DSorrow

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  1. EDIT: First bit of calculations were totally incorrect, thanks to me overlooking things... (whole post edited)

    Before actually respeccing into this build, I did a few calculations about endurance consumption, and I'd like someone to verify them for me. I did it wrong once, so wouldn't surprise me if I was wrong again! :P

    I used Hasten's uptime percentage (87%) to calculate its average Rech buff which in turn I used to calculate CPs average Recharge time. My attack chain is going through my 111.8 endurance in 151 seconds, assuming a Perf Shifter proc equals 0.2 end/sec recovery and Hasten equals 0.11 end/sec consumption. Conserve Power is down for about 130 seconds on average, and I'm recovering all my endurance back within about 77 seconds of activating Conserve Power.

    Should I move a slot from somewhere to add a slot to CP to increase its uptime or rather add an EndMod IO to PP to increase static Recovery by 0.1 end/sec? Or is it just fine as it is? I'm just asking, because I don't want to run dry on endurance just because my Perf Shifter procs happen to proc slightly less than average (say, equal to 0.3 end/sec) during a CP cycle. Also note that I'm calculating this for 100% usage of the higher consumption chain so this is not 100% accurate, but if it works with the higher consumption 100% of the time, it should always work.

    EDIT2: Thought I'd just post my calculations.

    Time from 100% to 0% end: End / Total consumption = End / (chain + toggles + Hasten - recovery) = time

    111.8 End / ((3.74 + 0.98 + 0.11 - 4.09)end/sec) = ~151 seconds. Numbers respective to the line above.

    Hasten uptime ratio is 87%, so I think average +Rech (for long recharge powers) will be 0.87 * 70% = 60.9%

    This bring Conserve Powers recharge time on average to: 600 / (1 + 0.609 + 0.675 + 0.424) = 221 seconds. Deduct the uptime of 90 seconds from that and it's down for 131 seconds, which is lower than the attack chain's time to consume all my endurance.

    Recovery with Conserve Power: (recovery - total consumption) = recovery - (chain + toggles + hasten) = 4.09 - (((4.71 + 3.28 + 2 * 1.73) / 5.64) + 0.54 + 0.11) = ~1.45 end/sec.

    111.8 end / 1.45 end/sec = ~77 seconds, which is under the 90 seconds Conserve Power is up, giving me some safety marginal with the randomness of PP procs, but I'm not sure if it's enough.

    EDIT3: Further calculations reveal that I'd only need an average of 0.23 end/sec from the PS procs in order to go from 0 to full endurance within 90 seconds of Conserve Power.
    I calculated it like this: Endurance / (StaticRecovery + RandomRecovery - CChain - CToggles -CHasten) = CPDuration, and I hope that's correct. Haven't done maths for nearly a month thanks to holidays...

    111.8 / (3.69 + X - (4.71 + 3.28 + 2 * 1.73) / 5.64) - 0.54 - 0.11) = 90
    111.8 / 90 = 3.69 + X - ((4.71 + 3.28 + 2 * 1.73)/ 5.64) - 0.54 - 0.11
    (111.8 / 90) - 3.69 + ((4.71 + 3.28 + 2 * 1.73)/ 5.64) + 0.54 + 0.11 = X
    (111.8 / 90) - 3.69 + 2.03 + 0.54 + 0.11 = X
    1.24 - 3.69 + 2.03 + 0.54 + 0.11 = X
    X = 0.23

    I think I can safely expect at least 0.23 end/sec from the two PP procs combined.

    I used the windows calculator for this so I could easily be wrong.
  2. Quote:
    Originally Posted by Chaos Creator View Post
    1,337,000,000
    Hey, I already guessed that earlier! :P
  3. DSorrow

    TF toon

    I would probably say my favourites are Cold Domination, Sonic Resonance, Dark, Rad and competent Traps. All of these can do some serious debuffing regardless of what controller primary or defender secondary they're paired with.

    The reason I say "competent Traps" is because Traps is quite static by nature, so the player has to know when to throw down your gadgets so that they aren't recharging when you need them. Traps is definitely in my top three in AV/GM fights, mostly due to the diverse buffs/debuffs it can provide of which the most important is completely shutting down most AVs'/GMs' regen.
  4. Just looked at your posted build quickly, so will only give you a general tip about slotting IO sets.

