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I'm almost sure a gapless BF AS SS AS chain isn't possible without external buffs.
As for the GSFC proc, according to Mids (I know, I know... that's bad, but I never bothered to check it exactly) it's a 5% chance of 100% damage buff lasting 5.25 seconds. In a toggle, that means it pulses every 10 seconds, so that's an average 2.625% damage buff. The Gaussian set bonus itself gives you almost as much as that... This build is running around ~280% damage most of the time, making the proc really, really worthless.
(Now if you like it because it's fun, I'm not disputing that ; just pointing out from a number perspective it seems useless, unless Mids numbers or my own calculations are terribly wrong.) -
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Is endurance consumption sustainable? It looks kind of ugly on the surface, but I assume what's going on is that having Conserve Power up over half the time pulls us out of the hole. I can check it if necessary, but I assume you already have.
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I didn't check it. As I used a very similar build (in terms of recharge, endurance reduction and recovery numbers) for a few weeks on my DB/Inv, I assume it'd work here too. I remember it was very close at times, if the perf shifter didn't proc enough it could get ugly, so it might be worth checking it just to be sure...
The chain uses 22.75 end in 5.596 seconds (4.06eps) and, using your tweaks, net recovery with all toggles except Focused Accuracy is at 2.63 end per second. With 110 max end, that gives us 76.9 seconds before running out of end (without considering the perf shifter proc), and CP has a 74 seconds downtime. It's tight, but it should work as long as there's no end drains thrown your way.
Another option would be to change a red fortune set in either Focused Senses or Evasion with a GotA set (more max end) and the Shield Wall unique, losing only 0.2s on AS. -
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It is often best to think of every angle and option before defaming people in public.
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Something tells me that the RMT people don't need defending.
I've helped Winter Lord Babies understand the game better when I bumped into them in game, and I help those who ask me now. Those I try to help be better players; the RMT people. . .I don't see what can be defended about them.
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I fail to see what does that have to do with my reply you quoted, and Quoting Someone Only To Completely Ignore It is a capital sin worthy to be met with rudeness, so here you go :
It's already rather stupid to call other people ignorant when you're the one who's clearly not informed, but to try to justify your own stupidity because of the wrongdoings of a particular group of people unrelated to this topic is not only irrelevant, it's also completely retarded. RMTers are bad, hence everything bad in this game is because of them ? Someone is against your stupid assumption, so it must mean he's defending RMTers ? Come on now.
Posting this useless topic is contributing to global warming. That's bad. You're bad. You're evil. RMTers are evil. You're a RMTer. See how fast this becomes completely stupid ? Yes, that's how stupid your post was.
I'm not even touching your next point, whatever it is. Doing random good things don't make a stupid thread any less stupid, but it seems like it's a trend for you to assume completely unrelated things are related. Cut the karma crap and stop looking like a fool - research your facts before posting aggressively, unless you want the heat you're prone to get. -
I'm more confused by his avatar showing a french flag with the words "Italian Pride".
What are you trying to tell us, OP ?! Stop playing mind games ! -
It completely depends. If you haven't any end issues at all right now, it's probably best to sell it so you can buy a bunch of moderately priced sets that will help you more, but ultimately it's not a bad idea to slot a Miracle on a Regen as having more endurance recovery can allow you to pick and use more toggles from pools/epics, slot less end red and more recharge in attacks, and so on.
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It is often best to think of every angle and option before defaming people in public.
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Regardless of AE, I don't really understand the craze over double XP weekend. A double Xp weekend is just that... double Xp for 3 days. In other words, anything you're doing during the double Xp weekend, you could do the same in a regular week (or in two weekends if you play less during the week).
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Bane Spiders don't debuff defense (if you use HOs, DDR is capped anyway
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Toggle debuffs aren't necessary either in my experience (unless it was changed with i15), just sitting in melee with AaO will stop him from summoning until he goes below ~6k HP (or whatever number it is at which point he summons a bunch of banes nonstop).
My usual strategy is to let him summon one boss and then stay in melee, spamming SL on the boss.
... Of course, it's best to explain to your teammates first what exactly you're doing. I've had a blaster "help" me before by killing that mean bane spider boss who was attacking me... Ouch. -
Here's my DB/SR attempt :
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def(7), RedFtn-Def/Rchg(9), LkGmblr-Rchg+(9), RedFtn-EndRdx(39), RedFtn-Def/EndRdx/Rchg(40)
Level 2: Ablating Strike -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(3), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5), Achilles-ResDeb%(7)
Level 4: Focused Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(11), RedFtn-Def/Rchg(11), RedFtn-EndRdx(43), RedFtn-Def/EndRdx/Rchg(43)
Level 6: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 8: Blinding Feint -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Dmg/EndRdx(34), C'ngImp-Acc/Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(37)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Swift -- Run-I(A)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Mrcl-Rcvry+(21), Mrcl-Heal(21), RgnTis-Regen+(23)
Level 20: Quickness -- Run-I(A)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25)
Level 24: Boxing -- Amaze-Stun(A), Amaze-EndRdx/Stun(37), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(39)
Level 26: Sweeping Strike -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(27), Armgdn-Dmg(27), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Acc/Rchg(29), Empty(31)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Empty(31)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), DefBuff-I(33)
Level 35: Evasion -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-EndRdx(43), RedFtn-Def/EndRdx/Rchg(46)
Level 38: Stimulant -- IntRdx-I(A)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-Build%(46), GSFC-ToHit/EndRdx(46)
Level 47: Aid Self -- IntRdx-I(A), IntRdx-I(48), Numna-Heal(48), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(50)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(50), Zephyr-Travel/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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PVP +3 def IO in Tough, PVP -res IO in Sweeping Strike.
