Obitus

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  1. Obitus

    Fire/Energy

    If it were me, I'd go for ranged DEF and perma-Boost Range, with a RES shield from an APP. It's just too delicious to pass up so much coverage on a high-damage power like Fire Breath. Not to mention the enhanced range on Blaze.

    The melee attacks in Energy are nice, but single-target damage isn't really a concern of mine on a Blaster. With enough recharge bonuses, you can get Blaze up every ~2.5 seconds or so, which makes for plenty of single-target DPS -- enough that, to me, it's scarcely worth the extra walk to leverage melee attacks.

    YMMV.
  2. Quote:
    Originally Posted by Adaptionist View Post
    I changed the build a little, now have fireball, firebreath, psy scream, shockwave for aoe (as well as inferno, but dont us it much). Recharge is 150, downtime is 5 secs on DP, so as you say it is not perma, but pretty close. I can build for capped range and energy toggleless, but then will have to skip the cone attacks. This will make jousting DP a little more hazardous tho, and I will have to use blaze/blast/flares (instead of probe) for ST. Against an AV that is timable but in big groups solo not so good (in a team with a tank it is no problem). I am still debating if s/l/e togglebased (10 s/l res) is better than ranged toggleless (also have just under 50 s/l res). I prefer using as few attacks as possible so I can focus more on tactical positioning.
    Glad you got a chance to fit in those extra AoEs. They really are very good. To be clear, I wasn't saying that ranged DEF is better on Fire/Energy in the other thread; I was saying that a single-target ranged build is better for Fire/Energy or (especially) Fire/Fire (because Ring of Fire is just that good).

    If you take Psy Scream, then a Fire/Mental build can become a ranged AoE monster. It won't win any single-target ranged DPS awards, but it'll be competitive in that area, and will have Drain Psyche in its backpocket for a little extra virtual DPS.

    I think you'll find that the ranged DEF build (with Hover and a +resist APP shield) is more survivable through most content than the melee/ranged hybrid S/L (and energy) DEF build, but it does limit your options somewhat, or at least make them a little less attractive. It's a difficult decision to make, so much so that I ended up using the (painfully extravagant) dual-build option for the first time on my Fire/Mental Blaster.

    If I came off as rather too strident in this thread, I apologize. It wasn't my intention to say that you had no experience with the power sets in question; it just seemed to me like you were largely unsatisfied with previous iterations of your build until you hit upon your most recent one a few days ago, and that you were perhaps a little too enthused about its capabilities. If so, then that's understandable. It's always nice when an IO build comes together.

    Quote:
    The best fire/sr scrapper builds do not reach 200 (190 is the highest chain if i remember correctly) dps and only have firesword cirle for example, so reaching 260+ dps (most shield scrappers don't get higher than that) is very competetive in my opinion. Using drain psyche is no more cheating than saturating AAO (which is very situational in general gameplay). Even if /Mental is really good for AOE chaining cones, it is also good for building ranged defence (confuse purple set for example), so the secondary is not a total waste for a ranged build. Energy may be better, but boost range is not critical imo.
    It's not cheating to use -regen debuffs (that was tongue-in-cheek), but it's also potentially misleading. If the purpose of the comparison is to say that Blasters are better than you thought relative to Scrappers, then you can't very well use the only Blaster power set with -regen and an unusually favorable-to-Pylon-tests damage type to justify your position vis-a-vis single-target DPS.

    If, for instance, that same Fire/SR Scrapper were running a Drain Psyche analogue (as I had it slotted, which is about where yours is in terms of uptime), then you could add probably another 75-85 DPS to his total. If he were using an attack chain that was let's say 20% psi damage, then his (virtual) DPS would go up by another 10 or so. (All rough approximations.)

    If you were to add the same conditions to one of the absurd 300ish DPS Scrappers using Soul Drain and/or AAO, then you'd be looking at something close to 400 (virtual) DPS.

    None of which is to say that Blasters are incapable of matching Scrapper ST DPS on average. If I went pure offensive on my Fire/Mental (and practiced a few runs to find the best rhythm) I could probably get a good deal higher than 260, but then I wouldn't be able to survive the Pylon either.

