracing set bonuses in Mids', but that won't tell me where they're from. I really am not comfortable with the Makos, but if the result is like what you're showing me, I might be convinced to try to get them. I'm sitting on 30-something converters, per chance those can help. I just need to know where the defences are coming from, because the result is actually pretty appealing to me.

Also: Why is Web Grenade 6-slotted and why is Combat Jumping 3-slotted for defence? I can't imagine that third slot is doing anything meaningful.
Uberguy and others have already mostly covered this, but I'll chime in, too.

I just stuck the 3rd slot in Hide and CJ because I couldn't think of anything else that would keep it simple. You could easily switch the 3rd Defense IO in CJ to a Jump IO if you like.

You could move the 3rd slot in Hide to Elude for recharge, too, if you like. Neither change will be all that huge for your total defense. The final defense values will still be way better than your current build.

Breakdowns:
6-slotted Makos = 3.75% Ranged Defense
6-slotted Multistrike = 1.88% AoE Defense, 1.88% Melee Defense
6-slotted Enfeebled Operation = 4.38% Melee Defense
(btw, this set is yellow/uncommon and VERY cheap and also has a small global recharge bonus)

If you decide to keep the Makos, and want to do the ATO set, put the ATO set in AS and replace one set of CI in whichever attack you please (makes no difference) with a Mako set.


 

Posted

When looking at this build an its defense defense, the main consideration with the Stalker AT set is that it gives damage-typed defense as its large bonus, so replacing pretty much anything that grants you positional defense in that build is going to cause you to lose more of the type of defense an SR cares about. Replacing Makos compounds this by taking away Ranged defense and giving back (smaller) Melee.

So its worth looking at what you can get if you juggle things a bit, and try to replace something that doesn't give +defense. Crushing Impacts come to mind.

My recommendation is to move Mako's out of AS into one of the powers that currently has Crushing Impacts in it. Instead of putting the CIs into AS, put the Stalker ATE set there. You lose a bit of +HP, gain a bit of recharge, gain a bit of melee defense, and gain a bit of accuracy. (You also pick up a bit of +damage and +resist(L/S).)

Something like this.

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|-------------------------------------------------------------------|
Edit: Scooped.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Unfortunately, the default display Mids is giving is misleading - its showing you the unsuppressed benefit of Hide. In combat, Hide will be giving you the same +def as CJ. I recommend turning it off in Mids to see a more realistic view of your defenses, but you should then add about 2.8% (2.9% if 3-slotted) to all your displayed defense values to account for the in-combat benefit of Hide. I see that as around 44.4% melee, 45.1% ranged and 42.9% AoE.
[/LEFT]
[/CENTER]
There's a way to get Mids to use the right numbers for Hide and Stealth. Pop open Options->Configuration, head to the "Effects and Maths" tab, then under the "Suppression" header, click the box for "MissionObjectClick". This will then correctly suppress all the out-of-combat Defense bonuses for powers that suppress in combat. So you can leave Hide toggled on, and get your in-combat defense values on the Totals window.

There was also a mention in the thread about not being able to add up all the +Defense values from sets. There's a way to do that, too. Right next to your Archetype in the main window, hit View Active Sets. That will give you a summary list of all of the bonuses that you're getting to various attributes, as well as a breakdown list of where those bonuses are coming from. And, most importantly, it will highlight any set bonuses that you're "wasting" due to Rule-of-5 limits.


 

Posted

Quote:
Originally Posted by LineNoise View Post
There's a way to get Mids to use the right numbers for Hide and Stealth. Pop open Options->Configuration, head to the "Effects and Maths" tab, then under the "Suppression" header, click the box for "MissionObjectClick". This will then correctly suppress all the out-of-combat Defense bonuses for powers that suppress in combat. So you can leave Hide toggled on, and get your in-combat defense values on the Totals window.
Woo, did not know about that one. Thanks!


