Combat

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  1. You are right, it has a recharge of 180, not 120 as I thought.

    I believe he did no temps/insps but used lore pets.
  2. Either a crab or a MM with all pets attacking one target. Current king of the pylon run is a crab that did it in 30 seconds with over 1000 DPS.

    With no pets, that changes. A fire armor character will gain a 37.5% boost to damage from FE at max recharge, so we'll assume fire armor is the best. A scrapper at max damage would deal 1.125*1.1*5 scalar damage, so 6.1875, while a brute would deal .75*7.75, or 5.8125. But what about a stalker? They would deal 6.5 scalar damage with teammates around. But stalkers don't have fire armor, so it doesn't matter.

    All things being equal, a MA/FE scrapper will do the most for a melee archtype, as I believe MA has the best chain in scrapperdom. I could easily be wrong though.

    In the land of the ranged, a sonic/em blaster will be the best choice for blasters, though it may be beaten by a cold/sonic defender. Also notable would be a sonic/cold corrupter, and a fire/cold controller.
  3. On that defense one I'm getting the same thing. On this, I'm getting at least 95%. :

    [color:#489AFF]Villain Plan by Mids' Villain Designer 1.952[/color]
    [color:#489AFF]http://www.cohplanner.com/[/color]
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    And here is a completely different defense build that aims to be 1 luck away from soft-cap for everything but psionic. What it shows is a little off (because stealth doesn't count as suppressed), but it still will get over 32.5% to smashing, lethal, energy, neg, fire, and cold. This build isn't aiming to set DPS records, but should be hella survivable. I might have it as a second build for teaming, though it has serious end problems.

    Code:
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  4. Street Justice is an interesting set. It has some decent DPA powers, and one amazing DPA power (CU), with an equally high recharge. Because of this, it benefits a lot from +recharge. It also can increase its DPS by means of -res, both from Rib Cracker and from the two -res procs, which can be slotted in Shin Breaker and Sweeping Cross. The combo system is unique, and makes it hard to define what will deal the best DPS, especially considering that the set's build up is an automatic tier 3 combo builder. The purpose of this thread is to pull together what we know about the set and figure out what the best chain is for several levels of recharge.

    All of these chains are given in base DPS, as in damage before enhancements, procs, and -res. However, they will include combo additions once they start meaning something (IE, when one build's combo bonus will be different from another). Let's start with the powers. We will be using scrapper numbers, not counting criticals or combo procs (extra damage done from combo points):

    Initial Strike- 52.55 damage, 1.056 activation time, 46.763 DPA, 4.37 Endurance, 3 second recharge time
    Heavy Blow- 72.57, 1.32, 54.98, 6.03, 5
    Sweeping Cross- 93.84, 1.848, 50.78, 8.53, 8
    Rib Cracker- 82.58, 1.548, 50.13, 6.86, 6
    Shin Breaker- 102.6, 1.548, 64.77, 11.86, 8
    Crushing Uppercut- 198.9, 2.376, 83.71, 14.35, 25

    So, from that we deduce that initial strike is the worst of the builder, shin breaker the best, and that crushing uppercut is by far the best DPA in the set, even before combo points, at the cost of recharge.

    So let's look at a few preliminary chains at low levels of recharge, say 0-100%, or about what you could expect from enhancements alone. At 100% recharge, crushing uppercut will recharge in 12.5 seconds, so whatever chain we use will have to last 10.124 seconds not counting crushing uppercut.

    First, let's try using all the builders.

    RC>SB>HB>IS>CU>RC>SB>HB>IS>SC

    That is a pretty long chain, but shouldn't require much recharge to run. In fact, the chain lasts 12.934 seconds outside of CU, so it will fit in our time frame. CU would require 93.26% recharge, which is capable with just enhancements or light IO slotting. Other powers would take:

    IS> 0% (doesn't need any recharge)
    HB>0%
    SC>0%
    RC>0%
    SB>37.7%

    So this could almost be run on SOs, minus Crushing Uppercut.

    For a total of 913.34 damage in 15.312 seconds, or 59.65 DPS. This would work, but a better combo might be

    HB>SB>RC>HB>CU>RC>HB>SB>RC>HB>SC>RC

    This would remove initial strike, as it has the lowest DPA of the set. That would animate in 19.01 seconds, so it is a long chain, but it only needs 50.3% recharge in CU. However, it needs more recharge in HB and RC, respectively, at 58% and 62.3%. This gives 1118.54 damage, 58.84. A little bit less actually, but the main DPA attack is used less, and it could easily be done under SOs because the 3 attacks would just 2 recharge SOs (though an SO'd character would probably run out endurance quick, as the chain would go through 5.16 end/sec!)

    It is time to try something faster, in the 100-200% range, or a decent IO build + enhancements. At 200%, CU would recharge in 8.33 seconds. Here is our first experiment:

    RC>SB>HB>CU>RC>SB>HB>SC

    This is a simple chain, and most builds can probably follow it. Total time for the chain is 13.2 seconds, and CU needs 131% recharge to run the chain. Other attacks need:

    HB>0
    RC>13.6%
    SB>51.5%
    SC>0%

    So, it is easily doable. It deals 808 damage in 13.2 seconds, so 61.23 damage. Note, that these aren't counting combo points, which will be important when we start calculating chains that don't go to combo level 3. At the end, we will review all the chains and add in that combo back into these first three chains (those we aren't going to multiply by .95 for accuracy, or add criticals into the equation, or find -res averages). Let's move on, by subtracting one attack from the previous chain.

