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Dark Melee - Dark Consumption: Trying to make it useful


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Posted (edited)

I recently made a SR/DM tank, and it's ok to play.  However, as one would expect, DM lacks AoE.  Shadow Maul is really good since the tanker changes, but the "other two" AoE's (which really aren't AoE's, but it's all DM has) are just "meh" and "useless" - that is, Soul Drain (meh) and Dark Consumption (useless).

 

While I have Soul Drain currently 6-slotted with the Gauntlet ATO set, mostly for the enhancements (strong recharge, strong damage, great acc, ok end reduction) I'm mostly happy with it, the buffs will be perma by the time I incarnate, so it's got that going.  Damage-wise, it's not bad, but for something up as often as a nuke (120s default recharge), the DPA is terribad.

 

The worst power, and one I wish they would have stayed with when testing/tweaking on the beta early this year (2020) is Dark Consumption.  Now, Dark Melee is NOT endurance intensive at all, neither is SR (really), so I am never concerned about endurance.  Maybe on some other set it's a concern, but here, I only took it for another damage PBAoE to follow Soul Drain, and it's really unimpressive.  On an even LONGER default recharge (180s), it does even LESS damage than soul drain.  I can see why every build for anything DM skips it.

 

So I was wondering if the new Chance for Heal proc in Power Transfer (end mod set) would make it a ghetto heal.  NO.  Not at all.  Shittiest proc I've ever used.  At level 44 I tested it in Dark Consumption.  It fired off every time.  But just ONE time for like 92 hp (which was the 5% stated in the proc description).  No stacking at all.  Ten mobs?  1 heal for 92.  One mob?  1 heal for 92.  Awesomesauce.

 

So I am wondering:  Is there ANY way to make Dark Consumption NOT a skippable power?  What about the two STUN procs (end mod and taunt), they seem weak, anyone test those?  Currently, I'm thinking to 4-damage proc it (3 PBAoE + taunt/psi) and 2-end/rech (Efficacy for +HP)... or should I just drop it and re-take Midnight Grasp or some other power?

 

Maybe Dark Melee still needs some love, because there's not a lot in there.  I dropped Midnight Grasp, as it really isn't adding much to my damage chain, and put in Touch of Fear (4-slotted cloud senses) and it is an OK -ToHit debuff that lasts a decent while.  Good for Bosses/AVs/etc.  Siphon Life is pitiful healing, at about 10% or so (Mids is way too generous, something is off); I usually 4+2 slot it (dam+heal), it's a decent attack and I might just change it to a 6-slotted damage power, as even 2 heals is really weak.  On my level 46(?) SR/DM, siphon life with a 53% enhancement to the heal does about 1/3 the heal that aid self does, but it has about half the recharge as aid self, which means it will never be close if one needs a self heal.

 

Here's the planned build, should I decide to keep it:

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Roo Oy-v2_aidself: Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Sorcery

Hero Profile:
Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(39), Rct-EndRdx/Rchg(40), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(43)
Level 1: Shadow Punch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(34), SprMghoft-Acc/Dmg/Rchg(34), SprMghoft-Dmg/EndRdx/Rchg(37), SprMghoft-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Rchg/Res%(39)
Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(9), LucoftheG-Def/Rchg(15), LucoftheG-EndRdx/Rchg(21), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(43)
Level 4: Shadow Maul -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(5), ScrDrv-Acc/Dmg/EndRdx(5), SprAvl-Acc/Dmg/EndRdx(7), SprAvl-Acc/Dmg/Rchg(7), SprAvl-Rchg/KDProc(15)
Level 6: Practiced Brawler -- RechRdx-I(A)
Level 8: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(9), DefBuff-I(37)
Level 10: Taunt -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rchg(11), MckBrt-Taunt/Rng(11), PrfZng-Taunt/Rchg/Rng(45), PrfZng-Dam%(45)
Level 12: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(13), RedFrt-EndRdx(27), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(46)
Level 14: Super Jump -- Jump-I(A)
Level 16: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(19), Prv-Heal/EndRdx(19), Prv-Heal/Rchg(21)
Level 18: Kick -- Acc(A)
Level 20: Injection -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(42), CldSns-ToHitDeb/EndRdx/Rchg(42), CldSns-Acc/EndRdx/Rchg(48)
Level 22: Aid Self -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(33), IntRdx-I(34)
Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(25), Ags-EndRdx/Rchg(25), StdPrt-ResDam/Def+(27), GldArm-3defTpProc(33)
Level 26: Quickness -- Run-I(A)
Level 28: Soul Drain -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(29), SprGntFis-Acc/Dmg/Rchg(29), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(31)
Level 30: Agile -- LucoftheG-Def/Rchg+(A), DefBuff-I(36)
Level 32: Dodge -- LucoftheG-Def/Rchg+(A)
Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(36), LucoftheG-Def/Rchg+(37)
Level 38: Lucky -- LucoftheG-Def/Rchg+(A), DefBuff-I(42), DefBuff-I(46)
Level 41: Arcane Bolt -- Acc-I(A)
Level 44: Touch of Fear -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(48), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(50)
Level 47: Mystic Flight -- WntGif-ResSlow(A)
Level 49: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-EndRdx/Rchg(50)
Level 1: Brawl -- Acc(A)
Level 1: Gauntlet 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(3), Prv-Absorb%(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3)
------------

