Umbral

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  1. [ QUOTE ]
    Can this combo solo AVs reasonably?
    If yes...can this be done without Hasten in the build?

    [/ QUOTE ]

    To answer the first question, yes. To answer the second question, most likely, but it will take longer and have a lower likelihood of success because */regen just loves +recharge.
  2. Umbral

    The best DPS?

    [ QUOTE ]
    The end dam buff is: +29.7 from defiance...

    [/ QUOTE ]

    You have to calculate the +dam for Defiance for each attack individually. You can't just generate an average value and apply it to them all.
  3. PF, if you're curious about what ranged set to go with, I just finished a rather throatpunchingly annoying analysis of the Blaster primaries here. It's not really all that applicable to Blasters, seeing as no self respecting optimized Blaster attack chain is going to include only primary powers, but it works well for a glance at how the Corrupter versions should compare with each other (though Sonic would gain a bit more ground simply because of the slightly higher res values).
  4. Umbral

    The best DPS?

    Ok, here's the DPS values for the strings as I've calculated them.

    Archery
    SO: 118.49
    SO + Hasten: 138.12
    IO: 127.19 (switched to Blazing>Snap>Aimed to account for Defiance issues that don't exist in normal attack chain generation that allowed for better DPS and got 144.13 >.< Defiance drives me batty)

    Assault_Rifle
    SO: 85.07
    SO + Hasten: 101.34
    IO: 114.25

    Electrical_Blast (assuming 94.93% +dam in VS for 86.72 damage every 3.82 seconds for an extra 22.7 DPS)
    SO: 78.24 + 22.7 = 100.94
    SO + Hasten: 111.89 + 22.7 = 134.59
    IO: 108.01 + 22.7 = 130.71 (yet again, Defiance makes me angry; modified attack string to Charged>Lightning>Charged>Ball yields 123.17 + 22.7 = 145.87 DPS)

    Energy_Blast
    SO: 110.25
    SO + Hasten: 131.0
    IO:

    Fire_Blast
    SO: 137.48
    SO + Hasten: 166.13
    IO: 182.4

    Ice_Blast
    SO: 110.37
    SO + Hasten: 133.81
    IO: 155.26

    Psychic_Blast
    SO: 113.54
    SO + Hasten: 156.1
    IO: 163.86

    Sonic_Attack (these numbers might be slightly off because Scream is just that annoying and I don't have reliable numbers on after animation duration of the -res, it should be reliably close though)
    SO: 144.46
    SO + Hasten: 144.2 (I'm pretty sure this one would actually be higher than the SO string)
    IO: 166.32

    In order of highest to lowest DPS...
    SO:
    Sonic 144.46
    Fire 137.48
    Archery 118.49
    Psychic 113.54
    Ice 110.37
    Energy 110.25
    Elec 100.94
    AR 85.07

    SO + Hasten:
    Fire 166.13
    Psychic 156.1
    Sonic 144.2
    Archery 138.12
    Elec 134.59
    Ice 133.81
    Energy 131.0
    AR 101.34


    IO:
    Fire 182.4
    Sonic 166.32
    Psychic 163.86
    Ice 155.26
    Elec 145.87
    Archery 144.13
    Energy 137.17
    AR 114.25

    The interesting thing to not is that Sonic actually does remarkably well considering it's generally considered to have one of the worst DPAs in the game. The big thing that inflates its numbers is the huge internal synergy it's got. Shout looks horrible on paper until you actually start checking out the Defiance and -res benefits, which more than make up for it being a generally sub par attack. Fire is, of course, on top, though takes some decent slotting to get there. AR is on that bottom the entire time, which was expected thanks to a distinct lack of real single target attacks. Elec was in the bottom half every time, even including the Voltaic Sentinel, which, considering that it doesn't have a similar level of AoE damage as the other low ST performers do (Energy is actually substantially better than Elec at AoE).
  5. [ QUOTE ]
    Sorry if it's already been answered, but why is Spines Scrap at the bottom of the list? I understand that most of the attacks are kind of weak, but doesn't the AoE count for anything? Is this just for ST?

    [/ QUOTE ]

    If you read the first results thread, you would have seen that all of these calculations are explicitly concerned with single target damage.
  6. [ QUOTE ]
    Are there tools that are inherently evil by the way? I always thought that behavior made people good, or evil.

