Catwhoorg

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  1. Introduction
    This guide is written with the most in depth insight in the game from a regen scrappers perspective, but I have played all AT’s and the guide is, I hope, generally applicable.

    The DRR stands for Defense – Resistance – Regeneration. Cats theory is best thought of as “Survivability is a stool, with one leg it wobbles, with two it can still be knocked over, with three legs it is as steady as a rock”.

    Now it is complicated by the fact that each of the DRR components can be further divided.
    A +DEF is functionally the same as –Tohit on the opponent. (The two are additive to each other.)

    A +Res, is compounded or replaced by a –dam on the opponent. (The direct replacement is exact, the two combine in an additive manner and are subject to a combined cap)

    Innate regeneration can be boosted by heals (By self or others).

    The handy rule of thumb is that 1% defense = 2% resistance in long term mitigation.

    Plus/Delta

    Each of these types of survivability boost have their own strengths and weaknesses

    Defense
    Strength :- Ghetto Status resistance, in that when someone is whiffing with a status attack, that attack does not affect you.
    Weakness :- One shotting. If an attack is going to kill you if it connects, it eventually will connect and down you go. It may take a lot longer, or many encounters but eventually the dice will roll against you.
    Stacking – defense can be typed versus damage type or attack type – the two do not combine correctly. Most buffs now stack to some degree or other, but caveat emptor and check that you are get the stacking you anticipate

    Resistance
    Strength :-True one shot protection.
    Weakness: - It takes a fair chunk of resistance to be noticeable.

    Regen/Healing
    Strength :- Low down time.
    Weakness :- One shotting, you cannot regen or be healed if you are defeated.


    Synergy

    This is where the stool idea comes in, what you try to do as a team, or as an individual, is to cover a minimum of two of DRR, and ideally you want to cover all three. Want to turn a regen scrapper into a I2 God- like one, throw him/her fortitude (+ DEF and nice other effects), and a sonic bubble or two (+Res). What hits through the + def is weakened by the +res and then regened back quickly.
    Status effects will be reduced (though the +def) and one shot resistance improved (+res)

    Breaking down the pairs
    Defense/resistance – a great combination of being hit less, and when hit hurt less. The risk here is attrition, with nothing to help you , it is easy to be worn down in a long fight. Green Inspirations covers this gap very nicely. INV tanks (and scrappers) are actually in this category once they get Invincibility.

    Defense/regeneration – an awesome combination (Cat shines hugely when he has fortitude). This combination reduces the alpha risk, and the one shot risk, but does not eliminate it. (that 5% chance of being hit is always there). Many /SR scrappers take the medicine pool for the self-heal, which effectively gives them this combination.
    It is this specific combination that Cat uses in his AV soloing, Purple candy to provide the +def and his own self-regen

    Resistance/regeneration – if you have to take a pair this is the one to get. The smooth decline in HP afforded by significant resistance, meshes so well with the smooth replacement of HP by regen or healing. The resistance grants the one shot protection that is regens weakness.


    Effective Regen rates.

    The scalar for resistance and defense is now comparable in maths (even if off by a factor of two). This plot shows the scalar multiplier for the regen rate for each of defense and resistance. To combine the effects you multiply through the defense scalar and the resistance scalar.

    For Resistance (Muliplier = 100/(100-resistance))
    5% = 1.05
    10% = 1.11(one small Sturdy)
    20% = 1.25
    40% = 1.67
    50% = 2.00
    60% = 2.50
    70% = 3.33
    75% = 4.00 (Most cap here)
    80% = 5.00
    85% = 6.67 (Dwarf form cap)
    90% = 10.00 (Tanker cap – or maximum effect of +res and –dam combined for all)

    Luck is a +12.5% defense (25% reduction in damage taken for one)
    Good Luck is a +16.5% defense (33% reduction in damage taken for one)
    Exceptional Luck is a +25% defense (50% reduction in damage taken for one)

    This second plot shows how the survivability really kicks up for the synergistic interaction of high defense and high resistance. (Shown on a log scale here)

    So to get you effective regen rate multiplier, you take the defense component, and multiply by the resistance component.
    Regen rates of typical powers
    Health = +40% (+78% 3 slotted with SO)
    Fast healing = +75% (+146% 3 slotted with SO)
    Integration 100enh +50% Unenh ( 245% 3 slotted)

    For ease I’ll use the 80%, 150% and 250% numbers of a true 100% boost rather than the ED amounts

    To get a net regen you take the above multiplier and apply it to your regen rate.