 

Edited by r0y
Posted
7 minutes ago, Haijinx said:

It was cool for about 5 minutes on Test .. 

Yeah, VERY cool.  I really would not mind if DM got a "slightly broken" power (as it was), because the rest of the set is fairly "meh" and makes up for it.   And don't get me started (or anyone started) on Energy Melee!

Posted
40 minutes ago, r0y said:

But just ONE time for like 92 hp (which was the 5% stated in the proc description).  No stacking at all.  Ten mobs?  1 heal for 92.  One mob?  1 heal for 92

Thats how the proc works. Only one proc per cast. They changed Call of the Sandman to work the same way.

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Posted
1 minute ago, Bopper said:

Thats how the proc works. Only one proc per cast. They changed Call of the Sandman to work the same way.

That's unfortunate.  I cannot imagine where this would ever be useful.  At all.

Posted
Just now, r0y said:

That's unfortunate.  I cannot imagine where this would ever be useful.  At all.

The proc is useful in stamina, especially on a tank. 

 

Or are you talking about dark consumption? That I'd just load with damage procs


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Posted
Just now, Bopper said:

The proc is useful in stamina, especially on a tank. 

 

Or are you talking about dark consumption? That I'd just load with damage procs

I was thinking of the endurance proc, how often does it go off if put in stamina?  On my test character (level 46, I believe) it did 92 hp.  Even if I got that 3 times a minute, that's not worth a whole lot when I have (currently) about 2,000 hp.

Posted

The PT proc in stamina does average 3 procs per minute, and the average return on health per second is better than any other +HP or +Regen proc in the game for tankers. One sec, I have a link for you.

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Posted

 

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Posted

That is an awesome thread / chart!  Thank you!

 

So if I am 2-slotting Health, currently using Miracle & Panacea (my go-to for +end), and I'm really not needing +end, I should change that to Panacea + Numina, since I likely won't hit that high of HP (SR has no +maxHP).  I might even pull out the PerfShifter End and replace it with PT-proc & PerfShifter-proc in Stamina.

 

However, do those numbers actually matter in real-world play?  In my SR/DM tank that I'm currently working on, I have a planned build where I put a Regen proc in Tough (toggle), and a 3-slotted health with RegenTissue, Panacea, and Numina.  Stamina will have PerfShifter-proc + PT-proc.  Assuming I'll get the "big four" Accolades and with my current IO-slotting, I should have approx. 2410 HP (according to Mids).  What kind of regen/health ticks would I realistically see (every 10s or so)?

Posted
3 hours ago, r0y said:

That is an awesome thread / chart!  Thank you!

 

So if I am 2-slotting Health, currently using Miracle & Panacea (my go-to for +end), and I'm really not needing +end, I should change that to Panacea + Numina, since I likely won't hit that high of HP (SR has no +maxHP).  I might even pull out the PerfShifter End and replace it with PT-proc & PerfShifter-proc in Stamina.

 

However, do those numbers actually matter in real-world play?  In my SR/DM tank that I'm currently working on, I have a planned build where I put a Regen proc in Tough (toggle), and a 3-slotted health with RegenTissue, Panacea, and Numina.  Stamina will have PerfShifter-proc + PT-proc.  Assuming I'll get the "big four" Accolades and with my current IO-slotting, I should have approx. 2410 HP (according to Mids).  What kind of regen/health ticks would I realistically see (every 10s or so)?