    [/ QUOTE ]

    I think it depends on what you confine as good and evil. If you adhere to a Machiavellian definition wherein the means is unimportant as long as the intentions are pure, then, no, there are no evil weapons. However, if you adhere to a more traditional moral viewpoint wherein means is just as important as the desired end, then there are a number of evil weapons, though which weapons are evil and which are not is then a line that needs is drawn from person to person.

    If you go by the precedent set by the real world, "evil" weapons would most likely be construed as any weapon that is either especially difficult to control and therefore has the capacity to generate a large number of unintended deaths and/or long term environmental consequences or one that causes an inordinate amount of suffering before killing the target. Interestingly enough, many of the weapons Heroes use in game could easily be considered "evil" by this definition: */Devices uses mines, Radiation uses radioactive emissions, Spines has a toxic damage component that could be construed as poison, etc.

    Personally, I think the line was drawn by the devs for thematic reasons concerning the actual names of the power set. While it could easily be used for evil purposes (and often is by narcissistic sociopaths), empathy is considered to be heroic, which is why it had to be changed into Pain Domination to be thematically "evil" enough. While a variety of poisons are actually used in a number of holistic healing methods and even herbal healing to an extent, plus the fact that many governments have no problem using many engineered poisons for nonlethal crowd control (tear gas anyone?), poison, as a name, is considered to be too evil to be used heroically.

    It's a semantic point that the devs have decided to drawn the line at. It may not make a load of sense (considering that burning targets alive is probably much more cruel than simply making them vomit endlessly for a few hours), but that's where the devs have drawn it.
  7. [ QUOTE ]
    [ QUOTE ]
    All of them have the "Overpowered Tier 9 propping up an otherwise kind of crappy set" feel to me... the same feel that Psionic Assault just gave up with the nerf of PSW and buff of practically everything else.

    Some players like having one really spectacular trick to rely on almost exclusively, and others like having a mix of good powers available from the very beginning. To that second set of players, yeah, there's no question that SS and Stone Armor suck. Kin, to a lesser degree. I can imagine playing a Kin without Fulcrum Shift a lot easier than a SS without Foot Stomp or Stoner without Granite...

    [/ QUOTE ]

    Sorry but saying that you would not like to play SuperStrenght without FootStomp does not mean that the 8 other powers in the set suck and are underperforming!

    Holy mother Batman! Are you trying to tell us that KO Blow, a high dmg attack with knockup and a mag 3 hold sucks?

    Are you telling us that Rage sucks?

    Are you telling us that Hurl, a decent damage with -fly component sucks?

    Seriously, there are like no powers that really are plain bad in SS. They all can be serviceable and the Set IO slot opportunities make them even more interesting.

    Let's just agree to disagree i guess because i like SS very much and do not feel underpowered or gimped one notch. And Footstomp is great but i still liked playing SS pre-38 with my tanker. Its just icing on the cake.


    [/ QUOTE ]

    First off, try imagining the set without Rage, with Scrapper numbers (because that's what I'm used to dealing with, honestly) and then look at the numbers. (We get Scrapper numbers from a Tanker set by multiplying the damage by 1.125/.8 = 1.40625)

    Jab: 1.32 sec animation, 42.61 damage, 32.28 DPA
    Punch: 1.452 sec animation, 62.58 damage, 43.01 DPA
    Haymaker: 1.716 sec animation, 102.66 damage, 59.83 DPA
    KO Blow: 2.376 sec animation, 222.75 damage, 93.75 DPA
    Hurl: 2.64 sec animation, 102.66 damage, 38.89 DPA
    Foot Stomp: 2.244 sec animation, 88.88 damage, 39.61 DPA

    Now, I can tell you, from repeated experience calculating DPS and comparing DPA on the Scrapper forums, all of those numbers are painfully low. In general, the first 2 tiers of an attack set are at least 45-55 DPA. The next two attacks are almost always 80 DPA or higher. KO Blow does an admirable job of making the rest of the set decent, but it's the only one that has even remotely decent damage for its activation time only it's on twice the recharge because it's so much damage in a single attack and has a hold attached to it. The only reason that the set is even remotely competitive is because Rage is crazily powerful.

    It's not Footstomp that's the real powerhouse that makes the entire set even remotely balanced, and I don't really think that's what Eizen was trying to say. The "awesome tier 9" issue is simply that the entire set would suck if a single incredible power in the set wasn't there. Stone Armor (without Granite) and Super Strength (without Rage) would both be pretty mediocre, if not sub par. Personally, I see that as a problem. Others don't. But it doesn't change the fact that both sets suffer from an inordinate concentration of their effectiveness within a single power.
  8. Umbral

    The best DPS?

