-
Posts
1021 -
Joined
-
To illiustrate where my mindset is, I don't think it's a stretch to say in a typical month, I probably spend more time "playing" in mid's hero builder and on my spreadsheets, then I do playing the game itself. I also very much enjoy playing those uber builds. I enjoy doing the work in-game to get those builds made (believe it or not, all my current 50s earned thier own money... only minimal sharing was done between them).
I also belive 100% that for people who enjoy doing what I do, CoH is absolutely, without a doubt, the best game on the market. -
Quote:I also hate the recharge on soul drain... but my claws build makes me smile... just waiting on I16 to roll it up as a brute.It look amazing except for the accuracy. It's such a balancing act but I don't think this is gonna fair well against +4 bosses due to just that fact. I might be remembering wrong but I thought the goal was around +185% accuracy. That's what I try to shoot for. Seeing SL at +139% makes me worry. That and I hate the thought of muling Brawl. lol I know it won't be used and I myself have muled Boxing on Excelerate with no intent of ever using it but... you 4 slotted brawl!
-
It IS an interesting dynamic. One i've looked at many times (can be done with stone melee also)... in the end I concluded, while interesting, it couldnt' beat not getting hit (aka +defense).
-
Quote:/signed. I "uberize" all my toons for the sake of uberization.. I really don't care if you want to or not... even if we team together and you face plant every 5 seconds, that's ok with me (I'm going to be able finish the mission anyway).I don't think he disagreed. If you SR is working out for you, I don't think anyone here is going to down you. This is a game man and if you're having fun then you're having fun.
We uberize our characters because we enjoy doing so. I for one, and I know most of the Scrapper regulars agree, are very much live and let live about what you want to do.
So long as you're killin' and do a Leeroy Jenkins once in awhile, you're a good scrapper with me!
But really, we min-max because that's the game for us. It's certainly not the only way to enjoy this game. -
Here's where I'm at... lower recharge... but retains good hp/regen.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1410;702;1404;HEX;| |78DAA5935B4F1341188667DB2DA527DA52DA7228A5142894C3D226249E2E4CB4623| |0342936885163D3E04857366DB35B3CDCF903BCF2C62B35FE0DFD2502EAB542E2E9| |07D4EF308BDEBB81F7D99DF9F69D77BEED549F56C2423CBF2CB4D055ABE9388D2BF| |6414FFAAACD3D733758B58DDC75BBF9583A7E21448AA61A55694969549AF63EDFA6| |79B8221FCAB6238D1DD3B2BA9D27D28E6FB45BD296ED9EE1DE846B9D8E65AC9BBDB| |6741C7ED894CDAED9DE8BA899BD560F9EA2EED403693B2DB39BBED635770D5EA6DE| |39B01AD5A6D393F6B351085584FF53E15E7D9FA801F242AF13625B84F19B848C092| |88BD99017F1115FD0E82D5D94341CF294196B047D9B30B04538C46A2EF76979B899| |170359C2E03463863092064C8AD412BD7502F55E8EE6F572B411CE94E54C050E7A0| |4EA63778F8FD70DF2BAC13AE13B4CF9D51EFD29DA4038C960DB21B61D62DB18DB1E| |8306D856049264E40397901A0AAD5043FC3014518B476E51D5306718BE417BFA045| |351DA7CDF13E5990CA7CB72BA1438C495439CD7C99E83275D889CE2209424544922| |47EB8EBEF4105E113EC358920BB42417A4183F40D3BC773DDDA2E21993F188B0BC4| |F285B845F50382638EDD8A907BF46EE1BE384A0419409F55126B87BD3DCBD69EEDE| |0C77CF0B75932AF2E41A7562B644289409BF616A4A7D94A9022D3E3B4F282C10E68| |B8C4506FFF0BEA0B9B2CD73B38AAA492E7F02E6D416E6BE52E845DEC2326F418768| |0BCA63813D16D5BB2E7761B125156EE90D3572F92D61C5A0382BAB8C3261F51DCDC| |5C1D850C6061BAF2A4397692829B1B1A774C89D3F621C1332FAD979F4AAF3385EFF| |B7CD456EF3E6DF3AF8834BD47475246144A39175FDEC94FED7F53EECFA04B682705| |70711DB283BF8781BE50ECA5D1CBB87721FA581D2FF10769346CF63A00B2817512E| |A1BCC0227F082484124689A00CA144516228099414CA38CA6B94FE1F7CB6F361| |-------------------------------------------------------------------|
note: I'm still going to do this as a claws brute rather then DM... the damage chain/endurance balance is better that way at this recharge.... not to mention the "eat this" factor of claws animations. -
I'd try to boost lethal/smashing to 45% defense and sacrifice the other defense levels. Going from 35% lethal/smash to 45% lethal/smash is going to cut incoming damage by 66% in probably over 90% of your fights. Keeping in mind, if an attack is part smashing and part dark.. having 45% defense to smashing gives you 45% defense to that attack, reguardless of your dark defense %.
