Procs vs standard bonuses?
I would suggest switching smite and midnight grasp slotting, in my experience, the ATO procs work better in slower attacks.
Also, Soul Drain needs accuracy. In my opinion, the recticle enhancements give too little bonus, cost too much, and are slots better spent elsewhere.
I dont think you need either of the status resistance procs. As a scrapper you will very rarely be mez'd anyway, with the exception on PVP, and even then, I think slots are better spent elsewhere.
Slotting two pieces of numinia's in Health will give higher returns then two IO's, because of the 12% regen set bonus.
I'd slot stamina with a 3rd performance enh. Your Max HP is pretty low. Also, put these in Quick Recovery, for more returns then stamina. Or just two-slot.
Focused Acc. can make much better use of two Hammi-o's if you have the cash.
4 slotting boxing and brawl is madness. I don't have a solution to losing that much defence, but it's still madness. Drop brawl. Pick up the pieces elsewhere.
Dark Consumption and Soul Drain both do a fair amount of damage, but need a ton of recharge and a little acc. to be at their best. Oblit's to fill up the holes I'm pokin' in defence?
I don't really think I understand the question here. For example, the +7.5% Recharge from a LotG global functions just like enhancing the power's recharge by 7.5% with the exception that the +Rech from the LotG does not count towards the ED soft cap. Procs on the other hand work slightly differently, for example, the damage added by a damage proc can be averaged to see how much it is worth in terms of damage enhancement.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
I don't really think I understand the question here. For example, the +7.5% Recharge from a LotG global functions just like enhancing the power's recharge by 7.5% with the exception that the +Rech from the LotG does not count towards the ED soft cap. Procs on the other hand work slightly differently, for example, the damage added by a damage proc can be averaged to see how much it is worth in terms of damage enhancement.
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What I am trying to figure out is how much more effective (if it is more effective) going for thing Like Numina Global is over using that slot in a different way elsewhere. Also, I know adding set bonuses +10% regen is good, but really what does it mean mathematically, survivability wise. That kind of stuff, what do these numbers mean.
I would suggest switching smite and midnight grasp slotting, in my experience, the ATO procs work better in slower attacks.
Also, Soul Drain needs accuracy. In my opinion, the recticle enhancements give too little bonus, cost too much, and are slots better spent elsewhere. I dont think you need either of the status resistance procs. As a scrapper you will very rarely be mez'd anyway, with the exception on PVP, and even then, I think slots are better spent elsewhere. Slotting two pieces of numinia's in Health will give higher returns then two IO's, because of the 12% regen set bonus. I'd slot stamina with a 3rd performance enh. Your Max HP is pretty low. Also, put these in Quick Recovery, for more returns then stamina. Or just two-slot. Focused Acc. can make much better use of two Hammi-o's if you have the cash. 4 slotting boxing and brawl is madness. I don't have a solution to losing that much defence, but it's still madness. Drop brawl. Pick up the pieces elsewhere. Dark Consumption and Soul Drain both do a fair amount of damage, but need a ton of recharge and a little acc. to be at their best. Oblit's to fill up the holes I'm pokin' in defence? |
I was hoping my global accuracy bonuses, along with running 'Focused Accuracy', would allow me to skimp on throwing +Acc enhancers in these two powers. The Reticle also gives +Regen, a decent S/L bump, and the Perception thing.
The status protection thing is about my concerns with I Trials, where I plan to run him a lot. I was hoping these might help some there. But if they do nothing (of which I am unsure) then of course I'll use those slots some other way.
I wanted the Regen Tissue in Health, since +25% regen is better than i could get any other way, since I am using the numina proc in Fast Healing.
If I had more slots I would 3 slot my dual staminas lol. But....
The suggestion on the Hami-Os in Focused Accuracy are noted. I'll definitely make that change! Thanks.
I am prob gonna keep the KCs in the 2 dumb powers lol. Your basic argument is good, but I get more bang for the buck outta this. Boxing is not a complete waste, since it can fill attack chain holes once in a while. I got nothing on brawl. On the bright side I get a HP boost from each set. The alternative is rewriting the entire build looking at an alternate way to get to S/L softcap. Since i also wanted high Energy Def, a ton of Healing and End, this is actually kind of tough.
Dark Consumption and Soul Drain are not attacks, even though they are attacking powers. Soul Drain is best used when thinking how to saturate it best, and Dark Consumption is an Oh Crap button when surrounded by End Drainers. Neither recharge fast enough to be in an attack chain (even with huge global recharge bonuses), although if you build for it you can make Soul drain near Perma. Not the thrust of this build, but a sweet way to run.
I would take Tactics instead of Focused Accuracy. The Endurance alone is reason enough.
PROS
Effects the whole team
Costs MUCH Less End
Gives Fear and Confuse resistance
CONS
Doesn't give to-hit buff resistance.
Give's less perception.
Okay, dropping in LOTG +7.5% is one of the best I/O decisions behind dropping in +3% def globals or theft of essence proc in Dark Regen.
What I am trying to figure out is how much more effective (if it is more effective) going for thing Like Numina Global is over using that slot in a different way elsewhere. Also, I know adding set bonuses +10% regen is good, but really what does it mean mathematically, survivability wise. That kind of stuff, what do these numbers mean. |
To actually see how much HP/sec that does, means you need to divide your Health (including any Health Buffs) by the time it takes to regenerate that much, so, BaseHealth(1+HPBuffs)/(240/(1+RegenBuffs)) = BaseHealth(1+HPBuffs)*(1+Regen Buffs)/240. Where BaseHealth is the base HP for your AT and HPBuffs are health buffs converted to decimals. The BaseHealth(1+HPBuffs) part can be converted to your HP when all of your HP buffs are active. If you have nothing but set bonuses and/or passive accolades modifying your health, simply login and see how much health you have and replace the forementioned part with your HP as a number.