    I guess the bottom line is that the Pylon test doesn't really prove anything. The best times on that list last I checked belong to Cold Defenders/Controllers, and no one is going to argue that those are the best general-purpose damage dealers. Regen debuffs are only equivalent to DPS when you're soloing a single hard target, after all. (They are equivalent to DPS when you're teaming too, but only up to the point where the target's regen is turned off. In other words, they don't stack like DPS, and they're virtually useless against anything less than an Elite Boss.)
  3. Quote:
    Originally Posted by Sailboat View Post
    Ah. Yeah, the defense is suppressed. Frankly I wouldn't expect Weave or CJ to keep me alive in a large spawn even if unsuppressed. I believe Blasters who softcap get the vast majority of it from set bonuses, which don't suppress.

    I was just getting at the fact that you can generally tap a breakfree and just start hammering your attacks again without rebuilding your defenses.
    Ranged DEF Blasters get a bulk of their DEF from set bonuses, though having their toggles go down can cost them as much 10% DEF depending on the build.

    The OP's build (as linked above) loses the better part of 25% DEF on mez. Scorpion Shield is the heavy lifter there. Even a split-second mez on that build can mean you lose your DEF for the remainder of the fight to cascading debuff failure.
  4. Quote:
    Originally Posted by Sailboat View Post
    Uh...those drop when you're mezzed? I haven't tried them on a Blaster, but I don't recall Tough or Weave dropping (not sure about CJ, frankly) on my Shield Scrappers and Tankers when I'm tardy recycling their click status protection and get mezzed...and I do notice AAO dropping and having to retoggle it. This is since the change to toggle dropping, of course.
    Ah, my fault. I read you wrong.

    They don't detoggle on mez, but their DEF does go away for the duration. Thus, certain builds do rely on their being up, but they aren't droppable.
  5. Quote:
    Originally Posted by Sailboat View Post
    Another nice point is that few Blasters depend on droppable toggles (although I guess Hot feet is one), so the moment you hit the breakfree you're able to plunge back into your attack chain. And powers continued recharging even when you were mezzed, so the disruption will be minimal.
    Scorpion Shield, Weave, Combat Jumping, and Hover all qualify.
  6. Quote:
    Originally Posted by Rodion View Post
    While technically true, this does not accurately represent the reality of blasters and mez protection.
    Technically true is technically true. The rest is subjective. If you don't feel that the technical truth is relevant to your gameplay, then that's great, but it doesn't mean that it's irrelevant to everyone else.

    If we want to talk about technical truths that aren't truly relevant, then I'd have to say that your point on Defiance struck me as terribly over-optimistic. Yes, Defiance can't be turned off, even by ludicrously well-stacked mez effects. In that sense, it is technically true that Defiance has an advantage over other forms of mez protection. But it's a pointless observation; in practice, most any other form of bona-fide mez protection is better than Defiance.

    The ability to fire off first-tier attacks is nice when you're facing a single target or two, but those aren't, in my experience, the situations in which I care about being mezzed (or even the situations where I'm most likely to be mezzed). I care about mez protection when I'm getting 30-second stuns spammed at me by a full spawn of Malta, for instance. I ain't gonna kill my opponents with Flares before they kill me in that situation.

    Blaster mez protection (or the lack thereof) is particularly of interest to high-end soft-capped builds, and especially those that lean on Ancillary/Patron armors. If you're soft-capped, then you're probably taking on more opponents than you would otherwise, which means that you're less likely to be saved by Defiance's little perk. It also means that those opponents will see a significant chunk of your DEF drop when you're mezzed. Even if you pop a break free a split second later, there's a chance that your DEF will have started a cascade failure.

    So in an odd way, the lack of mez protection is both more relevant and more annoying for Blasters with more defenses.

    Now is being mezzed an acceptable disadvantage for Blasters? Sure. Can you work around it through managing inspirations? Most of the time, sure. I never argued otherwise. The only point is that I believe the OP is painting a bit too rosy a picture of Blaster survivability relative to other ATs (specificially Scrappers). I probably wouldn't have blinked at his argument if I hadn't seen him post yesterday about his build, which (in combination with another thread about a week ago featuring a different Fire/Mental build) leads me to believe that he hasn't a firm basis on which to say that Blasters are awesome survivalists.

    Even at the high end, Blasters are still probably the squishiest AT, and often by a lot. That's worth mentioning even if the trade offs are acceptable to the OP, to you, or even to me.
  7. Obitus

    The Defence Myth

    Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Riktis does hurt on my S/L softcap DB/DA, but I can pull off the RWZ challenge though. DR is nice.
    I imagine Paragon PD hurt much worse.

