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if global recharge > 200% then corruptor fire blast is the better filler and flares is redundant, and un-needed.
If global recharge < 200% Then Corruptor Flares > Corruptor Fire Blast as a filler, Due to recharge on Fire Blast surpassing 1.06s. However, it's a very close thing. If you're significantly low on recharge Fire Blast + Flares, favoring Fire Blast first is the best way to go. If you can only pick one, as a Corruptor I think I'd make it Fire Blast, but I'd also double check that with the proposed build and at least a 30s chain to be sure.
Corruptor and defender Fire blast (set) is different. Fire Blast (power) for the defender has longer animation (1.67 vs 1.20) time, and RoF has disproportionately low damage (.66x instead of .85x).
For the defender flares is the better filler regardless of global recharge, but flares + Fire blast is still the best filler for low recharge, but favoring flares first. Given the amount of choice a defender has in picking between the powers this may or may not be a good thing.
There is no universal answer, every set is different, and often with small differences between the AT Versions of the same set.
Here's a most recent copy of the spreadsheet I use. Instructions not included, so it's probably useless to you.
http://dl.dropbox.com/u/15076020/Cha...emplate%29.xls -
I missed Musculature, Ageless, and the extra -res.
239 with Venom and Shatter Armor
It should be fair enough to call achilles .07x
251 with Venom, Shatter Armor, and Achilles.
Reactive sans pets should add 40 ish, with pets more.
The pets should leverage more out of Reactive.
The Pets themselves are little beasts. I did test the pets for numbers once upon a time, and it was impressive enough that I decided to always include the pets, but I've long since forgotten the results.
Lore get double benefit from Assault.
PS:
I used the old build, only just noticed the new one.
The second assault will boost Lore pets something obnoxious
264 with the new build, not counting accuracy.
The extra assault will give you another 40 dps from Lore, and at least 10 from the other pets. Fair trade for a power you really didn't need anyway.
PPS:
Scratch the old estimate, I forgot to apply -res to the pets, Looks like you could crack 1000 dps with the new build.
Your 264
Cimmies 280 * 1.3 * 1.4 = 392
Spiders 150 * 1.15 * 1.4 = 241 (I'm guessing, as I don't recall what I measured years ago, but it should be no less than 100 nor more than 160 Base. I do recall the Summon Blaster was the worst of the lot, at the time I tested.)
Additional Reactive Leveraged = 50 (another guess, as I don't think anyone has finalized exactly how the post-patch reactive works. But if it's what the latest line of thinking suspects, this should be fair)
None of this accounts for the additional accuracy effect on pets due to tactics. That means your actual results could, or should be higher.
264 + 392 + 241 + 50 ~= 950 plus the effect of the additional accuracy from Tactics.
Darn it, now I'm going to have to go do that third build. -
You should probably swap hasten and mental training. I'm fairly certain you'll get more from hasten when exemplaring.
You may want to look at the lower level enhancements for exemplaring, particularly the LotGs Global Recharge, and any other recharge sets you can manage to (whatever level + 3) you are most likely to exemplar to.
My benchmarks for many things, endurance included, are often well above average. With a Base_Empowerment:Recovery and/or Temp:Recovery_Serum, I'm able to fight essentially indefinitely. Meaning, it's unlikely you'd be unhappy with the endurance I would add to the build, but at the same time it is also likely you'll be equally happy with somewhat less. The trick will be finding your own benchmark.
I put the following temps on most characters (names are not exact): Kinetic Shield, Heal Self, Recovery, Resurrect Other, Backup, Power Analyzer, Veteran:Resurrect Self
I also like to add: HVAS, Shivan, Nukes.
If you're veteran enough you can also Bid and Leave lots of 10 Medium and Large candy in your WW to pickup using /auctionhouse between missions or hospital trips. Comes in very handy for those builds that need just that little bit more.
Beyond that, you'll have to play it to see if it fits your needs. -
Giant:
- Your chain isn't gapless, so you need to calculate in a more complex chain either filling the gaps or accounting for the gaps in some other way.
- You may have used numbers that included a build-up proc going off, which will give false results.