    So at a regen rate of 100% (baseline) and you have 50% resistance and pop 2 lucks versus even minions.
    2(d) x 2(r) x 100%(r) = 400% Effective Regen rate

    A stone tank with 3 slotted rooted (+200% regen) health (+80% regen) and granite armour 3 resistance and 3 slotted for defense (78% resistance, 31% defense)

    Defence Scalar 2.6
    Resist Scalar 4.5
    Regen Rate of 380% (100 base + 200 + 80)
    Effective Regen rate 2.6*4.5*380 = 4450
    With the Earths Embrace slotted regen rate is boosted 1.6 fold for an ERR of 7120%

    A fire tank without tough
    Defence scalar 1
    Resist scalar 2 (near enough 50% resists)
    Regen rate 180% (assuming health)
    ERR 360%
    Healing flames is not accounted for

    Ice tank (27.6% defence)
    Defence Scalar 2.2
    Regen rate 180%
    ERR = 396%

    However they pop EA and Hoarfrost (1.6 fold boost to regen and +9.5% to defence)
    Defence Scalar is now 3.9 and Regen rate is ~290%
    ERR = 1130%

    INV tanks
    S/L resist 66% - scalar of 3
    Other resists 28% scalar of 1.4
    Defence 20% with 5 mobs Scalar 1.67
    31% with 10. – Scalar of 2.6
    Regen rate 180% (again with the health…)

    Small group – energy attacks ERR of 420%
    Large S/L group with Dull Pain – ERR of 2240%

    Now lets look at Cat unaided and then with an AV killing set-up

    Baseline 3 slotted health, fast healing and integration
    Regen rate 470%

    Turn on IH (no heals slotted) and its 1270% for a burst.
    That’s pretty competitive with the tanks at first glance – however look to the end notes for pure regen scaling.

    To face up to the Arch-Villains Cat hordes and stacks 2 exceptional lucks. This alone floors their accuracy and provides a defence Scalar of 10. That 470% becomes 4700% (or 7500% with Dull Pain up).


    A well slotted rad (or dark) defender (48% debuff on RI) allows everyone on the team to be at the defence cap on the scalar. (Scalar of 10)
    A kinetics can floor the damage of any one target pretty quick – putting the team at the resistance cap. (Scalar of 10)


    Cautionary note:

    Effective regen rate is at best a concept, a useful way of saying would I be better off with this combination than that combination. In particular its useful for quantifying the idea of how much better would I be popping this luck, or that sturdy. Take similar situations and see how you can improve your survivability. THERE IS NO ACCOUNTING FOR THE ONE SHOT. It is also a maximum figure, as regen or heals are rarely used at full effect all the time.


    Even at the regen cap of 3000% if you take your HP in damage in one go – you get defeated. If you regen 15 HP/sec no amount fo damage at 14 HP/sec will ever hurt you. It scales from 1 to infinite according to the rate of the incoming damage.
  2. Catwhoorg

    COP questions

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    Speaking of steenkin' badges, does the trial give one??

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    The art is there. It hasnt been unlocked by anyone yet.
  3. Its in progress - Have the I7 version plost done and the text mostly re-written. Would have finished it last night but for the CoP trial activation.

    With all the alt SG's Im in, it is going to be a busy week in game
  4. Catwhoorg

    COP questions

    Given busy I was answering Questions on Triumph Watch last night, the 'average' player is very confused about it.

    Still Lady_Sadako's basic guide covers the essentials, and I am sure ones with more specifc tactics will develop.

    The difference between a mainly 50 hero team and a more rag-tag group of Villans was quite dramatic.
  5. Interesting take on some powers. Some of your facts need correcting.

    1) Dull Pain - the levl it heals to is affected by ther heal SO's (at half effectiveness) - meaning it can put you at 160%, which is a huge help.

    2) Integration - its +150% base regen, of which 50% in unehnaceable. On its own it gets you to 245% when slotted. Combined with Fast healing you get to +385% regen. (assuming even SO's).

    Personally I think your over slotting Accuracies for PvE - one in normal powers 2 in AS works for me - but ti does depend on what con you are fighting.

    Additionally Id suggest recharge before heals in IH. Even with the lower HP compared to a scrapper its pretty durn sweet if your wanting to Duke it out at times.

    A claws/regen Stalker can actually play as a scrapper-lite pretty effectively.
  6. A Short Guide to Enhancement Strategies


    There has been much debate on the boards as to the merits of replacing at x2 and x7 levels, versus combining at x3 and x8 levels. I examined both using statistical means, as well as a three other strategies.

    These are Greening up – the best baseline you can get with purely shop bought and 3 enhancement slots – uses 9SO’s every 5 levels so whilst the best techncailly its only for the stupidly cash rich.