    Man, those dudes are nasty without significant energy DEF/RES.
  8. Quote:
    Originally Posted by Adaptionist View Post
    I can run blaze/blast/flares seamlessly, so no need for melee attacks (even though i could get a higher dps chain with fire/elec or something). Not sure how much higher dps it is adding melee attacks (can do around 280 dps with buildup/aim, think around 200 without). I know shield scrappers can do 270 or so with their aura saturated. Even if im held or stunned i can chain flares/blast for good dps. Also I am /mental so i can give hard targets -500 regen permanently (have to joust for that tho). I still have to do the pylon test, but i believe i will give the highest dark/shiled scrappers a run for the money. On top of that I have fireball and rain of fire, so AOE output is hard to match by other AT's (except elec/shield which have pretty low st dps). Performance is not erratic in my experience, I rarely die.
    The Blaster version of Fire Blast is a relatively low-DPA attack. Mind Probe is a better filler between Flares and Blaze if all you're interested in the highest possible single-target DPS.

    Blasters are still pretty squishy, even with soft-capped DEF -- given that you'll never cap to all positions, and given that you're still short on mez protection, which is available to almost every other AT in one form or another. Considering that you apparently finalized your current build only a handful of days ago, it's hard to take your claims vis-a-vis survivability with anything more than a grain of salt; obviously the matter is largely subjective, but my rather large body of experience with Fire/Mental builds (both ranged and S/L capped) is that you will occasionally run up against something that hands you your backside.

    And especially if you're going to run at +2/x8. YMMV.

    For what it's worth, running a very similar-to-yours Fire/Mental build against a Pylon, I ended up with (virtual) DPS in the 260 range. I probably could have improved that a little bit just through practice (tightening up the rhythm of attack chain and Aim/BU usage), but that was a good enough ballpark figure for me.

    That included Mind Probe, though it was a little under the ED-cap for damage (using a set of Kinetic Combat and nothing else).

    I say it was virtual DPS because Drain Psyche's regen debuff is obviously a large factor, as is the Pylon's lack of psionic resistance. Pylons resist all other types by 20%, so in a sense using any psi attacks in a one-for-one comparison with other characters' DPS scores is cheating.

    You might be able to match 260ish DPS with your build given a tight rhythm, but I doubt you'll exceed it by very much. We can argue back and forth about whether herding mobs to saturate Against All Odds is a fair tactic, but it's worth noting that the highest Scrappers on the Pylon list get to 300+ DPS without regen debuffs or psionic damage.

    You're also missing out severely on AoE damage by not taking Fire Breath. [Edit] Oh, and you don't have permanent Drain Psyche. You're 5 seconds short when Hasten's up, and you're going to have a good ~15 seconds of downtime on Hasten every cycle, assuming you're using the build in this thread.
  9. Quote:
    Originally Posted by Arbegla View Post
    Only 1 correction:

    http://paragonwiki.com/wiki/Health_Regeneration

    AVs do indeed regenerate 5% every 15 seconds, which is their 100% regeneration value. Its a little different then players.
    Right you are. My fault.
  10. Quote:
    Originally Posted by Comicsluvr View Post
    I have a Cold/Storm Controller at 50 but I made almost all of it teamed with the usual Tanks and Blasters. I was not worried about doing damage because they took care of it. Now here I am trying to defeat Trapdoor solo and he Regens faster than I can hurt him. I'm slowly building sets but I'm not dedicated to anything on the build yet so she's kind of a blank canvass with SOs and IOs.

    Where should I be looking for damage from these powersets? I can lock down the battlefield well enough but single-target damage I just don't have. Help!
    For what it's worth, this is my Ice/Storm's current build (AFAIK; I can't log into the game right now to double-check every detail):

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Code:
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    She's not what I'd call a high-damage build; I conceded that that wasn't a feasible goal for this character long ago. However, her single-target DPS under the right circumstances is pretty darn good. Basically (and as I'm sure you know) those favorable circumstances require that you're facing a singular target so that your pets will reliably focus on it.

    The build is only a for-instance to give you some ideas. If you don't want to go crazy with set bonuses then that's fine; the main thing is that you slot your single-target attacks as attacks, preferably with a proc or two. Cast Freezing Rain, Lightning Storm, and Tornado on Trapdoor as often as you can. Sic Jack on him.

    If he spawns clones, then kill them as fast as you can. If all else fails, you can (or could, last I tried) Gale him into the lava below his platform. That lava offsets an awful lot of +regen.
  11. Quote:
    Originally Posted by CrazyJerseyan View Post
    I hear you. It just still surprises me when anyone posts a build, asks for general thoughts and hundreds of views later...no responses. It also surprises me when someone does the above, gets a lot of different views/responses and the OP never signs back into the thread to say thanks or quickly state which direction they will head with the advice received.
    Posting in-depth build critiques is usually a thankless job, as you yourself note above. It's also usually redundant; on any given forum I can usually find at least three separate threads requesting the same thing on the very first page -- or close enough to the same thing.

