Umbral

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  1. Quote:
    Originally Posted by Luminara View Post
    But not enough to matter, unless one is deliberately switching between draw and no-draw attacks (such as Snap Shot/Power Thrust/Aimed Shot/TF/Blazing Arrow/Energy Punch).

    In my experience playing multiple Archery/*, TA/* and */TA characters, redraw is as much or as little of an issue as the individual chooses to make it.
    Having checked theoretical DPS calculations against in-game DPS for an attack string that actually had several steps of redraw in it, I'm pretty sure that redraw is only 1-2 clock intervals (clock interval = ~.132 secs). It's an incredibly tiny loss of dps, approaching maybe 4-5% if you're using only extremely fast attacks and alternating every time.
  2. Unless you're specifically trying to avoid it, you're better off putting in the 6 piece Obliteration rather than Gaussian's simply because Gaussian's doesn't have +acc nor much +rech, both of which are integral to Soul Drain's effectiveness. Depending on what AT you're taking it on, either go with Tactics or Focused Accuracy/Targetting Drone to get that sweet Gaussian's Set bonus because at least then you'll be getting useful slotting out of it.
  3. Quote:
    Originally Posted by Werner View Post
    I'm just trying to make sure that people don't read into this “for maximum survivability, I should go with +regeneration instead of +defense”. It's usually the other way around.
    There is a very specific reason why I eschew +regen in all of my optimized */regen builds: it doesn't stack well with other forms of damage recovery. That's simply how all forms of damage recovery operate. Damage mitigation, on the other hand, is great because it stacks beautifully with itself, up until you reach the soft/cap.

    Here's a quick thought experiment that demonstrates what I'm talking about:

    Think of your survivability as the total area of a rectangle. Length represents your ability to recover from damage (+regen and heals). Width represents your ability to simply reduce the incoming damage (+res and +def). */Regen, having virtually no real damage mitigation but a boatload of damage recovery, is going to be arbitrarily assigned a length of 50 and a width of 5. You are then allowed to add a total of 10, divided any way you choose, to your length and width. Which will generate greater total area (survivability)? Adding to length (damage recovery) or width (damage mitigation). ((50 + 10) * (5+0)) = 300. ((50+0) * (5+10)) = 750.

    No matter what I'm building, I operate under this idea. Damage mitigation is great, but, if you've seen any softcapped */sr without Aid Self or Health, you know they're going to die rather quickly. The inverse applies to */regen and */wp in the exact same way. The best way to ensure survivability is to stack both damage recovery and damage mitigation together as efficiently as possible in order to achieve as much survivability as possible. Since */regen is already dancing at the point where further damage recovery becomes redundant/severely diminished in effect without even considering IOs, it's better for overall survivability to get more damage mitigation (which is most effectively found via IOs in +def). With */sr, */sd, and */invuln (re: the mitigation based sets), once you cap out their mitigation capabilities (re: softcap defense), you're pretty much smoked unless you can actually find a mechanism to recover from what damage does come through.
  4. Quote:
    Originally Posted by Demobot View Post
    Umbral Vanguard (Dark Melee/Shield Defense)
    Cursed name thieves!
  5. Quote:
    Originally Posted by Barata View Post
    I've seen some comments on how to get around the redraw issues, but from what I've read, I'm not sure there are any. I'm pretty sure weapon redraw time is added into the casting time so that attacks execute in the same amount of time regardless of whether your weapon is drawn already or not. This doesn't change the annoyance of seeing your weapon redrawn every time if you switch back and forth a lot between your primary and secondary, but I don't think it actually has an effect on DPS. I could very well be wrong though, maybe someone else can clarify it.
    Here's a quick rundown of it: redraw does effect activation time by adding a couple clock intervals to the animation time of a power. Before this (rather old) change, the animation time with redraw and without redraw were exactly the same (re: you paid for redraw with the animation time whether you actually drew the weapon or not). BABs then changed it so that redraw was a separate animation, thusly speeding up the weapon sets.

