Werner

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  1. I've not heard rumors of Willpower nerfs, and at least based on Scrapper balance, see no reason for them. Willpower is great, but it isn't sticking its nose out where it might get chopped off. Shield Defense is the current darling, actually, but also not to the point where I see any reason for a nerf of it either. On Scrappers, at least, the secondaries are very nicely balanced. Maybe a tweak here and there, maybe, but no nerfs required.
  2. I agree. Target defense first, hit points second.
  3. Quote:
    Originally Posted by Umbral View Post
    I'd been pointing this out since the very beginning, but most of the number crunching community didn't believe it. I've got a few screenshots of 11.13, 10.1, and 11 end bonuses from Perf Shifter, but I've always had a problem replicating them reliably (thanks to all of my toons with Perf Shifter procs already being quite well set on endurance).
    I've seen it too. Never took screenshots, and couldn't figure out the pattern of when it would be more than ten. Never really paid attention, honestly, other than noticing it.
  4. Yeah, recharge is a killer. If you need to double-stack Divine Avalanche, the recharge requirements are very low for the top chain. But if you don't need it at all, like on Katana/Super Reflexes, it's going to cost you if you want to do the top chain. Fortunately, you have Quickness, so at least you have a step in the right direction. Let's see, Haste for +70%, Quickness for +20%, slotting for about +90%, and you'll need 70% global recharge from IOs. The first +25% is easy, but the next +45% is going to cost you, both in influence and slotting trade offs. Fortunately, Super Reflexes doesn't have steep slotting requirements, so it's really down to influence.

    I'm guessing your best cheap chain will be this:
    70.68 DPS - Golden Dragonfly (5.68, +112%) -> Gambler's Cut -> Soaring Dragon (6.07, +49%) -> Gambler's Cut -> Sting of the Wasp (6.34, +0%) -> Gambler's Cut (1.32, +128%)
    Looks like you're either set or maybe need just a fraction more recharge for Gambler's Cut.

    Another possibility is dropping one of the Gambler's Cuts. It does better DPS on paper, but again, I'm thinking it might be giving up even more than it's gaining with the Achilles' Heel and purple proc.
    71.79 DPS - Golden Dragonfly (4.75, +153%) -> Gambler's Cut (1.98, +52%) -> Soaring Dragon (5.15, +75%) -> Sting of the Wasp (5.41, +0%) -> Gambler's Cut (2.9, +4%)
  5. Dark Melee for Midnight Grasp -> Smite -> Siphon Life -> Smite, just like Gaidin said.

    With many primaries, you can get away with three attacks for a good attack chain, and often it's the top attack chain. Lots of secondaries benefit from defense, but you're going to be using four attacks for Katana or Broad Sword when doing that. Mind you, my Katana/Dark is only using three - Divine Avalanche -> Gambler's Cut -> Sting of the Wasp -> Gambler's Cut. But you'd have to be crazy (like me) to drop your two biggest attacks just to save a power pick. DPS suffers, plus no knockup/down. Other primaries have their good minimalist chains too, of course, but I find myself wanting either a heal or defense from my primary. Since Dark Melee's minimalist chain has a heal at the same time as being the top DPS chain for that primary, I think it wins the minimalist attack chain battle.
  6. Well, I'm not as confident in what to do with one Divine Avalanche. On brief glance, this looks best to me, but it does lose Divine Avalanche for a fraction of a second (similar to the double-stack chain I prefer), which might not be to your liking.
    67.20 DPS - Divine Avalanche (8.84, +0%) -> Gambler's Cut (1.58, +90%) -> Soaring Dragon (3.43, +163%) -> Gambler's Cut -> Golden Dragonfly (8.45, +43%) -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut
    Dropping one Gambler's Cut takes significantly more recharge, but keeps Divine Avalanche up full time, and at least given my stated assumptions, improves DPS on paper. But I strongly suspect that in practice, it lowers DPS due to reduced contribution from Achilles' Heel (plus you should also have a purple proc in Gambler's Cut).
    67.66 DPS - Divine Avalanche (7.92, +0%) -> Gambler's Cut (1.58, +90%) -> Soaring Dragon -> Gambler's Cut -> Golden Dragonfly (7.52, +60%) -> Soaring Dragon (2.90, +210%) -> Gambler's Cut
    Dropping another Gambler's Cut again improves DPS on paper at the cost of higher recharge, but again, I'm betting that the loss of Achilles' Heel and purple proc'ing more than cancels out the gain.
    68.21 DPS - Divine Avalanche (7.00, +0%) -> Soaring Dragon (2.51, +259%) -> Gambler's Cut (3.17, +0%) -> Golden Dragonfly (6.60, +82%) -> Soaring Dragon (2.90, +210%) -> Gambler's Cut
    I think I've seen proposed just adding Divine Avalanche to the DPS chain. However, I think you then spend too much time doing Divine Avalanche, and too little time on Gambler's Cut and your big hitters. But for the sake of argument.
    65.94 DPS - Divine Avalanche (5.41, +0%) -> Gambler's Cut -> Golden Dragonfly (5.02, +140%) -> Gambler's Cut (1.98, +52%) -> Soaring Dragon (5.41, +67%)
  7. Damage is Mids' average unslotted. Using Arcanatime. Not taking into account the Achilles' Heel proc in Gambler's Cut, which you should use.