    [ QUOTE ]
    [u]ARCHERY[u]
    SO: 106.55
    SO+HASTEN: 115.85
    IO: 114.54

    [/ QUOTE ]

    You got those numbers wrong. I just checked your numbers for Archery with SOs without Hasten. It's supposed to be 118.49.

    Because the length of the attack string is 8.502 and none of the attacks take less than .978 seconds to activate (the difference between the length of the attack string and the duration of any individual Defiance buff after the animation of the attack concludes), every attack in that attack string gets the same benefit of each attack in the attack string: 12.1 + 6.6 + 11 + 6.6 + 3.2 = 39.5%

    Baseline SO slotting is 94.93%. Total +dam is then 134.43% for a total +dam modifier of 234.43%.

    Blazing Arrow>Snap>Aimed>Snap>Fistful = 379.07 + 124.01 + 193.64 + 124.01 + 133.39 = 954.12 damage.

    The total duration of the attack string is 8.052 seconds. 954.12/8.052 = 118.49 DPS.

    Honestly, Player99, don't take this the wrong way, but, considering all of the math and method errors that you've exhibited through nearly every step of this process, I'm not sure that you should be the one to try and do this.
  9. Umbral

    The best DPS?

    This should be a bit better. Some of the numbers are largely useless though and could stand to be trimmed. DPS for an individual attack is pretty much useless as are DPA and DPE values across the other damage types because they'll remain largely constant because they're percent decreases. There's a large amount of pointless data on our friend's spreadsheet.

    Code:[/color]
    PRIMARIES														
    SO: 3 dam, 2 rech, 1 end
    Archery Damage Act. Rech. End. DPS DPA DPE DPS DPA DPE 250% Rech DPS
    Snap Shot 52.6 1.188 2 3.54 16.5 44.28 14.86 42.93 86.31 38.61 52.92
    Aimed Shot 82.6 1.848 6 5.2 10.52 44.7 15.88 29.55 87.13 41.27 38.89
    Blazing Arrow 161.7 1.980 10 10.2 13.5 81.67 15.85 39.49 159.19 41.19 54.08
    Fistfull 56.9 1.320 8 8.53 6.11 43.11 6.67 18.12 84.03 17.33 25.18
    Explosive Arrow 56.3 1.980 16 15.2 3.13 28.43 3.70 9.47 55.43 9.62 13.44
    Rain of Arrows 225.2 4.224 60 20.8 3.51 53.31 10.83 10.91 103.93 28.13 15.96

    Assault Rifle
    Burst 67.6 1.188 4 5.2 13.03 56.9 13 36.72 110.92 33.78 48.49
    Slug 102.6 1.848 8 8.53 10.42 55.52 12.03 30.08 108.22 31.25 40.65
    Ignite 283.6 4.224 20 5.2 11.71 67.14 54.54 34.06 130.88 141.71 46.4
    Buckshot 56.9 1.056 8 10.19 6.28 53.88 5.58 18.93 105.03 14.51 26.74
    M30 Grenade 56.3 1.848 16 15.2 3.15 30.47 3.70 9.58 59.39 9.62 13.65
    Flame Thrower 121.1 2.508 20 23.9 5.38 48.29 5.07 16.27 94.12 13.17 23.05
    Full Auto 178.6 4.224 60 15.6 2.78 42.28 11.45 8.65 82.42 29.75 12.66

    Electrical Blast
    Charged Bolts 62.6 1.188 4 4.42 12.07 52.69 14.16 34 102.72 36.8 44.91
    Lightning Bolt 102.6 1.848 8 7.25 10.42 55.52 14.15 30.08 108.22 36.77 40.65
    Volt.Sent. 44.5 1.320 2.5 0 11.65 33.71 44.5 22.71 65.72 86.74 23.3
    Ball Lightning 63.8 1.320 16 15.18 3.68 48.33 4.20 11.38 94.22 10.92 16.53
    Short Circuit 56.3 3.168 20 15.6 2.43 17.77 3.61 7.23 34.64 9.38 10.08