    Doesn't mean I don't occasionally critique builds or even post example builds in response, but I can see why people shy away from it. It's one thing to post general advice about a given power set or combo; it's another thing to analyze a poster's specific build and then adjust it based on his specifications.

    In this particular case, the OP doesn't give anyone much to work with. The budget-doesn't-matter-because-I'm-gonna-farm thing is a bit of a red flag too -- not because any build is out-of-reach to anyone who's determined enough to invest in a character, but rather, because the most expensive builds tend to take a little more dedication and focus than most people are willing to put into them (including me, most of the time). And if the OP's idea here is to make a farmer then at what point does the farmer build itself take up too many resources? If you have those resources before you roll the farmer, then why do you need the farmer? If not, then isn't it self-defeating to spend half a year outfitting a character whose only purpose is to outfit other characters?

    Chicken, meet egg. Fairly or unfairly, farmer-build requests make me skeptical. If you take the request at face value and post some monstrously expensive build, then you can almost set your watch to the inevitable market-forum whine, or the inevitable request for a cheaper intermediate build.

    Quote:
    When everything is said and done, it's not always a bad thing when the "experts" may not have a chance to respond to a request for build advice...it forces people to do their own forum research and possibly get a better understanding of how powers/IOs work etc.
    Yup.
  12. Quote:
    Originally Posted by MindmasterZero View Post
    My understanding is its not subtractive, unlike to hit. It works like resistance debuff, recharge debuffs etc, where 100% debuff is halved regen.

    A 50 arch villain has 28,271 HP. He regens 5% of that every 15 seconds (1413), for a regen of 94 HP per second. If its subtractive (dropping it to 23), that's a net loss of 61. For even a single sonic blast (20% debuff) to not outweigh it, your entire team has to be dealing under 300 dps, which is pretty low. If its multiplicative, the loss is 19 or so, requiring a paltry 100 dps to beat. If my math is off, let me know. It was never my best subject.
    It's been years since I looked at the stats for a generic AV, but if we assume that the AV has 100% regeneration (the base rate), then his ticks come every 12 seconds, not every 15. You get a full bar of health every 4 minutes, or every 240 seconds. 240 / 20 = 12.

    With a subtractive regen debuff of 75%, we go to 240 / 0.25 = 960, or one 5% tick of regen every 48 seconds.

    If we assume that your HP number is correct (28,271), then the regen debuff drops the AV from ~118 HP/sec to ~29 HP/sec, or a net loss of 89 HP/sec.

    That's a lot of virtual DPS. Is it competitive with resistance debuffs in a full team? Probably not, but then again you may not be facing a generic level 50 AV. And let's face it; a full team with good damage dealers isn't going to have much trouble with a generic level 50 AV anyway.

    Suffice to say that -regen is a help, and potentially a very big help as opponent HP rises.

    That said, I definitely agree with the general sentiment that -regen debuffs are overrated when people recruit for teams. Call it a hold-over from a time long past; call it an unconscious association of -regen with some of the better debuffing sets out there (Cold, Rad, etc). Whatever the case may be, a lot of people seem unwilling to leave home without copious -regen debuffs, when what they should really be looking for is general damage output (whether it comes through -regen or -resistance or just full-on Blaster/Scrapper carnage) and enough mitigation to survive (whether it comes from good aggro management or a bunch of buff support).

    Either way, groups heavy on buff/debuff are unparalleled, so we're sort of splitting hairs here. People may very well have a flawed understanding of regen debuffs, and it's kinda annoying to be stuck with the no-regen-debuff stigma on a support character (like my Stormie), but at the end of the day, people aren't wrong for loving Rad and Cold and Traps.
  13. Obitus

    The Defence Myth

    Quote:
    Originally Posted by Arcanaville View Post
    The interesting question is, is there *ever* a time when +50% regen would be *better* than +5% defense, starting from 40% defense, and make that assertion questionable? Not really, no.
    Quote:
    So, the statement that I would take +5% defense over +50% regen is still valid, since the time-dependency of regen means +5% defense is always better.
    Likewise, when you have no other mitigation, 50 hp/sec is better than 5% DEF under any conceivable situation where the choice is likely to matter. As early as the first thread, Bunny didn't care.