I recommend checking out the Survivability Tool in my signature block. But here's the link if you're on your phone. 

 

 

The guide shows the math involved with calculating the survivability, but also the guide links to a spreadsheet I put together where you can select all of your build's parameters and see what the impacts are when you tweak things.

 

Feel free to play around with that. I saw you posted a build, so I'll plug in your numbers into my spreadsheet and I'll let you know what the differences are when I'm done.

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Posted (edited)

With accolades, I have your HP showing in Mids as 128.63% (I'll assume that's actually 128.625%), which gives you a max HP of 2410.56 HP. I also see your Regen is at 196%.

 

You also have Aid Self and Siphon Life, which I will partially factor into this analysis, but you are able to heal 286.7 HP with Siphon Life every 5.762s, with an 89.79% chance to hit against +4 enemies (95% against +3s). You also have Aid Self which heals for 725.4 HP that you can use every 11.76s. I don't expect you to spam this, but it would be a good "oh shit" button. Given your duties as a tank, let's assume you use both those at a rate that is half of what you could achieve if you spammed it (so Siphon Life you use every 11s, and Aid Self you use every 23s). Let's assume you're doing +3s, so you have 95% chance to hit, this means you'll average 0.95*286.7/11+725.4/23 = 56.3 HP/s from your heals. Throw in the Panacea proc, and that becomes 59.5 HP/s.

 

Since you're SR, it's hard for me to factor in your scaling resistances. I'll plug in 10% to represent half life (50% HP) on average. Feel free to play with that. I'll show you numbers for both 0% extra resistance and the 10% extra resistance from being at 50% of your HP. I show this by applying the 10% resistance to Lethal, Cold, NE, and Toxic, while leaving Smash, Fire, Energy, and Psionic at +0% resistance. This is a trick I use to look at difference in Def/Res numbers between 2 builds, since typically S/L, E/N, F/C pair with each other.

 

To score this, I'll assume you're facing a +3 AV with a base to-hit of 50% (you are over incarnate cap, so even if I increase it to 63.75%, it won't change the numbers). Here's your survivability with your current build. 

 

Inputs of your Current Build:

image.png.3aa3fda88e4485381f9712433a0e4297.png

 

Survivability of your Current Build:

image.png.b70fec2dfd57840751629da0f0f9982d.png

 

The Max DPS for Survival Duration was set to 10 minutes (600s). You'll see the average DPS from the +3 AV you can take for all Type/Position combinations, before dying at exactly 10 minutes. You'll notice the extra 10% resistance factored in adds 665 DPS you can take for S/L damage, while it adds 257 DPS for F/C, 201 DPS for E/N, and 188 DPS for T/P.

 

The Survivability Score is a ratio of your build with a tank that had 0 buffs (base line level 50, basically). So as an example, your ability to take on Smashing/Melee attacks (assuming 0% resistance) allows for you to take 180x the damage of a baseline tank.

 

The Immortality Score is the amount of DPS your enemy can send your way to finally overcome your HP/s. In otherwords, this is the threshold at which you will finally start losing HP on average. You'll notice these DPS numbers are close to the Survival Duration DPS, that's because 10 minutes is a long time. In this case, we are setting the survival duration to infinite minutes.

 

Alright, that's a lot for one post. I'm gonna get to work on changing the enhancements you mentioned to see what the impact would be for your build.

 

Edit: Quick note, I didn't plug in type defenses because you were capped to positions. However, there are psionic attacks that don't have position tags, so I should have input its defense. So that's my bad. Ignore all the "No Position" numbers, as you don't actually have 0% defense for all the types.

Edited by Bopper
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Posted

Here are some minor tweaks to the build to address some of the things you were wondering about. Since you had no endurance problems, I moved PS out and Miracle out, in went Power Transfer (2 piece also gives 6% regen) and plugged in Numina for 20% regeneration. I also found a slot in your build to replace a generic defense IO for a LotG defense, which gives 10% regeneration. I also removed Arcane Bolt and replaced it with Spirit Ward. That let me move the Preventative Medicine Absorb proc into Spirit Ward, and I put the extra slot into Rune of Protection to give you the +7.5% HP. Here's the build.

