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Softcap is overrated Part Deux - with more procs!


Nemu

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In my quest to pursue fun builds without chasing softcap I've come upon another well-rounded combo - Stone/Rad

 

Like my Elec/Bio this build uses knockdown/ups to augment survival. It differs from the elec/bio in that it goes all-in on proc-bombing the AoEs to achieve fodder wiping level nukes per spawn. Most of the AoEs also have very good radius so it's easier to tag the entire spawn even without optimal positioning. Since dead things don't fight back, the speed at which this build can take out trash mobs also contribute greatly to survival.

 

Stone melee also offers better ST output than electric melee, so not only does this build have better than average AoE output, it also has very respectable ST output.

 

Like the elec/bio this is not one of those immortal builds. If you play this build like you would a melee blaster you will be fine, if you play this build like a tank then prepare to be disappointed (from time to time). Having said that this build has very little issue doing +4/8, I routinely get my defense debuffed into the negatives but the mitigation kit along with the damage the build brings helps me endure through them. Double ring mistress debuff is a real bummer though and I have been sent to the hospital against that type of mob composition, so prioritize your targets accordingly.

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Atomic Panda: Level 50 Science Scrapper
Primary Power Set: Stone Melee
Secondary Power Set: Radiation Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Stone Mallet -- SprScrStr-Rchg/+Crit(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), HO:Nucle(5)
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(39)
Level 2: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(13), SprCrtStr-Rchg/+50% Crit(15)
Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(40)
Level 6: Build Up -- GssSynFr--Build%(A)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), WntGif-ResSlow(50)
Level 10: Fallout Shelter -- GldArm-3defTpProc(A)
Level 12: Fault -- FrcFdb-Rechg%(A), PstBls-Dam%(29), SprFrzBls-Acc/Dmg(29), SprFrzBls-Acc/Dmg/EndRdx(31), Bmbdmt-+FireDmg(34), Ann-ResDeb%(37)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Radiation Therapy -- ThfofEss-+End%(A), Arm-Dam%(17), Obl-%Dam(17), Erd-%Dam(19), TchoftheN-%Dam(19), Arm-Acc/Rchg(21)
Level 18: Seismic Smash -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(21), SprScrStr-Dmg/EndRdx/Rchg(23), Hct-Dam%(23), UnbCns-Dam%(25), GhsWdwEmb-Dam%(25)
Level 20: Beta Decay -- CldSns-%Dam(A), TchofLadG-%Dam(45), PrfZng-Dam%(45), SphIns-%ToHit(46), AnlWkn-%ToHit(46), AchHee-ResDeb%(46)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), HO:Ribo(48)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-ResDam/Re TP(27), ShlWal-Def(49)
Level 28: Particle Shielding -- Prv-Heal(A), Prv-Heal/EndRdx(40), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(42), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(42)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(31), Rct-Def/EndRdx(31), Rct-Def(49)
Level 32: Tremor -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg(33), SprAvl-Acc/Dmg/EndRdx(33), Erd-%Dam(33), ScrDrv-Dam%(34), FuroftheG-ResDeb%(34)
Level 35: Ground Zero -- Erd-%Dam(A), Obl-%Dam(36), ScrDrv-Dam%(36), TchofLadG-%Dam(36), ShlBrk-%Dam(37), Arm-Acc/Dmg/Rchg(37)
Level 38: Moonbeam -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(45)
Level 41: Shadow Meld -- LucoftheG-Def/Rchg+(A), HO:Membr(47), RechRdx-I(47)
Level 44: Tactics -- HO:Cyto(A)
Level 47: Gamma Boost -- PrfShf-End%(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Critical Hit
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- UnbLea-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(48), NmnCnv-Regen/Rcvry+(48)
Level 1: Stamina -- PrfShf-End%(A)
Level 49: Quick Form
------------

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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3 hours ago, Black_Assassin said:

Just out of interest, what is the double +tohit proc in beta decay for? If you are debuffing their defense already through ground zero and you have tactics that seems unnecessary almost. Is that 2 slots you can reallocate or lean into more and drop tactics? 

This build is designed with leveling in mind, there are 24 levels after beta decay where I don't have tactics, and 26 more levels before I can catalyze those ATOs/Winters to squeeze more Acc out of them. Even with tactics my chance to hit on Fault and tremor are lower than I'd like against +4s. A little bit extra tohit helps from time to time. All the procs in beta decay are really just luxury procs, they don't trigger consistently but it's a nice little boost when they do.

