Besserwisser

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  1. I can't even find an attack chain without a huge gap with those attacks. You need another attack or higher recharge, or I'm just too tired to look.
  2. [ QUOTE ]
    I would like to know if to hit debuff on mob is the equivalent of def on self? for example, if I have 30% def and I hit a mob with a 5% to hit debuff, is it the equivalent of 35% def against that mob?

    [/ QUOTE ]

    Yes, unless the mobs has some form of debuff resistance. I believe all mobs that are +1 or higher has some form of debuff resistance, but I'm unsure right now. I know AVs have really high, a level 50 AV resists 85% of it.

    [ QUOTE ]
    does Dark Melee to hit debuff stack?

    [/ QUOTE ]

    They do.
  3. I've seen quite a few posts mentioning how prevalent resistance vs. certain damage types is, so I decided to make a rough estimate. I calculated the average resistance of minions, lts and bosses. Here's the results:

    <font class="small">Code:[/color]<hr /><pre>
    Sm 5.14%
    Le 7.14%
    Fi 2.57%
    Co 3.33%
    En 2.56%
    Ne 2.58%
    Ps 6.04%
    To 6.64%
    </pre><hr />
    Here's if you add AVs, GMs, Underlings, Objects and other crap:
    <font class="small">Code:[/color]<hr /><pre>
    Sm 5.95%
    Le 7.66%
    Fi 3.03%
    Co 3.72%
    En 3.22%
    Ne 3.13%
    Ps 5.18%
    Ps 6.89%
    </pre><hr />
  4. Two things I need to point out.

    1. Slotting Active Defense with Membranes (def/rch hami-O) enhances the defense resistance of the power. It also stacks with itself, which means it gives an amazing amount of DDR with three Membranes slotted.

    2. The base defense from Phalanx Fighting is unenhanceable. You probably know this since you didn't add slots to it in your builds, but your guide doesn't point that out. I strongly feel it should.
  5. The defense part only goes to your teammates. The defense and recharge resistance is given both to you and your teammates. It can make the difference between taking 10% of the debuff or taking 32% of the debuff.

    Fault is awesome mitigation and if he had a regeneration based secondary I'd never skip it. I don't consider it a key power since you give up offense for it.
  6. Not procs, no. I do take the reasonable recharge you could get from IO's into account though.
  7. That's a bit low. My Scrapper is running 138.8% global without purples, add 95% from enhancements and you're up to 233.8%. I'd say 200-250% is reasonable, /SR can get a bit more.
  8. It looks pretty good, I'd value Grant Cover a little higher though. It's a significant part of your defense resistance, it adds recharge resistance and on teams it gives both of those to your nearby teammates as well as a significant defense buff. I'd never skip it, but I team most of the time. For a purely solo I'd say Take it if there's room.
  9. [ QUOTE ]
    As to the question WHY?

    [/ QUOTE ]

    So that all ATs have roughly the same EPS and thus equal endurance woes.
  10. It's counting Quills. Not counting any eventual procs, but that wouldn't help that much, not compared to MA for which it makes a huge difference.

    Should also point out that all my chains are theoretical.
  11. Ooops, read controller. Sorry about that. A Fire/Kin corruptor can be calculated, so let's see, shall we.

    Edit: Assuming double stacked FS so they're at the damage cap at all times, it gets 245 DPS before Scourge. That's good, but it needs a decent boost from Scourge to be the best. A Fire/Elec blaster gets about 280 DPS.

    Edit 2: Bah, stupid me. Corruptor cap is 500%, not 400%. That means a DPS of 294. Yes, it wins.
  12. DM/SD isn't really the King of AV soloing, it's just the fastest, which makes it great for people like me with the attention span of a hummingbird hopped up on caffeine and diagnosed with ADD. There are combos with a higher success rate.
  13. Besserwisser

    Question on DPA

    It's actually Damage Per Activation time. It's the damage dealt divided by the number of seconds the animation is (usually modified for Arcanatime). The dimension is damage/second.
  14. Scrapper
    Martial Arts
    Ripper &gt; Throw Spines &gt; Impale
    Throw Spines needs 140% recharge.
    Ripper needs 146% recharge.
    Impale Kick needs 90% recharge.