    The best way to think of it is that, if you use attacks with the same weapon and don't cause any redraw, you get a small reduction in animation time for doing so. If you do generate redraw with your attack string, you're simply not getting the slight reduction and simply using the base animation times (since the attacks were balanced and designed around the animation time incorporating redraw automatically).
  6. Quote:
    Originally Posted by JeffVader View Post
    I just wanted to list the two reasons that make me select Tactics over FA
    Yeah, I personally rate them as being roughly equal honestly, at least where */regen and */wp are concerned. For any other secondary, FA simply costs too friggin' much. For me, it's a bigger question of whether I have the power pool choice available to get leadership, since speed, leaping, fitness, and fighting are all nearly requisite for most Scrapper builds that I put together.
  7. Edit that back to using the phpBB/Zetaboards export rather than the UBB export and it will actually look right.
  8. Quote:
    Originally Posted by JeffVader View Post
    I'd replace Focused Accuracy with Tactics.

    Tactics provides 7% tohit (at base) and Focused Accuracy provides 5% tohit (at base).
    Tactics costs 0.39 end/sec (at base) and Focused Accuracy costs 0.78 end/sec (at base).
    While FA doesn't provide as much +tohit, it provides 2 things that Tactics doesn't provide: 20% +acc and a boatload (re: 69.2% at 50) of +res(tohit). Honestly, the 20% +acc isn't all that great, especially when you consider just how much +acc you can get from IO sets, but the big factor that I've always seen is the tohit debuff resistance.

    Either way, the endurance issue shouldn't really matter anyway. It's */regen for god's sake. You've got QR, Stamina, and MoG with a tiny amount of non-attack end drain. You can easily afford to burn a bit of that extra endurance on a power that's less end efficient than it has any right to be.

    As to slotting, here's my recommendations:

    IH, Recon, and Dull Pain get 5 piece Doctored Wounds (all but Heal/End). QR gets the Perf Shifter proc, Perf Shifter EndMod, and a level 50 common EndMod. Integration either gets 5 piece Doctored Wounds (all but end/rech) or 3 piece Numina (proc, Heal, Heal/End). Fast Healing gets either the Miracle or Regen Tissue proc. Revive gets ignored. Resilience gets the 3% +def procs. MoG gets LotG +rech, LotG def/rech, and 2 level 50 common rech IOs.

    For your attacks, Storm Kick gets 5 piece Hecatomb (all but Dam), and, depending on how much +rech you're managing, a level 50 common rech IO. Crane Kick and CAK get 6 piece Touch of Death. Dragon's Tail gets 6 piece Obliteration. BU gets 3 rech IOs.

    For everything else, Stamina gets the same slotting as QR except that it gets all of it's slots only after QR is finished. Anything that can take an LotG +rech gets one. All transport powers get 3 piece BotZ. FA gets 6 piece Gaussian's.
  9. Quote:
    Originally Posted by JeffVader View Post
    favourite
    I love Brits...
  10. I'm Umbral, and I'm a number cruncher (sometimes called number guru). I enjoy build design, optimization, and calculation no matter what AT. I tend to remain with Scrappers but have done a lot with Defenders, Blasters, and Tankers. Where Scrappers are concerned, I'm exceptionally knowledgable where */regen and dm/* are concerned, especially where they are together. I've got strong opinions on balance and needed changes and have no compunctions with attracting the Baleful Gaze of the Mods if you're being an *****.

    I like to think of myself as the domesticated ***-hole of the Scrapper forums: I'm generally nice and helpful, but if you're a disrespectful ***** that makes no attempt to alleviate his own idiocy, don't expect me to treat you with the least amount of respect (though I'll still let you know how you're wrong).
  11. Well, since I've been called up to serve, I guess it would behoove me to actually contribute to the discussion.