    I believe he understands the math. He's shown on the Tanker forum that he knows how to make a good build. But he's also shown a desire to throw numbers around like an eighth-grade student flush from his first algebra class and determined to prove the adult world wrong. The rest of us aren't wrong, and his way of looking at mitigation is far from new. It's not like it's some great revelation.

    Whether his arguments were made in good faith or not, all he's managed to do here (over and over again) is to provide the exceptions that prove the rule. Not a single one of the counter-examples he's so contemptuously supplied is instructive in any kind of gameplay-relevant way. And as was noted earlier, his model breaks in hilarious ways when we plug in 100% mitigation.

    And so the theory built on cherry picking finds itself cherry picked to death. C'est la vie.
  14. Quote:
    Originally Posted by MindmasterZero View Post
    Its always up, its why to hit debuffs are nearly useless against AV's. Lingering radiation is only a 75% debuff, which doesnt even halve the regen. If you want to kill an AV fast on a team, bring -resist. Debuffing regen is definately required for solo, but hihghly overrated on any decent team.

    AV's can resist it, but no more than an attack. And many -resistance effects are untyped.
    Regen is a subtractive debuff, AFAIK. So that 75% (really 500 * 0.15) is cutting the AV's regen by three quarters, unless the AV in question has some sort of additional regen buff.

    It makes a pretty massive difference, either solo or teamed. The only caveat about team play is that regen debuffs only stack up to a point, whereas you're unlikely to have your resistance debuffs entirely marginalized by teammates.

    Both debuffs are extremely useful against hard targets.
  15. For what it's worth, this is what I came up with the last time I was drawing up an SS/INV Brute. (I have an INV/SS Tanker and a SS/WP Brute though, so it was more a thought exercise than an actual plan for me.)

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    It would almost have to be a Cardiac-boost build given the endurance consumption versus recovery (it has a little less recovery than yours does), but then you could also shut off Tough most of the time.

    I took Mu Mastery, but that's a matter of preference. Anyway, this build maintains comparable levels of DEF to the important attack types (soft-capped to S/L and within a small Luck of the soft cap for E/N) and it has +68% in global recharge bonuses. In return, it loses 0.15 in recovery, but also consumes 0.14 less end per second through toggle use.

    A casual glance at attack slotting indicates that you'll also consume less end from attacking.

    You also lose a couple points of RES across the board, and about 2% of max HP with Dull Pain active -- though DP will be available more often, too.

    Obviously, the Hecatomb in KO and the Apocalypse in Mu Lightning are best-case. Mostly I just like to plan for certain purple sets only to assure myself that I can fit them in at some point -- maintaining the desired amount of DEF even without the extra Kinetic Combat (for instance) in KO Blow. Come to think of it, actually, the Hecatomb proc should go in Haymaker instead of Punch, because you should be using Haymaker more often.

    Attack chain with presented slotting is -> KO Blow, Mu Lightning, Haymaker, Punch, Mu Lightning, Haymaker --> 0.1 second pause, then repeat. That should work most of the time based on a back-of-the-napkin calc, but won't be infinitely sustainable because Hasten isn't permanent. And if you sub out the purples, you'll lose recharge enhancement in your two best attacks, so you'd need a different chain. Even with cheaper sets, though, you shouldn't need Air Superiority.

    Which brings up another point: I like Fly. I take it almost every time I build a character. If you don't want Fly and no longer need Air Superiority, then you could fit in another pool, maybe Concealment for a couple of LoTG mules (I used Hover as one at the end of the build).

    YMMV and all that jazz. Just thought I'd post something for you to look over.
  16. Quote:
    Originally Posted by Blue_Centurion View Post
    Obitus, if you follow me from forum post to forum post griefing me I will report you. Last warning.
    First, I had posted in this thread before the issue even came up. Second, you brought it up:

    Quote:
    Originally Posted by Blue_Centurion View Post
    Interesting thought. Mine is actually built to tank, and mostly for fun. I have cranked about 200% global recharge onto him to bring up my fun powers fast, Soul Drain, Dark Consumption, Dull Pain, and Dark obliteration. The build is lotsa fun to run, and I can tank just about any uplevel AV (even did Posi and BAB for almost 3 min to pull them off a team-without Unstoppable) I think he is the best thing since Thanksgiving dinner. But I have been told he is written so badly he cannot damage low level CoT mages. I suspect the truth is somewhere in the middle, and like I said, wow, tons of fun.
    Go ahead and report me if you like. Censorship is the last refuge of a weak mind. Of course, there's no guarantee that the Mods will agree with you in this case. You opened the door.