I don't think going from high 20s to mid 30s defense to the other types will impact you as much getting that last 10% in lethal/smash. -
Mid's doesn't represent the proc as mentioned already. My simplfied quick calculation method is to add .2 to whatever it shows for each proc in an auto power.
If I recall correctly... the proc is better then any slot in Stamina. It's better then the 3rd slot in quick recovery.
I'd anticpiate someone shortly will come along to do the math (and show thier work). -
Quote:For some reason I can't open your build in mid's... but at quick glance I noticed you slotted 3 Performance shifters in Q-Recovery, but not the proc. And 2 IO endmod's in stamina.I had some time to re-evaluate this concept tonight. I also took the time to actually develop an attack chain and figure endurance consumption.
Talk about a balancing act.
We've lost a bit with the new build but gained a good bit too I think. I now have a gapless attack chain of MG>S>SL>G>S I believe. Endurance also appears to be under control. If my calculations are right the attack chain will burn 27.63 end every 8.048 seconds or 3.43 eps. Recovery is at 3.07 eps with Tactics turned off (Tactics is essentially a mule here for the S/L defense but I also like having the +perc. This power could be dumped for something more useful if I can make up the defense).
This means a net loss of endurance of .36/eps. Out of gas in 111.8 end/.36eps = 310 sec. or 5 minutes 17 sec.
But we now have Dark Consumption. Available every 76 seconds it will yield 43 end against one target alone. This equates to 43/76 = .56eps extra if I am figuring this out correctly.
Soooo recovery is actually 3.07+.56 = 3.63. That's .2eps more than my attack chain costs so it should run indefinitely.
Still a very respectable 35%-39% defense to all types.
Over 2500 HP!
Regenning 72.9 hps with one foe in range and 118 hps with 10
Siphon life healing 221 hps every 5 seconds
51% res to S/L
and acceptable acc against +4s even with SD down.
I'll continue to look at this more. If someone would please double check my figures and perhaps figure the dps on the attack chain with one foe?
Thanks for the advice!
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Mr. Graves: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), SipInsght-Acc/EndRdx/Rchg(37)
Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-ResDam(3), Numna-Heal(5), Numna-Heal/EndRdx(7)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-EndRdx(9), S'fstPrt-ResDam/Def+(21), Empty(23)
Level 4: Shadow Maul -- Erad-Dmg(A), Erad-%Dam(21), Erad-Acc/Rchg(31), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11)
Level 8: Siphon Life -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/Heal(13), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(19), Mrcl-Heal(27)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/Rchg(31)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Ksmt-ToHit+(33)
Level 20: Stamina -- EndMod-I(A), EndMod-I(25)
Level 22: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(25)
Level 24: Super Jump -- Winter-ResSlow(A)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(34)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-EndRdx(39)
Level 32: Midnight Grasp -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40), SipInsght-Acc/EndRdx/Rchg(40)
Level 35: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 38: Dark Consumption -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(43), P'Shift-EndMod/Rchg(45), P'Shift-Acc/Rchg(50)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(45)
Level 44: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), EndRdx-I(50)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1399;706;1412;HEX;| |78DAA5934B4F534114C7E7F641A10FDA52DAF22CE5556881DB3671E16361A288C1D| |0046C10A3C6A6C1111A9BB6B9B7F8D8F9015CF9DA18BE887E12DF6B1534EA52B19E| |73FEB76C5C7A03FFDFDC3367FE73CE4C6FE9FE7250A987679511385FAFDA76E59CB| |5D7D6DE5275A7B6ED2F5966FAA255BDAB6D9F522A21539592AE6B6D2E57AD3B1826| |115ED6B775C3D6E656AD5E6F35EF692BBADAD8D5966EB4CDEE20B8DE6CD6CD955AB| |BA16D1B2F6BBADAAA357642CECCCE6E9BDEC2DDA95BDAB2776BADE485566DDBC436| |E5E65EBD52AADA6D6D3D18A2A2B2F47FA0BA4FC7ABD60953CA53164436042397056| |3354251CD04DC8CD7BCC090551E553038E42A0227049E4D41CF86E00D6723DD6B4C| |D1604EF5A404BD93C0B46030491857890E3DEA90D2DD4E65EE4F2E9E18FC2A487D1| |64C7F010E8043C15BCAF7622B971745F85184BF2CF846533EC7D697906E827100ED| |F7A3EF7EF41DC161BC23ED83ADEA8B8B91975C024E28B024A7E3A350082177E88A6| |40DA086814BD2E0C8AA34F89E32C272201D571809632832852213641475BA8862BB| |D4A0207DA4D8A197126248306269D97C08F8401A7796C69FBBC4EDB160E88920494| |B933800951C95CE7FD0CBB0DC67C73BFC4BB2D2BF8123C16407F80328596590D1A8| |63342A57E6A6C8B8D3FF38EE7906F79CC13D6770CF3F2963C2B983898C78CECC093| |2F382B92C9003F0A3FBC837E1B84FE150B238946C048809BE53C62CBA71CFE20472| |4F058B3881E2338187AA9D77FCE6E197835F0E7E8BF0DBA6DD179C6A171661B4245| |832813C5080FBA4DC4394DC4DC7DD847B1EEE79B8E7E11EA3BC02DC8DC20B7288A9| |E2BE60CC73FC69D21F9FEFDA3F91758FF31D52C490C88AE7F8D3FCAFE765B0EBD3B| |7E1A75199446DB26CF1EB55966B2CD7397683E5264B85A5F32AD8AD347C920B3AC5| |729AE50CCB234EF20548022C4196104B3F4B9825C2126349B08CB0ECB374FE02DE5| |DFEF8| |-------------------------------------------------------------------|
I'd recommend the proc in both (it's not unique)... and then the P-shift EndMod, and a IO EndMod in each. I believe that's the best way to get end from those 2 powers. It takes 1 more slot then you have.. .you might be able to steal something form your defense powers that are 4 slotted.