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Leo_G View Post
So you have a Crushing Impact Acc/Dmg and 2 ECs (Enhancement Converters). If you use the category conversion, it will take that Crushing Impact enhancement and randomly turn it into any other melee invention origin enhancement of the same level. So if your Crushing Impact enhancement were lvl 35, it could randomly change into any of the same type of that level (in this case, Smashing Haymaker (max lvl 35), Kinetic Combat (max lvl 35), Focused Smite (max lvl 40), Touch of Death (max lvl 40) or Mako's Bite (max lvl 50)) Note: it cannot change into a purple, PVP or IO of its own set (in this case, it cannot turn into a different Crushing Impact enhancement...only in-set conversions do that).
Can it turn an Uncommon into a Unqie, a Rare or one of the other types I don't even know about? And are you suggesting I just keep buying Crushing Impacts - find a recipe that's cheap - and keep trying? What about in-set conversions?

Quote:
Originally Posted by Leo_G View Post
-2 from Hide (it doesn't boost defense by much in combat and out of combat, it will cap AoE no matter what for SR)
Will consider it. Now that I can see its suppressed numbers, I'll be able to get a better idea.

Quote:
Originally Posted by Leo_G View Post
-1 from Practiced Brawler...unless the Endurance cost is hurting that much, I'd just keep it to 2 rech.
It is, unfortunately. I use it very often, it costs a fair bit, and I'm not ideal for endurance.

Quote:
Originally Posted by Leo_G View Post
-1 from Placate. How often do you really use it?
All the time, if I can help it. It's great for mitigation, it's great for an extra free critical, and I love the power to bits. I'd stick in a third recharge reducer in there if I thought there was any point.

Quote:
Originally Posted by Leo_G View Post
-1 from Physical Perfection. The regen buff in this power is pretty small, half of what health provides which itself is pretty small. With Stalker's inherent limited base HP, it won't give you much of a buff at all...if you had +HP bonuses and accolades, perhaps it'd be more worthwhile, but you're SR and if you're short on slots, this is a spot to pull from.
Good point, I will consider it. That might not be a bad idea at all.

Quote:
Originally Posted by UberGuy View Post
My recommendation is to move Mako's out of AS into one of the powers that currently has Crushing Impacts in it. Instead of putting the CIs into AS, put the Stalker ATE set there. You lose a bit of +HP, gain a bit of recharge, gain a bit of melee defense, and gain a bit of accuracy. (You also pick up a bit of +damage and +resist(L/S).)
Will do, that's not a bad compromise. I do want that bit of recharge I'm losing, but I think Quickness can cover that.

On the other hand, looking at your proposed build does concern me a little, just because I remember why I didn't like Mako's Bite in the first place - it has a grand total of 93% damage slotting, which doesn't add up to Common slotting of 99.08 or Crushing Impact slotting at 101.74. Between Crushing Impact as a possibility and Mako's Impact, I'm losing a good 8% damage slotting, which doesn't sit well with me. I don't suppose there's any way to get that defence bonus without that damage hit, is there?

Ugh... I'll try to stick those sets in my lower-damaging powers, pretty much like you've done, but... See, THIS is why I don't like Inventions. It's the whole package deal. Want defence? You have to use this set that you don't like. Want to use the set you do like? Tough, that doesn't have the bonuses you want. It's a constant compromise and I HATE that. Yeah, it's kind of like that with SOs and Commons, in the sense that I can't slot for everything, but at least each enhancement only does one thing, so there are no "consequences." Used to be this was "MMO-lite." It's a large part of why I started.

I'll have to think about this... I guess if that's what it takes to not die, but... Damn.

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Originally Posted by LineNoise View Post
There's a way to get Mids to use the right numbers for Hide and Stealth. Pop open Options->Configuration, head to the "Effects and Maths" tab, then under the "Suppression" header, click the box for "MissionObjectClick". This will then correctly suppress all the out-of-combat Defense bonuses for powers that suppress in combat. So you can leave Hide toggled on, and get your in-combat defense values on the Totals window.
Thank you, this helps tremendously. Not being able to see suppressed numbers has always bugged me, and this will be very nice to have.