    RC>SB>HB>CU>RC>SB>SC

    We take out heavy blow, because even though it deals higher DPA than Rib Cracker the special effects of rib cracker do more for the chain, even though we aren't counting them. Because we are now dealing with combo points, we must multiply the base damage of CU by 1.25 (level 3 adds 25%) and SC by 1.12. That gives a time of 11.88, a damage of 796.66, and a DPS of 67.07. CU would take 163% recharge for this chain, and the other attacks would take:

    RC>75%
    SB>133%

    Now, we start dealing with some higher recharges. Let's consider a case without sweeping cross, with over 200% recharge, which is possible on a select few IO builds with large enhancement slotting. First up:

    RC>HB>SB>CU>HB>SB

    This activates in 9.77 seconds, requires a recharge of 238% in CU, and 175% in SB, and deals 682 damage for a total of 69.77 DPS. Now, for we continue to thin down this chain:

    SB>HB>RC>SB>CU

    Total time- 8.448. Recharge required in crushing is 312%, and SB is actually worse at 336% recharge. At this level, you probably have spiritual, plus enhancements, plus around 200% global recharge. It would deal 72 DPS. Finally, let's calculate the mother of all chains-

    SB-RC-HB-CU.

    This takes 6.864 seconds to activate, and would deal 73.77 DPS if it was possible. Unfortunately, it isn't, as it requires 457% recharge in CU. However, if we go HB-SB-HB-RC-CU, we get a chain that takes 330% recharge to activate, but only deals 70.74 DPS. Maybe if we re-arrange it a bit.

    RC-SB-RC-CU is impossible, at 378% recharge for RC and 426% for CU, and only deals 72.44 DPS. A SB-RC-SB-CU combo would be great (75 DPS) but requires 405% in SB. HB-RC-HB-CU is takes too little time, impossible. Etc.



    My conclusion is this: the sets DPS depends on crushing uppercut. The quicker you can get CU, the higher your DPS will be. Ideally you won't use initial strike, and the rest of the attacks are very close in DPA. Of course, those numbers don't look very satisfying, but they ignore so much they are only valid against themselves. I promised I would calculate the DPS of the earlier chains with combo points, and here they are:

    1) RC>SB>HB>IS>CU>RC>SB>HB>IS>SC - 64 DPS
    2) HB>SB>RC>HB>CU>RC>HB>SB>RC>HB>SC>RC 62
    3) RC>SB>HB>CU>RC>SB>HB>SC - 66.78
    4) RC>SB>HB>CU>RC>SB>SC - 67.07
    5)RC>HB>SB>CU>HB>SB - 69.77
    6) SB>HB>RC>SB>CU - 72

    So, the basic goal is to reduce/get rid of attacks, and use CU as much as possible. For those interested, the chain of Smite-SL-Smite-MG gives 68.4 DPS using this method (though of course dark melee also has a higher amount of constant +damage from soul drain, so that isn't really a valid comparison). Luckily, there isn't much difference between different levels of recharge for street justice, though it will keep benefiting you up to the cap with more recharge. As you can see the final working chain I did (6), actually deals higher DPS than the dark melee equivalent, and street justice has other tricks up its sleeve.

    It can be more effective when you add the -res of the set in, and add -res procs. The formula for the -res proc uptime was given by Arcanaville, and it is 10/((Time of Chain/number of procs in the chain)*4+10), if I remember correctly. For instance, the uptime of a -res proc in the last chain would be 37.18%, giving an average -resistance of 7.44%. Rib cracker also deals 7.5% -res, so that build would actually be doing a total of 82.75 DPS, and 91 DPS after criticals. Ideally, you will want to use shin breaker as often as possible as well, because it is the second highest DPA attack and increases -res (rib cracker's -res doesn't stack).

    Sweeping cross also can be slotted with a -res proc, but I've found it to be negligible in affect, especially since sweeping cross is usually a lower DPA option. However, it isn't much lower in DPA, and the use of CR can make it a valid tool in a single target attack chain.

    Rib cracker and heavy blow are similar, and if you have both slotted well and have a low recharge build it might be wise to switch them so that the-res of rib cracker is always in affect but the higher DPA of heavy cross is used as often as possible.

    These calculations should also be valid for tankers, albeit at lower levels of damage. However, brutes and stalkers may need to reconsider, especially brutes. Heavy blow should be exchanged with gloom, and I would use a chain that consisted of RB-SB-Gloom-RB or SB-RC-Gloom-RC, or Gloom-SB-Gloom-RC-SC, etc, because gloom is great for brutes. This would allow a full chain without using SC. If you are a /fire armor brute, you also get to add burn to the equation, which can replace SC in these chains. A sample chain would be RC-Gloom-SB-Burn-RC-Gloom-CU, which requires only a little recharge and should be fairly high damage. These stalkers might be applicable in most situations for stalkers, though it should be noted that stalkers are advised to use placate and combo 3 CU as often as possible, because the critical of CU is actually more damaging than Assassin's strike.



    If anyone has anything to add, or wants to critique my math, feel free to join in. I'd also love to see what other people have come up with, especially for other ATs.
  5. Now that we are caught up, let's change chains. Let's see what it would look like if we didn't use SC, and go RC-HB-SB-CU-SB. I am changing SB. Before, it had crushing impact and the -res proc. Now I am adding 2 regular procs, switching the purple proc to it, and the +dam percentage after musculature is 125.31%. Heavy blow also is changed, adding a regular proc. This brings total proc damage to 231.89, which translates to 27.44 dam/sec. Our total damages before anything change to

    Heavy Blow- 177.90
    Rib Cracker- 201.64
    SB- 281.75
    CU- 506.97

    (sum numbers are just rounded better).

    This gives us a total damage of 1450.03, in 8.45 seconds. This gives 171.64 dps. Multiplying by 1.1 for critical chance gives 188.81. Adding procs gives 216.25. Plus the extra combo damage from CU gives 231.26. Adding 14 and we have 245.26 before minus resistance.