 

1 hour ago, kiramon said:

Does Rad therapy proc keep you full ?

It's enough when there's fodder around. Just like bio armor, prolonged fights against single targets can drain your end but that's nothing that a P2W serum, incarnates or blue inspiration can't fix.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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12 minutes ago, Nemu said:

All the procs in beta decay are really just luxury procs, they don't trigger consistently but it's a nice little boost when they do.

 

I dig it.  I have a stalled Rad/Rad tank that did similar, though it never occurred to me to try the +to-hit pieces. I might try this since I don't have tactics on the current Kat/Rad build, assuming I can find a couple slots.

 

I don't think one needs to slot any accuracy at all in RT, btw.  It has stupidly high base accuracy.  Unless you're chasing that 2-pc bonus you could swap to either dmg or heal from another set.

You see a mousetrap? I see free cheese and a f$%^ing challenge.

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On 2/10/2022 at 11:46 AM, Black_Assassin said:

Ah levelling build, that makes more sense 🙂

Also while no where near the same thing a leveling build is also going to work better in terms of exemplar work because just like leveling it accounts for when the powers become available.

 

Edit:  probably one of my more common comments on otherwise solid builds is something along the lines of "you may want to move 'power choice' to earlier in the build if you plan to exemplar frequently".  It's a reflection of the fact I do a lot of exemplar with my mains and I want key powers still available when I do so.

Edited by Doomguide2005
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@Nemu Very fun looking build!

 

One note - I would consider changing one of the targeted aoe procs in Fault to Explosive strike. This way it will go off on the entire aoe instead of just the tiny weird melee cone thingy they added.

 

Otherwise I love the damage focus! With Stone melee, you can really get a lot of mitigation mileage out of carefully timing your Tremor and Fault. If you practice the timing, you can start Tremor in just enough time to knock them on their butts back to back with Fault. If you go a bit too early, the KD will be wasted.

 

I would probably prefer to siphon some of the damage procs from Beta decay and pop them in Stone Mallet as well - you'll get more consistent return in ST situations than the occasional aura tic. The Siphon proc here is a really great addition.

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16 hours ago, Onlyasandwich said:

I would consider changing one of the targeted aoe procs in Fault to Explosive strike

Fantastic suggestion. Thanks!

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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On 2/8/2022 at 10:53 AM, Nemu said:

In my quest to pursue fun builds without chasing softcap I've come upon another well-rounded combo - Stone/Rad

 

Like my Elec/Bio this build uses knockdown/ups to augment survival. It differs from the elec/bio in that it goes all-in on proc-bombing the AoEs to achieve fodder wiping level nukes per spawn. Most of the AoEs also have very good radius so it's easier to tag the entire spawn even without optimal positioning. Since dead things don't fight back, the speed at which this build can take out trash mobs also contribute greatly to survival.

 

Stone melee also offers better ST output than electric melee, so not only does this build have better than average AoE output, it also has very respectable ST output.

 

Like the elec/bio this is not one of those immortal builds. If you play this build like you would a melee blaster you will be fine, if you play this build like a tank then prepare to be disappointed (from time to time). Having said that this build has very little issue doing +4/8, I routinely get my defense debuffed into the negatives but the mitigation kit along with the damage the build brings helps me endure through them. Double ring mistress debuff is a real bummer though and I have been sent to the hospital against that type of mob composition, so prioritize your targets accordingly.



Define "soft cap".

Because the game has myriad.

Defense is only one area.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Fun builds are FUN!

 

One of my recent kicks has been ways to explore using elemental melee sets without using those fugly elemental weapons.  I've been playing around a lot with Ice Melee, and was thinking about Stone Melee sans hammers and had decided on Stone/Rad when I saw this post.  Huzzah!

 

 

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Who run Bartertown?

 

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Sounds like @Nemu is getting paid another billion inf for winning another Yomo build contest that's yet to be announced. You can replace the hammers with stone fist and hurl, and hurl is awesome no matter what anyone says about animation time.

 

And I'm expecting you not to chase softcap this time @Yomo Kimyata. You disappointed me last time. Take care not to let it happen again or I might stop making builds like these. That's absolutely a threat you should take very seriously uh huh!

 

image.jpeg.6c94c5cfabe83965afea53ca36964f59.jpeg

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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1 hour ago, Nemu said:

Sounds like @Nemu is getting paid another billion inf for winning another Yomo build contest that's yet to be announced. You can replace the hammers with stone fist and hurl, and hurl is awesome no matter what anyone says about animation time.