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Roo Oy-v2_aidself: Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Sorcery

Hero Profile:
Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(5), Rct-Def/EndRdx/Rchg(5), Rct-ResDam%(7)
Level 1: Shadow Punch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(7), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(11)
Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(13), LucoftheG-Def/Rchg(13), LucoftheG-EndRdx/Rchg(15), LucoftheG-Def/EndRdx/Rchg(15), LucoftheG-Def(17)
Level 4: Shadow Maul -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(19), ScrDrv-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Rchg/KDProc(23)
Level 6: Practiced Brawler -- RechRdx-I(A)
Level 8: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(25), DefBuff-I(25)
Level 10: Taunt -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rchg(27), MckBrt-Taunt/Rng(27), PrfZng-Taunt/Rchg/Rng(29), PrfZng-Dam%(29)
Level 12: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-EndRdx(31), RedFrt-Def/EndRdx/Rchg(33), RedFrt-Def(33)
Level 14: Super Jump -- Jump-I(A)
Level 16: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(34), Prv-Heal/EndRdx(34), Prv-Heal/Rchg(36)
Level 18: Kick -- Acc(A)
Level 20: Injection -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(36), CldSns-ToHitDeb/EndRdx/Rchg(36), CldSns-Acc/EndRdx/Rchg(37)
Level 22: Aid Self -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(39), IntRdx-I(39)
Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(40), Ags-EndRdx/Rchg(40), StdPrt-ResDam/Def+(40), GldArm-3defTpProc(42)
Level 26: Quickness -- Run-I(A)
Level 28: Soul Drain -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(42), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(43), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), SprGntFis-Rchg/+Absorb(43)
Level 30: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45)
Level 32: Dodge -- LucoftheG-Def/Rchg+(A)
Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(45), LucoftheG-Def/Rchg+(46)
Level 38: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), DefBuff-I(46)
Level 41: Spirit Ward -- Prv-Absorb%(A)
Level 44: Touch of Fear -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(48), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(48)
Level 47: Mystic Flight -- WntGif-ResSlow(A)
Level 49: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-EndRdx/Rchg(50), UnbGrd-Max HP%(50)
Level 1: Brawl -- Acc(A)
Level 1: Gauntlet 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(19)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
------------

 

The major changes, you now have 232% regeneration instead of 196%. You also have 136.125% HP instead of 128.625%. Let's see what those two changes do with your build. Also, the PT proc will add an extra 4.7 HP/s.

Here are the new numbers from that build plugged into the spreadsheet. *Note...for some reason I can't paste screenshots right now. I'll try to add them into another post*

 

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Posted

That is a most excellent utility!  However, I've re-tuned my build since I hit 50 tonight.  I moved some slots around and added the regen procs (all three), as well as the +hp procs.

 

Using your logic of spamming siphon every 11s, and aid every 23s (so it's apples-to-apples, the reality is, siphon is part of my attack chain and is the second-most damaging attack!  So I hit it every 5s or so).  I adjusted the additional HPS to 64.214 (56.3 + 3.229 for Pana-proc + 4.685 for PT-proc).  Defenses and Resists changed, as well.  Build as follows:

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Roo Oy-v2_aidself: Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Sorcery