- Double Redraw nullifies the advantage of using Shatter Armor. You'll suffer redraw to pull out the mace, then additional redraw to pull the guns back out.
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what you lose in serum is not worth what you gain in Summon Blaster.
Aim is iffy, but if it works for you, keep it.
Frag may give you mixed results. Opinions and mileage may vary on that power. If you consider KB a negative effect, the SOP is generally to take WAG or another -kb power to minimize the negative effects of the KB in Frag.
I've not used a real travel power in years, there are always better things I can do with the power slots. I built a stealthed, Invisibility, phased, Afterburner Flyer on Exalted just to snag Teleporter Beacons, so I totally understand the attraction. However, I'd never use that character for serious high end combat. That said, If travel powers work for you, keep them.
I'd say look here: http://boards.cityofheroes.com/showthread.php?t=275235
Or look in my archives in my sig, for more build ideas. -
Bop, Here's how I would do your build.
Pick Vengeance or TT:Assault, I prefer Vengeance.
Swap the worst pet for Serum.
Shore up endurance and pet accuracy.
Then Cardiac alone should cover the rest. It's possible Cardiac would cover it without the extra slots in health and stamina, but I haven't Run a build without both endurance uniques and at least 2 slots in stamina in ages. Those endurance uniques and 2 slotting stamina are 4 of the first things I do for any build.
You can also compare your build to the build in my sig for reference. My personal build has less purples, recharge, no perma-pets, but is still quite capable. I use Cardiac Core T4, Void -Damage T4, Rebirth +Regeneration T4, Reactive 75 Dot 25 Debuff T4, Various Lore.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
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Quote:For completeness, and as a more universal advice.I'm not really sure why this advice includes the positional defenses, maybe just for completeness?
Unless you're going sword/wp, you will indeed want to build for typed over positional, but if someone comes up with a build that mixes vectored and typed and does it well, more power to them.
Spiritual is for the healing/HP/regen boost, not really for the recharge, but the recharge will still be helpful.
I see no reason why you can't bet 32.5 SLENFC on a Claws/WP, I've just not created one myself. I would think 40/33/30 SLENFC should be very possible as well, if not even better results. -
Maybe give BS buildup Double Crits for 2.5 seconds, or automatic crits for 10s. Doing the math over 30 seconds, that puts BS almost dead even with Katana. I'd go for that. You could just as easily boost the +damage on BU, but I like the Crits idea. The first one or two attacks out of BU really really hurt. Orange Numbers FTW!
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I think I'd look at Claws/ but I'm not sure sure which secondary.
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Quote:Can you post a build ?Second, a single target focused Crab does around 250dps which is very, very impressive. That is taken before the achilles heel proc, reactive proc and pet damage is taken into account.
Quote:Please let me know what you think, this literally is my first attempt at a Crab, and I think this would be the goal I'd like to achieve.
KB Protection, I tend to prefer 4 or 12. There's very little that 8 will protect you from that 4 won't, and if you want full protection, you'll need 12. I'd use one of those for Stamina.
You will need to double check with someone else, but It was my understanding that pets did not inherit global accuracy. With that in mind, I'd pull a slot from Hasten and use the other two slots to give the pets some accuracy (Expedient Acc/Dam). -
The Ranged Fort ST chain is in the 90 to 135 dps range depending on build, but you will lack the -resistance multiplier that most corruptors would get. AoE is is similarly mid-range if you add the Patron AoE. By comparison a Melee Fort is 160 to 220 depending on build, and a NW is 180 to 240 Depending on build.
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I would do something along the lines of a long duration (15s to 30s) max stacks 1 per player bleed effect (~8 dps @ Lvl 50, unresistable, unehanceable) on both AoEs. The unresistable part making it darn useful, especially on +4 Minions, or anything with a T9. Can't kill em, fine, make em bleed. You'd have a new and potentially interesting niche.
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I use :
3 macros to combine reds
1 to eat greens and trashcan reses.
2 to combine purples (for those odd unlucky streaks when no purples at all drop, or if someone else is in-misssion with me) -
I prefer to softcap ML/FCEN with one DA. It does leave the small hole to Smashing Ranged and Smashing AoE, but it is my preference. Builds in my sig.
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Short Answer: Any.