 

And I'm expecting you not to chase softcap this time @Yomo Kimyata. You disappointed me last time. Take care not to let it happen again or I might stop making builds like these. That's absolutely a threat you should take very seriously uh huh!

 

image.jpeg.6c94c5cfabe83965afea53ca36964f59.jpeg

 

Don't count your chickens Spinmeister, PhD.  See, while you are asking, "How can I make a build that's fun rather than one that's very survivable?", I'm asking, "How can I make a build that's both?!?"  I'm not convinced your proctastic build will be able to knock out the baddies quickly enough to stay safe, but I'll see what I come up with!

 

I have a question about Beta Decay though.  I know it doesn't take accuracy IOs directly, but do the procs in it count as auto-hit, or do they need to roll some sort of to-hit check in order to fire?  Either way, having both those to-hit buff procs, combined with Radiation's defense debuff means that you can really skimp on accuracy slotting elsewhere, I think.

 

I like putting in weird procs in powers that can take them.  I've gotten good mileage with the Lockdown proc in Freezing Touch, but it wouldn't help much in Seismic Smash except v. EBs, which is interesting to think about but hardly practical.  But I would think hard about dropping the Ghost Widow proc from Seismic Smash and putting in a Superior Entomb proc for a little bit of survivability.

Who run Bartertown?

 

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On 2/14/2022 at 12:53 PM, Hyperstrike said:



Define "soft cap".

Because the game has myriad.

Defense is only one area.

It's one thing to skip on soft capping if you are on a Res based build. It is another on a Def based one.

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Waterpark: Water/temp Blaster. 5. Project Next: Ice/stone Brute. 6. Mighty Matt: Rad/bio Brute. 7. Without Pause: Claws/wp Brute. 8. Emma Strange: Ill/dark. 9. Nothing But Flowers: Plant/storm Controller. 10. Obsidian Smoke: Fire/dark Corr. 

 

"Downtime is for mortals."

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1 hour ago, Without_Pause said:

It's one thing to skip on soft capping if you are on a Res based build. It is another on a Def based one.


Again, WHICH "soft cap" are you talking about?

Both Def and Res have soft cap values.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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6 hours ago, Hyperstrike said:

Again, WHICH "soft cap" are you talking about?

 

They are referring to Defense in the OP.

 

6 hours ago, Hyperstrike said:

Both Def and Res have soft cap values.

 

I was going to yammer on about how "soft cap" isn't conceptually the same for Res as it is for Def: there is no clamp mechanic that ensures damage is always above/below a certain value as there is with To-Hit.  Anytime a toon (pretty much only Tankers without outside buffs) can get to 100% resistance they have 100%RDR, even if that is above their AT cap for the stat.

 

But that's just semantics.  AT Cap, Soft Cap ... whatevs ... you do you! 👍

You see a mousetrap? I see free cheese and a f$%^ing challenge.

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7 hours ago, Hyperstrike said:


Again, WHICH "soft cap" are you talking about?

Both Def and Res have soft cap values.

Almost no one talks about soft capping Res. My point still stands. soft capping Def on a Res build is far less important than on a Def based one. This is why you see the OP doing these tests on Res based builds.

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Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Waterpark: Water/temp Blaster. 5. Project Next: Ice/stone Brute. 6. Mighty Matt: Rad/bio Brute. 7. Without Pause: Claws/wp Brute. 8. Emma Strange: Ill/dark. 9. Nothing But Flowers: Plant/storm Controller. 10. Obsidian Smoke: Fire/dark Corr. 

 

"Downtime is for mortals."

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I'm really enjoying this combination!  I like it when I get to try a few new things (I have stayed away from Stone Melee because of the mallets, I've never tried a scrapper with Cross Punch before) and this is a pretty good synergy with lots of AoE and bouncy bouncy and stuns in the mix.

 

Some thoughts and observations so far (just dinged 40 on the dingometer):

 

* I'm not super fond of the 50 degree cones like cross punch.  The 30 degree cones are easy enough to line up, but I rarely do it for the 50 degree ones, so I end up basically just hitting one enemy unless I remember to stick and move.  The endurance drain is so miniscule from using boxing and kick as to be unnoticeable, but I'm using each of those for 2 pieces of Blistering Cold (and 2 in brawl) for the slow resistance.