Hero Profile:
Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(39), Rct-EndRdx/Rchg(40), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(43)
Level 1: Shadow Punch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(34), SprMghoft-Acc/Dmg/Rchg(34), SprMghoft-Dmg/EndRdx/Rchg(37), SprMghoft-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Rchg/Res%(39)
Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(9), LucoftheG-Def/Rchg(15), LucoftheG-EndRdx/Rchg(21), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(43)
Level 4: Shadow Maul -- Arm-Dmg(A), Arm-Dmg/Rchg(5), Arm-Acc/Dmg/Rchg(5), Arm-Acc/Rchg(7), Arm-Dmg/EndRdx(7), SprAvl-Rchg/KDProc(15)
Level 6: Practiced Brawler -- RechRdx-I(A)
Level 8: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(9)
Level 10: Taunt -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rchg(11), MckBrt-Taunt/Rng(11), PrfZng-Taunt/Rchg/Rng(45), PrfZng-Dam%(45)
Level 12: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(13), RedFrt-EndRdx(27), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(46)
Level 14: Super Jump -- Jump-I(A)
Level 16: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(19), Prv-Heal/EndRdx(19), Prv-Heal/Rchg(21)
Level 18: Kick -- Empty(A)
Level 20: Injection -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(42), CldSns-ToHitDeb/EndRdx/Rchg(42), CldSns-Acc/EndRdx/Rchg(48)
Level 22: Aid Self -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(33), IntRdx-I(34)
Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(25), Ags-EndRdx/Rchg(25), StdPrt-ResDam/Def+(27), GldArm-3defTpProc(33), ImpSki-Status(37)
Level 26: Quickness -- Run-I(A)
Level 28: Soul Drain -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(29), SprGntFis-Acc/Dmg/Rchg(29), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(31)
Level 30: Agile -- LucoftheG-Def/Rchg+(A), DefBuff-I(36)
Level 32: Dodge -- LucoftheG-Def/Rchg+(A)
Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(36), LucoftheG-Def/Rchg+(37)
Level 38: Lucky -- LucoftheG-Def/Rchg+(A), DefBuff-I(42), DefBuff-I(46)
Level 41: Arcane Bolt -- Acc-I(A)
Level 44: Touch of Fear -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(48), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(50)
Level 47: Mystic Flight -- WntGif-ResSlow(A)
Level 49: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-EndRdx/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTss-Regen+(A), Pnc-Heal/+End(3), NmnCnv-Regen/Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(3)
Level 50: Agility Core Paragon 
Level 50: Reactive Radial Flawless Interface 
Level 50: Ageless Radial Epiphany 
Level 50: Melee Core Embodiment 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
------------

So plugging in those numbers, I got:

image.png.ab8bf2fb5910e449cc68824049e7c1ec.png

 

image.thumb.png.e1727247ed8d81b22ba504352a3d92b5.png

Posted

New numbers for the new build.

image.png.5d1fde40a437b9913c670628789d6d3b.png

 

New survivability numbers for the new build.

image.png.6027aaa48876629085fc9caef2e0fd8d.png

 

Ok, so let's compare to previous numbers. Before, S/L attacks had an Immortality Score of 1972 DPS and 2605 DPS for +0% and +10% resistance, respectively. With the new build (which admittedly takes an endurance hit, so you decide what works for you), you have 2213 DPS and 2923 DPS for +0% and +10% resistance, respectively. That is 12.2% more damage you are able to take with the same survivability.

Let's look at the lower end with E/N attacks. Before you could take 1155 DPS and 1347 DPS for +0%/+10%. Now, you can take 1296 DPS and 1511 DPS. Again, this is 12.2% more damage.

 

So...that's kind of a tutorial on how to use the tool, but also I hope it helps give you some ideas on what you can get out of adding the extra regen and HP (and HP proc).

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Posted (edited)
14 minutes ago, Bopper said:

Here are some minor tweaks to the build to address some of the things you were wondering about. Since you had no endurance problems, I moved PS out and Miracle out, in went Power Transfer (2 piece also gives 6% regen) and plugged in Numina for 20% regeneration. I also found a slot in your build to replace a generic defense IO for a LotG defense, which gives 10% regeneration. I also removed Arcane Bolt and replaced it with Spirit Ward. That let me move the Preventative Medicine Absorb proc into Spirit Ward, and I put the extra slot into Rune of Protection to give you the +7.5% HP. Here's the build.

  Reveal hidden contents

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Roo Oy-v2_aidself: Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Sorcery