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requirements...
1. must be soft cap'd def to all posistions (and highest DDR of which, current MIDs isn't very accurate in)
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Got it.
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2. must have highest possible ST DPS attack chain ((BF>AS>SS>AS ... repeat, i think is what it is, though i'm not exactly sure it's the best or feaseable, need a'bit of input on this)(with 95% tohit +4's in each attack of the chain, easyer to do if #4 can run full time))
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The build can run BF AS SS AS with a 0.16s gap. I haven't bothered to check, but I think the tohit should be fine (kismet + FA + BF x2 + at least 120% acc enhancement in each attack between enhancements and set bonuses).
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3. must have Aid Self
4. must incorperate a full set of GSF-C in a toggle
5. must(?) have perma-hasten (this i belive is required for the highest dps chain, if not than can exclude)
6. must include -res proc(s) (there's a PvP IO type as'well i belive)
7. needs to be endurance efficient for long fights
8. travel power is optional (but is nice for BotZ's though not opposed to the BotZ in elude)
9. kismet unique would be nice in auto or toggle (as long as it does not hinder DDR)
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All good.
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10. unlimited budget
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Definitely !
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11. does Not need to be exemp friendly
12. does Not need to be PvP friendly
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Definitely not ! -
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dm/inv would get my hat tip of the two given you have a f'rad... better taunt aura, more selective durability.
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Same here, for the same reason. Playing a DM/Inv would allow your wife to go crazy with fire cages, hotfeet and any epic AoE, without any extra work on your end. -
Well, yeah, if you want to compare IOed scrappers to SOed tanker fire armor, you will find many scrappers are better. Possibly all... Yes, IOed scrapper fire armor has stronger survivability than SOed tanker fire armor in my opinion, if you build the scrapper for maximum mitigation and are only concerned about solo performance.
Arguably, you're picking the strongest scrapper armor set (not in pure mitigation, I'm considering Shield Charge, AaO and the full, stackable mez protection as well when I say that) with the strongest synergy (DM having the heal Shield lacks, and SD working perfectly with AaO), and you compare it to the weakest tanker armor set, with mediocre synergy (DM's heal isn't so important as FA already has a good heal, the tohitdebuffs haven't any defense to stack with). That's pretty much the worst (or best) case scenario here.
If you compare an IOed Shield/DM tanker to a SOed DM/Fire scrapper, the tanker will have higher DPS (and obviously much higher survivability). -
Shield tankers have higher HP and higher resistances. It's a big difference in mitigation, especially S/L - in their tier9s, the scrapper will be at 2400hp and 75% res, while the tanker will be at 3200hp and 90% res. That means the tanker can take three times as much punishment.
Getting to the softcap and to the DDR cap much easier also allow more room for different IO bonuses. Shield Tankers are very similar to SR scrappers in that way, comparing both to Shield Scrappers.
On the other hand, Shield Charge does the same damage on both ATs. -
I'm not sure you can reach the S/L softcap on a FM/FA without making sacrifices that would make you fall behind some other builds in DPS.
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so using brute AT modifiers and ignoring fury, isnt that enough post-hoc analysis for a theoretical build? String your best moves, compare it to AV regen and if string > regen = attack!
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I'd say you want at least more than 130 DPS for an AV soloer, under that you're going to have to pick the specific few AVs without resistances/heals/t9.
IIRC, BillZ's analysis didn't include maximum tohit chance, so you have to remember to multiply the final numbers by 0.95 (including buff mods for DB). On the other hand, it also lacks procs which are big on tankers - proc damage is the same on every AT, so it benefits lower damage ATs the most.
As for endurance, it shouldn't be a problem as long as the AV doesn't drain end. A DA/DM shouldn't be running the damage aura while fighting AVs, as it would kill the fodder. Having 11-12 mobs (10 being the cap for DR/SD, 1-2 more to avoid misses) around all the time for Dark Regen should result in an average 20 end boost everytime you use DR - which isn't too hard to get down to that cost to stay even. The levels of recharge required to run Smite MG Smite SL will also give you Conserve Power up half of the time.
That's how I see it anyway, based on my experience with Shield/DM. To me, it looks like the two toons would play the same against AVs (except DA, lacking defense debuff resistance, might have to be cautious with the kind of mobs you use to fuel SD and DR). -
I'm using Fraps. It works great for me, but requires lots of HDD space for long videos. Videos are recorded as uncompressed AVIs - one minute of footage at 30fps, halfsize is 1go on my rig.