 

* I tend to forget that Radiation Therapy (like its Bio Armor counterpart DNA Siphon) already has an endurance component.  That said, putting the Theft of Essence proc in there gives you a bit more breathing room.  I chose not to go proc damage, but instead went with 5-slot Panacea and the Theft proc.  

 

* Hurl Boulder is meh, but I'm using it as a 3-piece mule for Scrapper's Strike.  I could drop it but I'd need to find another place to park three pieces of SS.  It's useful to pick off runners but not damaging enough to work into my chain.

 

* Slotting those two to-hit procs in Beta Decay is a great idea.  I'm monitoring my to-hit and in combat I've seen up to a +50% bonus, so it stacks.  Beta Decay is auto-hit for non-damaging procs, so those two ding all the time.  You may want to monitor your to hit with and without tactics, because you may not need it at all.  I didn't put any damage procs in Beta Decay.

 

* So many AoE attacks and so few procs to figure out where to place.  I generally like to 6-slot Critical Strikes, but the only real place for that would be Tremor, and that's not a particularly interesting attack without procs.  I tried the CS proc in Radiation Therapy for a while, and that is pretty much criticals on demand, but I figured I'd rather have the Theft of Essence proc there and I put the CS proc in Tremor.  I'm most concerned with getting the proc to activate before Seismic.  If you put the Avalanche proc in Ground Zero, that's pretty much on demand as well, so you get three attacks (Fault, Tremor, Ground Zero) that provide AoE Knockdown.  I'm ashamed to say I haven't found a spot for the Overwhelming Force proc.

 

* I didn't take any of the leadership pool, and I'm generally not having any endurance woes, since Radiation Therapy is up every 30-40 seconds and generally fills the blue bar. 

 

I'll report back at 50.  Thanks for the inspiration @Nemu!

 

Current plans:

 

Spoiler

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Level 50 Magic Scrapper
Primary Power Set: Stone Melee
Secondary Power Set: Radiation Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
------------
Level 1:    Stone Fist    
 (A) Kinetic Combat - Accuracy/Damage
 (5) Kinetic Combat - Damage/Endurance
 (13) Kinetic Combat - Damage/Recharge
 (45) Kinetic Combat - Damage/Endurance/Recharge
 (45) HamiO:Nucleolus Exposure


Level 1:    Alpha Barrier    
 (A) Unbreakable Guard - Resistance
 (3) Unbreakable Guard - Resistance/Endurance
 (3) Unbreakable Guard - RechargeTime/Resistance
 (5) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 2:    Gamma Boost    
 (A) Performance Shifter - Chance for +End


Level 4:    Kick    
 (A) Superior Blistering Cold - Accuracy/Damage
 (50) Superior Blistering Cold - Damage/Endurance


Level 6:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (7) Shield Wall - +Res (Teleportation), +5% Res (All)
 (7) Reactive Defenses - Scaling Resist Damage
 (45) Winter's Gift - Slow Resistance (20%)


Level 8:    Fault    
 (A) Annihilation - Chance for Res Debuff
 (9) Force Feedback - Chance for +Recharge
 (9) Positron's Blast - Chance of Damage(Energy)
 (11) Bombardment - Chance for Fire Damage
 (11) Absolute Amazement - Accuracy/Stun/Recharge
 (40) Absolute Amazement - Chance for ToHit Debuff


Level 10:    Boxing    
 (A) Superior Blistering Cold - Accuracy/Damage/Endurance
 (39) Superior Blistering Cold - Accuracy/Damage/Recharge


Level 12:    Fallout Shelter    
 (A) Steadfast Protection - Resistance/+Def 3%
 (13) Gladiator's Armor - TP Protection +3% Def (All)


Level 14:    Cross Punch    
 (A) Superior Avalanche - Accuracy/Damage
 (15) Superior Avalanche - Damage/Endurance
 (15) Superior Avalanche - Accuracy/Damage/Endurance
 (17) Superior Avalanche - Accuracy/Damage/Recharge
 (17) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
 (50) Armageddon - Chance for Fire Damage


Level 16:    Radiation Therapy    
 (A) Panacea - Heal/Endurance
 (23) Panacea - Endurance/Recharge
 (25) Panacea - Heal/Recharge
 (25) Panacea - Heal/Endurance/Recharge
 (27) Panacea - Heal
 (27) Theft of Essence - Chance for +Endurance


