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Theorycrafting - Maximizing SR/x Resistances


Caulderone

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I am currently working on developing a build for my SR/Ice tank, who will be my main.  Thematically, he needs to be SR/ and as such, I want to try to maximize his Resistances to all categories possible, given that defenses are easy for SR/.  I try to build all my builds to broadly cover so that it works as well as possible against the widest range of enemies.  I don't want to need to avoid any enemy group.

 

So, this post is about maximizing all resistance categories possible using set bonus Resists, Tough, SR/ scaling Resists, and the Resist IOs.  Now, I am operating on some assumptions, so if anyone has any factoids, feel free to correct me.  I have been unable to find any specifics about the SR/ scaling resists other than they seem to cap out at around 50% resists and don't cover Psi/Toxic.  I am operating on the assumptions that the scaling begins around 90% health and caps around 5% health for both SR/ and the Reactive Defense IO.

 

I would like to cap resists to everything possible at 30-35% HP.  Using smooth scaling (an assumption) from 90% HP down to 5% HP, that means I am looking at about 75% of the scaling resists.  This gives 37.5% from SR/ and 7.5% from the RD IO.  Assuming the 6.7% from Superior Might of the Tanker means that totals to 51.7% Resists.  That means I need to get 38.3% Resists to every category, and as much Psi and Toxic as I can muster, too.  Any above that just helps me before I get into that HP range.

 

So, I'll reply to this with a copy of my current build plan.  I am looking for information on the scaling resists, such as am I assuming how they function in a correct manner, and are my numbers close to correct.  I think I used to know the numbers before shutdown, but I don't remember very much this far out, and I haven't found a good source of info.

 

If anyone can suggest optimizations to the build, that would be welcome, too.  The build is obviously expensive, but that doesn't bother me.  I like having a long term goal to work towards and I have an intermediate plan in my head if not on paper yet.

 

Edit:  I end up with the following resists before the scaling Resists or the MotT proc.

 

S/L:  42%

F/C:  44%

E/N:  38% (just shy of target)

T/P:  41% (~55% after scaling IO and MotT proc)

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Hero Plan by Mids' Hero Designer 2.22

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Natural Tanker

Primary Power Set: Super Reflexes

Secondary Power Set: Ice Melee

Power Pool: Flight

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Concealment

Ancillary Pool: Energy Mastery

 

Hero Profile:

Level 1: Focused Fighting -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def/Rchg:40(19), GifoftheA-EndRdx/Rchg:40(19), GifoftheA-Def/EndRdx/Rchg:40(21), GifoftheA-Def:40(21), GifoftheA-Run+:40(23)

Level 1: Frozen Fists -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(9), Hct-Acc/Dmg/Rchg:50(9), Hct-Acc/Rchg:50(11), Hct-Dmg/EndRdx:50(11), Hct-Dam%:50(13)

Level 2: Focused Senses -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def/Rchg:40(25), GifoftheA-EndRdx/Rchg:40(25), GifoftheA-Def/EndRdx/Rchg:40(27), GifoftheA-Def:40(27), GifoftheA-Run+:40(33)

Level 4: Frost -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(13), Rgn-Acc/Dmg/Rchg:50(15), Rgn-Acc/Rchg:50(15), Rgn-Dmg/EndRdx:50(17), Rgn-Knock%:50(17)

Level 6: Practiced Brawler -- EndRdx-I:50(A)

Level 8: Dodge -- LucoftheG-Rchg+:50(A)

Level 10: Agile -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(42)

Level 12: Evasion -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def/Rchg:40(34), GifoftheA-EndRdx/Rchg:40(34), GifoftheA-Def/EndRdx/Rchg:40(34), GifoftheA-Def:40(36), GifoftheA-Run+:40(37)

Level 14: Fly -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(A), WntGif-ResSlow:50(48)

Level 16: Combat Jumping -- LucoftheG-Rchg+:50(A), GifoftheA-Def/EndRdx:40(43), GifoftheA-Def/Rchg:40(43), GifoftheA-Def/EndRdx/Rchg:40(45), GifoftheA-Def:40(45), GifoftheA-Run+:40(45)

Level 18: Lucky -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(43)

Level 20: Boxing -- AbsAmz-Stun:50(A), AbsAmz-Stun/Rchg:50(48), AbsAmz-Acc/Stun/Rchg:50(48)

Level 22: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(23), UnbGrd-ResDam/EndRdx:50(46), UnbGrd-ResDam:50(46), UnbGrd-Max HP%:50(46)

Level 24: Weave -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def/Rchg:40(37), GifoftheA-EndRdx/Rchg:40(37), GifoftheA-Def/EndRdx/Rchg:40(40), GifoftheA-Def:40(42), GifoftheA-Run+:40(42)