    We use the arcanaville formula for uptime and find an uptime of 37.18%. Time 20%, and we get an average contribution of 7.44. This means our resistance is 7.44+7.5+3.8=18.74. So, our total DPS is 291.2.

    This requires CU to recharge before RC-SB-HB-RC finishes activating, or in a total of 6.072, which would require 311% recharge, which this build has (if SD can calculate with max targets in AAO, EA can do the same with max in Entropic Aura). This is unreasonable for non-EAs unless we add in 30% for time lord and base buffs, so this chain probably isn't going to used by everyone (and the end drain wouldn't be sustainable with energize constant and energy drain for rare equations). However, this is still nearly 300 DPS on a set that isn't made for it, which almost certainly would be over 300 with CR. If nothing else, this build would activate CR every 24 seconds and gain a +dam bonus of 27.08%, which would give 316.92 DPS.

    Again, this is maximized for EA now, but other sets will likely eclipse it but a large margin. My understanding was the the combo levels benefited from FE on tanks and scrappers, but it only receives partial benefits on Brutes do to an error. While we shouldn't expect a /SD or /FE scrapper to run with this chain, if they did it be chart-topping. For instance, if we assume they switch to spiritual to run the chain, a /SD scrapper will be getting 363 DPS, and a /FE scrapper would be getting 324.22. I still expect a Stj/FE Brute to be incredible because they can better use the glad proc and use gloom instead of HB, say for a chain of Gloom-SB-RC-SB-CU or Gloom-SB-Gloom-RC-SB-CU, or RC-SB-Burn-Gloom-SB-CU.

    For a sample Stj/FE Brute build I posted in the Build forum, I'll do the math here, and for now drop CR's damage and combo bonus.

    Base Damage-
    SB-68.4, enhanced by 91.3 (+3 HO and +5 damage IO)
    RC-55.05, 92.76%
    Burn-103.4,102.16% (no purple proc, so extra +dam)
    Gloom- 73.41, 93.4%
    CU-132.6, 93.4%
    Blazing Aura- 9.18, 94.47%

    In addition, we have 7 normal procs and 4 purple procs in the chain, for a total of 242.82damage. At 75% fury, we have 154% +damage.

    Our total damage is: 1862.95. The time is 10.69. Therefore, our proc DPS is 22.65.

    FE has an uptime of 20/47.32, or 42%. Therefore, let's say that it increases that damage by 42%*45%, or 19%. That brings total damage done to 2217.27. Therefore, our DPS is 174.24 before FE, 207.38 after.

    Adding proc DPS, and we get 230.03. CU's average combo contribution is (575.98*.25)/10.69, which gives the current DPS as 243.5. Adding 14, and we get 257.98.

    Here's were I think it gets sticky. You have SB's proc having 2 times to activate in one chain, and Burn's proc once. I'm guessing that I would simply multiply the formula given by two for SB, but please correct me if I'm wrong. Nevermind, caught my mistake. Should be the same, because in the chain you were going at it had 2 chances to activate.

    That would give an average of 21.46% -res if I am right. Before we add that in though, I'm going to add in Blazing Aura. That would add an additional 15.99 DPS, which would also be magnified by FE, giving us 19.03 extra DPS. Our running total is now 276.52. Multiplying all that by -res gives us 335.87. This build could be trimmed though. If we don't use gloom, it raises to 339.12, though it requires more recharge. Using the gloom chain, and increasing fury to 80% and adding in CR's maximum possible +dam contribution gives 362.96, using the no gloom chain we get 368.13. Assuming impossibly that you use the no-gloom chain at 100% fury while magically keeping the maximum possible +dam contribution from CR, you get 394.77.

    The 368.13 number is as good as anything can throw out currently. Of course, part of that is the magic that is /FE on brutes, but still I believe that street justice is for real.
  6. It is possible that my equation for arcanatime is wrong. That would explain the time discrepancy. I am using ROUNDUP((activation/.132)+1)*.132 and I am getting

    Heavy Blow 1.07->1.20
    Rib Cracker 1.33->1.46
    Shin Breaker 1.33->1.46
    Crushing Uppercut 2.17->2.3
    Sweeping Cross 1.67->1.80

    If the equation was wrong, then that would explain why the numbers are so different. Are we sure CU is a 10% crit rate? It is also likely that the numbers on mid's are just wrong. I haven't checked the in-game real numbers on each power.

    If I artificially change my time to be 11.88 seconds, then I get 233 DPS for the musculature chain (177 before -res), the discrepancy coming from the tohit calculations for the combo points. Oh, and if I didn't make it clear, the build has 17.5% +damage from assault and the ranged purple set, which also changes the numbers you had. I'm getting a base DPS of 161 before combo, before procs. Adding everything, I get 263. That is still pretty amazing considering that EA adds virtually nothing to your offense except recharge and endurance efficiency.

    The main difference for street justice is the mechanics. The combo system is multiplicative, and multiplies by the amount of +damage and -res. This multiplicative affect means that street justice increases at a faster rate than other sets with affects, and do to the combo system street justice is affected more than most sets by recharge. Because street justice can get access to both -res procs, it can outperform its apparent DPA.

    For instance, let's use your numbers, but switch to a shield user with 10 targets in AAO adding 81.3% +damage. I'm getting a total damage of 2535 before anything is changed, and a total of 336 after everything is done. This is analogous to modern DM/Shields, but it doesn't take into account CR. I believe that CR will boost it above other builds.


    If we switch the numbers to fire, than the additional multiplicative affect of FE comes into play. I heard somewhere that the affect is about 45% more damage, so we'll take the numbers from the first and multiply the base damage done by 45%. Sometime later I'll determine what the actual affect would be at the 154% needed to run this chain (actually lower than that, because that uses my number). Anyway, that would get 360 DPS, before CR.

