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I haven't looked much at it (I'm bad at high defense builds, by minmaxing standards
) but it seems you could swap the sets in Stam and Consume (ending with the proc in Stam, it'd proc more often) and swap RoTP for Physical Perfection in I16 (with a perf shifter proc in the base slot).
I'd swap the sets in Tough and Plasma Shield too, you want maximum enhancement values in Plasma more than in Tough.
The three additional slots in Burn don't seem that great either, you could use these and put 4 Impervium Armor instead of Aegis in Fire Shield and Plasma Shield, improving your end usage a bit.
Not sure if any of this advice would actually be optimal for your build, that's just random thoughts. -
Not exactly on topic, but might be of interest : I originally planned a high defense route with my own Kat/FA, ending with about 170 DPS ; then I ran the numbers on going pure offense and found out I could get around 250 DPS. Of course, the pure offense build would have to use luck insps to survive AVs, but I think the difference in DPS here is large enough to be worth mentioning.
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This would have been a great pic if you weren't actually the one who started trolling by answering rudely to his comment, as he only tried to help.
Technically, he's completely right in his follow up too. If you don't buy IOs to compensate for something that's not there, then surely you don't buy any sets as the bonuses aren't in the set, and even common IOs should be out of the question as the enhancements bonuses aren't in the base build either.
You're someone special alright, playing petless masterminds to brag about it on the forums and type snarky answers at people because they dare assume you, GuyPerfect, would be a mere commoner who follows the normal trends. These fools ! -
CI gives a slight boost to HP and a good accuracy and recharge bonus. The CI set tends to give good enhancement values to the power it's used in.
Mako gives a larger boost to HP (not by much), a small damage bonus and eventually a good ranged def bonus. A damage proc is included in the set.
I'm of the opinion that it isn't always good to look at what the IO sets do, though, but rather if they fit the specific power and build or not. -
Quote:Not saying there's anything wrong with the above, but personally I'd rather have Aid Self and convert all my insps into reds.Exactly, why spend two power choices on something that popping a green or two could do just as well, and without having to worry about being interrupted. My DB/SR seems to not get hit much at all since I've hit the softcap, I'm carrying fewer greens and purples now.
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I like it and I'd use it.
If we're talking about logical steps, though... I'd rather see the TF requirements go, first (and I'm not taking "no" as an answer, even from Posi himself).
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On my IOed out invul scrapper, I know I sometimes went for multiple missions or TFs without activating Dull Pain or Aid Self, taking the alpha on team-sized spawns and not getting heals from teammates. Hell, I think I might have soloed a few AV without DP or Aid Self. It's most likely the same for IOed SR scrappers.
Stacking a heal on SRs defenses still makes it a lot stronger in the situations where you actually need the added mitigation, the question is are you often enough in these situations to warrant devoting two power picks for it ? -
Quote:...
Check out Hyperinflation on Wikipedia for more simultaneously hilarious and depressing examples.
I'm getting the strong vibe that you're one of these people who believe reading one article on Wikipedia makes them an expert on the topic, especially as anyone informed about hyperinflation would choose today's Zimbabwe as an example rather than Germany in the "30s" (<= cough cough).
Quote:I don't know what the majority believes, and I'm not sure anyone but the devs does because we don't have access to stats about who's got what on their characters.
Allow me to link this. -
Quote:I see more hyper...bole than hyperinflation, here.
Hyperinflation in the market is a bad thing. Like in real life, it can lead to a total economic collapse. For example, if the price of common salvage and uncommon recipes were to continue to soar into the tens of millions, and only dedicated farmers could afford to buy anything on the market, it could cause a major collapse of the subscriber base. If the majority of the player base believes they are completely locked out of the things they want, they'll leave the game. And that won't be good for farmers because a drastic collapse in subscriber numbers will mean no more improvements and new content, and the eventual death of the game.
This isn't real life, and people don't need to spend inf for needs such as food, homes, health care, education ; you know, life. In game, most priced things you can buy in the market are luxury - doubly so, because not only not you nor your character needs IOs to live, but SOs can also be bought at stores for a fixed price and are all you need to get through all the content in this game.
Common salvage can't get to the tens of millions, because it's simply too common. Unlike real life where specific goods must be obtained in specific places, here anyone can attack any mob and have a chance to get any kind of drop. Notable exceptions to this rule are purples IOs (level 47 mobs and above, if I recall correctly) and PVP IOs (drop only from players in PVP) ; and indeed, we can see the prices on these things is significantly higher than everything else, although the reasons above aren't the only cause of that.
No major collapse of the subscriber base will occur because of a (real or perceived) problem with the economy. A significant part of the playerbase (arguably the majority) doesn't partake in any way in the market or even the invention system beyond common IOs. Most players who really want to get the best stuff start adapting their playstyle to get it, either by farming or playing the market. The only folks who lose here are the few powergamers in denial, who will claim against any evidence they're casual gamers, and will not take any steps to get to their goals. -
Melt Armor is a power you're going to use once every minute at best, making it a poor choice for procs of any kind.