Another slightly more endurance efficient trick would be to slot tough in the most endurance effiecient slotting of your resistance sets (since it costs the most endurance of those powers).... I'd slot it with the 2 uniques and 3 aegis there, choosing 3 aegis that give good endurance reduction since the uniques already will give extra +resistance.
I wouldn't give up on trying to find more +defense. I got may Claws/Willpower build completed.. it's at 45+ across the board and has the endurance game balanced to be infinately sustainable. I think DM can do it, too. However, you have more hp and regen then my claws build. -
In the hands of a scrapper, every pool is epic.
-
Guides are like encylopedias... they have answers to the questions we had 10 years ago... However, this forum is like having 35 wikipedia nerds on twitter (who like to stab faces).
Ask your questions here, and you shall recieve answers... points, counterpoints... counter-to-counterpoints... and usually a few good laughs. -
I haven't built one.. but i've put together builds... It's very very doable... and once done, very very powerful.
-
Quote:The best part is that in between all that really useful advice are comments and anticdotes about stabbing faces.Next thing ya know, folks will start coming here to get help with tech issues and overclocking guidance. Guess I'll tell Mid_Forever to start hanging out here.
Why, yes, I love the scrapper forum most of all.
Side note... damage auras on top of regular attack chains... kinda groovy when backed with the proclobster mindset. -
I checked last night... red side I only have about 4 million of seed money so anything will help.
It's been so long since I played redside my highest level toon still has base salvage. (he also took over the Omega Faction VG by default at some point... and they owe rent.) -
-
Almost every toon I make, no matter what AT it is has fly as it's first travel power. Not so much because I like flight, but because I like Air Superiority. With a few recharge enhancements it can permanently knockdown a target, which is very handy in the early to middle levels when you don't have much defenses built up to handle the occasional boss spawn.
Hover is a little annoying as a melee toon because it doesn't move very fast at low levels and your do have to move around from target to target during combat. It used to be true that using the autofollow command while flying (I have it bound to F but I don't know if that's the origional key-bind) would stop just outside of melee range. I don't know if that's true anymore now that they've extended the melee range from 5ft to 7ft. But they also made it much less handy to be hovering as a melee toon... but not unplayable nor weaker.
Welcome to the game and the boards. -
If it's not slotted, then obviously it doesn't matter.
IF you're using it as a mule... boxing has access to the stun sets which gives you another purple option and it has a few nicer positional defense options, also.
Kick has access to the knockback sets, which I've never found myself wanting.
They both, of course, have access to the melee sets which have good stuff.
I find in most of my builds boxing gets mako's bite, kinetic combat, razzle dazzle, or absolute amazement. All of those can be in boxing... 2 of those can be in kick.
For DPS boxing vs Kick, boxing is superior. -
Quote:Captain Tom Morris here, I love this channel. Its about time someone other than me got sick and tired of the AE garbage.
I was introduced to this game by a friend of mine and that's all he wanted to do. Bored the hell out of me. Shortly after joining, I had a character at level 40 and felt it was hollow, that I hadn't earned it. So I deleted that character and went about earning levels the right way. Shortly after that, my friend got banned for exploiting the communication officer's XP in farming scenarios.
Naturally, he got pissed off at the game administration and left. No great loss to me.
I enjoy this channel, its helped me find out a lot of things about CoH that I had previously been completely ignorant of. Thanks, Gabby!