    And what if we took that and added about 150% +damage and lowered the base damage to brute levels (IE a stj/fa brute with 75% fury)? Even ignoring the existence of gloom, we see a DPS of 350. And that still isn't counting CR, a better DPA attack, a better chain, etc.

    Now, the numbers on FA are likely to be exaggerated because I pulled a number out of a hat, but it is still impressive. Actually, I just figured out that the 45% is the affect while active, so the number would be about 2/5ths of that, so 294 for the Brute and 301 for the scrapper. But of course, Fire armor also adds Burn and blazing aura, so we can expect the number to be closer to those originals after adding blazing and switching SC for burn.

    Anyway, the set can be beastly. And remember, those numbers can only be expected to go UP, not down, because of all the positive factors left unconsidered.
  7. You are right about the knockback. Totally forgot about it. Accuracy is enough for 95% against +3s (you can set mids up to display accuracy for any base tohit in configurations, and against +3s the base is 48).

    Here is a build with 12 knockback protection. I dropped the glad proc from Rib Cracker and +3% resistance from combat jumping, and a recharge IO from FE in order to slot the knockback from steadfast in temp protection for 2.5% more endurance recovery, and slotted an additional steadfast in fire shield and a karma in weave. Do you this is enough, or should I add more? I have 12 on my /fire scrapper, and it usually works.

    Any other additions I should make? I'm especially interested in ways to get more smashing/lethal defense. I figure I might steal from fire shield, tough, and plasma shield in order to slot extra kinetic combat sets in brawl/boxing. I could also steal slots dedicated to procs now, though I hesitate to do that because it hampers DPS, the main point of the build. If anyone knows other good sources of smashing/lethal defense, I'm all ears. One other source would be to add a slot to soul tentacles and convert it to enfeebled operation, which gives an extra 4% to both.

    If I do all of the above, the build looks something like this, and has 45.5% to smashing/lethal. I'd like to find a way to get that defense without getting rid of all the procs, the I may simply have to accept that I'll need to use a luck to softcap if I want procs:

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 1: Fire Shield -- RctvArm-ResDam(A), S'fstPrt-ResKB(3), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 2: Blazing Aura -- HO:Nucle(A), Dmg-I(3)
    Level 4: Healing Flames -- Panac-Heal(A), Panac-Heal/EndRedux/Rchg(5), Panac-Heal/Rchg(5), Panac-EndRdx/Rchg(7), Panac-Heal/EndRedux(7)
    Level 6: Initial Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 8: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), Hectmb-Dam%(19), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 10: Combat Readiness -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(23)
    Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(13), S'fstPrt-ResKB(40)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 18: Weave -- LkGmblr-Rchg+(A), HO:Enzym(19), Krma-ResKB(43)
    Level 20: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 22: Consume -- Acc-I(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Burn -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Rchg(29), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Dmg/Rchg(31), Armgdn-Dmg(36), FotG-ResDeb%(37)
    Level 30: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(34), Achilles-ResDeb%(37)
    Level 32: Crushing Uppercut -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(33), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(34)
    Level 35: Fiery Embrace -- RechRdx-I(A)
    Level 38: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(39), Apoc-Acc/Rchg(40), Apoc-Acc/Dmg/Rchg(43), Apoc-Dmg/Rchg(46)
    Level 41: Soul Tentacles -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob(42), Enf'dOp-Acc/Rchg(43), Enf'dOp-Acc/Immob/Rchg(50)
    Level 44: Dark Obliteration -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
    Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(48), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(50)
    Level 50: Spiritual Core Paragon
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(9)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), EndMod-I(40)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
  8. To be clear, I have funds for all this, if I decide to make the character. I actually have spent more on several occasions (I think the total cost for my DM/SD scrapper is in the scores of billions).

    Basically, I decided that the main purpose of SC in other builds is as a place for the -res IO (at the insanely expensive level). I decided to get rid of it and rely on my secondary and patron pool for AoE.

    And don't worry, this is a character built with a very specific goal in mind (single target melee DPS). He will also have a less expensive build the focuses on AoE damage.

    Hopefully I can use consume as my end runs out, even with the long recharge.

    Here is the updated version:


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 2: Blazing Aura -- HO:Nucle(A), Sciroc-Dmg/EndRdx(3), M'Strk-Dmg/EndRdx(3)
    Level 4: Healing Flames -- Panac-Heal(A), Panac-Heal/EndRedux/Rchg(5), Panac-Heal/Rchg(5), Panac-EndRdx/Rchg(7), Panac-Heal/EndRedux(7)
    Level 6: Initial Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 8: Rib Cracker -- Hectmb-Dam%(A), HO:Nucle(15), Zinger-Dam%(36), Dmg-I(39), Mako-Dam%(39), GS-%Dam(50)
    Level 10: Combat Readiness -- RechRdx-I(A)
    Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(13)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 18: Weave -- LkGmblr-Rchg+(A), HO:Enzym(19)
    Level 20: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 22: Consume -- Efficacy-Acc/Rchg(A), Sciroc-Acc/Rchg(23)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(27)
    Level 28: Burn -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Rchg(29), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Dmg/Rchg(31), Armgdn-Dmg(36), FotG-ResDeb%(37)
    Level 30: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(34), Achilles-ResDeb%(37), Mako-Acc/EndRdx/Rchg(37)
    Level 32: Crushing Uppercut -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(33), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(34), UbrkCons-Dam%(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(39), Apoc-Acc/Rchg(40), Apoc-Acc/Dmg/Rchg(43), Apoc-Dmg/Rchg(46), GJ-Dam%(50)
    Level 41: Soul Tentacles -- GravAnch-Immob/EndRdx(A), GravAnch-Acc/Rchg(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Immob/Rchg(42), GravAnch-Hold%(43)
    Level 44: Dark Obliteration -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
    Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(48), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(50)
    Level 50: Spiritual Core Paragon
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(9)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), EndMod-I(40)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
  9. I'm looking for people to rip apart this build. My main goal is high single target damage and survivability. I'd like to have enough recharge for perma-hasten counting spiritual, and as good as possible smashing lethal defense. I also would like to have at least HB, RC, SB, SC, and CU as attacks. I don't have a lot of familiarity with /fire, so any help is appreciated.