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Originally Posted by LineNoise View Post
There was also a mention in the thread about not being able to add up all the +Defense values from sets. There's a way to do that, too. Right next to your Archetype in the main window, hit View Active Sets. That will give you a summary list of all of the bonuses that you're getting to various attributes, as well as a breakdown list of where those bonuses are coming from. And, most importantly, it will highlight any set bonuses that you're "wasting" due to Rule-of-5 limits.
I tried it, but my math wasn't adding up. The number and size of the defence buffs didn't make sense to come out even, it looked like one type should be coming out much lower. Turns out I wasn't counting the defence in Web Grenade because I didn't know there was defence in Web Grenade... Honestly, some days I wish my defences could stay in my defensive powers like in the good old days, instead of coming from my attacks.

---

Right, here's what I want to do:

I'm not going to be taking Shuriken, because I don't like what has to happen to my defensive toggles if I do. They cost more, they do less. A little less, but less just the same. I just honestly don't need the power, it was always a concept thing if I could manage it, and I don't think I can manage it. I don't want to leave it with just four slots anyway.

I'm probably not going to skimp on slots from Hide and Combat Jumping... Well, not from Combat Jumping, but maybe I'll skimp one from Hide. I want to add another recharge to Elude, just 'cuz. I'll see if I can't get it a set of some kind which will help with that, but if not, then just three recharges is fine.

Not sure where I'll get the Mako's Bite enhancements. Last time I needed those, someone just gave me a full set But those are gone now. Don't know if I can buy them with money, but I could try Leo's idea. Those will probably be the biggest problem, I think.

Other than that... Guess I should work on taking Kim to 50 already. Probably not gonna' bother with a respec. Might just use her second build and start over. Just so I have one that's not Inventions in case of... Fluffy bunnies, I don't know. Be nice to have one anyway.

Right, long as I can actually GET all that stuff, we should be good


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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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Originally Posted by Samuel_Tow View Post
On the other hand, looking at your proposed build does concern me a little, just because I remember why I didn't like Mako's Bite in the first place - it has a grand total of 93% damage slotting, which doesn't add up to Common slotting of 99.08 or Crushing Impact slotting at 101.74. Between Crushing Impact as a possibility and Mako's Impact, I'm losing a good 8% damage slotting, which doesn't sit well with me. I don't suppose there's any way to get that defence bonus without that damage hit, is there?

Ugh... I'll try to stick those sets in my lower-damaging powers, pretty much like you've done, but... See, THIS is why I don't like Inventions. It's the whole package deal. Want defence? You have to use this set that you don't like. Want to use the set you do like? Tough, that doesn't have the bonuses you want. It's a constant compromise and I HATE that. Yeah, it's kind of like that with SOs and Commons, in the sense that I can't slot for everything, but at least each enhancement only does one thing, so there are no "consequences." Used to be this was "MMO-lite." It's a large part of why I started.

I'll have to think about this... I guess if that's what it takes to not die, but... Damn.
You're missing part of the picture, though. Mako's Bite includes a proc, which at level 50 has a 20% chance of doing 71.75 lethal damage, which averages out to roughly an extra 14.35 damage per attack with that power.

If you put CI into, let's say Power Slice, that attack will do 130 damage according to Mids (I had to turn off the extra damage factored in for criticals to make these numbers a bit simpler, so they may not immediately match your Mids). If you put MB into Power Slice, it will do 126.9 PLUS an average of 14.35 extra damage, for 141.25.

