John_Printemps

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  1. Quote:
    Originally Posted by Motley_Cruel View Post
    Which of these is the most survivable (in general gameplay)

    Electric Armor with perma-Energize, S/L softcap
    Willpower with F/C/E/N softcap
    Invuln with perma-Dull Pain, S/L softcap

    and why?

    Thanks in advance
    Mock up some builds and toss them in Here and find out for yourself

    I couldn't resist throwing around the new Survivability Score Matrix.
  2. Just for sake of putting it out there. Below is a data chunk of Claws build with modifications that maintain its levels (for the most part), while reducing the basic cost of the build (removes HO's, a couple LotG's other than 7.5%'ers) and recycles IO's from Kyo's posted build (thanks KidEngineer for playing the home game and putting up a data chunk). Net cost of the build? Straight up minues the LotG's and the Numina, I could wholesale this build for maybe 200-300 million with some buy-it-nao, and patient waiting on other things. Play the market while you rack up A-Merits and this whole thing could probably be gross-bought for 200 mill or less (again, non-unique stuff). A-Merits included in the process, at elast 10 for LotG's, one or two a piece of any Kinetic Combats that can't be bought cheap, within a month the expensive stuff could easily be obtained. The biggest difference I'm pointing towards is actually marking the softcap on S/L E/N with a T3 Nerve.

    To highlight that very thing in more detail. 45% S/L/E/N is a considerably huge impact on any character. Reducing something like 60%-75% of the game's damage down to a 5% chance to hit you, and then sweltering it under ~100 HP/s regen is solid to say the least. 45% compared to 30%? Is the equivelant of 1-2 hits versus 10-15 respectively (as an example). If you could say "I die occasionally." That'll quickly change to "I only die to cascading defense failure." Which, if careful, could be never.

    Again, to reiterate what's been said a million times before: I don't discount the value of a build that works for a player that enjoys it. Just saying, there's room for improvement in a way that would "change your gaming experience for the better." To feel "unstoppable," is a pretty remarkable thing.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1399;681;1362;HEX;|
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    |-------------------------------------------------------------------|
  3. Update: I did find a glitch in spreadsheet I hadn't noticed when testing an example build. Once I cleared all the fields it stuck out this morning. "Regen Rate % For Rebirth" input field has to be at least a value of 1.00% in order for the "hidden equations" to process; it was completely zeroing out the final Regen HP/s score and I hadn't realized this before. I've updated the GoogleDocs to account for this, incase anyone's downloaded that version prior to now, this is the fix to that issue if you're experiencing it.


    On a side note, as seen in the Example Build, Claws/Regen with 3890 isn't too shabby in my opinion. I'm seeing a way to weight comparison when matching it against my KM/SR (400% Regen, close to 1900 HP, 48% Positionals and Aid Self) is scoring 3073 (Which, for note, is the same back-bone to the MA/SR build for Arcanaville). If I expect a certian level of performance from one, I should (in theory) be able to maintain the same, if not higher, level of expectation from the other if player-skill is capable of syncing with the character's abilities. I'm also intrigued by my Spines/DA rocketing up to 8438.
  4. Quote:
    Originally Posted by Sinny View Post
    The main rule is: It's not the build it's the player....

    If it's working for her, on her budget .....and you doubt it....team and run with her and go from there...don't hate on statistics because...yes I know...shocker....Mid's can be wrong....

    I can see concerns about her build but for me on any of my wp's I would NEVER slot that many kin combats....so with that, just to reiterate....again...not the build it is the player....

    So don't harp or 'critique' to harshly just because it isn't something you do for yourself....I have my own opinions about the build but I'm a wait and see kind of girl
    But the thing is, this is about the build. The player may have built it, but this is about the build. There is no "mids could be wrong" in this situation. This is a statement of hard-core game-engine-designed-fact. The positional defense scrapped tooth and nail for in that build, are wasted. No one's trying to "harp" or "'Critique'", this is an attempt at flat out saying "Please, take this advice, it will benefit you."

    This may be beating a dead horse, though, as I doubt the OP will return with a post :/
  5. Quote:
    Originally Posted by Werner View Post
    I know it's not user friendly. It grew over time. It was never something I sat down and designed for use, and now I'm so used to it that I have no motivation to make it easier.