    Hybrid – which is intermediate between the replace and combine – basically at the x2/7 level you combine two of your slotted enhancers, and buy one new one – then at x3/8 you combine two new ones with the other slots

    4SO hybrid – well this strategy uses 4 slots instead of 3 (downside), but gives enhanced performance and reduced variability over the 5 level cycle. At x2/7 combine to give 2 spaces and replace, then at x3/8 combine.

    Math Section here Skip if you want the bottom line

    All of these assume Schedule A – the principles are valid for any class of enhacers.

    Replacing at x2/7 has a mean bonus of 94.7 with a Standard deviation of 3.8
    Combining at x3/8 has a mean bonus of 93.5 with a SD of 5.4
    Greening up has a mean bonus of 97.3 with a SD of 0.6
    Hybrid has a mean bonus of 94.4 with a SD of 3.2
    4SO Hybrid has a mean bonus of 101.4 with a SD of 1.3

    These are illustrated in the linked graph: here


    /Endmath

    Replacing is better than combining (which was a surprise to me – I always combined). The downside is paying for a full set of SO’s one full level earlier – this can be an issue

    Cats recommendations
    1) Use the Hybrid Strategy in the main – this is a shade less than replacing in overall effectiveness, but does have lower power variability. It feels smoother and has the advantage of being the most flexible to incorporate SO drops
    2) For certain key powers consider the merits of 4 Slotting when leveling up – it really smooths out the variability (even if you respec at/near 50 to 3SO). You dont worry so much about if enhacers are green or yellow. Suggestions for this approach would include any Assassins move, Blappers key attacks and tanks armours.
  7. [ QUOTE ]
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    Horray for posting 8 months after the last response. Where the crap did you did up this thread from?

    You have just earned the mortificator badge, for rezzing this dead thread.

    Frosticus

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    What he said.

    [/ QUOTE ]

    *steals the badge*
  8. I got it she is obviously broken hearted after attednign the wedding of a certain forum cartel member, and cant cope with being around me^h^h him any more.

    It all fits - I go play TR and drive her back to CoH...
  9. [ QUOTE ]
    NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!

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    QFT.

  10. [ QUOTE ]
    lol DAMMIT!

    I booted a bunch of inactive people from the group LAST NIGHT because they were inactive or were pethetic prestige earners.... I just threw away 140k prestige easy...

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    same here but it was Wednesday.
    ah well
  11. Kills a Rogue Arachnos minion = 10 prestige
    Kills an even CoT dude (or most nems etc) = 10 prestige.

    This isn't about PHAT Expee.

    I spend time say in Sirens workign the PvE elements to get say the Blue ink men, I should get some prestige/Xp in the same way i would for defeating them anywhere else.
    (Toxic T's, Blue ink men and others do not spawn anywhere but the PvP zones)

    I defeat an arachnos boss, and tip the tide at a hot-spot, I gain some (personal/SG) recognition for that fact.

    I am soory but if you want mob-free fights use the durn Arena - THAT IS WHY IT IS THERE.

    The zones are PvP/PvE combined.
    the arenas are pure PvP

    base raids have PVE elements (defences)

    Zone PvP != arena PvP != base raid PvP

    Sure they share some elements but they are not the same thing.
  12. [ QUOTE ]
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    the problem is some of us like the PvP and PvE elements combined.

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    Wooosh! Right over your head.

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    Not really, and you didn't address a single point I made.
  13. the problem is some of us like the PvP and PvE elements combined.
    I for one do not want them seperated no matter how much bold caps text you use.

    Pure PvP ? go to the arena.

    What YOU want != others want remember this.
  14. and the NPC's then XP inf and prestige free ?

    No thanks.
  15. I got 500 debt relief at 50 for finding one of the RV badges.
  16. No he gives you information, like the other zone liasons do, and points you in the direction of other ones who give you further information, such as how to get the "heavies."
  17. Is there a way to get the "patrol" badge (Risk taker) for those of us who were higehr than 40 when I6 came out ?

    I havent seen a "mission" contact as of yet.
  18. Dont know where this goes, but here seems logical.

    Love the new 'deflected' instead of 'miss'.
    Actual onscreen evidence of FF buffs etc having an effect.

    Two thumbs, 8 fimngers and 6 claws all the way up on this one.
  19. For those who dont know.

    MoG in I6 puts everyone at 5% to hit.
    In I7 versus bosses/AV the floor will be 7.5%

    You get hit half as much again, and STILL cannot regen or heal.
  20. [ QUOTE ]
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    so what you're saying is one of us could apply for a job....

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    My wife would like to move back to Southern California...

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    Too bad we're in Northern California.

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    Oh my wife to be wants to head that side of the country...
  21. [ QUOTE ]
    heh
    Criket Avatar

    I didnt make this.. I found it

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  22. The real-time forums with those funny little poeple runnign round.