In reality, of course, it'll do 126.9 damage 4 out of 5 times and 198.65 damage 1 out of 5 times. It's up to you whether you like the proc's randomness, and I seem to recall that you don't like randomness much, so perhaps it's not much comfort.*

But there's more: Mako's Bite also includes a 3% damage buff as part of the set bonus. That means that the drop in damage from CI to MB isn't 7.83% but 4.83%, and also buffs the damage of those attacks for which you aren't compromising damage enhancement (IOW, the attacks with CI will effectively be 104.47% instead of 101.47%, or more if you slot additional MBs). That's going to make your high-damage attacks hit much harder.

Further, the actual numerical loss is not that big. We're talking a few points of percentage, which will get diminished further if the base power of the attack is under 100 damage. As you can see above, going from CI to MB in Power Slice only loses you 3.1 damage, and in return you gain 3.75% Ranged defense, which can do far, far more for your survivability and resulting lethality than a mere 3 points on a single attack. Plus, because of the 3% damage buff, you're gaining 4.7 damage on Assassin's Blades. That right there should make up for the loss in Power Slice.

Lastly, seriously? You don't get to complain about compromise and then handwave away SOs. SOs are all about compromise. Even with Mako's Bite, not counting set bonuses, you're getting 93.64% Damage and 66.25% Acc, End, and Rech. With SOs, you'd get 97.23% Damage, true, but you'd also be getting 38.3% Acc, End, and Rech, assuming you did 1 SO each. Common IOs bump those up to 101.94% and 48.76% respectively, but you're still losing 17.49% in three categories (so 52.47% worth) for 8.3% damage. I guarantee you the combined extra recharge, end, and acc (provided you're not fighting +0s) add up to way more total damage than 8% on a single power.

Really, right now? You're someone who's used the oven to cook food all his life and has been shown how to use the microwave for certain meals to decrease the prep time considerably, and now you're waffling between two microwave models because one has a popcorn button but the other cooks food 3% faster. Compared to the oven, they're both pretty awesome. (Yes, I know, the oven is still very good for a lot of things, and SOs and common IOs still have their place too. Like I said, certain meals.)

*This is not relevant to your situation, but if you weren't going for defense and all you cared about were the Acc/Dam/End/Rech numbers, MB still offers more value because it's getting its numbers from 5 IOs, not 6 like CI. Dropping the proc and adding the Acc/End/Rech from Focused Smite or Dam/End/Rech from CI makes the numbers on that attack really insane.


De minimis non curat Lex Luthor.

 

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Originally Posted by Samuel_Tow View Post
Can it turn an Uncommon into a Unqie, a Rare or one of the other types I don't even know about? And are you suggesting I just keep buying Crushing Impacts - find a recipe that's cheap - and keep trying? What about in-set conversions?
Yes, I actually managed to get a few Numina's uniques because I've been using my converters on junk that drops (mainly to semi-test if I want to bother with it). 'Junk' like lvl 41+ Doctored Wounds go directly to Numina's Convalescence, Red Fortune turn to Luck of the Gambler, Crushing Impact turn to Mako's Bite and the like.

In-set conversions cost more converters (type costs 2 and in-set costs 3) and generally I wouldn't bother with it. Only if you're aiming for a specific high cost enhancement like the PvP ones or purple sets, would I spend the merits/converters to switch it...but then cost is partially relative. To some, it's not worth bothering changing Crushing Impact to Makos...they'd just buy Makos and save converters for the fancy stuff.

But to me, in-set conversions aren't worth it unless the enhancement is that valuable and what we deal with is more the cheap stuff.

Another gamble is taking a rare, uncommon or common and changing it into any other rare, uncommon or common enhancement which only costs 1 converter. I wouldn't bother unless you're just selling stuff (taking a cheap rare and gambling for a more valuable rare).


 

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Originally Posted by Bosstone View Post
But there's more: Mako's Bite also includes a 3% damage buff as part of the set bonus. That means that the drop in damage from CI to MB isn't 7.83% but 4.83%, and also buffs the damage of those attacks for which you aren't compromising damage enhancement (IOW, the attacks with CI will effectively be 104.47% instead of 101.47%, or more if you slot additional MBs). That's going to make your high-damage attacks hit much harder.