    Also, if you truly believed I were griefing you, you could simply put me on ignore. But that's not what bothers you, is it? It bothers you that I'm allowed to voice my disagreement at all. Look at the post above yours. Where is the griefing?
  17. Quote:
    Originally Posted by Blue_Centurion View Post
    Interesting thought. Mine is actually built to tank, and mostly for fun. I have cranked about 200% global recharge onto him to bring up my fun powers fast, Soul Drain, Dark Consumption, Dull Pain, and Dark obliteration. The build is lotsa fun to run, and I can tank just about any uplevel AV (even did Posi and BAB for almost 3 min to pull them off a team-without Unstoppable) I think he is the best thing since Thanksgiving dinner. But I have been told he is written so badly he cannot damage low level CoT mages. I suspect the truth is somewhere in the middle, and like I said, wow, tons of fun.
    Look, Blue, I don't have anything personal against you, but you're misrepresenting the whole flap over your build a couple of weeks ago. It's a functional build; no one said that you couldn't kill a grey lietenant with it. The issues were that:
    • You went out of your way to cram expensive recharge bonuses into the build, even to the build's detriment -- and then you whined that the build was too expensive and that therefore the Market is unfair.
    • When it became clear that you weren't interested in listening to arguments about the Market's fairness or unfairness, several people offered to help you with your build, to make it perform better at lower cost -- because, generally, the extreme high-end of IOs don't provide the bulk of the performance increase; the yellow/orange IOs do that.
    • Then you posted your build on the Brute forum and it turned out that you were hell-bent on slotting +recharge bonuses but you wouldn't take Hasten. On top of that, some of your slotting choices were not just extravagant; they were self-defeating. Panacea in Siphon Life. Gravitational Anchor in Midnight Grasp.
    The last iteration of your build that I saw was not built "to tank." It was built as a kind of mini-monument to wanton profligacy. You have no +DEF to speak of, and any bonuses you might have to regeneration and/or +HP are incidental to your quest for recharge, which is a great thing to stack, but it isn't an end in itself.

    Again, yours is a functional build, but it could be better and it could be cheaper. As Werner says (as I said to you in the Tanker forum), DM/INV happens to be a very tanky power-set combination, but it requires that you use Siphon Life regularly (not as a situational burst heal, as you were intent to do), and you really need some amount of +DEF to make the build shine. It doesn't have to be soft-capped to all attack types with one foe in range, but if you could get soft-capped at least to S/L you'd be a lot better off. A few seconds here or there on Dull Pain and Soul Drain isn't going to make or break you at the level of recharge you have.
  18. Quote:
    Originally Posted by UberGuy View Post
    As with most things, the answer depends.

    Here's an example. I have a DM/Regen with fairly high defense (for a Regen). But it's not really practical to soft-cap DM/Regen, and /Regen loves high recharge, so there's a lot of LotGs and a purple set in the build. I went for the Spiritual boost.

    I am supposing having one purple set counts as "purpled". I really think the question should be more generally about richly IO'd characters, of which "purpled" ones are a subset.
    Yes, it depends, and the whole concept of "purpled" as a distinct category of build strikes me as pointless and artificial. I have characters that would benefit very little from slotting the one or two purple sets that I could reasonably fit into their builds. I also have a couple of builds for which a few purple sets would allow me to re-arrange everything such that I'd get a significant boost in performance.

    I also have a couple of builds that have very cheap purple sets slotted (like Coercive Persuasion). Almost all of my so-called mature builds have a purple proc IO or two. Do those even count as purpled?

    Mostly, I have builds that could theoretically benefit from purples, but I'd need something else that's massively expensive even to allow myself to clear the space for them (namely, the PvP +DEF IO). In these cases, I'm looking at (based on prices from a week or so ago) probably 8-13 billion influence for a fairly small proportional performance gain. It's nice to think about, but I'm probably never gonna be comfortable committing so much to any one character build.

    That said, to answer the spirit of the question posed by the OP -- in most cases, it's not even close. A well-planned IO build (whether it features purples or not) will tend to out-perform a generic-IO build with the Uncommon Incarnate boost. That may change as more of the Incarnate system is unveiled, but so far, we're talking (mostly) incidental bonuses for Alpha. I'm sure there are cases where a given slot unduly favors a given build, or cases where a player doesn't care about exemplaring and can thus retool his entire build around the alpha slot, but those strike me as exceptions.