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(46), Zinger-Dam%(50)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 2: Blazing Aura -- HO:Nucle(A), Sciroc-Dmg/EndRdx(3), M'Strk-Dmg/EndRdx(3)
    Level 4: Healing Flames -- Panac-Heal(A), Panac-Heal/EndRedux/Rchg(5), Panac-Heal/Rchg(5), Panac-EndRdx/Rchg(7), Panac-Heal/EndRedux(7)
    Level 6: Initial Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 8: Rib Cracker -- Hectmb-Dam%(A), HO:Nucle(15), Dmg-I(39), Mako-Dam%(39), Zinger-Dam%(40)
    Level 10: Combat Readiness -- RechRdx-I(A)
    Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(13)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 18: Weave -- LkGmblr-Rchg+(A), HO:Enzym(19)
    Level 20: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 22: Spinning Strike -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(23), Posi-Dmg/EndRdx(23), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(29)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(27)
    Level 28: Consume -- Oblit-Acc/Rchg(A), P'Shift-Acc/Rchg(43)
    Level 30: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(34), Achilles-ResDeb%(37), Mako-Acc/EndRdx/Rchg(37)
    Level 32: Crushing Uppercut -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(33), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(34), UbrkCons-Dam%(34)
    Level 35: Burn -- FotG-ResDeb%(A), Armgdn-Dam%(36), Armgdn-Dmg/EndRdx(36), Armgdn-Acc/Rchg(36), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Dmg/Rchg(46)
    Level 38: Fiery Embrace -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43)
    Level 44: Soul Tentacles -- GravAnch-Immob/EndRdx(A), GravAnch-Hold%(45), GravAnch-Acc/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Immob/Rchg(46)
    Level 47: Dark Obliteration -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Knock%(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(50)
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(9)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(9), EndMod-I(40)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
  10. In reply to the OP:

    Sets that can increase base damage do equally well on either, with maybe a slight edge to brutes. The main example would be street fighting. This allows them to get more benefit from fury.

    Sets that rely on increasing damage, gain more benefit from being on scrappers. Super strength, for example, would be better on scrappers than brutes because the effect of adding +damage is diluted because fury and Rage both add +damage. This means that sets like DM, KM, and SS are worse on brutes (or will be), sets like claws and dual blades are closer, and sets that only have BU or no damage increase are about the same.

    Faster sets tend to favor brutes, because they get more fury generation. Sets like claws, DB, etc.

    On a defensive side, shield is better on scrappers and everything else is better on brutes. The sets that have the most difference are willpower, regeneration, fire, electric, invulnerability, and stone (if scrappers get it). Primarily defensive powersets, like super reflexes or energy aura, are roughly equal, however.
  11. Street justice is going to be good. On brutes it should be the top DPS set, and a Stj/Fire should deal more single target damage than a SS/Fire. It's AoEs are powerful, but tiny. I'm sure some farmers will actually like it if they can get the two AoEs to hit their max targets every time, because they actually deal better damage than equivalent powers.

    Oh, and KM can be good as well. It is so-so on tankers, decent on brutes, and fairly good on stalkers/scrappers. I actually think a KM/Fire scrapper can deal VERY high DPS, combining power siphon with FE.
  12. Combat

    STJ combos

    I believe that the highest DPS will be a Stj/Fire Brute. I mean seriously ridiculous DPS. I highly suspect that that combo will be the highest DPS of any single target set in the game. I will eventually get around to the math for that. Let's just say that an FE'd combo 3 CU at high levels of fury will be something awesome. I've been making some pretty hefty predictions in the scrapper forum, and now I think I can build a Stj/EA scrapper to nearly 300 DPS. A brute will be higher than that, and a fire or shield brute or scrapper will be a fair bit higher.

    Most chains will want to get CU out as fast as possible. Ideally anyone not a tank would use RC-SB-HB-CU, but that chain is impossible (a tank will want to use IS instead of HB for the extra -resistance). I believe that the best chain will be RC-SB-HB-CU- As few builders as possible - SC. The best you'll probably do is RC-SB-HB-CU-RC/SB-SC. Of course, I'd recommend slotting the -res procs in rib cracker and SC, though the glad proc will be out of the range of most builds.


    Other great combos will be shield or fire on other ATs, electric, EA, dark, etc. Personally I like EA because it removes two obstacles, recharge and endurance, and let's you get soft-capped much easier than other alternatives. EA also helps in that it has a health regen boost, which I highly recommend. For stalkers, /nin will be an excellent choice as always, as well as /ice. Tankers will got a lot out of this set because they can create an attack chain in which every power except CU deals -resistance, allowing them to deal more damage than usual for tankers. I recommend pairing Stj with a defensive powerset for Brutes, scrappers, and stalkers, and an offensive set for tankers because I believe it will be the most balanced that way.

    I see this set as fairly analogous to DM, in that they are both high damage single target sets with limited AoE, though in Street Justice's case the AoE is actually quite good if you can clump your targets up. It trades DM's heal for the combo mechanic and some -res, which is a fair trade but means that it is more crucial to pair with a set with a heal/regen boost in the secondary. This set isn't amazing before the -res, but can do some pretty astonishing things with it. Also, this set benefits from +dam more than most because the finishers can increase base damage. Basically, most sets can increase damage through +dam, enchancement, or -res, and FE if you are fire. A street justice brute will be able to get good amounts of +damage, -res, and can also increase base damage, and all these things multiply each other rather than adding. A FE brute adds another layer of multiplication on top of that.
  13. Actually, RB is RC, Rib Cracker. My bad.