    Energy Blast
    Power Bolt 62.6 1.188 4 5.2 12.07 52.69 12.04 34 102.72 31.28 44.91
    Power Blast 102.6 1.848 8 8.53 10.42 55.52 12.03 30.08 108.22 31.25 40.65
    Power Burst 132.6 2.244 10 10.4 10.83 59.09 12.75 31.34 115.19 33.13 42.47
    Energy Torrent 60.1 1.320 12 11.86 4.51 45.53 5.07 13.75 88.75 13.17 19.64
    Explosive Blast 56.3 1.848 16 15.2 3.15 30.47 3.70 9.58 59.39 9.62 13.65

    Fire Blast
    Flares 63.2 1.188 2.18 3.69 18.76 53.2 17.13 49.35 103.7 44.5 61.36
    Fire Blast 92.6 1.848 4 5.2 15.83 50.11 17.81 42.48 97.68 46.27 53.71
    Blaze 188.9 1.188 10 10.4 16.88 159.01 18.16 51.21 309.95 47.2 72.82
    Fireball 78.8 1.188 16 15.18 4.58 66.33 5.19 14.23 129.3 13.49 20.77
    Rain of Fire 126.8 2.244 60 26 2.04 56.51 4.88 6.46 110.15 12.67 9.66
    Fire Breath 109.8 2.904 16 15.2 5.81 37.81 7.22 17.11 73.7 18.77 23.6

    Ice Blast
    Ice Bolt 62.6 1.188 4 5.2 12.07 52.69 12.04 34 102.72 31.28 44.91
    Ice Blast 102.6 1.848 8 8.53 10.42 55.52 12.03 30.08 108.22 31.25 40.65
    B.I.B. 142.6 1.320 12 13 10.71 108.03 10.97 32.61 210.58 28.5 46.6
    B.F.R. 82.6 2.64 20 15.2 3.65 31.29 5.43 10.99 60.99 14.12 15.53
    Frost Breath 87.6 2.904 16 15.18 4.63 30.17 5.77 13.65 58.8 14.99 18.83
    Ice Storm 118.3 2.244 60 15.6 1.9 52.72 7.58 6.03 102.76 19.7 9.02

    Psychic Blast
    Psionic Dart 62.6 1.188 4 5.2 12.07 52.69 12.04 34 102.72 31.28 44.91
    Mental Blast 102.6 1.848 8 8.53 10.42 55.52 12.03 30.08 108.22 31.25 40.65
    TK Blast 122.6 1.188 10 10.2 10.96 103.2 12.02 33.24 201.17 31.23 47.26
    Will Domination 77.6 1.320 20 10.2 3.64 58.79 7.61 11.35 114.6 19.77 16.65
    Psionic Tornado 55.7 2.508 20 18.52 2.47 22.21 3.01 7.48 43.29 7.81 10.6

    Sonic Attack
    Shriek 52.6 1.188 3 4.37 12.56 44.28 12.04 34.31 86.31 31.28 44.05
    Scream 91.19 1.848 6 6.86 11.62 49.35 13.29 32.62 96.19 34.54 42.93
    Shout 132.6 3.036 11 11 9.45 43.68 12.05 26.82 85.14 31.32 35.66
    Howl 50.7 2.508 10 10.19 4.05 20.22 4.98 11.61 39.41 12.93 15.58
    Shockwave 40 2.376 8 11.9 3.86 16.84 3.36 10.86 32.82 8.73 14.35
    Siren's Song 31.3 2.244 20 15.6 1.41 13.95 2.01 4.28 27.19 5.21 6.11


    SECONDARIES

    Electricy Manip.
    Electric Fence 62.6 1.320 4 7.8 11.77 47.42 8.03 32.79 92.44 20.85 42.88
    Lightning Field 9.45 1.000 1 0.78 4.73 9.45 12.12 9.21 18.42 31.48 9.45
    Charged Brawl 109 0.924 10 10.2 9.98 117.97 10.69 30.68 229.95 27.77 44.27
    Havok Punch 144.6 1.584 14 13.5 9.28 91.29 10.71 28.22 177.95 27.83 40.26
    Thunder Strike 165.7 3.432 20 18.5 7.07 48.28 8.96 20.92 94.11 23.27 28.99
    Shocking Grasp 100.1 1.188 15 18.2 6.18 84.26 5.50 19.15 164.25 14.29 27.85