    I swear that at work, my code is tight and elegant, my GUI is clean and beautiful, and the users have all the information they need at their fingertips, understood at a glance. I swear that my professional output looks nothing like this.
    Done. Took me 15 minutes (after I got some sleep and re-read everything I tried to understand when I was falling asleep the night it was posted) to figure the actual spreadsheet out, then spent the day converting it to a proper...er, "GUI" (if you will). Without going into details with this development, I'm happy that it's done, and I think it looks pretty nice. The sheet is pretty self explanatory now. Mostly because I actually installed notes all over the place to explain how to do... EVERYTHING, and included a lot of Werner's own notes into this. I feel like a Ghost Writer on this thing

    I tried to make the Google Docs version as close to the original as possible, but some visual formatting gets a bit jumbled, and Google doesn't have an option to "Show All Comments", which I had constructed in order around the spreadsheet to help instruct users on how to interact with it. If someone has a suggestion for an additional place for download, let me know.

    Go ahead over to Google Docs and take a look. It's open to full public view. I'll try and get an screen shot of the full Sheet with Comments for a pictorial guide. All Notes/Comments are flagged with purple, just mouse-over those boxes and it'll display. There's two sheets. The full-blank, and an example page filled-in.

    Edit: Uploaded Pictorial Guide to google: Here

    And a smaller version to give a preview of the top half:


  6. Quote:
    Originally Posted by DJKyo View Post
    Thanks, ClawsandEffect, but no thanks. You may dislike how I've chosen to build the character, and you may think it's "wrong" because it's not the way you did it, but the fact stands that it's a build that works absolutely perfectly for me. Saying "No offense, but..." means that you KNOW that everything following that statement is offensive, and you seem to have worded your post to be as offensive as possible, throwing around words like "asinine" and phrases like "better than yours in every measurable way". I've spent a year and a half on this toon, building and rebuilding and refining it to what I want it to be, and I didn't ask for "help", I simply posted it as something that other people might be interested in seeing. Thank you for reminding me why I never post anything in this section of the forums-because it's the only place I seem to run into opinionated, pretentious players who refuse to entertain the notion that there are multiple ways of building a toon and as long as they work for the person who plays them, who cares if they're perfect?
    This can be true. There are many things in the game that can do surprisingly unexpected things, however, that doesn't make them the best, or even remotely close. What Claw was trying to bring across to you is the level of difference in how you slotted, versus what isn't even optimal, but generally just the better approach for a Willpower toon. The delivery may not be kid-friendly, but unfortunetly I can see from just from the enhancement list that the quality of defense you strove for in your build is far from the opposite of what Willpower even uses. The Secondary focuses on three things: High Regen, Typed Defense, and Some Resistances; in that order. What you've done is tried to pull Positional Defenses into a build that cannot properly use them because it has no base to go off of.

    Let me go a bit into detail on the defense thing. Typed: Smashing, Lethal, Fire, Cold, Energy, Negative, Psionic. Positional: Melee, Ranged, AoE. Smashing and Lethal damage are the two most common types and attacks with them fall under all three positional types often, however, if an attack comes swinging at you and is Melee Positional with Smashing Damage, the game is going to look at all of your defense categories and check for which one has the most percent points. So, lets say you had 20% Melee and 35% Smashing. The game will see Smashing is higher and run the defense roll against it. If all of your typed defenses are higher than all of your positional ones, then the game will never use them. This is what Claw was trying to bring across to you. You spent a LOT of effort putting Positional defense into a build that the game will NEVER use.

    Quote:
    Originally Posted by DJKyo View Post
    The fact that you felt you needed to "slap together a build" tells me you don't have a Claws/Willpower scrapper. I don't try to advise people on how to build their Warshades, because I don't have any; I think it's awfully pretentious to think you can just "slap together" a build and say it works when you don't have, and have not played, that particular build.
    You don't have to play a specific build to know it's interactions if you've played both the Primary and the Secondary and are capable of offering solid advice on both, which Claw did regardless. I've got play experience with both, and I am telling you, this can be better; and I'm saying this as genially as possible.

    Quote:
    Originally Posted by DJKyo View Post
    I actually had no trouble not only tanking the ITF, but stealing aggro from the two brutes who were on the team with me at the time-both of whom expressed surprise that I was able to steal aggro from them at all on a scrapper, let alone a WP scrapper. We had no support at all. I also tanked an LGTF two nights ago, which is less impressive just because psychic damage hardly touches me at all. My Follow Up rarely misses, if ever, and that helps my other powers along quite nicely.
    Yes, Follow Up can help your other powers along nicely. But what it's not doing, is covering for the severe lack of slotting in them. Follow up, even double stacked, isn't going to cover the 70% damage enhancement you're not giving Focus, or the 70%...of anything, actually, that isn't in the best attack out of the entire primary.