Level 26: Quickness -- Run-I:50(A)

Level 28: Freezing Touch -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(29), SprMghoft-Acc/Dmg/Rchg:50(29), SprMghoft-Dmg/EndRdx/Rchg:50(31), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(31), SprMghoft-Rchg/Res%:50(31)

Level 30: Build Up -- AdjTrg-Rchg:50(A), AdjTrg-ToHit/Rchg:50(33), AdjTrg-EndRdx/Rchg:50(33)

Level 32: Taunt -- MckBrt-Taunt/Rng:50(A)

Level 35: Focused Accuracy -- AdjTrg-ToHit/EndRdx:50(A), AdjTrg-EndRdx/Rchg:50(36), AdjTrg-ToHit/EndRdx/Rchg:50(36)

Level 38: Frozen Aura -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(39), SprGntFis-Acc/Dmg/Rchg:50(39), SprGntFis-Dmg/EndRdx/Rchg:50(39), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(40), SprGntFis-Rchg/+Absorb:50(40)

Level 41: Physical Perfection -- PrfShf-End%:50(A)

Level 44: Hover -- Rct-ResDam%:50(A)

Level 47: Afterburner -- LucoftheG-Rchg+:25(A), BlsoftheZ-Travel:50(50), BlsoftheZ-Travel/EndRdx:50(50), BlsoftheZ-ResKB:50(50)

Level 49: Stealth -- ShlWal-ResDam/Re TP:50(A)

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 -- Run-I:50(A)

Level 2: Rest -- RechRdx-I:50(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I:50(A)

Level 2: Health -- Prv-Absorb%:50(A), Prv-Heal:50(5), Pnc-Heal/+End:50(5), NmnCnv-Regen/Rcvry+:50(7), Mrc-Rcvry+:40(7)

Level 2: Hurdle -- Jump-I:50(A)

Level 2: Stamina -- EndMod-I:50(A), PrfShf-EndMod:50(3), PrfShf-End%:50(3)

Level 50: Musculature Radial Paragon

Level 50: Reactive Radial Flawless Interface

Level 50: Assault Radial Embodiment

Level 50: Ageless Radial Epiphany

------------

 

 

 

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1.)  An awesome project, and one I will watch with interest.

 

2.)  Ill play around with builds later.

 

3.)  Have you played with the Sorcery pool?  It has a large self-buff to resist (I think), though Im not sure if it ‘counts’ due to limited uptime.  Could alternate it in and run Barrier, using it when Barrier is starting to fade.  But I believe the spirit of the matter is ‘100% uptime 0% management’

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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Yeah, 100% uptime 0 management is a good description of what I'm after.

 

I am torn between Ageless Radial Epiphany and Rebirth Radial Epiphany and don't want to go Barrier.  Ageless fills my one hole I can't fill, recovery debuff and end drain.  Mostly, they'll miss me, but when they do hit, Ageless cures it.  I still recall in the old days a Ring Mistress getting lucky and it sucked.  Not to mention, I think some of the Mu have power sink like auto-hit powers.  Rebirth gives a giant heal and regen, which SR/ obviously lacks.  I'm leaning Ageless and carrying green inspirations.  Frozen Aura also can sleep all minions (when solo, anyway), reducing the number of incoming attacks by a lot, making me lean towards Ageless more.

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If your willing to give up the LOTG and the DEF your getting from the sets in Afterburner, a ranged attack could give you more Energy/Negative Energy Resist.

 

Not stating this is a good tradeoff, just that its an option.  Another option would be to break your Superior Gauntleted Fist into 2x 3 piece sets to double down on the enrg/neg resist at 3 slot, but I dont think thats a good trade.

 

Hmm.  Not sure where the edge cases are to get more going on, here.  Also - would you see this as a played build, or do you think you would in practical play back off the thought experiment angle and go for a bit less +RES, with more recharge, etc?  Practical surviability MIGHT be higher with, say, medicine for a self heal, or dark melee for the same purpose.

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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Yeah, I've played with picking up LBE for the missing N/E resist.  But, then I lose the incarnate softcap to AoE (and maybe Ranged) when I drop the Blessing of the Zephyr(s).  It isn't by much (0.1-ish % if I add a slot to Agile and Lucky), but I feel like that is more important to me than the extra 1.5% E/N resist.

 

Then, there is the fact that the extra speed from Afterburner will be very nice in certain large areas (Shadow Shard, for example).  That sounds like a nice QoL thing to have.