    Here's the build. The open slot in Tough is for the Gladiator's 3% +def IO, so it's softcapped to all three. All three of the main attacks cycle fast enough for the Inc>GFC>Cre attack string. Hasten only has a 12.3 second downtime. Conserve Power has 39% uptime (90 sec duration, 230 sec recharge, 140 sec downtime). Endurance costs while it's down are only .79 + 3.11 = 3.9 end/sec while recovery is 3.8 end/sec thanks to the Perf Shifter proc. That's .1 end/sec loss with 111.8 end total for 1118 seconds to 0 end (re: more than long enough, especially with CP on standby).

    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: Fiery Melee
    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: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(11)
    Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
    Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(17)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(21), GSFC-Build%(25)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29), RgnTis-Regen+(29), Numna-Heal(31), Numna-Heal/EndRdx(31)
    Level 18: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(33)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(45), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc(48)
    Level 22: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 24: Agile -- GftotA-Def(A), GftotA-Def/EndRdx(37), GftotA-Def/Rchg(37), GftotA-Def/EndRdx/Rchg(39)
    Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
    Level 28: Quickness -- Run-I(A)
    Level 30: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(42)
    Level 32: Greater Fire Sword -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), Hectmb-Dam%(45), RechRdx-I(50)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(45)
    Level 38: Boxing -- RechRdx-I(A)
    Level 41: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(46), Empty(46), S'fstPrt-ResDam/Def+(48)
    Level 44: Aid Other -- Empty(A)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A), Empty(27)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  12. Quote:
    Originally Posted by Psyonico View Post
    true... which is why I focused on maxing out HP before I started building massive amounts of +regen

    however, your math is wrong, my 796% regen is actually about 3.3% of my max hp every second, IE: approximately 108 HP/Sec
    Gah. You're right. Divided by 60 seconds rather than by 100 percent. Stupid math errors.
  13. My DM/Regen doesn't miss the lack of a ranged attack at all when he exemps down, and only barely notices that LBE exists at all when not (I use it more for a set mule than as a real attack).

    My Kat/WP doesn't miss the complete lack of ranged attacks (outside of vet powers) at all.

    In general, if there's a runner/flier, I've got no problem either running them down (or jumping them down, in the case of fliers) or simply moving on to another group and waiting for them to run back to me (it's not always necessary to spend the time to run your target down when there are plenty of other guys 10' away from you, ready for a good beat down). It probably helps that the APP ranged attacks that Scrappers get are simply bad attacks. Their numbers can't compare with the awesomeness of the attacks in your primary.
  14. Quote:
    Originally Posted by Miladys_Knight View Post
    What's a Stalker? I always thought they were imaginary like Santa Claus, the Easter Bunny, and Honest Politicians.
    Just because you haven't seen them doesn't mean they don't exist. It doesn't matter that you don't believe in them. When you're in a PvP zone, I assure you, they will believe in you (and generally prove so by tapping you on the back as hard as possible).
  15. Quote:
    Originally Posted by BillZBubba View Post
    Umbral, you vastly underestimate the mitigation capability of shockwave and you are downplaying its effectiveness either knowingly or not.
    Once every ~5.5 seconds, you can prevent incoming damage from up to 10 targets for roughly 1.75 seconds, assuming they're within the rather restrictive area of the 90* 30' cone and don't have any knockback protection. Assuming that you're hitting every target every time and using the power every time that it's up, that's ~32% mitigation. While it can only get lower (and it almost assuredly will get lower, especially when fighting higher level enemies or AVs), it's got the added benefit of being a normally untapped source of mitigation and therefore stacks with damage mitigation and damage recovery for survivability purposes.

    Compare that to Siphon Life, which will increase the survivability of a DM/SR by roughly 200% by increasing their damage recovery from ~20 hp/sec (assuming IO build) to ~60 hp/sec, or DA/Parry, which will increase the survivability of a Kat/Regen by roughly 600% by increasing their melee defense from 20% to 45% (assuming only melee and lethal attacks).