    Most of the time it's not a good idea to six slot a set just for the sake of six slotting it. Check the set and see what bonuses from it are useful.

    Example from your build: six slotting Doctored Wounds in Reconstruction. Does the final bonus of 1.26% psi/toxic resistance do much for you? Nope. Ok, you only need up to the 5th bonus out of it... Could you possibly remove a slot from the power without losing its efficiency? Yep, dropping the End/Rech barely harms it.

    That's basically the train of thought I go through when slotting sets.
  5. As others have said, this topic is discussed just about once every week.

    Quote:
    Originally Posted by Umbra_NA View Post

    Only one reason not to immediately port SS over to Scrappers is the potential that it would be overpowered.
    I think this is a quite funny argument. If SS would be overpowered on Scrappers, then it is also overpowered on Brutes and Tankers.
  6. I think the organic armor does look quite a bit like the stuff in Prototype. That's not saying it's a bad thing
  7. Quote:
    Originally Posted by Dechs Kaison View Post
    Now that's impressive. Congrats.

    I had given thought to making an ill/cold myself, just to set apart from the norm, but I didn't think Perma PA would be possible. Now I have something to strive for.
    Why not? Cold has a lot of powers that accept sets with various +Rech bonuses.
  8. Nice job!

    I'd roll an illu/cold if I already hadn't played both sets to 50! This thread only confirms my hypothesis of it being a very powerful combination.
  9. Quote:
    Originally Posted by JusticeisServed View Post
    Are you softcapped to all positions??

    Every SR character I ever made once I hit softcap ends up becoming like my hardest toon to kill...

    My SS/SR Brute can survive way way way better than my INV/SS tank.. it almost seems unfair!
    Did you also soft cap your Invuln tank? Because if you did, your tank is a lot more survivable. He dodges the same number of attacks, but on top of that you have resistance (90% S/L, about 30% all else except Psi), greater HP and Dull Pain. Seriously, with similar Defense numbers your brute just can't outsurvive an Invuln tank.
  10. I'd say Fiery Melee (good balance of AoE and ST damage), Spines (very good AoE, kind of lacking ST) or Elec Melee (great AoE and better ST than Spines).

    As for secondary, either SR (easy soft cap), WP (not too hard to soft cap, easy on endurance), Invuln (especially good against S/L enemies and a bit easier to soft cap than WP) or Shields (costs quite a bit to soft cap, but after that's it's just crazy).

    EDIT: Funny, just noticed I only gave you secondary suggestions for sets that have Defense in them. Soft cap does help your scrapperlock, though...
  11. Here's my build how it's on live currently. Just swap SJ for Fly and you should be good to go.

    Hero Plan by Mids' Hero Designer 1,707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 2: Chilling Embrace -- EndRdx-I(A), Taunt-I(3)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), RgnTis-Regen+(19), Heal-I(19)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(40)
    Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Energy Absorption -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-EndRdx/Rchg(27), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(36)
    Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(34), AdjTgt-Rchg(34)
    Level 30: Icicles -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(31), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Acc/EndRdx(34)
    Level 32: Hibernate -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/EndRdx/Rchg(33)
    Level 35: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rchg/Rng(43), Zinger-Taunt/Rng(46), Zinger-Dam%(46)
    Level 38: Foot Stomp -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
    Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 0: Ninja Run



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  12. After soft-capping my Ice/SS against S/L/E/NE I haven't really had to use Hibernate that much. I have Hoarfrost for sudden damage spikes and after using that I'm still free to continue fighting.

