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Six Actual

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Posts posted by Six Actual

  1. 1 hour ago, Psyonico said:

    I generally don't play scrappers, so I can't comment on how it plays out, but here's some food for thought.

     

    Your net End recovery per second is .3, meaning it takes a little over 3 seconds to get 1 endurance back

     

    Gambler's Cut on your build has a recharge of 1.26 seconds and an arcana time of just under 1 second (.924 to be exact).  So, if all you do is cast Gambler's Cut once every 2.2 seconds you're using 1.99 endurance per second on attacks.

     

    I'm too lazy to do the rest of the math right now, but hopefully you can see what the problem is.

     

    If not, here's another way to look at it... that 4.37 end that Gambler's Cut costs would take 14.6 seconds to recover.  You do have conserve power to help with mitigation, but that only lasts 90 seconds and has a recharge of over 5 minutes.

     

     

    Are you taking into account Cardiac Alpha? I checked the DA and Kat end values between Tanker and Scrapper and, luckily, they're identical. I was just on the Scrapper attacking a GM constantly and endurance is completely fine. Even with running Cloak of Fear which I typically only run situationally. So, I hear ya on the math but the endurance is fine. I could maybe run a different Alpha if i concentrated more on endurance management but I really want more defense and resistance values if possible. 

  2. 3 hours ago, Psyonico said:

    Honestly, your net end recovery is way too low.  You'll never be able to run all those toggles and actually attack.  I've attached my DA/Kat build for comparison.  I went Mu mastery for concept but you could easily swap out another APP. 

    Tanker (Dark Armor - Katana).mbd 42.86 kB · 0 downloads

    Thanks for providing something to compare mine to and the feedback. Does the Tank version use a lot more endurance than the Scrapper version? If it doesn't then my endurance will be fine. The build I posted was from my scrapper on Live and endurance was never an issue.

  3. From the Paragon Wiki:

     

    Any critter that is capable of dropping a level 50 IO has a chance to drop a "purple". This includes, but is not limited to, level 47 minions, level 46 lieutenants, and etcetera. Giant Monsters, Monsters, and Underlings will never drop a "purple".

     

    With that said I specifically remember being told by someone who studies the game far more than I ever did that when setting difficulty make sure to enable Bosses otherwise you won't get purples.

     

    That could just be due to drop rates being lower for minions and LT's but I don't recall ever getting a purple drop with bosses turned off. Again, I don't have supporting evidence (I searched paragon wiki and couldn't find anything to support it's impossible to get a purple drop with bosses turned off) but it's always worked that way for me.

     

    I suspect if you turn bosses on your luck will change

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