Werner

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  1. Quote:
    Originally Posted by vinque View Post
    Werner's build softcaps you but leaves you in bad shape end-wise.
    As I recall from playing this exact build, the endurance was just fine... for a leveling build where you have short down times running from spawn to spawn and taking blues when you need them. It's definitely not in any shape for AV soloing and the like. And please DON'T level a Claws/SR this way - it gives up way too many great attacks for way too long. You'd have more fun taking better attacks and delaying the soft cap, or spending a little more of your influence. I just wanted to make certain the build wasn't TOO painful to level and play.

    Ah, but duh, you were probably talking about KATANA, since that's the main subject. Yeah, doing exactly my build but switching in Katana attacks would leave you hurting for endurance. Claws gets an endurance discount as one of its perks. Katana doesn't. For that matter, I think you'll find it hard to put together a nice Katana attack string with only three attacks like that. Yeah, ick.

    The main point was just to show what I consider a basic template for soft capping, which powers to take, and basic slotting of them. Then as you add IOs, which you should do, you can take away some things, like dropping Maneuvers in favor of Hasten or Aid Self, that kind of thing.
  2. Quote:
    Originally Posted by Myriad View Post
    Quote:
    Originally Posted by Werner View Post
    My Katana/Dark Armor is way more survivable than my Dark Melee/Super Reflexes.
    Why is that? I never played a SR to L50, so I have no highend experience with it. But recently I had to choose a new project and made some builds for comparision. On paper the DM/SR seems to be unkillable. (I didn't pick the */SR but rolled a classic Claws/Regen instead, even though I have played both powersets before in other combinations - probably not as survivable but something that should be a lot of fun. )
    soft-capped defense
    48% average resists (weighted by frequency of damage type)
    1766 hit points (would be 1833 with task force commander)
    22 HP/sec regeneration
    Dark Regeneration (full heal) recharges in 12.7 seconds

    Nothing hits me. If it hits me, it does half damage. Passive regeneration tops me up and handles singular big hits. Dark Regeneration puts me back at full when there are multiple big hits in a row like when an AV gets lucky. Basically, you have less than 15 seconds to kill me through soft-capped defense and 50% damage resistance. That's pretty difficult to do. It even handles most minor defense debuffs without incident since my melee and lethal defense are 55%+.

    So unless there are big time defense debuffs, it stomps all over my Dark Melee/Super Reflexes. Same defense, much better resists, better heal, similar hit points, similar regeneration.

    Feels awful fragile against the big time defense debuffers, though.
  3. Quote:
    Originally Posted by Cyber_naut View Post
    How bad is that DA gonna get hit by the BotZ nerf, wern?
    I have two sets, so in a sense, not bad, only a few percent. But as we all know, dropping a few percent BELOW the soft cap is BAD. I'm also getting hit whenever they decide to nerf Miracle the same way they nerfed Numina. I'll need to figure something out. Figure I can trade some stuff that isn't as critical for the critical stuff. But I'm waiting until I17 actually comes out and everything's actually nerfed and Mids' is updated and so on. And I'll enjoy what I have while I have it.
  4. My Katana/Dark Armor is way more survivable than my Dark Melee/Super Reflexes. Most of the time, anyway. Defense debuffs are kryptonite on it, and the DM/SR sails through those with no problem at all. Both are very, very solid though. I suppose if I had to go on a mission, knowing NOTHING, I'd bring the DM/SR for the most reliable survivability of what I have in my stable.
  5. It's perfectly fine to IO out with upper 30s to lower 40s enhancements if you want. Not much of a loss of enhancement value, plus as you say, lots better for exemplaring. I don't have a build handy, though.