    Energy Manip.
    Power Thrust 44.5 1.188 6 6.86 6.19 37.46 6.49 18.11 73.02 16.86 24.8
    Energy Punch 109 0.924 10 10.2 9.98 117.97 10.69 19.45 229.95 27.77 44.27
    Bone Smasher 144.6 1.584 14 13.5 9.28 91.29 10.71 28.22 177.95 27.83 40.26
    Total Focus 198 3.432 20 18.5 8.45 57.69 10.70 25 112.46 27.81 34.64
    Stun 13.9 1.98 20 10.2 0.63 7.02 1.36 1.94 13.68 3.54 2.79

    Fire Manip.
    Ring of Fire 96.3 1.32 6 7.8 13.16 72.95 12.35 38.14 142.21 32.08 51.77
    Fire Sword 131.2 1.584 10 10.2 11.33 82.83 12.86 33.71 161.46 33.42 46.99
    Combustion 83.4 3.168 15 13 4.59 26.33 6.42 13.36 51.32 16.67 18.19
    F.S.C 99.5 2.904 20 18.5 4.34 34.26 5.38 13.01 66.79 13.98 18.25
    Blazing Aura 11.1 1 1 0.78 5.55 11.1 14.23 10.82 21.64 36.98 11.1
    Burn 170.2 2.244 25 5.2 6.25 75.85 32.73 19.23 147.85 85.05 27.8
    Hot Feet 13.9 1 1 1.04 6.95 13.9 13.37 13.55 27.1 34.73 13.9

    Ice Manip.
    Chilblain 62.6 1.32 4 7.8 11.77 47.42 8.03 32.79 92.44 20.85 42.88
    Frozen Fists 91.2 1.584 8 8.53 9.52 57.58 10.69 27.84 112.23 27.78 38.13
    Ice Sword 109 1.584 10 10.2 9.41 68.81 10.69 28.01 134.14 27.77 39.04
    Freezing Touch 63.4 1.188 10 10.2 5.67 53.37 6.22 17.19 104.03 16.15 24.44

    Mental Manip.
    Subdual 62.6 1.848 4 8.53 10.7 33.87 7.34 28.72 66.03 19.07 36.31
    Mind Probe 91.2 1.32 8 8.53 9.79 69.09 10.69 29.04 134.68 27.78 40.35
    TK Thrust 44.5 2.244 6 6.86 5.4 19.83 6.49 14.84 38.66 16.86 19.16
    Psychic Scream 65.1 2.904 12 11.9 4.37 22.42 5.47 12.56 43.7 14.21 16.9
    W.o.C. 7.51 1 1 0.13 3.76 7.51 57.77 7.32 14.64 150.11 7.51
    P.Shockwave 68.8 2.112 20 10.2 3.11 32.58 6.75 9.5 63.5 17.53 13.61

  10. Umbral

    The best DPS?

    [ QUOTE ]
    Is it me or did this formating broke the forum ?

    On Firefox, I've got numbers flying out of the blue background to the right, on the black background which is usually blank.

    [/ QUOTE ]

    They did. I was hoping he'd come back and reformat it so that it's actually legible. I'll try to repost it for him.
  11. [ QUOTE ]
    [ QUOTE ]
    Super Strength, Stone Armor and Kinetics are your honorable mentions?! None of these should even be mentioned in an "underperforming" conversation. I am mad at myself for bringing them up again.

    [/ QUOTE ]

    All of them have the "Overpowered Tier 9 propping up an otherwise kind of crappy set" feel to me... the same feel that Psionic Assault just gave up with the nerf of PSW and buff of practically everything else.

    [/ QUOTE ]

    I would have to agree with this assessment of the power sets, except that Kinetics actually has some respectable powers other than just Fulcrum Shift. Stone Armor really is rather mediocre without Granite Armor and Super Strength suffers from having Rage (look at all of the attack powers from a DPA standpoint, you'll be amazed that only KO Blow is even remotely decent).
  12. [ QUOTE ]
    they are generally intelligent, useful, and kind.

    [/ QUOTE ]

    Most of us are all three, but I'm only 2 of those. Guess which.
  13. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Now, as for my projected build after a final (ha!) respec: would move one slot from Health to Sting of the Wasp and six-slot that with Mako's for more ranged defense, and might possibly swap out Stealth for Maneuvers (but keep slotting the same).

    [/ QUOTE ]

    Switch out Sting of the Wasp for Gambler's Cut. If you need reasons, let me know. I have plenty and they're all good.