    If you don't need Divine Avalanche at all:
    74.56 DPS - Golden Dragonfly (3.43, +250%) -> Gambler's Cut -> Soaring Dragon (3.83, +135%) -> Gambler's Cut (1.58, +90%)
    For two Divine Avalanches (technically drops for a fraction of a second):
    60.86 DPS - Divine Avalanche (3.43, +0%) -> Gambler's Cut (1.58, +90%) -> Golden Dragonfly (8.45, +43%) -> Gambler's Cut -> Divine Avalanche -> Gambler's Cut -> Soaring Dragon (9.50, +0%) -> Gambler's Cut
    And then drop one or two Gambler's Cuts as necessary to keep Divine Avalanche double-stacked when switching targets and the like:
    60.50 DPS - Divine Avalanche (2.51, +20%) -> Golden Dragonfly (6.60, +82%) -> Gambler's Cut -> Divine Avalanche -> Soaring Dragon (7.00, +29%) -> Gambler's Cut (3.17, +0%)
    Not sure about one Divine Avalanche chains. Looking at it now.
  8. Werner

    Ouch!

    Quote:
    Originally Posted by Whisky_Jack View Post
    These guys that tough?
    They're that tough. One of the old scrapper challenges was running Gaussian's arc with no temps, no inspirations and no deaths on... unyielding? The setting below invincible, which would be probably closest to +1x2 no AVs these days. So basically, if you can do it on +1x2 no AVs, you're still doing very well.

    And yeah, last time I ran it, I died in seconds on the first mission because I hadn't turned down my difficulty first, and that IS with a soft-capped build.
  9. Werner

    Claws Regen help

    Quote:
    Originally Posted by TerraScorcher View Post
    Its getting my heals up faster and taking my opponents health down faster thats gonna do the trick huh?
    Pretty much. The standard approach on a Regen is heavy emphasis on recharge to get your heals and other useful clicks up faster, with the side benefit that global recharge also gets your good attacks up faster. That tends to provide better survivability than emphasizing regeneration itself, though it will take more focus, since now you're in charge of healing yourself instead of doing it passively. A lot of us like having a lot of regeneration on our Regens, but if you go that route, I'd think of it as a quality of life improvement, and not the optimal approach for maximum survivability. And the standard approach at a low level is to emphasize attacks and damage over defensive powers and survivability, because at a low level, the best defense is usually a good offense. This can change, and often significantly, by the high levels, but it's where things start.
  10. I need to get back to leveling my Martial Arts/Fire, Dead Black. I created it to be the worst possible combination, but dang if it hasn't been a lot of fun so far. Mind you, that WAS the point. I figured I could level up the "worst possible combination", and still have a blast doing it, because all Scrappers are awesome. That and I've never played Martial Arts or Fiery Aura, so I figured it was high time I did. But I haven't had a lot of play time recently, and most of what I do get has been going to Alexei. I love playing my 50s. It makes it hard to level.
  11. Quote:
    Originally Posted by Sailboat View Post
    Currently I have another FF Defender who's 19 and only this weekend very narrowly survived being beaten on by red and purple Lost bosses in a PUG cape mission.
    You're doing pick up groups in hardcore mode? That's hard core.
  12. The +recovery of the Numina and Miracle uniques are enhanced by the endurance enhancement in the power they're in. So it makes sense to put the Miracle unique in Physical Perfection for the extra recovery that provides.