Hero Profile:
Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(5), Rct-Def/EndRdx/Rchg(5), Rct-ResDam%(7)
Level 1: Shadow Punch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(7), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(11)
Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(13), LucoftheG-Def/Rchg(13), LucoftheG-EndRdx/Rchg(15), LucoftheG-Def/EndRdx/Rchg(15), LucoftheG-Def(17)
Level 4: Shadow Maul -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(19), ScrDrv-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Rchg/KDProc(23)
Level 6: Practiced Brawler -- RechRdx-I(A)
Level 8: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(25), DefBuff-I(25)
Level 10: Taunt -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rchg(27), MckBrt-Taunt/Rng(27), PrfZng-Taunt/Rchg/Rng(29), PrfZng-Dam%(29)
Level 12: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-EndRdx(31), RedFrt-Def/EndRdx/Rchg(33), RedFrt-Def(33)
Level 14: Super Jump -- Jump-I(A)
Level 16: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(34), Prv-Heal/EndRdx(34), Prv-Heal/Rchg(36)
Level 18: Kick -- Acc(A)
Level 20: Injection -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(36), CldSns-ToHitDeb/EndRdx/Rchg(36), CldSns-Acc/EndRdx/Rchg(37)
Level 22: Aid Self -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(39), IntRdx-I(39)
Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(40), Ags-EndRdx/Rchg(40), StdPrt-ResDam/Def+(40), GldArm-3defTpProc(42)
Level 26: Quickness -- Run-I(A)
Level 28: Soul Drain -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(42), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(43), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), SprGntFis-Rchg/+Absorb(43)
Level 30: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45)
Level 32: Dodge -- LucoftheG-Def/Rchg+(A)
Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(45), LucoftheG-Def/Rchg+(46)
Level 38: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), DefBuff-I(46)
Level 41: Spirit Ward -- Prv-Absorb%(A)
Level 44: Touch of Fear -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(48), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(48)
Level 47: Mystic Flight -- WntGif-ResSlow(A)
Level 49: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-EndRdx/Rchg(50), UnbGrd-Max HP%(50)
Level 1: Brawl -- Acc(A)
Level 1: Gauntlet 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(19)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
------------

 

The major changes, you now have 232% regeneration instead of 196%. You also have 136.125% HP instead of 128.625%. Let's see what those two changes do with your build. Also, the PT proc will add an extra 4.7 HP/s.

Here are the new numbers from that build plugged into the spreadsheet. *Note...for some reason I can't paste screenshots right now. I'll try to add them into another post*

 

I have done several similar things in the updated build (see my reply above); however, the spirit ward vs. arcane bolt is a good idea!  I think I'll add that.  I wasn't sure if it was worth chasing the 10% LotG bonuses, if it is, I now have 2 spots (Agile and Lucky) to add them in (which would make regen 276%).  I am trying to keep as close to 59% defense (pre-incarnate) for my positional.

Edited by r0y
Posted (edited)
8 minutes ago, r0y said:

I have done several similar things in the updated build (see my reply above); however, the spirit ward vs. arcane bolt is a good idea!  I think I'll add that.  I wasn't sure if it was worth chasing the 10% LotG bonuses, if it is, I now have 2 spots (Agile and Lucky) to add them in.  I am trying to keep as close to 59% defense (pre-incarnate) for my positional.

I was looking at it now, it looks like you have a good handle of the tool, so you don't need me for anything at this point 🙂 You got this!

 

Keep in mind the +10% regeneration is a rule of 5, so you can only fit one more into the build. If you don't mind enhancement boosters, I actually recommend incorporating the Shield Wall +5 Defense into Combat Jumping, as you'll get the same +10% regen, but you get extra defense with the enhancement boost, and since it's a PVP IO, you won't lose set bonuses while exemplaring. *Note, I noticed your slotting not longer has the extra defense in CJ, but you can shift things around to your liking.*

 

Also, I totally expected you to use Siphon Life more than I suggested, so feel free to up the HP/s based on what you think you'll use it. Just remember to incorporate the arcana time with the recharge (3.52s + 2.112s = 5.632s, maybe round that to 6 or 7 as a fudge factor).

Edited by Bopper
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Posted (edited)
14 hours ago, r0y said:

Yeah, VERY cool.  I really would not mind if DM got a "slightly broken" power (as it was), because the rest of the set is fairly "meh" and makes up for it.   And don't get me started (or anyone started) on Energy Melee!

Energy Melee?

 

Any ideas on how to fix that?

 

As for Dark Melee.  So  much promise...great out the gates with some 'not the face' smack fu...but the latter  powers in the set seem to have long cool downs.  The BU for DM takes a yawn inducing amount to come around.  What's the fix on that?  Make it faster?  Or make the rest of the power set hit harder?

 

Azrael.

Edited by Golden Azrael
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Posted (edited)
11 hours ago, Golden Azrael said:

Energy Melee?

 

Any ideas on how to fix that?

 

As for Dark Melee.  So  much promise...great out the gates with some 'not the face' smack fu...but the latter  powers in the set seem to have long cool downs.  The BU for DM takes a yawn inducing amount to come around.  What's the fix on that?  Make it faster?  Or make the rest of the power set hit harder?