    It doesn't take much to soft cap a Super Reflexes. This is hardly what you're looking for, but here's the soft cap at level 36 on a Claws/Super Reflexes using only a single IO.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |584A4620544269D26469163798268773C00AFC083543C9C7BAFE74C248CBAC14ACE|
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    |93994C9681B971068BC53C388F9789544A3F5CC8288D93691395E96C494F9E295DC|
    |94CCDE2D43F4BE349F06671753B0E23B594D96D8F36F592BE33DE5D71E5B502D58A|
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    |9E236C577B03F2EABA9F55C7BA2D43AA35906F601F36794D78CD0DED7D20CFD3DE9|
    |A875CAF448B32BE9E23FC9CAEE2E4DA58D55ED7A99D122B94E9E88CD5E9D24D4FEC|
    |993F8DD8C5A17531E44999C8BE276E63D4366A7BE053D0A7CC2EFAED966ACF0CD16|
    |F44DC47BFFD07B243CAF47150FDB6F62EC93BC08C03E49E978919F94357B1719C64|
    |911217FF3883EAEA6D1456E1F4ABAB7739AFB78478A1ABFF7BDD3966647DC86FC12|
    |5CB80E523CB2796CF2C5F582296AF2C1396FCCF6AB5F78AF775C872C4F29AA543FB|
    |13BF386937481A2C0E4B93C565F1585A2C6D961D96DF2CF93D1376D1C0|
    |-------------------------------------------------------------------|
  6. My Katana/Dark Armor Scrapper is my toughest Scrapper by a wide margin in the majority of situations (see sig and vids) - until hit with enough defense debuffs. Go Dark Melee/Invulnerability if you want to be really, really impressive against smashing/lethal enemies. Katana/Willpower is also extremely survivable against most things with the right build.
  7. Well, you can always find SOME concept to make it work, but Dark Melee doesn't seem very technological.

    On the other hand, my Katana/Dark is Tech origin, channeling dark energy through his cutting edge cyborg body. Whatever works.

    Dark Melee/Super Reflexes IS an excellent combination.
  8. Quote:
    Originally Posted by Moonlighter View Post
    The first IO you should get, by the way, is the Steadfast Res/Def unique IO that adds 3% defense. Lately it's been going for about 12 million and it is probably the best IO for someone with a defense set looking to increase overall defense.
    Every build of mine gets a Steadfast Protection unique and a Kismet unique as soon as is practical. Sometimes those are the only IOs they get. Usually I at least frankenslot my attacks in the 30s. Occasionally (OK, once, my latest toon), I'll also use cheap set IOs while leveling.
  9. Quote:
    Originally Posted by Forevermore View Post
    When shields first came out, I was one of the only people that wasn't impressed. It seemed to me to be a weaker version of /sr. I finally got around to making one the other day. I really am impressed. This is fun as hell, and I haven't even gotten around the Shield Charge yet.

    So I hereby apologize.
    Oh, you're not the only one. I got it totally wrong too, and argued my point against people with better foresight. It looked... OKAY to me. Nothing special. I started playing one immediately, but wasn't expecting too much. I couldn't understand why people were so excited. But I ended up having my favorite trip ever from 1-50 on my Broad Sword/Shield Defense. And on top of that, whoah boy are these things awesome when IO'd to the teeth, now aren't they? I don't have one IO'd to the teeth, but I've seen the builds. I know what they can do. Having a whole lot of fun leveling my Fire/Shield too (currently 47, I think).
  10. First, I need to get something out of my system... Yay! *happy scrapper dance* (Thanks for understanding my point of view, even if we disagree. )

    Anyway, on to the topic at hand. Yes, I'd cry found on the encounter. And I'd cry foul if the game mechanics forced me into any situation where I was as hamstrung as the computer is with it's stupid AI. This is merely one of a myriad of possible examples. Again, I don't think that means I should have to play like I'm completely clueless just because the computer does. And if the devs FORCED me to play like I had no clue what was going on, or otherwise tied my hands behind my back so that the fight with the computer would be "fair", I'd find another game, not just cry foul.

    All Infernal has to do is close. Nothing is stopping him except how stupid the AI is, and hopefully that will eventually get fixed. If the situations were reversed (me with 5' range, him with 7' range), it wouldn't cause me a serious problem, because I'm not a stupid computer AI. I KNOW my melee attacks are better than my ranged attacks, so I'll close to melee. Infernal seems to be lacking that knowledge. Bummer for him.
  11. Quote:
    Originally Posted by Psara View Post
    And why are we even talking about SR versus that crap? A couple good boss hits and SPLAT!
    I don't go SPLAT on my Dark Melee/Super Reflexes, at least the handful of times I played him on +4x8 with bosses, mostly to see if I could (he's mostly retired). I suspect that it's a combination of high hit points (for Super Reflexes), high resistance (for Super Reflexes), and constantly topping up my hit points with Siphon Life. I believe Bill Z Bubba reported no real problems against most enemy factions on his Claws/SR. I'm sure there are a lot of Super Reflexes out there without major problems on +4x8. I think the "two hits and you're dead" thing is overstated in regards to an IO'd out Super Reflexes.

    Vanguard tear me apart in seconds on +4x8, of course. I'm sure some other enemy groups would be troublesome as well.