    Gets 139 DPS without counting Procs. Let's all point and laugh at Spines.
  15. Scrapper
    Martial Arts
    Storm Kick &gt; Crane Kick &gt; Storm Kick &gt; Crippling Axe Kick
    Storm Kick needs 225% recharge.
    Crane Kick needs 153% recharge.
    Crippling Axe Kick needs 103% recharge.

    With Focused Chi up 1/3rd of the time and some Procs in SK I managed to get it up to a DPS of 193. This in a single target focused primary. Martial Arts sucks.
  16. CAK has 11.6% better DPA than Thunder Kick and 67.5% better than Air Superiority. Air Superiority has the best single target mitigation in the game with it's 100% knockdown (it can keep anything not resistant to it flopping forever with the right recharge), but you give up a LOT of damage for it. I don't think it's worth it. It should only be taken if you really feel you need the mitigation.

    What level are you? At low levels I'd probably take Thunder Kick to get a chain as early as possible. If you're already in your 20s or later I'd take CAK and frankenslot for recharge until you have a decent chain.
  17. [ QUOTE ]
    SB brings nothing that a good build doesnt give you.

    [/ QUOTE ]

    Neither does Fulcrum Shift, it only brings damage and a good build already brings damage. Both gives more of the good, however, FS bringing more damage and SB bringing more recharge, end recovery and run speed. Which brings more depends on powersets and situation. SB helps my DM/SD scrapper waaaay more than FS.
  18. [ QUOTE ]
    I believe that a fire/kin corruptor, with max targets, cannot be beat for single target damage. That's assuming you get to use fulcrum though.

    [/ QUOTE ]

    Maybe if you assume the imps will all be attacking the right target. As it is I don't think so.
  19. Are you planning on calculating DPS on these builds then presenting them all in a nice way for the rest of us? If so, also add the DPE the chain chews. I'm considering calculating the average resistances of mobs and calculating the average DPS for the various primaries just like I did the secondaries and that would help.
  20. Don't slot recharge, it's the only thing that doesn't help your DPE. I recommend Acc/End/Acc/End...

    Brutes are a friggin' pain in the [censored] at low levels. Their damage is awesome, but the darn end usage is a huge problem. I've got three end reducers in all my attacks and rarely run a single toggle and I'm still hurting for endurance all the time on my latest Brute (Stone/WP). Once I get QR it will all be well however.
  21. Controllers and Defenders generally rely on -regen, which is only noticable against AVs and the like. In most cases their DPS is way lower than damage ATs.

    If you could make an attack chain with only Blaze, you'd have 490 DPS...
  22. Brute
    Stone Melee
    Seismic Smash &gt; Stone Fist &gt; Gloom &gt; SF &gt; Heavy Mallet &gt; SF
    SS needs 216% recharge, SF needs 203%, Gloom needs 78% recharge, HM needs 93% recharge.
  23. Shadow Punch has a DPA of 55.
    Midnight Grasp has a DPA of 85.

    I'll let you decide which is better.

    Shadow Maul is the only AE attack DM gets. It's also one of the best AE attacks in the game, with the only weakess being a target cap of 5.

    The best attack chain for Brutes includes Gloom, MG, Smite and SL. I'm not sure what it looks like though.
  24. I have a softcapped DM/SD without Weave. Admittedly it's not softcapped to AE damage, but that's because I prioritized regeneration over that. It also has Grant Cover, which not only gives you defense and recharge resistance, it also gives your nearby teammates massive +def (for a scrapper) AND defense and recharge resistance. I know of no other power that does that, there might be one but it's very rare.
  25. Martial arts have the same dam/end numbers as other scrapper sets (except for Claws) and since it's not that highly damaging the end costs shouldn't be that bad.