    Quote:
    Originally Posted by DJKyo View Post
    I have tried building this toon out focusing on resistance and typed defenses, and I hated it. It was expensive, clunky, and annoyingly squishy. Now, I die maybe once a night, if that, and since I have a self rez I'm not terribly worried about it. It's an inexpensive build that works for the way I play it.
    Which is great, and all the more power to you for finding something you're happy with. But, I would almost say let us see the builds where you focused on Typed Defenses and I'm betting we can find the area where it was lacking, because the defense works the same in the game, just has different sources to scale off of. Just because you had Typed Defense doesn't mean you were squishy, it means you had in insufficient amount of it (and, in either situation, the quantity rolls the same, 45% Positional is no different than 45% Typed) compared even to what you're playing now.
  7. Quote:
    Originally Posted by Werner View Post
    I swear that at work, my code is tight and elegant, my GUI is clean and beautiful, and the users have all the information they need at their fingertips, understood at a glance. I swear that my professional output looks nothing like this.
    I'm sure once I figure out where everything is pointing to and what all the numbers mean I can transpire it into something like...

    where's the link...

    Here
  8. Quote:
    Originally Posted by Werner View Post
    OK, I guess I've cleaned the spreadsheet up as much as I'm going to, which isn't much. It is what it is. It has two example builds and calculations, which are the two I did the graph for.
    ... It'll take time to back peddle through your Excel Short-Hand there. Happen to have a Cliff Notes? XD

    I do have a new Claws/Regen build I'll attempt to throw in there as well to see if I can figure that sheet out.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1426;717;1434;HEX;|
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    |-------------------------------------------------------------------|
  9. Quote:
    Originally Posted by Zyphoid View Post
    Beat me to it. CS seems to crit often from me too. I did one pylon run where it seemed to constantly be up.

    I have a habit of saving BU on characters, I feel more comfortable dropping PS because of the chance for instant recharge.
    Quote:
    Originally Posted by Auroxis View Post
    This is before taking into consideration Concentrated Strikes' critical recharge and activation time for Power Siphon, right?
    Technically, yes. Concentrated Strike would improve the scenario so that you could chain 20 seconds into 20 seconds, etc, to constantly keep your 156% going. But again, this is in the realm of "working for it." You've got to be attentive to when PS drops and having the next one ready or going. That Critical from CS is also not guaranteed nor any form of consistent. I too have done a Pylon run where PS was up 90% of the time, but I've also down follow-up runs where CS very rarely Critical'd PS. In those fewer situations, its lack of up time is glaringly potent, and its because of those events that it is best not to promise Awesome, and only give what-is.
  10. Quote:
    Originally Posted by Arcanaville View Post
    Its a fair point, and one I glimpsed briefly when doing the scrapper secondary comparisons. The bottom line is that once you start getting to *extreme* levels of damage and damage mitigation discrete effects start to become extremely powerful. In particular, defense and regeneration become vulnerable to instantaneous effects that do not average out fast enough, while +health and resistance qualitative stability start to have measurable quantitative benefits.

    Basically, at some point you have to acknowledge that while you might be able to survive 4000 dps on paper, nothing throws 4000 dps at you as four thousand one-point attacks in a steady stream. You're going to see many hundreds of point and thousand+ point attacks land. It only takes two closely spaced thousand point attacks to kill an SR scrapper regardless of defense and regeneration, and the survivability of that build starts to depend strongly on the mean time between seeing that event and not the actual average damage mitigation of the build. Similarly, you might be able to get Dark Regeneration to the point where it can pump out a couple hundred health per second, but to need that amount of health you have to be *seeing* hundreds of points of damage per second. Can a player react quickly enough to incoming damage that is that fast, and if damage obeys a gaussian distribution curve can the player adjust to a momentary doubling in incoming damage?

    Unfortunately, these things are very complex thing to approximate with closed form equations (i.e. algebraic formulas).


    Incidentally, the point at which stochastic approximations begin to diverge strongly from average calculations is around the point where the player can theoretically be killed in less than four attacks in less than ten seconds. In other words, when we're dealing with attackers capable of landing attacks that do more than 30% of your total health and can land those attacks every three seconds (collectively), the mechanical differences between resistance, +health, defense, regeneration, and heals starts to become very important.