To see how much your +10% Regen adds up to, compare the regeneration values with it and without. Be sure to use the correct regeneration values, because this is not a linear function, meaning the difference in HP/sec is not the same between 90%/100% and 290%/300%, for example.
Recovery works exactly the same, just that some of the numbers are different. The 240 is now 60 (it takes 60 seconds to recover all your endurance with base recovery), BaseHealth and all related buffs are now BaseEnd, RegenBuffs are now RecoveryBuffs.
Or alternatively, if you don't want to do all the math yourself, just mouse over the regen and recovery percentages in Mid's to see how much you're actually getting.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
I am having a trouble understanding the mathematical comparison between the differences between the Global Procs, and standard Enhancer Bonuses. I am presenting a build to be used as a discussion starter. It is loaded with Procs, Special I/Os and set bonuses. The primary focus of the build is S/L def, high overall Def, and End/Health Mgt. it is intended as a Platform for laying on all the I trial powers, to ascend normal play and mostly be used in late end game play over the next couple years.
But the reason I post it is to start a conversation about the benefits/comparisons of how Procs and Special I/Os affect a build. Any "scientific" input on this topic would be greatly appreciated.
Thx in advance, Blue.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Oldman: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- SScrappersS-Acc/Dmg:50(A), SScrappersS-Dmg/Rchg:50(3), SScrappersS-Acc/Dmg/Rchg:50(3), SScrappersS-Dmg/EndRdx/Rchg:50(5), SScrappersS-Acc/Dmg/EndRdx/Rchg:50(5), SScrappersS-Rchg/+Crit:50(7)
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13), ImpSkn-Status:30(40)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(15), Aegis-Psi/Status:50(17), S'fstPrt-ResDam/Def+:30(17)
Level 4: Fast Healing -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(25), HO:Golgi(36), Numna-Heal/EndRdx:50(46), Numna-Heal/EndRdx/Rchg:50(46)
Level 6: Shadow Maul -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(37), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(43)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), HO:Golgi(43)
Level 10: Indomitable Will -- SW-ResDam/Re TP:50(A), LkGmblr-Rchg+:50(27)
Level 12: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(19), RctvArm-ResDam:40(21)
Level 16: Rise to the Challenge -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/EndRdx:50(36), Mrcl-Rcvry+:40(36), Mrcl-Heal:40(50), Mrcl-Heal/EndRdx:40(50), Mrcl-Heal/Rchg:40(50)
Level 18: Dark Consumption -- RechRdx-I:50(A)
Level 20: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(21)
Level 22: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def:50(23), LkGmblr-Rchg+:50(34)
Level 24: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(25)
Level 26: Soul Drain -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(27), Rec'dRet-Pcptn:20(39), RechRdx-I:50(42), RechRdx-I:50(48)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Def:50(29), LkGmblr-Rchg+:50(34)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(31)
Level 32: Midnight Grasp -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(33), Mako-Dmg/Rchg:50(33), Mako-Acc/EndRdx/Rchg:50(33), Mako-Acc/Dmg/EndRdx/Rchg:50(34), Mako-Dam%:50(48)
Level 35: Resurgence -- RechRdx-I:50(A)
Level 38: Strength of Will -- GA-3defTpProc:50(A)
Level 41: Focused Accuracy -- EndRdx-I:50(A), EndRdx-I:50(42)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- P'Shift-End%:50(A)
Level 49: Fly -- Winter-ResSlow:50(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(48)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- RgnTis-Regen+:30(A), Heal-I:50(39), Heal-I:50(39)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(40), EndMod-I:50(40)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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Set Bonuses:
Superior Scrapper's Strike
(Smite)
- 40.16 HP (3%) HitPoints
- 5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 2.52% Resistance(Smashing,Lethal)
- 3% ModifyEffect PlayerCrit, 3% ModifyEffect MLCrit, 6% ModifyEffect BossCrit, 3% ModifyEffect CritPlayer, 3% ModifyEffect CritSmall, 6% ModifyEffect CritLarge, 3% ModifyEffect ECCritModPlayer, 3% ModifyEffect ECCritModSmall, 6% ModifyEffect ECCritModLarge
Reactive Armor(High Pain Tolerance)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Impervious Skin(High Pain Tolerance)
- Status Resistance 7.5%
Reactive Armor(Mind Over Body)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Aegis(Mind Over Body)
- 3% Resistance(Psionic)
Steadfast Protection(Mind Over Body)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Numina's Convalescence(Fast Healing)
- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
Obliteration(Shadow Maul)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Kinetic Combat(Siphon Life)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Shield Wall(Indomitable Will)
- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
Luck of the Gambler(Indomitable Will)
- 7.5% Enhancement(RechargeTime)
Kinetic Combat(Boxing)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Dark Watcher's Despair(Rise to the Challenge)
- 20.08 HP (1.5%) HitPoints
Miracle(Rise to the Challenge)
- 2.5% (0.04 End/sec) Recovery
- 25.1 HP (1.87%) HitPoints
- 5% Enhancement(Heal)
Performance Shifter(Quick Recovery)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Luck of the Gambler(Weave)
- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
Luck of the Gambler(Combat Jumping)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
Rectified Reticle(Soul Drain)
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 6% (0.33 HP/sec) Regeneration
- 20% Perception
Luck of the Gambler(Heightened Senses)
- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
Luck of the Gambler(Maneuvers)
- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
Mako's Bite(Midnight Grasp)
- MezResist(Immobilize) 3.3%
- 20.08 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Gladiator's Armor(Strength of Will)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Winter's Gift(Fly)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Kinetic Combat(Brawl)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Performance Shifter(Stamina)