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Assuming this is true, then there is no way to avoid defeat all missions for people who dislike them.
No matter how you spin it, defeat all isn't fun. You can find a good reason NOT to use defeat all for every possible scenario (if I've cleared 99% of the homicidal lunatics, I believe a PPD squad can take care of the remaining one hidden behind a crate), just as you can find a good reason to use it. If you choose to use a defeat all, you choose story over gameplay, and if I have to rate AE arcs as stories the best ones barely get a 3, and that's mostly for effort.
Make the right choice - don't force me to rate your arcs as stories ; or just keep being stubborn about it and then make topics about people "griefing" you when my 3 stars drops your arc from average 5 to 4. Either way isn't a problem for me. -
I'd move old toons I don't play but don't want to delete, then I'd make more alts on Freedom.
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I believe it would be unfair to say Starsman doesn't know what he's talking about - his numbers are applicable in certain circumstances, most likely situations he encounters with his own playstyle or that he feels represent average gameplay.
It does get annoying to see people quoting his charts in situations where his numbers are completely irrelevant - most of the time, extreme performance situations. It's unfortunate people do that, but on the other hand it's to be expected ; he's the only one who provided easy to read graphs including all powersets.
Now, I think it'd be better for everyone if he added a few disclaimers showing these charts aren't representative of the high end game, explaining the whole methodology as well. Something like BillZBubba did with his own analysis is perfect, it takes only a few paragraphs to explain and everyone can draw their own conclusions from it.
The other option is that someone W should E step R up N and E do R full charts with pretty graphs and all for everything, maybe if we all donate a bit of money this someone could quit his day job and spend time doing attack chains calculations. -
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It stemmed from knowing where to begin my theorycraft on whether or not I can create a DA/DM build to solo kill AV's
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I'm sure you can. Tanker DM by itself can reach ~130-140 DPS without help from the primary, with a saturated Soul Drain and the Smite - SL - Smite - MG chain, and survivability shouldn't be a concern as gathering mobs for SD will also mean more fodder for Dark Regen. -
I'm not really interested in a theorical analysis of attack chains like it's currently done over there, attack chain calculations should involve (in my opinion, *need* to involve in order to be useful) everything. At the very least, procs, DPE and the maximum chance to hit (which is 95%), but it's best to consider damage buffs from the primary, time spent using clicks and the whole build as well.
I firmly believe DM is head and shoulders above other secondaries. It's even easier to saturate SD on tankers, because they do less damage with SD (killing mobs slower) and have much higher mitigation (able to handle lieutenants, which won't die from SD).
Out of the two worthy contenders on scrappers imho (Katana and FM), Katana isn't available and FM lacks Cremate.
SM might slightly beat DM in pure DPS (esp. for the highest DPS combos, Shield/SM and Shield/DM ; SM doesn't buff up as much as DM, so it benefits more from AaO), I don't know ; but, being pure S/L it's going to have a much lower effective DPS against many AVs.
As for the other secondaries, I just don't see any of them near DM in ST damage output. -
I don't think there's much more value in having to grab 4 fillers and ask a friend to lend you a character just to start the TF.
That being said, both versions of Rommie are level 51 minimum in the ITF. -
You can't go wrong on any scrapper.
You really can't go wrong on any Shield scrapper. -
Starsman, thanks for replying, as I read your answer in another thread it looks like you're using automated means to generate dynamic attack chains.
I don't believe this is the right approach for something as complicated as attack chains, with so many parameters there's too much room for user error if a program does most of the work, and to me it explains the discrepancy between your numbers and the other analysis I've seen or ingame experience I've had.
YMMV and all that, I'm not attacking you personally but I think your numbers aren't applicable at all to AV soloing. -
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Most of these posts are kind of hypocritical.
Your mostly upset that players are now making the game easy on themselves by leveling up quickly in AE.
It's hypocritical because the real reason your upset is because you want to make the game easier by inviting players on your task force team that know what they're doing instead of just teaching someone how to play and informing them.
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Now that's some pretty warped logic right there...
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Sign me up for warped logic then, because I kind of agree with him.
When I see folks who have no clue what they're doing on my team, I don't sigh, I just enjoy the extra challenge. YMMV.
No team wipes because of one, two or even seven players out of eight ; the only one responsible for your own death is yourself, and using newbies as a scapegoat won't change that fact. -
Define "optimal team setup".
My one and only attempt was a PuG where only two players had done it before.
We had no stone brute, no rad corruptor, no traps MM, no mind dominator. We did have one kinetic corruptor.
We had two stalkers on team.
Two players were under level 50.
No character was IOed out, but some had some IOs.
No temp powers were used.
It took us about 2 hours, and we did wipe once in the final fight. Now if your argument is "my team of level 48 stalkers with SOs can't speedrun this TF in one hour like minmaxed teams can", that's something ; but to say the RSF is punishing to non-optimal team setups is just wrong, unless you consider spending longer than speedruns or getting a little debt to be "punishment", in which case I'd question your standards.
Is getting from 1 to 50 in 20 hours "terrible XP", considering it can be done in 10 hours or less ?