    The good part (if the OP's aim is to ask about over-arching balance) is that Alpha probably gives a higher proportional gain to non-IOed characters. But I doubt very much that anyone who's gone to the trouble to plan and equip an expensive IO build isn't also going to (try to) get all the Incarnate boosts for that build. Even if it takes some time
  19. Step 1: If you haven't already, frankenslot your attacks to get 50+% end reduction in each. Toggles need end redux too, but they should be a secondary priority.

    Step 2: If that's not enough, run tip missions for four days and buy a Miracle unique.

    Step 3: If that's still not enough, run tip missions for four days and either buy a Luck of the Gambler to sell for big bux and buy a Performance Shifter, or buy a Numina. Actually, scratch that; check prices on the market first. As of the last time I checked, LoTG was going consistently for more than anything else you can buy for 2 AMerits (~200 million). You might consider buying the LoTG first and foremost and using the money from that sale to buy yourself whatever +recovery bonuses.

    Step 4: If that's still not enough, then try to find some cheapy recovery bonuses from sets. Gift of the Ancients gives good value for slots, but I'm not sure offhand how the prices are.

    Step 5: By that time, if you're still not satisfied, you're probably high enough level for the Energy Mastery pool.

    Step 6: Cardiac Boost @ level 50.
  20. Quote:
    Originally Posted by Werner View Post
    Ah, true. I believe it was being done before ED, then was rare after, and yes, you're famous. Even with inspirations, soloing all those task forces had to be frickin' hard.

    I should probably say "without temps or inspirations". Probably was done before ED, and then I'm guessing that only I9 made it possible again, but it took a while for the Scrapper community as a whole to realize it?
    Yeah, it's been going on since basically the beginning, with varying degrees of success given all the changes to AV regen and whatnot somewhere in the middle there. Probably the first major shot fired in the never-ending Tanker-versus-Scrapper debate was a video posted by TheConfessor just after Issue 1 (IIRC) that showed him soloing Marauder on a perma-Unstoppable Scrapper.

    I remember personally soloing Dominatrix on an MA Scrapper in like Issue 1 (maybe 2, a little foggy). Took like 50 minutes because of her Smash resistance.

    In any case, as fun as it is to set up a character to be as self-sufficient as possible -- and Scrappers/Brutes are probably the most well-suited to that particular standard -- if you want a specialized AV soloer, then you're better off with a buff/debuff build (like Cold/Sonic on a Defender, or Cold or Rad paired with Illusion on a Controller) than you are with a Scrapper. Some AVs are just impossible to solo for Scrappers.
  21. Obitus

    The Defence Myth

    Quote:
    Originally Posted by UberGuy View Post
    Oh, I'm well aware. That still involves picking a DPS (or regen rate) number. It's a number based on quite reasonable information - the character's known HP and regen rate. We can compare what different regen rates and different DEF/RES values do to a build's immortality line, but we still can't compare a given applied regen rate to a given DEF/RES delta in a vacuum.
    Exactly right, but that's the fallacy that Bunny (endlessly) tried to bait everyone in the other thread into falling into. You can't draw an equivalence between an arbitrary amount of incoming DPS and the survivability line when the former is unknowable in practical terms and the latter is known just by looking at Mids'.

    Sure, if you want to say that for some reason we don't know the character's starting regen/healing/HP then you might as well pick the opponent's DPS number out of a hat -- but we do know the character's starting values for all of the above. We don't know how relevant a given hat-picked DPS number is.

    It wasn't my intention to correct you on a point you didn't understand; clearly you do understand. I was just trying to clarify why it serves no useful purpose to indulge Bunny by admitting that the opponent's DPS is crucial.
  22. Obitus

    The Defence Myth

    Quote:
    Originally Posted by UberGuy View Post
    This is inherent in the very definitions of how the various effects work. Regeneration is defined in absolute HP/sec. Defense and DR are defined in removing a percentage of damage directed at your character. It's therefore impossible to compare Defense or DR to regen without choosing a fixed incoming DPS.
    The survivability line acts as a proxy for the incoming DPS. That's the point.

    All you need to know is the character's HP, DEF/RES, and expected healing/regeneration rate and you can figure out what incoming DPS you can survive for X amount of time (or forever). If you want to choose between two different build options, then you just take the appropriate figures and compare.