    And no, I do not want to do the math yet for the chance of SC doing more damage when CU misses, as I believe it would be basically negligible.

    Also, taking initial strike makes a tighter build, so I am trying to avoid it regardless. At least a power slot and a couple of IOs extra, which isn't worth the cost.

    Base DPA of 0 combo SC, with purple proc- 76.61
    Base DPA of IS- 61.68

    Of course, that would become different once they have some +damage, as the proc shifts it considerably at base damage (sc has 57 DPA before the proc. SC is basically in the mix for the purple proc, glad proc, and slight chance to make up for a CU miss.

    Numbers for a spiritual Stj/EA:

    193 base dps, 260 after -resistance. So musculature will still do more damage, and have higher DPE. So that particular chain won't increase DPS. Perhaps if I replace SC with RC. That chain gives roughly 200 (counting in the additional chance to increase combo), and about 272 DPS. Still better. Now, if I switching my slotting for RC and HB, it goes up to 205 base DPS and 280 after -resistance. Still slightly less than with musculature. However, RC can also take another proc (a purple proc, 3*normal procs, and ToD). If I change the build around just slightly, than it can happen. Hasten was slotted with 3 level 50 rechargers, but on this build that is highly unnecessary. It actually only needed one. Our slotting is now a +3 Dam/Acc HO, a 55 damage IO, and 4 procs. That gives us 91.3% enhancement, and an average proc benefit of 78 damage, for a grand total of 214 base DPS, 287 DPS after -resistance.

    So, if you have a maxed out crazy build and plan for spiritual, it can do almost as good as musculature. However, the total recharge for that chain is 420%, impossible. It also burns more endurance, meaning you need more Energy Drain's to run it, and would be completely unfeasible for any set other /SR and /EA. So I would recommend going musculature.

    I would like to mention that we can get 30% extra recharge from base bonuses and the time lord day job accolade, allowing a Stj/EA to use a faster chain with musculature. Doing that would get you over 300 dps.
  14. Quote:
    Originally Posted by Obitus View Post
    Not sure exactly what you mean here. Are you saying that damage procs aren't affected by -RES debuffs on the target? Cause I thought -RES debuffs on the target were the only thing that could modify the damage of damage procs.
    Yeah, I was confusing the behavior of procs with the way they behave in PvP, in which they are irresistible and unaffected by enemy resistance (or is that just PvP procs?). Anyway, I'll redo that, it will be easy to fix.

    I think that extra attacks between CU and SC may hurt the dps. It may be better to do a chain similar to RC-SB-HB-CU-SC, which would make better use of EA's recharge. Should require 340% recharge if I'm calculating right. If CU is enhanced by 96% (as it is in my build slotting Hecatomb), it would require 244% recharge to run that chain, which is possible with spiritual, but impossible with musculature without losing somewhere else. The build I am using currently has 180% with 1 target in EA, 212.5% with 10. So instead, I'll run with RC-SB-HB-CU-RC-SC, which would also make use of RC's heavy proccage. That chain only requires a total of 250% recharge, easily done. For the benefits of this thread, I'll also try the other chain with Spiritual to see what the difference is. I'll also add in the average damage lost by missing, though I'll also assume that you just use CU or SC at a lower combo level, rather than using another builder, because that will be easier to calculate, and probably will deal more damage. And finally, I'll subtract the chance of the -res proc activating twice in one chain so that the number is more accurate.

    With the RC-SB-HB-CU-RC-SC, using musculature and the procs/enhancement percentages described above, the total damage is 2111, time is 9.42, DPS is 223. The chance for the achilles's heel proc to activate twice is negligible (total average -res counting interface would be 25.95 instead of 26.00), so we will continue using 26 as our average -res. With those numbers, we get an average DPS of 299.

    The chance for 1 builder to miss is .05*4, or .2. I'll break that into a 15% (that is a simplification for my sake) chance of CU having a base damage of 242.6 instead of 268.8, plus a 5% chance of SC having a base damage of 103.2 instead of 107.9. However, CU also has a chance for multiple attacks missing, so it also has a 5% chance for a base damage of 228.8 and a 1.25% chance of a base damage of 218.8. I subtract these chances to find the average base damage of CU, which it turns out is 244.25. Using this as our new base, we get a total chain damage of 2048, 216 DPS, 290 after -res.

    Doing the same to find the chance for SC to have a lower base is fairly simple. It has a .05 chance of having a base of 103.2 instead of 107.9. That gives an average base of 107.7, which is negligible. Total DPS drops to 288.

    Check in later after I run my simulation of 100 runs of the chain and figure out how much missing will affect the procs! Also the numbers for running with the RC-SB-HB-CU-SC chain.

    edit: Oh, and on average you will miss 1 attack in the CU part of my chain at least every 5 runs of the chain (21.25% chance of missing at least one attack per chain * 5 = a little over 100), so the required recharge for CU should easily be low enough to account for misses. At 154% global recharge and no enhancement it would recharge 35 seconds, which would mean that you could use CR for most of your misses. In my build it is sitting at a minimum 27.2 seconds with just rectified reticle for slotting and 10 in Entropic Aura.
  15. Combat

    Staff Fighting

    Looks like it does count that, I was just looking at the Real Numbers average damage, and we all know how misleading that can be.
  16. Combat

    Staff Fighting

    If sky splitter has a relatively low activation time, it is gonna be beastly. It does 276 damage base on a 15 sec recharge time for a scrapper, which is better than headsplitter, which only does 187 damage base on a 14 sec recharge time. I actually don't know of any powers with a higher base damage than that. Staff melee may end up breaking some rules on DPS if those numbers stay the same and the activation times aren't outrageous.
  17. I've changed the build I was using, adding in more damage procs and assault.