    Sorry for the commercial break. Now back to your regularly scheduled program.
  12. I'd also try to get perma Dull Pain (recharge bonuses). It's possible on a budget. I made a build with perma Dull Pain for a friend that cost about 50 million, but that was a long time ago, it's probably a lot more expensive now, and there were quite a few compromises. It's a lot easier to do with less compromise if you're rolling in influence. I'd target defense first, in any case.

    Broad Sword is a good idea. Invulnerability will be very happy with the defense from Parry, particularly on a budget build. I agree with BrokenPrey that Dark Melee/Invulnerability is an excellent combination, at least for survivability - it's lacking in the AoE department.
  13. I do agree that the devs should fix this glitch. I don't WANT the computer to play like a retard. I'm just not going to follow its example.

    I do think I understand the alternate point of view, and I agree that it's valid. Yeah, it's pretty obviously a hole in the AI that should be fixed. Yeah, I can see comparing it to beating on an NPC that somehow wasn't coded to fight back. Mind you, I'll do that too. I'm not going to go "Oh, he's not fighting back. I'd better stop hitting him before I get some undeserved XP." But anyway, can YOU at least see how it's also comparable to pulling? The difference, I suppose, is that the devs probably intended us to be able to pull. I just don't see that as significant. I've never cared what the devs INTENDED. Stupid NPCs are stupid NPCs in my book. I don't see the difference between a stupid NPC that runs over, alone, leaving his group, and a stupid NPC that prefers ranged attacks at anything over five feet, even though they have much more powerful melee attacks. I'm sure you don't agree, but can you at least see that point of view? It's all I ask.
  14. Quote:
    Originally Posted by Silverado View Post
    He is exploiting a hole in the game mechanics (as described by Cyber_naut above) to give him an advantage, which is an unintended method of mitigation for the Scrapper AT.

    If anything, dishonorable tactics is what it would be called (you know, besides cheating)
    Guess I don't see it that way. I don't see it as any different than, say, pulling. Again, you're exploiting the AI. SMART enemies would call everyone around them, hit the alarm button to alert the rest of the complex to where your team is, ignore the Tank's taunt, and shoot the squishies from range to avoid being nuked in a group. Or at least something smarter than running over one at a time, or bunching up at a corner and dying conveniently for you.

    This game doesn't have smart enemies unless you PvP. I exploit that continuously. If I want to make the game harder, I crank up the level or remove tools like inspirations. I'm not a role player. I don't even TRY to pretend that my enemies are smart, and then adjust my tactics to give them the same advantage they would have if they WERE smart. I'd feel completely stupid doing so. Accepting the AI for the stupid algorithm it is just seems like smart tactics to me. Or cheating. Or dishonorable. As Sarrate says, semantics, and it doesn't matter to me what you want to call it; it's what I'll do.

    Not saying anyone else has to. If drawing a line for what parts of the AI you'll exploit makes for better immersion, or improves role play, or just makes the game more challenging in a fun way (e.g., RWZ challenge rules), have at it. I'm just not drawing that line personally. It doesn't generally improve my game play experience. I guess for me, allowing the stupid AI to outsmart me would make me feel even more stupid than, say, turning off all my toggles and running missions that way. Your mileage may differ.

    OK, yes, I do I feel a little bad when I lure Tyrant into the lava. Poor little guy. But I still sleep at night.
  15. Quote:
    Originally Posted by AF_Bill View Post
    Myriad, are you sure Fast Healing is better than Health? MIDS gives me the opposite, and in a great way.
    We're sure. Fast Healing is better than Health. And my version of Mids' agrees. 40% regeneration from Health, 75% regeneration from Fast Healing.
  16. Quote:
    Originally Posted by Andferne View Post
    Reading through some of the older threads and similar things. I got a concern about Shadow Maul, because of its long animation sequence. With the current build I have right now (which is crappy in the defense department) IF shadow maul ends up missing by some chance it can hurt when I get swamped by attacks. 3-4 lts and 2 bosses hitting me at once during that animation sucks. Though rare that is.

    Now I imagine with a higher defense that occurrence would happen even less. So I guess it really should not be a worry once things are fixed.
    Right, it won't be a worry. You're not a Regen Scrapper, so getting locked in a long animation is exceedingly unlikely to kill you, particularly with high defenses. Oh, sure, it might happen some day if you play enough. Maybe. Still worth it for a good AoE with a low endurance cost.