The Major Flavors are:
Crab Tank - They can be very tough, and still have respectable offense. Soft-cap, Resistances, HPS Replacement, and HP. The only thing they really lack is a taunt, Guantlet, or Guantlet Light. You can pick up the taunt pool, but as the builds are very tight, you have to give something else important up to do so.
Hover Crab AoE Specialist - Specializing in Ranged Defense and hover, while putting all the rest of your resources into AoEs, these can Rival Blaster for AoE destruction, but are weaker in ST damage, but are still capable of selective AV soloing.
Bane - My least favorite, I have such a strong preference for the Huntsman based on Bane Armor that I just simply can't enjoy Banes, or find any reason to favor them. Ask elsewhere if this is your preference.
Huntsman* - Master of None, but Good at everything. Good ST, Good AoE, Good Buffs, Good Debuffs, most of the strengths (but not all) of both a crab and a bane, but none of the weaknesses. *By far my overall favorite. I'd rather play this more often than anything else. It really isn't the best at anything, but it is so darn good at everything it just simply isn't a bad choice ever.
Control/Ranged Fortunata - One of the weaker, if not weakest, offensive choices it has the defensive strength equal to the Nightwidow with added control. This and the Melee Variant are two of the best choices for supporting weaker team-mates due to the added control. Fortunata and Nightwidows share the strongest buffs, but no debuffs.
Melee Fortunata - 90% of the offense of a Night Widow, second highest st offense, with just as much defense, and added control. The only reason to take a Night Widow over a Fortunata is a preference for Elude over Control. Fortunata and Nightwidows share the strongest buffs, but no debuffs.
Night Widow - Claws/SR scrapper light, with minimal team support. It's the highest ST offense. The main reason for taking NW over Melee Fort would be Elude, or the easier to perma faster recharging ML. The Night Widow build will almost certainly cost less than the Fortunata. Fortunata and Nightwidows share the strongest buffs, but no debuffs. -
I would have ordered the priority Melee/Smashing/Lethal, then Ranged/Energy/Negative, Lastly Aoe/Fire/Cold.
WP doesn't come entirely into it's own till about level 30, you've got just a little ways to go and you should start really seeing a difference.
There are good Claws builds, and good Willpower builds in my archives. However, I don't see any good Claws/WP builds, you'll have to do your own conversion taking the good parts of each to make a whole. The only Claws/WP in my archives is regen based and doesnt' have nearly enough defense, IMO.
Leverage your WP powers first
Then aim for 32.5+ defense all (small purple away from the soft-cap)
Then add melee/smashing/lethal defense, ideally as close to soft-cap as possible.
Then add Energy Defense, which in most cases means Energy/Negative.
Sacrifice AoE/Fire/Cold if needed.
Then Add Spiritual Alpha T3/T4.
Then Add Rebirth +Regeneration or Barrier. Personally I prefer Rebirth
Then Add Void -Damage
Then Add Reactive. Although Diamagnetic might be an option, I really strongly prefer Reactive. I'd rather eat a small purple and kill the target faster.
There is an SS/WP reference in my archives that has 40/40/32 defenses, that might be a good starting point, or not. I've not personally worked on WP outside of Sword/Willpower builds that are soft-cap to all, which you can't do outside of Sword/. If you can hit 40 defense, that with Barrier T4 would be perma-softcap. Barrier T4 adds (at least) +5 defense for it's entire duration and is perma.
I'm also a fan of both Shadowmeld and Vengeance. I'd recommend one or the other. Shadowmeld is the alpha-breaker, while Vengeance is the wipe-breaker. In-game I've become more fond of the vengeance build than the of the shadowmeld build. I suppose the best answer would be both, but I've not managed a single build that has them both as of yet. -
You should get more use from a small purple, that should be plentiful, than from diamagnetic.
This should be even more true in a farm where you can't possibly debuff all the mobs, and candy is even more plentiful.