    Similarly, the +regeneration of the Numina and Regenerative Tissue uniques is enhanced by the health enhancement in the power it's in. So it makes sense to put the Numina unique in Integration, since it has more health enhancement than Fast Healing.
  13. Five stars. Would LOL again.
  14. Scrappers, they wanna, wanna have fun, Scrappers, wanna have. They just wanna, they just wanna.
  15. Quote:
    Originally Posted by Moonlighter View Post
    It would bug me to get to 47+ and have a bunch of sets that I have to destroy or replace entirely to maximum the basic bonuses of the IOs. Do you respec them out of the build and reuse them? Do you destroy them by replacing them directly with level 50 sets? Or do you just let the build sit with less accuracy/recharge/end red than you could have because the IOs are less than maximum?
    Some people WANT lower level IOs for exemplaring. If those people have a build planned out, and have the funds, they might as well buy them while they're leveling up and get to enjoy them early. I almost never exemplar, so I wait. I want maximum level 50 performance. I think I've spent more time in this game playing my 50s than leveling up or playing alts.
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    BrandX makes a good point. You see a lot of min/maxed builds on the forums, but how many of them are actually live builds and how many of them are just Mid's numbers?
    Yeah, I only have three live min/max builds, and two of them are old. Still good, but not keeping up with the Joneses. Generally speaking, I DO try to have high performance as I level, but only within the bounds of getting along with SOs, common IOs and frankenslotting. Also within the bounds of typically not planning a leveling build, just having a very good idea what to take and when, and planning for a respec in the 30s or so to fix any mistakes or just shift things around to better target the higher level game. And I do sometimes do things just for fun, like taking and slotting up Hover and Fly on one of my more recent toons.

    Quote:
    Originally Posted by Santorican View Post
    I never even thought about that lol. I always assumed that someone, unless specified otherwise, who is posting multibillion influence builds usually has the influence to make it. Very very good point.
    My guess is that the majority of the multibillion influence builds being posted are "just for fun" or "a goal I hope to achieve someday". I suspect that few of them are actually achieved and played regularly. Still, I'm willing to call you a min/maxer if you have an awesome build planned in Mids' and all that you're lacking is the moneys.

    Quote:
    Originally Posted by JAXMAN View Post
    I have noticed a lot of long time players don't have a great understanding of some long existing game mechanics. I think I've been explaining how line of sight works for over 5 years.
    Huhwhat? OK, look, I know the difference between to-hit and accuracy is complicated, and frankly unnecessary to understand for most people most of the time. But line of sight? If you can't see them, you can't attack them? If they can't see you, they can't attack you, so they'll probably run towards you to attack? When pulling, ideally keep other people where the bad guys can't see them? That kind of thing? Am I missing something? Maybe I need line of sight explained to me, because that all seems obvious and intuitive to me, seeing as how it's based on how vision works in the real world.

    Quote:
    Originally Posted by Laevateinn View Post
    That said, if someone posts an oddball build here for critique I'm still going to pick it apart, and if someone chose to play powersets with known issues I'm still going to warn them. It's not about elitism or discouraging people from playing the way they want. It's more of "OK, you want to do this. But this is generally a bad idea. Are you sure? You can consider this instead." Because poor performance detracts from the enjoyment of the character and pretending such problems don't exist in a discussion about the build or powerset choice is dishonest.