    [/ QUOTE ]

    I would like to hear them. SotW is not usually a part of my attack chain but when I need an extra attack, it's there. It's supposed to be more damage than Gambler's Cut... what's the advantage to Gambler's Cut?

    [/ QUOTE ]

    First off, Sting of the Wasp may deal more damage, but it's actually slightly worse damage per activation second (DPA), which is a much more important value. Using Mids numbers, SotW has a base DPA of 60.45 (79.8/1.32; remember to use Arcanatime). GC has a base DPA of 62.55 (57.8/.924). Right off the bat, GC has an advantage.

    Secondly, GC has lower recharge requirements to fit into attack strings. Considering how low both of the recharges are, it's not really an important consideration, but it is an advantage of GC's, especially at the low levels of recharge where filling out attack strings is nearly as important as actually having decent attacks.

    Lastly, GC is simply faster. This may not seem like much, but you've got to remember that SD and GD both have much better DPAs than either SotW and GC. Any extra time you spend animating either of those attacks is DPS you're losing because you could instead be using GD or SD. GC and SotW should only be used when GD and SD aren't going to be up immediately, otherwise, you're not going to be dealing as much damage.
  14. [ QUOTE ]
    [ QUOTE ]
    3) It made me giggle like a schoolgirl for a solid couple of hours.

    [/ QUOTE ]

    You folks have no idea how scared the rest of us were. We thought he'd snapped! I mean, BABs has WEAPONS at his desk, you know.

    [/ QUOTE ]

    The players of my weekly D&amp;D game are the same way. I've got a number of instruments similar to BAB's lying around within arms reach of my GM chair.
  15. [ QUOTE ]
    Then, since Enhancements were never meant to be reused, things are working as intended.

    [/ QUOTE ]

    This. Positron has said that letting us keep 10 enhancements from a Respec was being extremely generous. I don't see any reason why we should expect to be able to bring more out, much less make it simpler to do so. I will however sign on to an improvement to the system used for respecs. Unless you're using an external program like Mids, you're almost guaranteed to make mistakes.
  16. Umbral

    The best DPS?

    [ QUOTE ]
    I have my own damage charts to look through when trying to decide on powers and even powersets. Certainly, you can post your tables and add more empirical data to everyone's knowledge base. I just want to caution that looking at Blaster primaries in a vacuum can be misleading, far more than looking at other sets' damage outputs, like Scrapper primaries or Tanker secondaries (and again, they have their own problems, but nothing like Blasters).

    [/ QUOTE ]

    The big reason is that all of the other ATs except for Dominators get all of their attacks from a single power set supplemented by resources available to everyone in the AT (APP/PPPs and power pools). Dominators and Blasters are more difficult to consider because they both get attacks from 2 completely difference sources, which means that the complexity of analysis, in order to be truly accurate, has to be multiplicatively more complicated, and, even then, it is going to suffer from certain synergistic combinations making other non-synergistic combinations appear sub par.
  17. [ QUOTE ]
    Now, as for my projected build after a final (ha!) respec: would move one slot from Health to Sting of the Wasp and six-slot that with Mako's for more ranged defense, and might possibly swap out Stealth for Maneuvers (but keep slotting the same).

    [/ QUOTE ]

    Switch out Sting of the Wasp for Gambler's Cut. If you need reasons, let me know. I have plenty and they're all good.

    [ QUOTE ]
    Here's a question for the Mid experts: why is it that Stealth in the above build claims to give me 2.65% defense (under the info tab for that slot) but when I turn it on my defense jumps up a full 5.3%? This, btw, matches what I actually get in-game, a 5.3% bump with Stealth on. Supposedly Maneuvers would give me 3.21% defense and per Mids that appears to be all it actually gives me... so Stealth gives me the bigger across-the-board defense bump?

    [/ QUOTE ]

    This is because Stealth grants 2 unenhanced 1.875% +def(all) buffs. One is active all the time and the other is suppressed for 10 seconds when you attack or are hit.

    [ QUOTE ]
    Oh yeah, caveats: 1. Build is designed for as much positional defense as I could manage, so if my DPS or whatever suffers a little, I'm fine with that. 2. I like fly. 3. Another scrapper might dump Call of the Wolf for Instant Healing or something else (my friend can't fathom a regen scrapper without Instant Healing, but honestly I've never felt I needed it). YMMV.