    Definitely Acknowledged, and was... no, is, a founding argument against Regen because of it's lack of inherent defense outside of spending it's own health as a blockade. In fact, I can take a perfect example from current game mechanics. Standard Regen as it exists with just SO or Basic IO slotting, cannot compete with the extremity that many other secondaries are coping with to some degree. To take a very, very specific arrangement, I had my Regen in an AE Mission in a room filled with two 15-Man groups of 54 Bosses, one group being sidelined by a Tank at aggro cap, and the splash pouring onto me as a Regen whom I had just dusted out of retirement to test for this Rebirth Idea. Down to Legacy Fitness, this guy was totally I9 dated with no sets. The level of alpha-damage was impossible for him to survive. Sustaining in between was moderately possible. Perfect situation to match what you said, Arcana.

    Now my question is raised on the Value of those abilities in conflict with I20, Rebirth, and Invention Sets. If we can ideally give */Regen most, if not all, of the same level of access that each of it's competing Secondaries have, how big is that impact? Katana and Broadsword have the advantage of DA/Parry and can bring their Defensive levels up to very strong (if not soft-capped) levels. Any */Regen can get 24-29% Resistance to S/L. With just a defense addition and leveraging resistance, this wasn't sufficient (still) to combat to fact we weren't adding these aspects to pre-existing Def or Res for greater benefit.

    But now we have Rebirth. This one power is Regen's Golden Ticket, it's like giving Regen toggle-IH again. So now I'm back to thinking: "Is there something there?" My Regen got shelved for a very, very, extraordinarily long time because he just didn't compare to any other set with true mitigation. So now, is it possible that the exchange for HP into Survivability as a form of Mitigation plausible "again"?

    P.S.: Should we not be looking at Willpower as well? Functions similarly to Regen on the back-end, Rebirth should have an equivalent impact on this secondary too?
  11. Quote:
    Originally Posted by Werner View Post
    -Snip-
    Okay, so now that there's a flow-chart involved, I've got to ask something in terms of how the survivability is measuring everything on a note of curiosity*.

    There's obviously some main factors like Resistance and Defense being measure as primary aspects, but it's some of the smaller things that have my attention. Regen, for one, and HP (which you said wasn't taken into full account). So what are the full scale of major factors? The Score-Value of Claws/Regen with 20% Across Def, and similar Regen potential, versus Kat/Regen with 45/32/32 have ~3,000 point difference? Seems under-weighted. Defense aside, between the two, there's only a ~300% Regen difference under IH, ~100% on base line (severe rounding on previously known numbers). Going by the difference between Kat/DA build and Kat/Regen (8200ish to 6200ish), Regen doesn't seem to be the major swinger in score, so 10-30% Def difference is causing such a huge gap?

    Because (and this is not disputing the validity of what your spreadsheet calculates) I'm seeing a scenario play out in my head of a Kat/Regen (Tom) and a Kat/DA (Jerry) fighting equivalent swarms of Ugly.

    Quote:
    Originally Posted by Scenario
    Tom can spike his defense up as needed, and swelling regen brings him to full on a regular basis--or, if nothing else, every 60 second cycle of SM/MoG/SM. Jerry takes an equally impressive pounding, but has consistent levels of defense that mitigate his overall complaints, and Resistances that chunk down the remainder. Eventually Jerry will get lower in HP, and hit Dark Regen which will drag him blissfully back up to his ~1800 HP. Tome looks over and thinks "Yeah, pretty good. He's taking his hits and keeps on trucking," when another large chunk of damage hits him; Tom, however, has 2400 HP, and the 1900 damage he just took would have surely killed Jerry--but Rebirth just cycled over and gave Tom a massive boost of ~1500, and in less than a second, he'll be back up to full with a new found target for his rage. Despite the fact that he's still taking 300-400 points of damage every couple of seconds, Tom doesn't care. Every 90 seconds he gets another spike of health from Dull Pain for another ~2200 if he needs it, let alone the fact he's healing back 200+ HP/s and has Reconstruction one bound-keystroke away.