Level 18:    Seismic Smash    
 (A) Superior Scrapper's Strike - Accuracy/Damage/Recharge
 (19) Superior Scrapper's Strike - Damage/Endurance/Recharge
 (19) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
 (21) HamiO:Nucleolus Exposure
 (21) Unbreakable Constraint - Chance for Smashing Damage
 (23) Superior Entomb - Recharge/Chance for +Absorb


Level 20:    Beta Decay    
 (A) Siphon Insight - Chance for +ToHit
 (34) Achilles' Heel - Chance for Res Debuff
 (36) HamiO:Enzyme Exposure
 (39) Analyze Weakness - Chance for +ToHit


Level 22:    Proton Armor    
 (A) Unbreakable Guard - Resistance
 (29) Unbreakable Guard - Resistance/Endurance
 (29) Unbreakable Guard - RechargeTime/Resistance
 (31) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 24:    Build Up    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 26:    Hurl Boulder    
 (A) Superior Scrapper's Strike - Accuracy/Damage
 (31) Superior Scrapper's Strike - Damage/Recharge
 (31) Superior Scrapper's Strike - Recharge/Critical Hit Bonus


Level 28:    Particle Shielding    
 (A) Preventive Medicine - Heal
 (36) Preventive Medicine - Heal/Endurance
 (36) Preventive Medicine - Endurance/RechargeTime
 (37) Preventive Medicine - Heal/RechargeTime
 (37) Preventive Medicine - Heal/RechargeTime/Endurance
 (37) Preventive Medicine - Chance for +Absorb


Level 30:    Tough    
 (A) Unbreakable Guard - Resistance
 (40) Unbreakable Guard - Resistance/Endurance
 (40) Unbreakable Guard - RechargeTime/Resistance
 (42) Unbreakable Guard - +Max HP


Level 32:    Tremor    
 (A) Eradication - Chance for Energy Damage
 (33) Explosive Strike - Chance for Smashing Damage
 (33) Superior Critical Strikes - RechargeTime/+50% Crit Proc
 (33) Force Feedback - Chance for +Recharge
 (34) HamiO:Nucleolus Exposure


Level 35:    Ground Zero    
 (A) Fury of the Gladiator - Chance for Res Debuff
 (42) Superior Avalanche - Recharge/Chance for Knockdown
 (42) Achilles' Heel - Chance for Res Debuff
 (43) Armageddon - Damage/Recharge
 (43) Armageddon - Accuracy/Recharge
 (43) Armageddon - Accuracy/Damage/Recharge


Level 38:    Hasten    
 (A) Recharge Reduction IO
 (39) Recharge Reduction IO


Level 41:    Moonbeam    
 (A) Sting of the Manticore - Accuracy/Damage
 (46) Sting of the Manticore - Damage/Endurance
 (46) Sting of the Manticore - Accuracy/Interrupt/Range
 (48) Sting of the Manticore - Damage/Interrupt/Recharge
 (50) Sting of the Manticore - Damage/Endurance/Recharge


Level 44:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (46) HamiO:Cytoskeleton Exposure
 (48) HamiO:Cytoskeleton Exposure


Level 47:    Shadow Meld    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (48) HamiO:Membrane Exposure


Level 49:    Meltdown    
 (A) Aegis - Psionic/Status Resistance


Level 1:    Critical Hit    
Level 1:    Brawl    
 (A) Superior Blistering Cold - Recharge/Chance for Hold
 (34) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End


Level 49:    Quick Form    
------------
------------
Set Bonus Totals:
3% DamageBuff(Smashing)
3% DamageBuff(Lethal)
3% DamageBuff(Fire)
3% DamageBuff(Cold)
3% DamageBuff(Energy)
3% DamageBuff(Negative)
3% DamageBuff(Toxic)
3% DamageBuff(Psionic)
26.94% Defense(Smashing)
26.94% Defense(Lethal)
6% Defense(Fire)
6% Defense(Cold)
7.25% Defense(Energy)
7.25% Defense(Negative)
6% Defense(Psionic)
27.25% Defense(Melee)
8.5% Defense(Ranged)
6% Defense(AoE)
11.25% Enhancement(Max EnduranceDiscount)
+46.25% Enhancement(RechargeTime)
GrantPower Preventive Medicine (when PreventiveMedicine, if Scourge)
246 HP (18.37%) HitPoints
MezResist(Confused) 42.5%
MezResist(Held) 42.5%
MezResist(Immobilized) 42.5%
MezResist(Sleep) 42.5%
MezResist(Stunned) 42.5%
MezResist(Terrorized) 42.5%
MezResist(Teleport) 100% (20% chance)
14.5% (0.24 End/sec) Recovery
22% (1.23 HP/sec) Regeneration
80% ResEffect(SpeedFlying)
80% ResEffect(RechargeTime)
80% ResEffect(SpeedRunning)
10.25% Resistance(Smashing)
24.5% Resistance(Fire)
24.5% Resistance(Cold)
14.75% Resistance(Energy)
14.75% Resistance(Negative)
8% Resistance(Toxic)
13% Resistance(Psionic)
10.25% Resistance(Lethal)
36% GlobalChanceMod PlayerCrit