    [/ QUOTE ]

    */Regen without IH is perfectly reasonable, though it is giving up one of */regen's more potent tools. I wouldn't do away with it, but, then again, I only really have use it in the extreme circumstances that I regularly place myself into.
  18. [ QUOTE ]
    Now, about that Corrupter...

    [/ QUOTE ]

    We'll be here to answer your questions about those too.
  19. [ QUOTE ]
    Just a random observation. Playing my heros recently, I've noticed most players are scrappers.

    Also, as I watch the forum surfers, I consistantly see the scrapper forum as having the most viewers.

    City of Scrappers?

    [/ QUOTE ]

    It's not so much that most people are playing Scrappers. The Scrapper forums are simply one of the more open, number optimization centric boards around. There have actually been a number of Brutes, Khelds, and other ATs that have found themselves on our boards because the boards for their own ATs weren't being particularly helpful.

    So, in short, in game, Scrappers are common, but not so common as to actually be the only thing people play (remember when teaming that Scrappers are excellent soloers and oftentimse don't feel the need to team) and the Scrapper boards aren't just used by Scrappers.
  20. I've wanted this for so long. I'll finally get some use out of my 117 blueside souvenirs (and no, I'm not miscounting)!
  21. [ QUOTE ]
    20% is usually what I see without too much sacrifices. I'm more than willing to be proved wrong if you'd like to post some of your builds, though.

    [/ QUOTE ]

    I know I've posted my DM/Regen build in a couple of places before. Here's a slightly tweaked variant with a tad less recharge (10% less) and bit more defense (the empty IO is for the Gladiator's Armor 3% +def) than the once I referenced: 33.5% +def(melee), 27.97% +def(ranged), and 29.57% +def(AoE).

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    +def concept: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- 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%(46)
    Level 1: Fast Healing -- RgnTis-Regen+(A)
    Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dam%(11)
    Level 4: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15)
    Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(48)
    Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(21)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46)
    Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(15), Zephyr-Travel/EndRdx(27)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(17), Numna-Heal(27)
    Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
    Level 20: Boxing -- Acc-I(A)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(37), Aegis-Psi/Status(39)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/Rchg(42)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
    Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(45)
    Level 35: Stealth -- LkGmblr-Rchg+(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(48)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Build%(45), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50)
    Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(48)
    Level 47: Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  22. [ QUOTE ]
    [ QUOTE ]
    Wrong forum section, dude.

    [/ QUOTE ] Kinda. He'll probably get better answers here(though I was a fan of Kheld forums when I used to visit them a lot).

    [/ QUOTE ]

    If he thinks I'll help just because the devs stole my name for their Warshade powersets, he's got another thing coming to him... grumblegumblegrumble.
  23. [ QUOTE ]
    You can slot regen up for defense as well, sure. The best I've seen anyone manage in this regard is around 20% or so to all positions.

    [/ QUOTE ]

    Considering that it's already been shown that it's possible to softcap a kat/regen and a BS/regen, you may want to actually check to see what's possible with IOs and sword sets, though the build did sacrifice much in the way of recharge and offensive functionality. My DM/Regen build manages 33% +def(melee), 24% +def(ranged), and 29% +def(AoE) while being able to generate more than 200 DPS and a 6 second downtime on Hasten.
  24. Umbral

    The best DPS?

    [ QUOTE ]
    Also, I added VS to the elec chain, all I did was figure out how many time VS would fire *on the target* during the chain, then added it to the damage

    [/ QUOTE ]

    That's not actually the appropriate method for adding VSs damage. It's simply better to outright calculate VSs DPS and add it afterwards. Think of it this way, if VS fired once every 4 seconds for 40 damage and the attack string you were adding it to required 5 seconds, you would be adding 80 damage to the 5 second attack string for a benefit of 16 DPS when the VS was only adding 10 DPS. The only time when that method would actually be appropriate is if the attack string is perfectly sync'd with VS's rate of attack.
  25. Umbral

    The best DPS?

    [ QUOTE ]
    What about secondaries?

    [/ QUOTE ]

    I think I specifically mentioned a caveat earlier that doing DPS calculations for primaries is pretty inaccurate. The secondary sets provide nearly half of the attacks that a blaster will get and many of them actually have excellent DPA. A better (and more telling) analysis would be for a comparison of all primaries by all secondaries, but that would be a lot of work, which is more than I'm interested in doing at the moment.