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With Miracle +recov, Numina +recov and 3 end mod in PP, you end up with ~70% recovery. Additionally, a perf shifter +end is roughly equivalent to ~12.5% recovery (less as your max end gets higher).
To compare, 3 slotted Stamina is +50% recovery. -
Just curious, if you bothered to check both scenarios... Which is tougher for your claws/SR, +4/x8 or +3/x8 ? Shockwave turning to KD and all.
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Here's my attempt. I was away for a month so I might be a bit out of touch with current market prices, but I believe everything should be cheap, if you're patient enough and eventually are willing to use lower level IOs.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(42)
Level 1: Focused Fighting -- RedFtn-Def(A), RedFtn-Def/EndRdx(3), RedFtn-Def/Rchg(3), RedFtn-Def/EndRdx/Rchg(5)
Level 2: Ablating Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(11), Achilles-ResDeb%(13)
Level 4: Focused Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(5), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(7), RedFtn-EndRdx/Rchg(43), RedFtn-EndRdx(43)
Level 6: Agile -- DefBuff-I(A), DefBuff-I(15), DefBuff-I(40)
Level 8: Blinding Feint -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(23), C'ngImp-Dmg/EndRdx/Rchg(25), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(27), AdjTgt-EndRdx/Rchg(27)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(13), Ksmt-ToHit+(43)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(17)
Level 18: Vengeful Slice -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dmg/Rchg(19), Mako-Dmg/EndRdx(21), Mako-Dam%(21), Mako-Acc/EndRdx/Rchg(23)
Level 20: Quickness -- Run-I(A)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Heal-I(A), Heal-I(37), Heal-I(40)
Level 26: Sweeping Strike -- M'Strk-Acc/Dmg(A), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(33), M'Strk-Dmg/Rchg(34), Sciroc-Acc/Rchg(34)
Level 28: Boxing -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(46)
Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31)
Level 32: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(34), TtmC'tng-ResDam/EndRdx(37), TtmC'tng-ResDam/Rchg(37)
Level 35: Evasion -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(36)
Level 38: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(39), RedFtn-Def/Rchg(39), RedFtn-Def/EndRdx/Rchg(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), 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: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Dam%(50), ExStrk-Dam%(50)
Level 49: Lucky -- DefBuff-I(A), DefBuff-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Quote:And I just realized I read "out with enough fluffies being spawned" as "without enough fluffies being spawned", assuming you were either implying romans couldn't be used or didn't think about that. Oops.
EDIT: The question is if they'll do enough damage -
Invul tankers have about 35% resistance (38% with Shield Wall), higher HP, higher heal, 90% S/L so they shrug off romans and Rommie, it's really more than enough. Trust me, having played both there is really no comparison between an invul scrapper and an invul tanker.
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On my Inv/DB tanker as a level 48 taking on Rommie + all 3 fluffies + a bunch of romans wasn't a problem for a few minutes ; I think a level 50 Inv/DM would have much higher survivability and wouldn't have trouble handling this indefinitely (as long as Siphon Life would be used).
IOed out Inv scrappers are so tough in the right situations you might think they aren't that far from Inv tankers... In fact they are very, very far, it's just that the levels of mitigation we're talking about in either case are so ridiculously high it's not that obvious to see. -
Quote:For me, the funniest thing in this thread was that not only you thought starting this thread was super funny (which might be understandable if you're young and haven't been on the internet for more than 3 weeks, I guess), but the numerous ironic answers you got completely flew over your head.Ok, someone got it. It still surprises me to see people jump on a thread and tear it a new one when it was intended as a joke.
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Quote:I think the verb you were looking for was "to address". Yes, I just addressed everything Siolfir just said.
Did you just ignore everything Siolfir just said?
Last but not least, he also failed to account a specific kind of power no stalkers have access to : damage auras. Anyone using Hero Stats and a damage aura can tell you it'll usually account from anywhere between 10 and 20% of total damage output.
"Not all brutes have damage auras !"
Tough. This is a discussion about the highest potential DPS, and the brutes with the highest potential DPS are brutes with damage auras, just like the stalkers with the highest potential DPS are stalkers on full teams where all teammates sit in a 30" range.
"A powerset issue is completely different from a teammate issue !"
Different in what way, one of them advantages the stalker and not the brute so it's OK to include it, but the other isn't so it's best to forget it ?
If you go further than simple base mods for ATs, you're not going to get to the highest possible DPS with Dual Blades (for example). It is implied the best powerset available for the task is used.
Now if you add AoEs into the mix, this doesn't look well for stalkers, but that's not the topic - at least I hope it's not, or Siolfir is even more out of touch with meleers than I thought. I assumed the whole thing was about ST DPS and rolled with it, as this is the situation where stalkers are competitive.
I've pretty much said anything I could on the topic and am not interested in discussing it further (especially as half of the "points" are either factually wrong or random insults from emotion) so you'll excuse me if I "ignore everything you just say" past this point. On the bright side you can pretend I left because I couldn't find anything to reply and highfive each other, make up a story about me being a stalker hater or something so you don't have to refute my points. Everybody wins. -
Quote:You're supposed to follow up with an explanation of why you think that way, not just try to throw insults for the hell of it. Otherwise, it kind of defeats your point..