    Total built +dam % is 17.5%. Chain is RC-SB-HB-CU-RC-SB-SC.

    Enhancement percentage after musculature is:
    RC- 127%, purple proc, glad proc and mako's bite proc for average of 64
    SB- 132%, -res proc
    HB- 127%, mako's bite proc for average of 14
    CU- 138%, purple proc
    SC- 138%, -res glad proc, purple proc

    Total damage is 2350, total time is 10.92, average DPS without reactive or -res is 215. 229 with interface.

    Average -res from the two procs + rib cracker, without considering that they can't double stack, is 22%. Adding interface -resistance, and it goes up to 26%. I'm using the equation 10/10.92*.25*2.5*7 to equate the -resistance portion. 10/10.92 is the time of the proc over time of the chain, .25 is activation chance and 2.5 is magnitude, 7 is for 7 chances to proc in the chain.

    So that we do not count procs in our equation (as they aren't affected by -res), we take out the procs gives you 198 DPS times 1.27 which gives 268, or 2929 damage over 10.92 seconds. Adding in procs for 213 damage and you get 3107/10.92, giving you 288 damage per second. Finally, multiply by .95 for accuracy, and you get 274 DPS.

    This is all on a character that doesn't have FE, a damage aura, or AAO, is incarnate capped with 1 unit in Energy Drain range for smashing/lethal, and regenerates 80 hps. If you can find something horribly wrong with my math, please help. I am going to run a simulation for about 100 runs of the chain, activating CR whenever it is up and then immediately starting the chain at either CU or SC depending on which is recharged, to find the contributation of CR. My expectation is for it to increase DPS by about 40.

    Again, if you are /Fire or /Shield and have similar enhancement values/proc usage you will even higher results. If FE increases damage by 40% on average, the DPS assuming everything else is the same, the DPS will be over 390. A shielder with 10 units in range will be looking at over 360. And that ISN'T counting in CR's +damage or combo points, though it doesn't assume you will have the same enhancement values, the same chain, assault, and the same procs, as well as a little extra DPS because I am just using the equation mag*chance in chain to activate for the -res procs, which doesn't account for the chance for double procs not being counted.

    The set is similar to DM if DM could slot 2 -res procs. It is insanely good at what it does, though it doesn't have a heal in the set like DM does (it does, however, debuff damage by 11%, which will work even on AVs/GMs).
  18. Quote:
    Originally Posted by Obitus View Post
    I suppose you're counting the full value of the Reactive DoT on each of those attacks? I was surprised to learn the other day that it only stacks twice.

    Also, if "SC" is Sweeping Cross, I'm not sure how you're getting three combo points on that Crushing Uppercut, because Sweeping Cross will clear your combo credit before you hit that Rib Cracker and Crushing Uppercut. (You'll have one combo point for CU with that chain.) I'm going to assume that SC is really SB, or Shin Breaker.



    Rib Cracker is 7.5% -RES for 5 seconds. Interface is 10% at max stacks, but depending on which Reactive Alpha you take, you may have a very slim chance of averaging that much. (You're attacking ~0.64 times per second. If you took Reactive Radial Flawless, as I assume you must have given your damage numbers above, then on average you're going to have 0.64*0.25 = 0.16 Interface -RES debuff procs per second. Over the 10.3 second duration of the -RES proc debuff, that's 1.648 stacks you'll have on average, or about 4.12% -RES from Interface.)

    The proc in Shin Breaker ... eh. A 20% chance for a 10.25 second, 20% -RES debuff that doesn't self-stack. I'm not smart enough to have come up with my own way of dealing with that problem, so I'll just quote A-Ville:




    In your case, the calculation is a little more complicated, because you use the relevant attack (Shin Breaker) twice during your attack string. For simplicity's sake, I guess we can just average your Shin Breaker use to once per 9.3952/2 = 4.6976 seconds, which would put four attack "cycles" in your case at about 18.7 seconds. Your uptime is 10/28.7 = 38.4%, for a 6.9% average -RES debuff.

    Long story short, I'm seeing no more than about 20% in sustainable -RES, total, for your attack chain.

    And since Mids' adds about 67 damage to each attack for Reactive Radial Flawless' DoT effect, we're looking at a fairly large potential reduction in the calculated damage that all that -RES is supposed to multiply. The build should still do some monster DPS, but my eyebrows shot way up when you quoted over 300. They shot up a little higher when I realized you weren't even including Combat Readiness' average contribution in that number.

    (Edit: BTW, I happen to agree with your reasoning about Energy Aura. I rolled an StJ/EA Scrapper myself. It's only because I've been tinkering with various StJ/EA builds lately that your numbers caught my attention. Street Justice is awesome in a lot of ways, but I haven't been bowled over by its on-paper DPS. If I'm wrong about that, then I'd be happy to hear it.)
    You are right, those numbers are highly preliminary. I hadn't taken the time to fully calculate -res uptime or reactive, which skewed the numbers up. However, I also forgot that sweeping cross can take a -res proc, which shifts the numbers slightly higher. I want to see a CU crit with all the -res affects going, should be glorious.

    I'm going to take some time today and tomorrow to calculate more definitively. Street justice really doesn't do all that great DPS ordinarily, as it only has one amazing DPA attack in CU. Its builders are decent, but not great. However, add in -res and it turns into a monster. I am also doing a Shield/Stj or Fire/Stj tanker just because I can have an attack chain where every attack except CU can deal -res (IS-RC-SB-CU-RC-SB-SC), and have extra offense from the primary. Should be VERY high damage for a tank.