    Quote:
    Originally Posted by Andferne View Post
    I do have a question about Caped Defense. I know yall have said it caps at 45% so here are my questions if you don't mind.
    1) Do all classes cap at 45%? Scrappers, Tankers, Defenders, etc
    2) How far over is too far? 48% Defenses too much? what about 58-60 (if possible)?
    3) I know it means that you get hit less with higher defense. Is everything after 45% like a diminishing return. Meaning you don't get as much for the points after that mark?
    The soft cap doesn't really have anything to do with the classes. It isn't part of your character's build, or any actual limitation on your character's build. It arises naturally out of how the game calculates the chance to hit. Vastly oversimplifying, "all" enemies have a 50% chance to hit. From that you subtract your defense. The minimum chance to hit is 5%. So any defense over 45% is wasted.

    In practice, it isn't always wasted, because there are defense debuffs, and because some enemies have over a 50% chance to hit (+6 and above, pets, AVs with some form of build up, some custom enemies in Architect Entertainment, etc.).

    And the actual formula for calculating the chance to hit is more complicated than what I've presented. But the part that matters insofar as defense goes is pretty much what I described.

    For all the gory details:

    http://paragonwiki.com/wiki/Attack_Mechanics

    And even better:

    http://boards.cityofheroes.com/showthread.php?t=121258

    As for the answer to #2, it really depends. If you have good defense debuff resistance (possible with Shields) and don't play Architect Entertainment, I'd probably target a flat 45%, or at most an extra couple percentage points.
  17. Quote:
    Originally Posted by Silverado View Post
    Cheating.
    Tactics.
  18. Quote:
    Originally Posted by Cyber_naut View Post
    If you couldn't soft cap shields would you play it? I don't think I would.
    I wouldn't play it, no.

    But as a hypothetical, it's pretty much impossible in today's game. To not be ABLE to soft cap it would require it to start with negative defense, since Shred Monkey has demonstrated soft-capping pure resistance sets. So yeah, of course I wouldn't play it.

    But you could ask something like, "Would you play it if the total defense offered by the set were 10% lower?" And no, I wouldn't. Probably not even with it 5% lower, though maybe. Not sure what my cut off is, but it couldn't lose much before I'd give up on the set. All of the sets are in a pretty narrow band, and small changes can make big relative performance differences.
  19. Quote:
    Originally Posted by Santorican View Post
    Shields with just SOs sucks.
    Well, "sucks" might be an overstatement, but I guess I don't know, because my Fire/Shield is the only character I've leveled where I've moved out of SOs and into mostly set IOs while still leveling. I did level up a Broad Sword/Shield Defense on mostly SOs, but Parry probably makes any survivability observations almost irrelevant.

    But I also don't have the impression that Shields with just SOs is TOO strong. Strong enough to be worth playing, perhaps, but not particularly strong. I'd probably choose something else if it weren't for the end-game IO'd out possibilities.

    It's my Katana/Dark that's getting nailed by the IO nerfs. I was apparently taking advantage of quite a few IOs that the devs have decided were overpowered or simply broken. And yeah, my Katana/Dark IS seriously overpowered, at least until I run into big defense debuffs. I wouldn't have done the IO nerfs if I'd been in charge, but I guess I can see where the devs might be coming from.
  20. Werner

    Phalanx Fighting

    Yeah, I don't have any farmers either (all of my Scrappers are mostly single-target), but I DO sort of just zone out and kill, and don't much care if the scenery changes, so I could easily be a solo farmer if I had a toon designed for it. My best farmer right now is my Katana/Dark, who "farms" at about 1/3 the speed of a good farmer. But my Fire/Shield is 46 now, and I'm considering an all-swords concept build, which as a side effect would be quite good for farming. It won't surprise me if I turn into a farmer in the near future.

    But yeah, lots of ways to skin the influence cat. Task forces and arcs are quite rewarding I hear, so that may work out well for you. And even if you just play the game normally, if you do it on a level 50, the influence comes rolling in. Not at farming speeds, sure, but pretty darn fast. I purpled out my namesake by simply playing the basic game on him - no farming, no marketeering, no merits, not even task forces (I mostly solo). Yeah, it took a long time, but I was having fun, so it didn't bother me.
  21. With L50 common IOs, that 110% shrinks to 106%. However, that's EXCLUDING Hasten and the recharge enhancement in Hasten. That's PURE set bonuses or buffs. Speed Boost is 50%, leaving you with a 56% recharge gap. If you're perma with a Speed Boost, you have at least 56% additional recharge coming from somewhere.

    That's also consistent with what you say is your recharge time without Speed Boost. If you are JUST permanent with Speed Boost, losing 50% recharge should put you at a 24 second gap, right in line with the 20 to 35 second gap you reported.