    The Kat/DA has tons of preventative maintenance going like an awesome Warranty on a New Car, but is too broke if something happens that isn't covered by their policies. The Kat/Regen, though, is like a fixer-upper with an owner who has so much money you'd swear the guy was storing a printing mill in his basement and doesn't care about the costs of maintenance when the car inevitably breaks down. Is there really a difference in the between stages? No, not really. If you factor out Moral and Ethical care for the waste of green, 2400 HP is virtually becoming 1800 HP with 70% Resistance paid out in "cash", with a down payment every two minutes into your personal banking account for another 1500, on top of your trust-fund dropping 2200 every 90-120/s depending on banking latency. In that position, Tom's rather wealthy indeed. He can afford to burn 2700 every two minutes; and even if he has to dip into his cookie-jar savings every once and a while, he can do so without penalty because it refills every 15 seconds and gives him a 1200 grant. This is also ignoring the fact that Tom's Fixer-Upper got a recent overhaul and is sporting some solid Defense w/ Nitro and baseline Resistances to help stop the engine junking up on him. It makes me start to think Jerry's Car just doesn't look as cool anymore.
    If this is coming across as I intended, I'm begging the question of whether the spreadsheet, or us as Players, are properly crediting the strength of the Regenerative Potential Energy this carries. Consistent 1,000+Regen Levels and continuous heals? [We] view heals as something to hold back on and wait for the opportune time to use them, but in this particular situation, does Reconstruction = 50% Resistance?, does Dull Pain = 50% MRA? These build ideas all circle around similarities that focus on stopping X amount of Damage and absorbing Y amounts. The Kat/DA has X² and Y² for their Def/Res values, Z for a Heal, and A for Regen. The Kat/Regen has only X and Y for Defense and Resistance, but has Z³ for a Heal, and A³ for Regen.

    X²+Y²+Z+A= 8,200?
    X+Y+Z³+A³= 6,200?

    While I don't have my own Regen in a positional to quantifiably say yes or no on how I20 Regen is going to be, I don't think it's fair to discount it yet. We may have the potential to "Change the Name of the Game", when it comes to survivability tests. When things are being moved to caring less about the prevention of the damage, and more about the raw ability to not care that you're taking it.


    /end crazy and tired post








    *Curiosity Killed the Cat, yeah? Was thinking, what if the Cat was */Regen? X3
  12. The most you're likely to get it down to at the peak is 30 second recharge, which is virtually "Perma". The power ramps up for 10/s, stays peaked for 10/s, then ramps down for 10/s after it's 20/s duration expires. This becomes an average of (assuming 156% peak is reached) 104%. To compare, the last time I'd checked my KM had it down to 36 seconds, which is an average of 86.67% Damage Bonus.

    The rumor mill says its better on Stalkers because Power Siphon is hugely difficult to maintain constantly to get that higher damage bonus. Where-as Stalkers get Hide-Bonuses, plus burst shots of 100% out of Build Up without having to ramp. If I recall correctly, though, Build Up average to 30/s recharge is like having a 30% damage buff over that 30/s duration. So it's whether you want instant burst, or continuous boom that takes some work.
  13. Edit of Edit:

    Deleted everything I previously said to replace it with this:

    I approve of that last build, Iggy Although, something I saw after back-peddling into the same build to confirm I wasn't seeing anything else, Multistrikes in Lotus Drops would put Melee to the full 45% and still keep Ranged and AoE at a still modest 31.8 versus 33%
  14. Quote:
    Originally Posted by Arcanaville View Post
    Except for the greens that debuff regen and healing...
    Of course you had to bring the White Elephant into it :P


    Quote:
    Originally Posted by Werner View Post
    I should note that this build, at least, isn't running amok at 301 HP/S. It's "only" averaging 229 HP/S, or just a hair under because you cap regen by a small amount if you hit Rebirth and Instant Healing at the same time, and I didn't account for that.
    This does not discount the fun!

    Additionally, I'd had this saved from when I'd looked at the first build and it was the only foreseeable change I could surmount that put Instant Healing where it needed to be and averaged the defenses reasonably. 45.8/35.5/35.5 (w/ one DA Application). With Rebirth being more seriously considered, I figure it's worth throwing onto the Pyre for comparison.

    Code:
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    And, also for comparison since I just spent two hours fussing over it, the Claws/Regen. Notably more difficult to deal with given the lack of some kind of inherent defense mechanism ala Divine Avalanche. Lacking that utility, balanced 20% Defense across the board (more or less), and poured on heaps of recharge until the seconds stopped and the milliseconds barely itched. 22/s Shadow Meld, 90/s Dull Pain, 158/s IH, 58/s MoG and runs Follow Up > Slash > Focus (minus 2% because I was stubborn about the loss of end/dam in Follow Up).