    I'm expecting to come up with about 270ish all told, but adding in CR's average benefit may move average DPS over 300 for a scrapper. Tanker should get over 200, but I'm not certain how far over.

    Back to excel!
  19. In simple form, HB does 253.6 average damage, RC 276.3, SB 321.7, combo 3 CU 750.6 on the build that I am planning, with musculature t4 and t4 interface. Combo is SC-RC-HB-SC-RB-CU, which takes 9.3952 seconds counting arcanatime.

    Total damage 2211.9, divided by time gives you 230 dps.

    THAT'S NOT 300!

    Of course it isn't. Between interface's -res, rib cracker, and the proc in SB I am averaging about 30% -res, (a little less, but not a ton less).

    223*1.3 = 306

    With CR active the numbers for each power go up to HB-315.2, RC-331.5, SB-397.6, CU-918.5. DPS before res-286. DPS after-372.


    Damage for each power will vary with build of course, and these numbers are just taken using the stats from mids (I do the calculations myself but use mids numbers for things like enhancement percentage, +dam% from IOs and proc damage.


    Yes, the -res makes that much difference.
  20. I'd suggest energy aura.

    WHAT!???

    Actually, it makes sense. New and improved energy aura does several things that are good for all scrappers, and especially Street Justice.

    Street Justice really benefits from a lot of recharge. It is all about getting as many crushing uppercuts as possible really, because CU has about double the DPA of the other attacks. Energy aura allows you to maximize recharge, leading to more CU.

    It also eliminates the need for endurance. Between energize and energy drain you really don't need to worry. This allows you to use either musculature or spiritual to increase damage instead of Cardiac.

    Energy aura also gives the potential for some seriously good defense stats. On my planned build I have 65% to smashing/lethal/energy, 54% to fire/cold and 51% to negative with maxed energy drain. That is enough to leave you softcapped to all but psychic and incarnate soft-capped to the majority of damage. With energize, you can get some fairly good +regen numbers on top of that defense. I'm looking at 560% with physical perfection, and with t4 rebirth I'm looking at roughly 90ish hps (40ish without).

    DPS wise my calculations show a theoretical DPS for the build above at around 306, counting the -res in the set. While CR is active that jumps to a spike of 370ish. For those interested, I usually get about 90% of the theoretical max, so I'm looking at 270ish to 340ish DPS on a character that is at the incarnate soft-cap to the most common damage types and doesn't require 10 targets for the damage (I have a DM/SD, I know what needing targets is like).

    I also ran the numbers for tankers, to see what the additional -res could do. My best numbers were 220ish for a Willpower/Stj. I think that a SD might push 300. A Willpower tanker that can hit over 200 DPS is insane! I mean, we are talking about a character that takes in over 100 HPS before rebirth, can be softcapped, and can resist cap to smashing/lethal, and that character can now deal more damage than most scrappers could just a few issues ago.

    I'll run my numbers for a Stj/SD scrapper and tank to see what they are like. I'm not planning on switching, but it should be interesting. I already have a great level 50 shielder and don't need another, and I am weary of going without a heal in either powerset. More damage, sure, more DDR, sure, but less capable at the incarnate level and much squishier do to the relative lack of healing.
  21. I believe that Grant Cover increases its effect with defense enhancements, and its recharge resist with recharge enhancements. I still only slot it with LotG, but it is worth testing.
  22. How much of a different would enhancement boosters make on a top end build? Say, having every useful enhancement at +5? I am thinking I might get that with the monthly allowance. After I buy Street Fighting of course.
  23. Quote:
    Originally Posted by PleaseRecycle View Post
    Rage crash?

    Oh, and I have three scrappers that can easily solo the ITF, I suspect most people's scrappers could if they gave it a moment's thought.
    This is probably true. I soloed the ITF with my DM/Shield before I had a single purple or PvP IO (incarnates...). I now can run it with no deaths in under an hour, and could do a +4 run in a little over twice that time (2:30ish).

    On Kinetic Melee, I like it. It works very well with certain sets, brings defense and offense and can pack a punch. Unlike my previous build, a KM/? character can maintain their offense without other foes. With my DM/SD, I have to constantly juggle foes when I fight AVs for max benefit. Minions will die too quickly just to soul drain, but 15 bosses and an AV will usually be too much for my defense.

    When I ran my calculations, I predicted that a KM/Fire could hit 280+ dps. And that was before incarnates, and didn't take into account CS critting. On a high-level build it is possible to maintain PS most of the time. I'd estimate a max DPS of over 300 now, maybe 320-330ish. Very respectable, plus it is good against AVs because it reduces incoming damage (unlike virtually every other effect which just bounces off their insane resist). It is a fun mid-high level combo that could do some amazing things.
  24. I call Incan/Aztec extinction. You don't need to kill everyone, as soon as you decimate a couple thousand soldiers with a 'god-weapon' like a gun or cannon, the power of fear will give you the advantage. Never underestimate the ability of a shock and awe campaign against a technologically disadvantaged enemy. The Spanish shouldn't have won against the native Americans, but they inspired fear because of their weapons, their horses, even their color of skin.
  25. I think a point mentioned way earlier is interesting: "I feel like when I play any melee archetype other than a tank I feel like I don't have purpose" (paraphrasing of course). Actually, when I play scrappers and brutes I feel the opposite. I feel like the team has to prove IT'S purpose. Honestly, I've done TFs faster solo than on some teams, and I just feel strong when it is just me. Of course, I also am an egomaniac and love proving myself, and you can't show off solo . Actually, I usually just casually PuG, and my best moments teaming have been through conversation, not fighting. You meet the funnest people sometimes when you never play with the same ones twice.