    Shockwave is a powerful power, but it's not nearly as powerful a tool of survivability as the previously mentioned powers within their specific situations of synergy (DA/Parry in the absence of large amounts of +def and Siphon Life in the absence of large amounts of damage recovery).
  16. Quote:
    Originally Posted by Arcanaville View Post
    Ironically (because of your upstream post regarding regen activation times) my primary objection to Castle when he introduced the new MoG was that MoG needed to last just a bit longer than 15 seconds: its activation time means the regen scrapper is rooted for 17% of its total protection time (actually, factoring in Arcanatime, its closer to 18.5%). For rather complex balance-calculation reasons, I suggested that MoG's cast time be reduced to 1.97 seconds and its duration increased to 20 seconds, in order to reduce its rooted time to no more than 10% and its total unrooted protection time to at least 18 seconds (there were specific performance calculations also involved, as well as duty-cycle issues).
    Is that actually taking into consideration the power effect delay? One of the reasons why I've been loathe to actually make any commentary on how much MoG eats into the duration of the effect is because I haven't actually gotten any information on how late in the animation the power actually begins taking place, yet I do know, from watching my real numbers, that the +res and +def apply after the power actually begins animating. The same applies to all of the other */regen powers as well, though I've still yet to actually get any hard information as to the delays (seeing as I'm too lazy to actually demorecord and do tick by tick analysis).

    Quote:
    As I pointed out in I11 beta (and Werner seems to have reproduced above) SoW should not be judged in isolation, but stacked onto Willpower. It is its differential performance when used on a slotted Willpower character that should be compared to other tier9 class powers (judged similarly) because that is how its intended to function. And when you do that, SoW generates very respectable overall benefit compared to the average tier9-class power.

    Its worth noting that Willpower starts off with about 35% resistance to s/l to begin with: the 29% that SoW adds is not insignificant for that reason: you're at 64% RES to s/l, which is essentially cutting incoming damage nearly in half. So at least for s/l the difference between SoW and MoG is the choice between being twice as strong nearly half the time, or being 4 times as strong less than 20% of the time.

    MoG is going to do better in the energy/elemental area, and of course worse in the psionic area.
    I agree completely that both of the tier 9s need to be viewed within the context of the powerset as a whole. MoG would be much less interesting within the confines of a set that has plenty of +res and +def to live off of all the time (re: Invuln), but I still think that MoG is, by far, the better power especially because of this.

    Assuming no pool powers (which seems to be standard for powerset comparison) and SO slotting, SoW provides 29.3% +res(s/l) and 14.6 +res(all but s/l) with 40% uptime to a set that brings 35.1% +res(s/l) , 32.2% +res(psi), and 8.8% +res(other) to the table. That's an 82.3% increase in survivability against s/l damage, 27.4% increase against psi, and 19.1% increase against all other types (since SoW doesn't have any effect on defense, the def contributions are static and can therefore be ignored).

    Under the same assumptions, MoG provides capped defense (45% functional contribution) to all but psi and 71.25% +res(all but psi), with a variable uptime ratio that's roughly 12% with SOs and no other +rech (15/125). */Regen brings only 8.8% +res(s/l) to the table. While it's up, that's a 3648% increase in survivability to s/l, a % increase in survivability to psi, and a 3478% increase to all others.

    To me, it seems rather obvious that the power that increases your survivability by more than 2 orders of magnitude is better than the power that increases survivability by roughly 50% even if it's the other power is up nearly 3.5 times as often.

    Of course, this completely ignores the crash that SoW has that you never have to deal with where MoG is concerned, nor does it bring up the fact that MoG has a 100% +recov buff and SoW only has 30% (considering the uptimes, the +recov is largely equal).

    Quote:
    Incidentally, I don't accept the premise that far more players skip SoW as skip MoG. If I had to bet I would bet that a similar number of players take either.
    Honestly, my comment earlier on how often the powers get taken wasn't meant to be construed as "players do this". It was moreso meant to elaborate how important the powers are to the performance of the set. MoG adds a lot more survivability to */regen than SoW does to */wp, and, for those that pay attention to numbers rather than player perspective and expectations, MoG has a much greater positive effect upon survivability than SoW does.
  17. Unless you've got some complex system of power rating that would actually allow power selection across multiple sets to be balanced, it's simply a bad idea.