Diamagnetic is a 75% chance for a 5% debuff vs +0, vs +4s that will be a 2.5% debuff. Max Stacks X for Duration Y. I don't actually know the stacking limit or duration limit atm, but it should be safe to assume 4 stacks of no more than 10 seconds. Even with a massive AoE build, it's every unlikely that you'd have 4 large area AoE attacks in less than 10 seconds. It's more likely that you'd have only 1 or 2 AoEs in that duration, meaning the max debuff value would be 5% total, and only applied to the targets you hit in a very target rich environment, where those targets also happen to be dead in that same 10 seconds or less. 5% vs 16 mobs for 10 seconds, or 12.5% vs 100 mobs for 60 seocnds. You should be better served by killing the mobs faster and generating candy faster. -
You must have read a terrible guide.
It's almost trivial to perma Mindlink on a Night Widow, and possible but difficult on a Fortunata.
You will need to work on builds as a whole, not just slotting the one power. You'll need some global recharge, and you'll probably want hasten with a recharge of 135s or less.
See the archives link in my sig for multiple example builds. -
I'm not sure I'd state it that strongly, and it will vary depending on build, but yes, it's entirely possible that the 6 pets add more glass cannon offense than the lore pets, especially after adding reactive. You just have to learn how and when to use them, and how to keep them alive. The keeping them alive being the biggest pita of all in high-end content.
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There is no such thing as untouchable.
+4 Mobs softcap at 45% defense. However, +4 still have a base chance to hit of 6.8% for a Minion, 7.9% for an LT, and 8.9% for a Boss. Additional defense will not reduce these numbers. The 5% most commonly mentioned is for +0 Minions. Additional defense does help compensate for buffs and debuffs, and some small margin is highly recommended.
If you're fighting custom rezzers with a +21% to-hit, you need to eat a medium purple, and get your defenses up to 70% vs all, or at least 70% vs what ever they use most.
There is a world of difference in fighting +4x8 Council vs +4x8 Tips Mobs vs +4x8 Cheat DE. An ambush farm is yet another completely different world. There are many builds that can fight +4x8 regular content mobs like Council.
Raw /Shield doesn't cut it for the highest end of content. You need your accolades, a great IO build, Incarnate powers, and some oranges. I'd strongly recommend Rebirth +Regeneration T4 or Aid Self to cover the healing, if not both. Then I'd recommend you work on a plan to supply yourself with Orange Candy, Demonic, or Barrier T4 for the resist side of things. (I recommend Rebirth over Barrier, but opinions on the subject do vary). Any and all additional resistance and +hp you can work into your build as well. The +HP as brute will help cover the problem, but what that in turn does negatively to your damage is really not worth it, IMO, not for Shield. (IMO: Shield is better offensively by a large margin on a scrapper)
In a Farm, you should be overloading both defense and resist by eating candy and using inspiration combining macros. Vengeance is also great, and will help compensate in the defense department for to-hit buffs, or for if you miss a candy from time to time, but you still need that orange and that hps replacement.
Survibability is a combination of HP, Resist, HP Replacement, and Defense. You need all 4 corners of the survivability polygon to be as solid as possible, triangles just don't cut it at the extreme end of performance. -
Ok, so if it's 75% chance of 13.36 damage per tick, 5 ticks over 4.3 seconds, max stack 8 ...
That's
.75 * 13.36 * 5 / 4.3 ~= 11.65 each
.75 * 13.36 * 8 * 5 / 4.3 ~= 93 dps max
.75 * 13.36 * 3 * 5 / 4.3 ~= 35 dps - for the builds tested.
Add in the the debuff for previously reported 195 raw
195 * .04 = 8 dps
Then the total reactive T4 would be 35 + 8 = 43 dps.
Which fits better with reported results for 30 to 40 dps. I'm more than willing to dismiss reported results, especially ones not tested precisely. However, I'm even happier if what we calculate matchs more closely with reported results.
That would in turn mean, it's highly unlikely you would ever want anything other than radial as you would need an absolute buzz-saw to saturate that solo. But Caltrops, Rain of Fire, Damage Aura's and such would in-fact saturate it, if they had not been modified not to do so. That actually makes sense. It would also fit better with the pet builds getting some extreme results that they appear to sometimes, but not reliably, get. -
- I collect builds for my own purposes, but I'm willing to share the collection so long as no problems arise. This means there's neither rhyme nor reason to which builds I archive, and which builds I do not. I have the most interest in Veats, Scrappers, Brutes, Defenders and Corruptors, more or less in that order. You'll find the most builds for those ATs more or less in that order.