    I strongly believe that people should be given the freedom to make informed decisions based on accurate knowledge.
    What you said. I know that people occasionally think we're telling them how to play. That's certainly not my intent, and if someone were telling me how to play, I'd get my feathers ruffled too. But if you post a build with no mez resistance, for instance, I think it's important, even critical that we suggest you pick up your mez resistance. If you respond, "I think it's awesome being held or stunned; it feels just like being a third rate super hero in a comic book, and I love that! I don't want to play someone invulnerable. I want to play someone with real weaknesses to overcome." Well, OK then, have at it! That's a real weakness, so you should have a good time overcoming it. I just want to make sure you're making an informed decision.

    Anyway, yeah. Min/maxing is probably uncommon, but it does depend on your definition of min/max. Uber rare if by a min/maxer you mean someone with a very solid understanding of the game mechanics who plans out an uber build based on that understanding, and then achieves that build. That might be too restrictive a definition, though.
  17. Quote:
    Originally Posted by Laevateinn View Post
    having a character that performs well is considered a sin in some circles
    That's kinda weird.
  18. Quote:
    Originally Posted by Shred_Monkey View Post
    And in truth Circle of Thorns give almost everyone difficulties in the teens.
    For that matter, I think the teens are just a generally difficult period for Scrappers. It gets better in the twenties. Super Reflexes is a late-blooming secondary, so it could even be the thirties before you're feeling really solid. It's worth the dues you have to pay.
  19. Werner

    Regen Scrapper

    Quote:
    Originally Posted by ClawsandEffect View Post
    Iggy was being modest in his above post. I've seen video of his Claws/Regen pulling off the RWZ Challenge using nothing but Swipe. So yes, an IOed regen can pull off some crazy things. (On a related note, Iggy, I just saw what you did with your Kat/WP.....you disgust me )
    Yeah, Iggy keeps breaking the game. Bad iggy!
  20. Werner

    Niches

    Quote:
    Originally Posted by Postagulous View Post
    One of my original/favorite niches is almost back to profitable.

    Another is so upside down it's ridiculous. [Why can a crafted IO sell for 3m-5m less than the recipe when there's 2m of salvage involved?]

    I finally found two others I can get good % profit. One is a 1m->3m type, too much chugging the crafting. The other is genuinely good, not as high a % profit, but about 33% each time and can sell all slots overnight.

    How long does a good niche last?
    I assume that people built up a lot of stock of crafted recipies, and then the price collapsed, so now everyone's just dumping at whatever they can get to get out of the niche. When the stock dries up, it'll stop being upside down. Whether it returns to being a good niche or not is an open question.

    I plugged away at a couple of high-volume medium-margin niches for well over a year before moving on to bigger and better things. The profit went up and down, but they were never unprofitable.
  21. Quote:
    Originally Posted by Silverado View Post
    I agree on the rad part, but who needs a Scrapper?
    Nobody NEEDS a Scrapper. But they make CUTE pets! A little prone to aggroing bad guys, though, so be careful with them.
  22. Quote:
    Originally Posted by dougnukem View Post
    I actually would like to pose the opposite, and ask the OP: Persuade me to play DM. I cannot for the life of me get into the set.
    Well, being a fan of Dark Melee myself, I can give it a shot.

    Let's talk "Challenge Scrapper", by which I mean a scrapper specifically designed to be able to beat some of the toughest challenges in the game without using temporary powers or inspirations. Generally speaking, such things as the Rikti War Zone challenge, soloing AVs, trying and failing to beat Arcanaville's challenge , shooting for a fast time on a Pylon, running Storm Palace Laps, and so on.

    AoE isn't a huge factor for a Challenge Scrapper. Some of these challenges are single targets, where AoE damage output won't matter at all. Some of them involve groups, but the groups will be standing long enough that survivability takes precedence over AoE damage output. It matters that you BEAT the challenge, not how FAST you beat it.

    And for a Challenge Scrapper, survivability is key. Unless you're Bill Z Bubba, who's just too awesome to waste his time healing, you NEED a quick-recharge heal or massive regeneration. And some secondaries don't come with a quick-recharge heal or massive regeneration - Invulnerability, Super Reflexes and Shield Defense.