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  15. Quote:
    Originally Posted by Werner View Post
    And now you see my problem, and why Werner will probably remain retired. Even soft capped, running tier 4 Barrier and healing 161 HP/S, he'll probably still be uncompetitive.
    I don't know about that, if you go the Rebirth Route, I'm figuring there's at least one build option that can crunch a little more Recharge (not much, drops a few second here and there) that keeps 45% Melee and 35% Ranged/AoE. Shadow Meld in any case brings up to 63.6% at the low end, and no matter what there's something your Katana/Dark will never be able to do.

    Stand in Battle Maiden's Blue Patch, /em dance, and go home alive.

    I've dusted off my namesake for this very purpose. Taking the I9 Training wheels off an untouched Claws/Regen, shaking down the Legacy Fitness and retro-fitting it into the awesome that is I20. There's something about running amok with 301.2 HP/s that I just can't get over. Forget DPS. I want to Tank Hamidon with a Regen again!
  16. Quote:
    Originally Posted by Arcanaville View Post
    A little late, but just FYI I don't think Mids is properly accounting for Alpha buffing Destiny. Spiritual should buff Rebirth, and in my informal test in-game just now it seems to at least for the regen part. So if you slot Spiritual, your Rebirth buff numbers will be 33% higher. That will edge regeneration up slightly; by 66% regen base, and more at the peaks.
    Just popped in the new Mid's patch. Seeing a Regen and HP Capped Scrapper is heart-warming. Knowing that Spiritual increases that throughout the duration? I might melt from all the warm-fuzzy feelings.

    And people were worried about Regen's Late Game in I20.

    301.2 HP/s

    AV's, eat your heart out.
  17. Quote:
    Originally Posted by BrandX View Post
    Is that suppossed to be QS>BB>SB>BB>CS? Because QS at the beginning and end of the chain means wait time.
    ...ha! Yes, yes it is. But who's keeping track, eh?
  18. QS>BB>SB>BB>QS is the best, add an extra QS in there and that's pretty easily obtained for most builds. None of the Scrapper Epics outweigh the primary attacks for damage versus end/rech/animation (and most likely are still bugged in Mids). Also, QS>BB>SB is a repeatable chain as well and nets something like 188 DPS on its own with Power Siphon, everything else just goes up from there when you start sticking CS in and filling the space in between.
  19. Quote:
    Originally Posted by Werner View Post
    And I am up way too late. Where's the "I should have been in bed two hours ago and likely nothing I said made any sense" emoticon?
    It does make sense, and I'm pretty sure we were both looking at the same thing, and, yeah, ended up going to bed because I stared at the build for too long before going "eh, sleep." Although, I think we might have been looking at SM-MoG-SM's use a bit differently. I was looking towards those to only be used around the lowest Regen points (areas that'd dip below 1,200%). Rebirth has a 120 duration, so 120 as the countdown. It can run three cycles before things start to loop back on themselves. First cycle IH drops at 30 Remaining--pop SM/MoG, 800% Regen area is covered in 60+% Def. Rebirth #2 hits, 64% Heal (if it was even needed)--90 second mark regen drops down to 1,000%, pop SM-MoG for 30 seconds, carries you into the 60 second mark of Rebirth, IH is now up (activate)--now back up to 1,400% Regen. Going into Rebirth #3 you'll be at 2,800 for 10/s, then drop down to 1,800 for 20 until the 90 second mark where IH drops and you'll only be at 1,000 for 30/s more, then down to 800 for the last 60 seconds of the cycle. Split that 90 into two chunks of 45/s. First 45/s you can easily pop Reconstruction twice if it's needed (and would probably be the only time out of this whole thing it'd get used), then cycle SM-MoG-SM for the last 45/s of the cycle while you're only at 800% Regen. This would easily carry into the restart of the Tri-Rebirth Cycle and you'd be back to 2,800 Regen with Rebirth, a 64% Heal, and IH all on again. The lowest point in the chain is ramped up right before, and then right after to bring you to full; I couldn't imagine anything finding the time to drop you. Run the whole thing with Dull Pain running and you're looking at 140+ HP/s. I'd try and get the top #'s, but I'm not sure mids is displaying Rebirth's "Full-On" numbers correctly (it's adding something like 4,400%? Becomes something like 350 HP/s, can't be right).