Also, since there will be TWO attacks with Mako's, you get +6% damage (+3% times 2). So, it's really only 1.83% less damage each for those two attacks. And, the two attacks left with CI will actually go from 101.47% up to 107.47%. Not too mention that SS and OTC both get +6% damage, too.


 

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Originally Posted by Bosstone View Post
You're missing part of the picture, though. Mako's Bite includes a proc, which at level 50 has a 20% chance of doing 71.75 lethal damage, which averages out to roughly an extra 14.35 damage per attack with that power.

If you put CI into, let's say Power Slice, that attack will do 130 damage according to Mids (I had to turn off the extra damage factored in for criticals to make these numbers a bit simpler, so they may not immediately match your Mids). If you put MB into Power Slice, it will do 126.9 PLUS an average of 14.35 extra damage, for 141.25.

But there's more: Mako's Bite also includes a 3% damage buff as part of the set bonus. That means that the drop in damage from CI to MB isn't 7.83% but 4.83%, and also buffs the damage of those attacks for which you aren't compromising damage enhancement (IOW, the attacks with CI will effectively be 104.47% instead of 101.47%, or more if you slot additional MBs). That's going to make your high-damage attacks hit much harder.
Yeah, I knew there was something like that. Last time I worried about enhancement percentages, someone pointed this out about... I think it was either Crushing Impact or Multi-Strike, of of those. But that's just more stuff to bug me - it's that much less straightforward. I'm going with Mako's Bite one way or the other, though, so it's a moot point whether I'm happy with it or not.

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Originally Posted by Bosstone View Post
Lastly, seriously? You don't get to complain about compromise and then handwave away SOs. SOs are all about compromise. Even with Mako's Bite, not counting set bonuses, you're getting 93.64% Damage and 66.25% Acc, End, and Rech. With SOs, you'd get 97.23% Damage, true, but you'd also be getting 38.3% Acc, End, and Rech, assuming you did 1 SO each. Common IOs bump those up to 101.94% and 48.76% respectively, but you're still losing 17.49% in three categories (so 52.47% worth) for 8.3% damage. I guarantee you the combined extra recharge, end, and acc (provided you're not fighting +0s) add up to way more total damage than 8% on a single power.
I am serious. I really don't like a game of percent points, especially when they come in bundles. It's not the math that bothers me, it's that it's next to impossible to come to a conclusion using empirical methods. It's a few percent here, a few percent there, and it doesn't begin to get noticeable until it adds up.

SOs may have made for tougher choices, but at least everything I did with them, I felt, because SO bonuses come in large chunks. I can tell my powers are more accurate, I can tell they cost less, I can tell they hit harder. I guess I'll be seeing the proc from time to time, but other than that, it's percent points. Again, that's just me disliking the system as intended, and it's probably unreconcilable at this point. I'll make the best I can out of it, but it's always going to bug me. It's just how I'm built.

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Originally Posted by Bosstone View Post
This is not relevant to your situation, but if you weren't going for defense and all you cared about were the Acc/Dam/End/Rech numbers, MB still offers more value because it's getting its numbers from 5 IOs, not 6 like CI. Dropping the proc and adding the Acc/End/Rech from Focused Smite or Dam/End/Rech from CI makes the numbers on that attack really insane.
I considered just dropping a slot (probably the Proc, since that looks like it's the most expensive) and putting something else in there. However, Mids' says the defence bonus which is the entire point I'm even messing with Mako's Bite to begin with comes from having all six enhancements, so that doesn't look like it's an option. If it weren't for that defence buff, I'd stuff a Crushing Impact in there and walk away smiling.

Of course, it's always possible I'm wrong or I saw wrong or I interpreted wrong, so feel free to correct me.


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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.