Calling the kettle black? Or however that dumb saying goes.
Quote:If you're so sure of that, explain it. Give some examples. Throw some numbers. Something.
Brutes have total control of their damage, anything they will waste is because they want it wasted or don't care. Barring a build up proc IO, a brute will always do the same expected damage with an attack.
With their 10% chance to crit, scrappers will have more overkill damage than brutes, and less than stalkers.
No matter how you try to spin it, if your weakest attack does 80 damage, and a foe has 80 hit points left, in your hypothetical perfect scenario with 7 teammates all in a 30" range, there's a 31% chance you crit and waste 80 damage. How much more overkill damage does a stalker exactly is debatable, but the fact that he does is undeniable. This is how random works.
Quote:It's 6 seconds, love. That was changed with all the other stuff on Stalkers. And 2 seconds makes a huge difference, so don't even say it. I've sat around reading Scrapper discussions debating about something like .4 DPS differences in builds and chains.
Quote:And Sio said:
Quote:All the more chance to make a bigger impact on your smaller team? If there's only 3 teammates, chances are there will only be 1 boss. Having 1 teammate drop that boss in seconds before anyone else can drop an attack is a huge impact.
Look, some of you guys really need to get a grip on reality. I like stalkers. I play stalkers. I think they are just fine and viable as teammates. I am just reacting against the absurd argument that, because stalkers have the highest possible damage under perfect circumstances, they supposedly have the highest possible damage on "many, many team situations", to quote someone. This simply isn't true, and this is the only thing I'm debating here.
Trying to switch the topic and cover the holes in your argumentation by labeling me as The Great Satan stalker-hater will fall on deaf ears, as far as I'm concerned.
Quote:Don't speak part-truths.
Quote:Don't go spreading that Stalkers will be completely outclassed.
Quote:Finish your sentence.
Quote:Stalkers will be outclassed in AoE by AoE focused builds. Although a Stalker can contribute to AoE damage, a Brute or Corruptor or even Dom will out-AoE one. But really, the same can be said about Scrappers if you exclude very specialized builds (really just Spines/Dark and Spines/Fire).
Quote:But then if you think, the people bringing issue about Stalker's viability are coming in with the perspective of min/max, perfect team, speed SF, AE farmers or whatever. If you're going to be talking in the voice of a min/maxer, you have to know the numbers to min/max and it's obvious these people don't. It's like someone throwing around advice about money yet they don't know anything about taxes, investments, pension or anything that involves money.
You can't start something with "this is the best DPS" and complain because people argue against it from a "best DPS" point of view. That's the whole reason they're arguing in the first place.
I'd advice you invest in a stopwatch before you tell people what they obviously know or don't know, too.
Best Regards.
Ok, that last line was just because whoever nerdrage-redrepped me with "y so srs?" made me laugh. GRR ! How dare Nihilii says stalkers aren't the ubar best evar at DPS !!! I know, I'll tell him by red-repping him ! HAH ! -
Combat attributes, on a tanker. Stays at 17.3% regardless of the slotting.
Comparing the two versions on CoD, one is flagged as "ignoring enhancements and buffs", the other isn't. Huh. I stand corrected, gotta remember never to apply logic in this game without double checking. -
As Pyromantic suggested, I'd move the Steadfast to Mind over Body ; then, one of the health IOs from RttC to HPT.
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What do you mean, is that happening in I16 ? If so, cool.
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Thoughts/comments in no particular order :
I'd use Numinas instead of Miracles in Aid Self.
The 6th Arma in Sweeping isn't worth it - toxic res doesn't come into play often and you can keep enough recharge and damage without the Dam/Rech. I'd put a generic end IO instead, it'd do wonders for your end usage (or possibly a fury of the gladiator -res if you can afford it).
Power Slice seems a bit overslotted, afterall you won't use it unless slowed and the 5% recharge / 9% acc isn't worth it in my opinion. I'd lower it to 3 slots (3 pounding slugfest, boosting your e/n def to 33ish) and use the two remaining slots in PP, CP or Blinding Feint.
I don't understand the point of the end/rech in Tough and Temp Invul, a res/end would be better. Actually with Aegis I wouldn't go beyond 3 (esp. on Tough if you stick the Steadfast there).
I see another few things that I would do differently, but of course it'd end up with the exact same build I use, so no point mentioning that. -
Slotting BA for def does indeed increase the DDR provided by the power.
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Quote:Just to clarify, it's Power Sink I was talking about, and I'd actually use it in normal gameplay - I was specifically thinking about AV soloing there (or any situation where you want as much DPS as possible), and I plan to use Energize as soon as it's up in that situation.
Nihilli-Id like to point out that, the abuse of energize was something that i didnt plan on doing, but merely caught myself doing just because i could :P
I do see where is can hurt DPS though.