    I am a bit annoyed, though. It doesn't look like there's a whole lot of wiggle room at all in this like I was hoping to find. There's only one significant source I could tap for some extra +Def Bonuses and it pretty much destroys an attack to do it. Doesn't help that GC is "locked" into its set, Soaring is going to be +melee or +ranged, and ranged is the one struggling to keep up between the two, so it's pretty much stuck. That leaves Lotus and Golden, and changing those isn't really an option either. With the secondary being Regen, all of its powers are out-sourcing from a country not big on +Def Bonuses. So, I tried to see where I could milk some +Rech and see what happened.

    Just estimating, but I'd say it'd take about another 30% Global Rech to get MoG within a couple seconds of the 60 mark on recharge; and wouldn't suppose IH would get any lower than ~165/s in that situation. Not overall accepting of the damages it causes to the build, which leaves my decision pretty clear. Seems the best route is to just take one slot out of [Weave], move it to IH and get that working at 180/s, and just cycle through Rebirth. I'd be curious to see how a Regen would handle Battle Maiden's Blue Patches. If I recall them correctly it's something like 100-150 damage a second. At the greatest spike in the cycle, a Regen could chase her down, and probably be the only Build in the game capable of withstanding her insanity!

    Edit: I take it back, pulling the one slot from Weave wasn't sufficient. Switching Dull Pain over to Panacea's must happen too, for the 7.5% Global. Does mess with AoE, but I just couldn't find a happy medium in between.
  20. Quote:
    Originally Posted by Kangstor View Post
    Tactics had all gaussian set till I decided to put absolute amazement into boxing currently and frankly i don't intend to lose assault and tactics (which in this case still have +buildup) which brings down my dps further down and since I already have top chain anymore +recharge is pointless unless they drop build-up to half of time. I may switch muscularate for spiritual but like i said i am not convinced it will make a huge advantage out of it unless build-up recharges faster. Survival is good and all but i don't like losing dps for it especially if i can manage it this way eventhough i am using inspirations alot.
    Like I said, you didn't "loose" Tactics. Kismet is +6 To-Hit, Tactics base is +7 To-Hit, Focused Senses has +Perception already, and there's 75% Global Accuracy versus the some 45ish you had. And, still said Assault was capable of fitting into the build (especially since you don't care for Divine Avalanche). No, it doesn't keep Musculature, but the build also doesn't have the same level of Global Recharge yours did, it relies on Spiritual in order to balance other aspects of the build. There's very little +Dam it looses in order to improve every other aspect. But if you're still at 45-47% and burning Orange/Purples/Greens like mad, then I don't know what to tell you besides maybe you should bring it down from +4/x8, eh?
  21. Quote:
    Originally Posted by Werner View Post
    I'm hoping there's something though. I've always overlooked a few tricks, even in builds I've spent a ton of time on, and this one has less time invested than most.
    Okay, so, few minutes later, Werner, I have to seriously pose this scenario to you:

    "Forsake Defense"

    No, not entirely! Think me some kind of Masochist or something. But, I had to write this down on paper--paper!--of all things.

    Hopefully this comes out looking right...

    Rebirth Cycle: [120 - 90 - 60 - 30 -0][120 - 90 - 60 - 30 -0][120 - 90 - 60 - 30 -0]
    Instant Cycle: [90 - - - - - - - - -0] - - - - - - - - - - -[90 - - - - - - - - - -0]
    SMMoG Cycle: - - - - - - - - - - -[++] - - - - - -[++] - - - - - - - - - - - - - - - - - -[+++]


    [++] Would be MoG-SM, [+++] Would be SM-MoG-SM, if MoG can be shortened by eight more seconds (or close to). The defensive powers would help cover some weak points in the regen surf, but this would "repeat indefinitely" and result in a build spending most of its time either defensively backed, or above 800% Regen; and even then it's only 45 seconds it spends at 800% before it gets backed up, and then boosted into Rebirth's heal. Which, 64% heal every two minutes ontop of insane regen level spikes. Otherwise this would stay above 1,200% regen outside of defensive points and reach 10/s jumps of at least 2,800%.
  22. This makes me think of the Arcana Build I solved in six slots, heh. I wonder if I could do the same here. Additionally, any consideration on Rebirth? Asking as Mids is loading, but the base of the T4 Heal/Regen is 200% through the whole thing, and at least 400% for half of it. Unslotted IH for 30 seconds every two minutes compared to...what 90/s every 200+/s? (What /is/ the Regen cap? Is there one?)
  23. Build Chunk:

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    Notes:

    Removal of Assault and Tactics. Tactics wasn't even slotted, no sense in it's presence in the build. There's already other sources of +Perception, and a Kistmet dropped in Combat Jumping gives you similar +To Hit. Swapped into Spiritual T4 which makes slotting choices a bit easier, gives you true Perma-Hasten, and dug around for +HP/Regen. 49.4/47.5/46.7 MRA, add another 15-30% for the addition of Divine Avalanche in the build in situations that'd warrant it. Although this is ... only really big for content below 50. 50+, Barrier will easily provide a consistent source of +Def/+Res, as would a T4 Clarion w/ Secondary Bonus that could pop you to ~70% while active. This build does come with the change to Alpha, too. Switched from Musculature to Spiritual, but this is with the intent on Survivability being the issue. HP and Regen are increased, balances end use a bit, and with Rebirth, you'd be looking ...being practically untouchable if you choose that route. In sync with a T4 Reactive and the two -Res Procs in the build, the lack of Musculature could be irrelevant to overall long-term survival. The largest thing the build does is balance slotting across the build. It would be possible to manipulate afew areas, take out DA, and return a few 5% Rech Bonuses if you were to try and get back Musculature. It's possible, this was just the faster answer.
  24. Quote:
    Originally Posted by Werner View Post
    As for why defense instead of healing, visualize your survivability as a rectangle. The width is your damage mitgation - defense and resistance. The height is your damage recovery - regeneration and healing. The Regeneration secondary is SWIMMING in regeneration and healing, so your rectangle is very high. But it has very little defense or resistance, so your rectangle is very narrow. You'll get a much bigger rectangle if you work on increasing its width than if you continue to increase its height. Recharge is a different animal. You have both damage mitigation clicks (Moment of Glory, Shadow Meld) and damage recovery clicks (Reconstruction, Dull Pain, Instant Healing). So improving recharge is giving you BOTH more height and more width to your rectangle, which is the perfect way to improve your survivability - as long as you're very on the ball with your click powers.
    I'm visualizing this in my head and thinking about each Scrapper I have built and going "...what's his Triangle look like?"

    I think this would be an awesome (and mostly out of interest in comparability to other builds, sets, etc., and above all creating a visual symbolism that represents [your] survivability). Plug in some data that flips into a triangle graph that says "I am this survivable." Would just be awesomely fun.

    I do think, to add as an addendum to my random post as an unbiased */SR, I've felt no qualm with the new trials and the "new soft cap", but I gotta say seeing Marauder surrounded by 15-20 Orbs makes my heart sink somewhere between "Rage Quit" and "Super Depression: Character Delete". I try a Lambda a day with a team of 6-8 and fly through the whole thing with nearly no penalty. Get to the end and if we're not dropping bombs on him and his goon squad immediately, the Adds get out of control and I've not seen pretty much anything stand in that wake for long before it gets to be demoralizing enough to surrender.

    But this is WAI, and I'm cool with that. About time something couldn't be steam rolled in 29 seconds.
  25. Nitpicks in regards to linked build two: Concentrated Strike is underslotted, Power Siphon is underslotted, all toggles are overslotted, Cardiac Core is overkill, Focused Burst is realistically underslotted, there's no Quick Strike so there's no Attack Chain or consistency in damage as a result (even in the regard of focusing on using Torrent and Burst more for AoE, Torrent causes severe Knockback, so again, no consistency in damage output as attacking will be broken up and sporadic).

    Kick is toggled on, skewing some recharge numbers, moving Spiritual Alpha in, and turning Kick "off", gives decent enough percents in Recharge to make BB and SB moderate enough for single target. Not counting CS or FB because current slotting would kill the build's End, let alone the recharge on CS. Pulling slots from the toggles and shifting them to PS, CS, and FB would greatly improve build performance. If Ninja Run is an option, I'd even say kill the +Run as that would open up five slots to the build. In fact, those very five slots could go in Power Siphon to slot the Gaussian's Set, replacing Combat Jumping in the build and opening a spot for Quick Strike!

    There's room for improvement, and some changes that would definitely increase performance without impacting the pocket book.

    Quote:
    Originally Posted by Katten View Post
    Yea, that link is totally different.

    How build A became build B is beyond me, but the second one (link) looks pretty much flawless while the first was definitely making me scratch my head.
    Not certain "flawless" is quite the word I'd use, myself.

    and so everyone else can see it, this is the data chunk from the linked build:

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