- I update the archive about once a month depending on my interests and time.
- A free gmail or google docs account may be required to download
- The majority of these builds are not my own.
- There is no warranty to the quality of any build included.
- There are no instructions nor descriptions nor guides included.
- I number the builds from 1 to X, with the larger number builds being most recent, and most likely better builds, but not always.
- Named builds are usually the highest quality, but not always.
- (Live) builds are builds that I have on live servers, often these are not the best build out of a series, but a compromise between best build and my personal budget, not your budget. Other times I've simply not gotten around to the update yet, and it's not important enough to do so.
- (c) builds are ones that I like, that are more budget oriented.
- (e) builds are ones that I like, but are very high priced
- p builds are typically expensive and include PvP IOs that may cost in excess of 2 billion each.
- template builds are ... well templates of some point, be it slotting for one power or one set.
- reference builds are the generic builds, some may be very good builds, others complete trash. It simply means I saved that build to look at later as a reference for some reason to possibly maybe help with my own build some millenium. At the time I saved them, I found them interesting, but not important enough to give a better name.
Example: If I want an SR build, any SR build- I go find Arcana's and John Printemps SR builds in the archives.
- Then I go find all the builds I can for the primary.
- Then I analyze them and try to merge them
- Then I take the merged build and start refining it
- Then I analyze it more.
- Eventually, if it looks good enough on paper, I go Build and and Play it.
- Then I refine it some more ...
Mids Builds Archive (alternate link)- A free gmail or google docs account may be required for download
PS: I have mixed feelings about this forum section. -
Here's a sheet looking at Reactive. I didn't consider collision of reactives at the maximum stack, not really how to do that right off.
http://dl.dropbox.com/u/15076020/Reactive.xlsx
It would appear you want reactive core if:- Fast attack chain and 75 dps or more
- Moderate Attack Chain and 125 dps or more
- Glacial attack chain and 225 dps or more.
Any errors, feedback, or improvements would be welcome. This has been a long standing question of mine. -
Quote:It *WAS* changed after release, but I don't recall the exact patch. And now that you mention it, looking back through my PMs, Synapse confirms it's now 4 and 2. The total implications of that just never really sunk in till now. Also, I always thought the debuff duration was 10s, I didn't realize it was only 8.3. I'm going to have to take that new information and take another look at Reactives. The decision to go radial was based on the pre-patch Reactive, at which point you would have needed 300 to 500 dps to leverage the core over the radial. But with this post-patch version and information, I expect that dps number to leverage core will be much much lower.I think its been 4 stacks of resistance and 2 stacks of DoT for a while. I know in beta at one point the DoTs stacked like crazy, but I thought that was reduced either in beta or soon after release.
I don't know exactly how to calculate it, but I would guess that with 8 attacks in 10 seconds, the dot lasting 10 seconds, the debuff lasting 8.3, that core would be the better choice once you reaching something between 110 and 125 dps.
Assuming no collision of stacks ...
min(0.10, .76 * 8.3 * 6.3 * 0.75 * 0.025) = .10x
min(13.4, .76 * 10.0 * 0.25 * 6.7) = 12.73 dps
[strike]12.73 dps / 0.10 = 127 dps[/strike]
Meh, not that simple, see: http://dl.dropbox.com/u/15076020/Reactive.xlsx
It would appear a whole lot of people that have a raw dps over 125 and took Radial pre-patch, need to switch to core post-patch. Myself included. -
I've poured over the numbers, made the changes for reactive and clickies that Arcana pointed out. Then I reordered the calcs to make it easier to follow and match and compare to what Arcana did.
and ... Unless I made some major mistake I'm not seeing ... With 5% crits, the scrapper is just behind, with 10% crits the scrapper is just ahead. Averaged it's dead even.
I left the sheet saved with the 7.5% averaged crits.
http://dl.dropbox.com/u/15076020/Cha...ent%205%29.xls
And now I also know why I never bothered with that level of detail before. That took forever. Hardly worth the trouble if I hadn't learned a couple of things I didn't know along the way.