    Bunny would have us act on a number that's divorced from practical context. "Ok, you're better off with the regen when incoming DPS falls beneath [for example] 100 DPS." That's great, except that as a player I have no way of knowing what 100 DPS actually represents in gameplay terms. Would I be able to go AFK indefinitely under 100 DPS regardless of my choice? In the alternative case (where DEF outstrips regen at some massive number) would I be screwed either way at the numerically-approved level of incoming damage?

    He's giving us a correct (more correct, he argues) version of the same number that the survivability-line method gives us, but he fails to take into account that number's relevance.

    And then he's telling us all we've been misguided to seek the more relevant number.
  23. Quote:
    Originally Posted by BunnyAnomaly View Post
    Actually Behavioural Economists describe it as the Superstar Effect.

    http://gulzar05.blogspot.com/2007/08...ar-effect.html

    'tis only a blog site and not a good text book read, but it might be of interest to you.

    I would advise you look at my thread on "The Defence Myth". The mathematics in this thread is appalling, and what I have written there quite succintly answers a very key problem that yourself and Werner are struggling with.
    You keep saying that the math in this thread is appalling, but you also acknowledge in your first post in the other thread that DEF has a non-linear effect on survivability (I think your exact word was, "exponential").

    The math is correct; you just prefer a different approach to the same problem. An impractial approach, as it happens. You never did address that.

    And your blog is worthless, but thanks.
  24. Obitus

    The Defence Myth

    Quote:
    Originally Posted by Rad_Avenger View Post
    Bunny:

    The majority of the individuals that will reply to this thread view the following statements as functionally identical:

    "40-45% is worth more than 0-5%." (Post 20)

    "The origins arise from the fact that increasing defence gives exponential rises to survivability. This is not a point of contention." (OP)

    I foresee that this thread will sadly not end well
    Yes, exactly. We're measuring survivability. Bunny's measuring mitigation.

    Neither approach is fundamentally wrong. The problem is that Bunny's method requires you to have the opponent's DPS, whereas the survivability method uses the character's immortality line -- or 60-second-survivability line, or 30-second-survivability line -- to approximate the opponent's DPS.

    Why? Because knowing the theoretical breakpoint (what Bunny calls the indifference point) where DEF outpaces regen (and vice-versa) isn't instructive unless you have an exhaustive and implausible knowledge of what DPS you're likely to face, and under what circumstances your build decisions are likely to matter.

    The survivability analysis takes care of that for you. It tells you what to choose for the situations where your build decision (in this case, X DEF versus Y Regen) is likely to matter. The survivability doesn't care what the opponent's DPS, because it already knows what DPS your build can survive.

    All the rest is just amusing posturing on Bunny's part. He flat-out admits here that the non-linear effect of DEf on survivability is not a point of contention, but in the original thread he spent several pages saying that everyone who prefers the survivability method can't do simple arithmetic -- over and over again. His arithmetic was never at issue; the practical usefulness of it was.

    We're all measuring the same thing. Saying that 10 / 10 = 1 doesn't disprove that 10 / 1 = 10. This spreadsheet is yet another attempt to prove a correct number wrong by asserting another correct number.

    If anyone's curious, here's the original thread: http://boards.cityofheroes.com/showthread.php?t=245914
  25. Quote:
    Originally Posted by Hai Jinx View Post

    So .. Bunny and Werner's math is actually pretty much describing the same thing.
    Yes, the only real difference is that Bunny is pulling the opponent's DPS number out of thin air, whereas Werner (and most everyone else) is using the immortality line to approximate the opponent's DPS. That's why it's so amusing to see Bunny continue to insist that the rest of us can't do simple arithmetic.

    At best, Bunny can argue that all the rest of us are bad at interpreting what the math is telling us, but he hasn't met that burden, nor even really tried. He just keeps setting up examples to disprove that a given amount of regen always outpaces a given amount of DEF (or vice-versa), on paper -- which has thus far proven self-defeating, because every single one of the counter-examples he's cited in this thread is practically irrelevant (featuring an opponent DPS either way below the infinite AFK survivability point, or one way above what any character could reasonably survive without so much buff support that his build decisions are rendered moot).

    Screaming over and over again that 10 / 10 = 1 doesn't disprove that 10 / 1 = 10.

    Likewise, simply invoking Internal Rate of Return doesn't prove that proportional gains are entirely irrelevant. If you compare, say, baseball players' batting averages, you don't look at a 300 hitter and conclude that he's only marginally more valuable than a 250 hitter on the basis that he hits 0.5 more times per 10 plate appearances (the absolute return). You look at him and realize that he hits 20% more often than the 250 hitter (the proportional return).

    That's why 300 hitters make millions of dollars more per year.