 

I have enough recharge to get my target attack chain to no gaps with the current slotting.  I'll play with it a bit to see if I can cut an attack if I took hasten.  I don't think I could manage perma-hasten, though, so I'm not sure how that'd look.

 

I hate the Aid Self tri-corder.  But, the heal is very tempting.  I'm not sure what I'd be willing to drop to get it.  I'll play around a bit with it.  I'll do some searching to find out what kind of slotting is usually suggested, as I haven't looked at it.  Did Aid Self get an alternate animation?  I don't recall.

 

I've iterated on this build a bunch and I'm kinda stuck on this version currently.  It has almost everything I want.  I just have this nagging feeling I'm missing something obvious, so I want to make sure I've explored all the possibilities.

 

edit:  PS..  Thanks for the input thus far.

 

edit2:  My old character back in the day was Dark Melee.  The lack of good AoE and not wanting to replay it again puts me off from it.

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-nods-  Totally reasonable to like the set you like.

 

Agility Alpha should do really crazy things to your DEF, if thats a thing that interests you, and might make a tiny bit more headroom for resistance?

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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I am operating on some assumptions, so if anyone has any factoids, feel free to correct me.  I have been unable to find any specifics about the SR/ scaling resists other than they seem to cap out at around 50% resists and don't cover Psi/Toxic.  I am operating on the assumptions that the scaling begins around 90% health and caps around 5% health for both SR/ and the Reactive Defense IO.

 

The Reactive Defense IO starts immediately; you get 3 + (7 * ((100-HP%)/100)) resist from it (scaling smoothly from 3% at 100% health to 10% at dead).  I don't know if/how the SR scaling resist was changed for Tankers vs Scrappers.  For Scrappers, it starts at 50% and you get 0.333 per HP% lost per each of the three powers, simplifying to 1% per HP% under 50%.  Since Tankers get 33% more resist than Scrappers, it should be ~1.33% per point under 50, capping at 66.5% when yous dead.  At 33% health, you'd only be hitting ~27% resists, even assuming the higher scaling.

 

You can (and probably should) push for capped S/L resist at around that level of health by abusing some set bonuses (particularly in PBAoEs).  Alternatively you can go with Staff, which would (with your build) let you cap most of your resists at ~28-34% health depending on how willing to rely on the Tanker proc you are.

 

I would strongly advise testing Tanker SR's behavior on Justin and/or with HeroStats.

No-Set Builds: Tanker Scrapper Brute Stalker

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I am operating on some assumptions, so if anyone has any factoids, feel free to correct me.  I have been unable to find any specifics about the SR/ scaling resists other than they seem to cap out at around 50% resists and don't cover Psi/Toxic.  I am operating on the assumptions that the scaling begins around 90% health and caps around 5% health for both SR/ and the Reactive Defense IO.

 

The Reactive Defense IO starts immediately; you get 3 + (7 * ((100-HP%)/100)) resist from it (scaling smoothly from 3% at 100% health to 10% at dead).  I don't know if/how the SR scaling resist was changed for Tankers vs Scrappers.  For Scrappers, it starts at 50% and you get 0.333 per HP% lost per each of the three powers, simplifying to 1% per HP% under 50%.  Since Tankers get 33% more resist than Scrappers, it should be ~1.33% per point under 50, capping at 66.5% when yous dead.  At 33% health, you'd only be hitting ~27% resists, even assuming the higher scaling.

 

You can (and probably should) push for capped S/L resist at around that level of health by abusing some set bonuses (particularly in PBAoEs).  Alternatively you can go with Staff, which would (with your build) let you cap most of your resists at ~28-34% health depending on how willing to rely on the Tanker proc you are.

 

I would strongly advise testing Tanker SR's behavior on Justin and/or with HeroStats.

 

Can confirm that on Justin, according to combat attributes, it is 1% per percent of health under 50, reaching 49% at 1% Health.  At 30% Health, you will have 20% bonus resistance.

 

Test Methodology:  Roll lvl 50 SR Tank.  Take all powers.  Turn on Toggles.  Fly up.  Turn off fly.  Check Combat Attributes.  Repeat.

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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Excellent information.  Thanks to both of you for that.

 

So, at 30% health it would be 20% from SR/ and 7.9% from the IO for 27.9%, much less than I was assuming.

 

I'd end up with just over 75% S/L/F/C, 72% E/N, and the same 55% T/P.

 

That's still pretty reasonable, but not near as much as I was hoping for.  Too bad the Tanker resist bonus didn't get applied.  It must be some kind of flat bonus that doesn't use modifiers.

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75% S/L and 72% E/N are non-trivial, especially on a character with ‘never going to get defense crashed’ capped DEF.

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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