That's actually my biggest gripe with the AE system as implemented... it gives a bad impression to new players. I'm glad you stuck it out to see what the real game is about... and welcome to CoH and Infinity. -
I have about 1 billion influence I want to trade for infamy, both on Infinity. I'm aware of the services some Market Forumites offer, but I thought I'd look for a 1 to 1 trade that could benifit another infinity player first.
If anyone is willing and able, send me a PM to discuss details.
note: If you're able to do only a part of the trade, I'll do that, too.
note 2: I'm going to use this for a claws brute, so I'm not in a rush, although the sooner I get some funds over to red site, the sooner I can get it into the market and start producing some real funds. -
I'll be joining. Hope it turns out well. I've always wished there was a "find a team" channel. the TF and Badge channels never seemed like the right place to LFT.
-
I find the ease/difficulty of finding a regular mission teams about the same as it was before AE... they just removed the feeling of disappointment I used to get when someone invited me to a farm team an I accepted because my "lft, no farms" broadcast was evidently not clear enough for people to understand. That however was replaced with invites to AE teams that I'm not wanting. But at least it's a different kind of disappointment.
I do wish they'd implemented the AE system differently... but it's not the end of the game. -
Quote:I like it. Electric lacked some kind of regen or heal, which the other resistance sets had.So I16 hit close beta today and you can look at the log in screen. Look at the Tankers Electric Armor and Looks like they replaced CP with a new power called Energize. This is across all versions... Tanker, Scrapper, Brute, and even Stalker... numbers below are for the Tanker version
Instead of a ~120% end discount like the brute version, it has a 60% end discount, but a 100% regeneration increase and a hefty heal (468 HP @ level 50 unenhanced) The end discount and regeneration buff last 30 seconds, and the power recharges in 2 minutes. Doesnt look like there's a crash or anything. No word if the recharge time is unenhanceable like SoW. -
-
Quote:yeah... I hadn't gone through the chain math yet... but really I wasn't looking at dark at all until I saw this post. Been trying to do soft-capped claws/willpower instead... one of the reasons being the low endurance chains from claws. Although dark consumption goes a long way toward making it work. Fire has some lower recharge chains that also are interesting options I'm exploring.Yeah, with 57 second recharge, that would allow him to get 23.75-110 end back every 58 seconds for .41-1.93 end/sec, but that's also adding the additional problem of Hasten uptime (which is important for long recharging powers like DC because it's not actually going to be up that fast all the time because Hasten isn't perma) and Hasten endurance costs (15 endurance every Hasten cycle). With your build, Hasten is up once every 141 seconds which is an uptime of 85% for an average contribution of 59.5% +rech and a cost of .106 end/sec. Add that in to the 79.79% +rech you've got in DC and that 62.5% +rech you've got from set bonuses and that gives you DC with a recharge of 59.6 seconds so that you can use it once every ~61 seconds. 23.75-110 end every 61 seconds would amount to .39-1.8 end/sec.
Even including DC's contribution, you're still going to be hemorraging endurance with a constant attack string. With 3.41 end/sec without DC (passive + .22 for the Perf Shifter proc), you'd get 5.21 end/sec recovery with 1.75 end/sec consumption from toggles and Hasten. That gives you 3.46 end/sec to use for attacks. The optimal attack string while Hasten is up for your build is Gloom>Smite>MG>Gloom>Smite>Siphon which burns 3.99 end/sec. So it's not even sustainable under optimal DC conditions to run at full tilt.
A DM/Willpower tank could probably hit all my defensive goals and they get conserve power as an option plus better values from the +defense powers themselves. I just don't enjoy playing tanks... they don't kill fast enough. -
Quote:But by dropping the fitness pool he can pick up hasten and slot differently to pick up more recharge... my posted build has DC recharging in 57 seconds with hasten up. Endurance does worry me though.Depending on what you want to consider "normal playstyle", Stamina could easily have been the better option for you, especially considering that you weren't particularly set up for recharge, which is what makes DC so potent.
Consider this:
With 95% recharge from slotting and the 42.5% global +rech from slotting (127.5% total +rech), DC would have been available once every 80 seconds. Assuming you slotted it for something other than end mod (which is generally a waste, considering what it does with multiple targets), against a single target, that would only be a 95% chance for 25 end every 80 seconds for .296875 end/sec. Against more targets (re: enough to get 5 with every application and a tiny chance of missing that many), that's 110 end (cuz you're gonna get the accolades, right?) every 80 seconds, for 1.375 end/sec.
Now, consider Stamina: assuming you use the same slotting as you did for QR, that's 1.16 end/sec (Perf Shifter adds another .22 end/sec). 1.16 end/sec v. .296875-1.1375 end/sec.
Honestly, because you're not packing any decent amount of recharge, you're best bet is to stick with Stamina simply because you need to constantly be fighting a glut of targets for it to be better. As soon as you drop down to a single target, you're not really going to be getting much out of it. -
fixed.. thanks.