------------
Set Bonuses:
Kinetic Combat
(Stone Fist)
  1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  20.08 HP (1.5%) HitPoints
  3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Unbreakable Guard
(Alpha Barrier)
  2.5% Enhancement(EnduranceDiscount)
  2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)


Superior Blistering Cold
(Kick)
  15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)


Luck of the Gambler
(Combat Jumping)
  +7.5% Enhancement(RechargeTime)


Shield Wall
(Combat Jumping)
  5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic)


Reactive Defenses
(Combat Jumping)
  3% Resistance(All)


Winter's Gift
(Combat Jumping)
  20% ResEffect(SpeedRunning), 20% ResEffect(RechargeTime), 20% ResEffect(SpeedFlying)


Absolute Amazement
(Fault)
  4% (0.07 End/sec) Recovery


Superior Blistering Cold
(Boxing)
  15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)


Steadfast Protection
(Fallout Shelter)
  3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)


Gladiator's Armor
(Fallout Shelter)
  3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic), MezResist(Teleport) 100% (20% chance)


Superior Avalanche
(Cross Punch)
  15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)
  6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  4% (0.07 End/sec) Recovery
  5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing)


Panacea
(Radiation Therapy)
  2.5% (0.04 End/sec) Recovery
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  10% (0.56 HP/sec) Regeneration
  MezResist(Repel) 1000% (10% chance)


Superior Scrapper's Strike
(Seismic Smash)
  40.16 HP (3%) HitPoints
  5% Defense(Smashing,Lethal), 2.5% Defense(Melee)


Unbreakable Guard
(Proton Armor)
  2.5% Enhancement(EnduranceDiscount)
  2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)


Superior Scrapper's Strike
(Hurl Boulder)
  40.16 HP (3%) HitPoints
  5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
  3% GlobalChanceMod PlayerCrit, 3% GlobalChanceMod MLCrit, 6% GlobalChanceMod BossCrit, 3% GlobalChanceMod CritPlayer, 3% GlobalChanceMod CritSmall, 6% GlobalChanceMod CritLarge, 3% GlobalChanceMod ECCritModPlayer, 3% GlobalChanceMod ECCritModSmall, 6% GlobalChanceMod ECCritModLarge


Preventive Medicine
(Particle Shielding)
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  25.1 HP (1.87%) HitPoints
  3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  3.75% Enhancement(EnduranceDiscount)
  +8.75% Enhancement(RechargeTime)
  GrantPower Preventive Medicine (when PreventiveMedicine, if Scourge), GrantPower Preventive Medicine (when PreventiveMedicine, if Scourge)


Unbreakable Guard
(Tough)
  2.5% Enhancement(EnduranceDiscount)
  2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
  100.4 HP (7.5%) HitPoints


Armageddon
(Ground Zero)
  4% (0.07 End/sec) Recovery
  6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%


Sting of the Manticore
(Moonbeam)
  12% (0.67 HP/sec) Regeneration
  2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
  3% DamageBuff(All)
  +7.5% Enhancement(RechargeTime)


Luck of the Gambler
(Weave)
  +7.5% Enhancement(RechargeTime)


Luck of the Gambler
(Shadow Meld)
  +7.5% Enhancement(RechargeTime)


Aegis
(Meltdown)
  5% Resistance(Psionic)


Superior Blistering Cold
(Brawl)
  15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)


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|-------------------------------------------------------------------|

 

Who run Bartertown?

 

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On 2/17/2022 at 2:15 AM, Hyperstrike said:

Again, WHICH "soft cap" are you talking about?

Both Def and Res have soft cap values.

 

Scrappers have a resistance hard cap of 75% and a defense hard cap of 200.38% with a defense soft cap of 45% (increasing towards the hard cap when enemy tohit buffs are in play such as the ~14% for incarnate baddies making incarnate soft cap ~59%.)

 

What is a resistance soft cap? 

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