 

Azrael.

Energy Melee can just be reverted to what it once was (near instant activation for the heavy hitters): done.

 

As for Dark Melee (DM):  very well put, it is awesome out of the gate, 1-2-3... then things take a turn.  I think Soul Drain (the buildup) is fine as is, as it can be made "perma" (the buffs last 30s, three times longer than a normal buildup, but you need living mobs, etc).  Dark Consumption was the logical choice to monkey with (and they did on the test server, and it was wonderful for about a week, then they reverted).

 

A PBAoE click attack would be better where Dark Consumption is, something with normalized recharge/damage/etc. (modified for needing to hit something, maybe?).  That's the easy pick; a more unusual thing would be a cone-immob attack or something.  Dark is about a utility toolset, based on debuffing living mobs (for the most part).  Continue in that vein:  make a aoe power that's both a reasonable AoE and a useful debuff/cc or something.

 

Edited by r0y
Posted
35 minutes ago, r0y said:

Dark Consumption was the logical choice to monkey with (and they did on the test server, and it was wonderful for about a week, then they reverted)

I also liked the approach they were going with with the new Dark Consumption, and then later with Dark Equilibrium. I thought it was close to a finished project, just needed some things tweaked. I didn't like how it was soooo much like Lightning Rod, but I thought they could instead go for something like gamma boost with the power. At high endurance, it does more damage. At low endurance it does more endurance return. Here is what I proposed in another thread, and if they revisit it, I'd hope it gets considered.

 

 

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Posted
13 hours ago, r0y said:

Energy Melee can just be reverted to what it once was (near instant activation for the heavy hitters): done.

 

As for Dark Melee (DM):  very well put, it is awesome out of the gate, 1-2-3... then things take a turn.  I think Soul Drain (the buildup) is fine as is, as it can be made "perma" (the buffs last 30s, three times longer than a normal buildup, but you need living mobs, etc).  Dark Consumption was the logical choice to monkey with (and they did on the test server, and it was wonderful for about a week, then they reverted).

 

A PBAoE click attack would be better where Dark Consumption is, something with normalized recharge/damage/etc. (modified for needing to hit something, maybe?).  That's the easy pick; a more unusual thing would be a cone-immob attack or something.  Dark is about a utility toolset, based on debuffing living mobs (for the most part).  Continue in that vein:  make a aoe power that's both a reasonable AoE and a useful debuff/cc or something.

 

I get your point about EM.  'Done.'  I recall my Duo buddy having a pre-EM nerf Tanker.  The 'big hitters' were insta-hit and put the drop on the mob.  ie.  Knock their lights out type of stuff.  I did try one at L11 on live back then...but I didn't get to really play it until they 'nerfed' or 'changed' it.  So I can't speak from true personal experience before the change.  But I did note my duo buddy grumbling about the change to the set and Energy Transfer in particular.

 

Noted: re: Dark Consumption.  They changed it back again?  Why?  Dark Melee could be a great set.  It's 'nearly' there but the back end of the set drags on the set overall. 

 

Getting Soul Drain perma.  I should try that someday.  When I get my new rig.

 

Azrael.

Posted
On 5/18/2020 at 3:55 PM, Golden Azrael said:

I get your point about EM.  'Done.'  I recall my Duo buddy having a pre-EM nerf Tanker.  The 'big hitters' were insta-hit and put the drop on the mob.  ie.  Knock their lights out type of stuff.  I did try one at L11 on live back then...but I didn't get to really play it until they 'nerfed' or 'changed' it.  So I can't speak from true personal experience before the change.  But I did note my duo buddy grumbling about the change to the set and Energy Transfer in particular.

 

Noted: re: Dark Consumption.  They changed it back again?  Why?  Dark Melee could be a great set.  It's 'nearly' there but the back end of the set drags on the set overall. 

 

Getting Soul Drain perma.  I should try that someday.  When I get my new rig.

 

Azrael.

"Da, Tovarisch.  It is true.  I did grumble.  Changes made Russian Bear, very sad."

 

Energy Melee had a unique single-target burst speciality for a time.  It was fun for being in a unique niche.  Then they "fixed it."  And the fun was diminished.

 

 

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