    So I think you're just getting recharge from sources that you aren't aware of.

    But we don't have to hypothesize how it's happening. You can see exactly how much recharge you have and where it is coming from. First, bring up your base combat attributes (powers -> combat attributes -> base) and scroll down to "Recharge Time Bonus". You'll see most sources of recharge there. On my near-perma-Hasten character, for example, I see this:
    Recharge Time Bonus 172.50%
    Hasten +70.00%
    Quickness +20.00%
    Ultimate Improved Recharge Time Bonus +30.00%
    Luck of the Gambler: Recharge Speed +37.50%
    Moderate Improved Recharge Time Bonus +15.00%
    So my total global recharge with Hasten up is +172.5%, and it explains where that number is coming from.

    The other place you want to look is in your enhancements screen. Mouse over Hasten, and see what it says for the recharge time enhancement. Mine is 99.1%.

    Add the two together, and it's +271.6% recharge in Hasten. You need +275% recharge to be permanent, so I'm JUST shy: 450 seconds/(100%+271.6%) - 120 seconds = 1.1 seconds.
  22. Bah, I'm retarded. I got obsessed with fitting in two Smites since Smite is the best DPS attack available. But the result was fitting in a pause or a bad DPS attack, and still I stuck with it, convinced it had to be the best approach.

    It isn't. At +204% recharge in Siphon Life:
    Shadow Punch -> Smite -> Shadow Punch -> Siphon Life
    It's 16% lower DPS than the top chain, but that's better than any of the chains I posted yesterday. It also does a good job for spamming Siphon Life, which is good for survivability. And it only takes three attacks, which improves build flexibility.

    There are serious drawbacks in comparison to yesterday's Smite -> Shadow Maul -> Smite -> Shadow Punch -> Siphon Life chain, though. Perhaps most obviously, there's no AoE. That's fine for AV and Pylon soloing, but not as good in most of the game. Second, to spam Siphon Life like that, you need a lot of recharge in Siphon Life. That's going to come at the expense of damage or healing enhancement, and therefore calls the DPS and healing advantages into question. It burns endurance faster, and does less damage for the amount of endurance spent. Managing the extra endurance drain could mean compromises elsewhere. When Hasten drops, your DPS will drop, and if you have easily-confused fingers like mine, swapping chains could be a problem. Also, it may only take three attacks, but are you really going to skip Shadow Maul? You'll want it for either regular play or set bonuses.

    So SP-Sm-SP-SL may be a better DPS chain, but I'd probably stick with Sm-SM-Sm-SP-SL as my general recommendation for going sans Midnight Grasp.

    There still might be a better chain out there, of course.
  23. Werner

    Phalanx Fighting

    A good level 50 farmer brings in over 25 million per hour, probably more than 50 on average selling drops. You can make a whole lot playing the market. You can farm merits or tickets. Lots of ways to make influence, and a lot of people that enjoy at least one of those ways. So there are a lot of rich people out there, all competing for the same short supply of the good IOs.
  24. Claws/SR with the Talsorian claws, or whatever they're called now.
  25. Quote:
    Originally Posted by Gaidin View Post
    I am not good with attack chains - I messaged Werner to see if he has time to work one up with the attacks you listed, so we'll see on that front.
    I'm going to guess that it works out like this:
    Smite -> Shadow maul -> Smite -> Shadow Punch -> Siphon Life
    It's a nice easy chain. Only requires +90% recharge in Smite, so you can keep running it while Hasten is down.

    At +185% recharge in Smite (runnable while Hasten is up), the next chain will yield a TINY improvement in DPS, but the main benefit is saving yourself an attack and all the slotting.
    Smite -> Shadow Maul -> Smite -> Siphon Life
    At about +240% recharge in Smite, this chain takes over:
    Smite -> Siphon Life -> Smite -> Shadow Punch -> Pause
    But that's just theoretical if the build isn't packing the recharge for it, and the one you posted isn't. Besides, might as well include the AoE since it's incredibly endurance-efficient and you get to hit multiple targets sometimes.

    Unfortunately, the first and second chain are over 20% worse than the top chain And the third chain, even at a nearly-unattainable +300% recharge, is still 17% worse than the top chain.

    In other words, dropping Midnight Grasp really hurts your DPS. The first chain is good enough for most purposes, and even without Soul Drain, could probably solo Pylons and AVs with Against All Odds helping out. But it's not really using the right tools for the job.

    I don't guarantee I got the best chains, but the situation doesn't look very good regardless. I also didn't account for the slotting in any specific build.