    However, I still find Hibernate as a power with loads of utility. Basically, it's my "reset Def Debuffs" available every two minutes, which is great for tanking stuff like ITF. Def Debuffs starting to pile up against romans? Hit taunt and Hibernate for some 10 seconds and let them wear off. It's powers like Hibernate and MoG I wish some of my characters had access to when the debuffs start piling in...
  13. I thought of medicine too, but with the current power pools couldn't fit it in, so I'll probably just use insps to cover healing in case no one in the team is able.
  14. Quote:
    That flaw will be being closed in the not so distant future.
    And that was four years ago

    I think Castle said in a more recent post that with IOs released they won't be touching how Hami-Os work to make them desireable along IOs.
  15. Quote:
    traps are not about holding damage, but about preventing/avoiding damage.
    if you want hold agro use /forcefields. period.
    If you actually knew anything real about these powersets you'd know that Traps does not only have higher personal Defense numbers (outside PFF, but then you couldn't taunt with it on), but it also has -Rech, -Dam, -Tohit, self Regen and AoE control making it easily the superior set for holding aggro, whereas Force Fields is better at buffing your Henchmen making them better at talong the hits than you.

    In other words, if you want to hold aggro use /Traps, if not, use Force Fields. Period.



    P.S. If you want to make a more compelling case for your argument, you should 1) post some numbers/evidence to prove your point, 2) polish your grammar and 3) not resort to personal attacks like "lrn to play".
  16. I think this is one of those slightly bugged things about HOs which is now accepted as a feature of them. Even by devs. Just something to make them able to compete with IOs.
  17. 1337 million. Just because marketeering is l33t bizniz.
  18. Quote:
    Originally Posted by Rajani Isa View Post
    Dsorrow - level matters for slotting and for globals, if you exemp. Globals are set bonuses, and are the specials that are always on when slotted (no "chance to" or mention of a duration). The KB Protection IOs, the pet set auras, and the luck of the gambler global rechargeIO are all such.
    I actually know that, but point two was only about Stealth uniques, Numi unique and IOs like that which work regardless of level if you have the power available.
  19. I think second taunt is what it will be. After all, Provoke does has a target cap of only 5 IIRC, so taunting anything nasty not hit by it will be useful.

    Now to think of a name I like.. :P
  20. I guess that could be something. I'd hate to miss taunt against an AV and as a result have my henchies killed.
  21. Quote:
    Originally Posted by Eloora View Post
    If this pointless thread wasn't created with the intention of bragging about the acquisition of a small fortune the OP didn't really earn, then perhaps I missed some loftier message. And yeah, I'm sure a lot of us have been on the wrong end of a misbid, but to say "it's not that big a deal" is a pretty bold, hm, what's the word I'm looking for? Oh, right, assumption.


    I would consider 800 mil to be "a lot", personally. I'm sure some do not. But I can't really say whether it is or isn't a lot to the person that has just lost it. Maybe they have a few 2 bil emails sitting around. Maybe 800 mil was literally all they had. All I'm saying is there's another side to every story, and 800 million just might suddenly seem like a lot more if you just lost 799,200,000 of it to an input error.
    I don't consider it wrong posting "bragging" like this when you get lucky. It's like a lottery, you know, people buy tickets and someone who happens to be lucky gets their money. It's not the best analogy, but I think you get my point.

    I've done misbids, but not of this scale. That's because I like to spend 5 seconds checking I have the right number of zeroes in my bid. Don't do that and mess up? Not my problem.
  22. 1) I generally buy my IOs at lvl 40-49, or cap minus 5 levels to cap if they aren't capped to 50 (e.g. 35-40). This is mostly because I rarely exemp, I have new characters for that kind of stuff :P

    2) The difference is only the level you can slot it at. Usually the lower level ones also cost more. At least that seems to be the case with Numina/Miracle uniques.

    3) Whenever I plan builds on Mid's, I set the IO default level to 45 to represent an almost equal distribution of enhancements from level 40 to level 50. Then I just buy whatever happens to have the best price for a good availability.
  23. I just picked hurdle because I couldn't come up with anything else decent with just one slot. I was also never a big fan of trip mines (tried with a traps defender).
  24. What type of scrappers was it? A lot depends on that. It's not rare for me to pull aggro off of tankers when playing my elec/shield due to the ridiculous AoE damage and taunt aura combination I have. After all, damage multiplies the "taunt value" so very high damage with medium taunt (such as a taunt aura) will allow for high taunt values.
  25. Here's the latest work:

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