    Now, you could take Aid Self, but it's slow, interruptible, takes away from your damage output, and requires two power picks and slot investment. Plus you use a tricorder. Lame. Enter Siphon Life, the cure for what ails you. It's rapid fire, doesn't require any power picks you wouldn't have made simply for the damage output, doesn't waste slots, and doesn't take away from your damage output in the least.

    So Dark Melee is a good choice just from that standpoint. But look, what else do we have in this toolbox? An endurance recovery power! That's just what the doctor ordered for a Challenge Scrapper, because sustainable endurance is pretty much a requirement, and you can't chug any blues. Plus you'll be running at high recharge for your main chain and to boost survivability, so your endurance recovery will be on rapid fire as well.

    And let's not forget Soul Drain, a VERY good damage and to hit boost. Again, you're using very high recharge on a Challenge Scrapper, which will have Soul Drain up the majority of the time, and in some cases, virtually all of the time.

    Challenge Scrappers, regardless of their possible comparative lack of utility in the game as a whole, are pretty popular on the forum. A lot of the min/maxers like playing them. And if you're in the Challenge Scrapper crowd, Dark Melee is an ideal primary to combine with several of the secondaries.
  23. You should be slightly more durable with the Luck of the Gamblers. Gift of the Ancients are for endurance management. The first Luck of the Gambler set will give you another 10% regeneration and 1.5% hit points. The rest won't help in that regard due to the rule of five (no more than five of a set bonus with the same name). But you'll still get the other bonuses, and I assume it's the +recharge that you're after.

    To confirm your slotting, Deflection and Battle Agility have +rech, def, def/end and def/end/rech, while Phalanx Fighting has +rech, def, def/end and def/rech?
  24. I do think there's a minor lack of synergy with Katana/Invuln, which is that it has typed defenses, and Katana only protects against lethal damage, not smashing. That leaves you choosing between a couple non-ideal alternatives in the end game. You could rely on Divine Avalanche for lethal defense, but you'll have a ranged/AoE smashing hole in your defenses. Probably not a big deal overall, but a hole that would ideally be filled. But if you fill your smashing hole, you've also filled in your lethal defense, in which case Divine Avalanche isn't doing much for you. And if Divine Avalanche isn't doing much for you, why did you take Katana?

    Still, as with Katana/Willpower, if that's what's considered a problem, you don't have much of a problem. The combination is quite good. Divine Avalanche is at least nice while leveling, and even when fully IO'd can provide some helpful buffer against defense debuffs, or keep you soft capped to at least melee and lethal damage when you're not facing enough foes for Invincibility to get you there.

    Alas, I think that Dark Melee/Invulnerability is a better combination with better synergy, providing a constant refresh of hit points that causes Invulnerability to really shine. So if you're looking for a reason to play a different primary than Dark Melee, I'm not sure that Katana/Invulnerability is the combination to tempt you away. But if you really like the idea of Katana/Invulnerability, you'll be quite solid, and just keep in mind that you may want Aid Self some day if you're really pushing it.
  25. If you don't want to do without a heal, take a secondary that HAS a heal - Dark Armor, Electric Armor, Fiery Aura or Regeneration. Or take a secondary that really doesn't even want a heal - Willpower. Now yes, in all of these cases, you will still benefit from a heal in the primary. But you'd likely benefit MORE from defense, which is to say Katana or Broad Sword. Of those, Katana/Willpower is arguably both the easiest and the most survivable.

    Or, go for maximum damage output in a more general sense. Not just DPS. We talk about DPS all the time, and it's one of the things we often maximize on our min/max builds. But it's also much less relevant to most of the game than AoE damage output, which is where Dark Melee falls behind. Fiery Melee is a good choice here, at least if you don't want to go all the way to "pure" AoE with something like Spines. Combine it with Shield Defense to boost the damage even higher, throw in Aid Self if you're really going to be pushing it (find room), and go to town.

    So, uh, I guess I just recommended what Telperion recommended. Dittos!