    How would you stop people from simply choosing the best powers at every tier/level/whatever, much less how would you actually deal with some powers existing in multiple sets and roles but being in different places for the various ATs? KO Blow is one of the most powerful single target attacks in the game and is generally likened to other melee sets' tier 9 attacks, yet it's only a tier 6 power. How would you deal with other issues such as specific powers being nominally required for an AT's powerset (Hide, Assassin's attacks and Placate for Stalkers, Taunt for Brutes/Tankers, Confront for Scrappers)? Unless you've got some system in which you think you could balance every power across all power sets across the multitudes of variables that actually matter (animation time, damage, DPA, endurance, recharge, damage type, and that's just for attacks), it's never going to happen simply for balance reasons.

    The single most important thing to remember any time any one thinks of something like this is that everything involved with this is a game, not a comic book. Everything has to be designed and thought of within that very specific context. Bringing up all of the weird powers that Superman has access to (super weaving!) as an argument as to why players within the game should be able to cherry pick their own powers as well ignores the fact that this isn't a comic book.

    It doesn't help that powersets are balanced within the context of the powerset as a whole rather as a series of externally balanced thematically similar powers. If this were true, it might be possible to generate a system that does what you'd like, but it's highly unlikely without an comprehensive review of absolutely everything, and that is a highly unlikely prospect.
  18. Arch/Ment is an AoE beast. Arch/Nrg is pretty good, decent ranged synergy, moderate blapping capabilities, but suffers from redraw (like all Arch/* combos).

    I thoroughly enjoyed leveling my Arch/Ment. Incredible AoE capabilities and one of the few blasters that can actually manage a complete AoE attack string without having to wait until APPs.
  19. Umbral

    I16 and MA

    Quote:
    Originally Posted by Simian_Stalker View Post
    That would be extreme AWESOME!
    I highly doubt they'll ever remove the minimum size requirements, simply because a number of TFs and trial actually have a reason for the minimum number of players. Just look at the Caverns of Transcendence trial.
  20. Quote:
    Originally Posted by Pyrochaos View Post
    I am trying to decide what to take for my APP powers, and having no characters above 40 before, I don't really have any idea sort of what I am doing.

    I am looking at Body. I have like no end problems, so I am not sure if Conserve Power is worth it, so it looks like FA is the obvious choice if anything. How does having FA change my slotting for +ACC?
    CP is largely redundant on a */regen since you've already got QR and most likely Stamina. MA's end issues aren't so extreme as to require anything else, much less actually require Stamina even with FA or Targeting Drone turned on.

    Quote:
    After that, I am looking at maybe energy torrent, but it just doesn't feel right for my char to take ranged anything, so I am reluctant.

    What's the standard package that people take?
    I generally take FA and LBE and that's it. FA is great for the Gaussian's set and LBE takes Apoc.

    FA will only slightly reduce how much you need to slot acc into your powers. It adds only 20% acc, which isn't really much to go home about, and a pittance of +tohit (~7.5% enhanced). In SO terms, you could get away with only slotting a single acc rather than 2 (unless you're like me and go with a single acc anyway).
  21. Quote:
    Originally Posted by Santorican View Post
    Very true...

    I guess you have a EU version of you?
    That's what I'm guessing. Hopefully they'll resolve the issue soon since the NA/EU tags are only supposed to be temporary.
  22. Quote:
    Originally Posted by Santorican View Post
    I lost my sanity
    Lost? You're a Scrapper. We've never had sanity.
  23. It's so very nice to be back. Definitely gonna have an adjustment period though. So much is different...
  24. Quote:
    Originally Posted by JamoUp View Post
    can we get the fire/fire guide in my sig put in the official list plz? and my title is back to "recruit" from "guide contributer"
    Your link isn't working atm and everyone's titles got returned to the default.
  25. Umbral

    Finally!!!

    I was definitely bored without my daily dose of Scrapper number crunching and optimization debate.