soc damage battery (in General)
when i was running just a jigoro i was amazed by the interaction between soc, uc, bl and va. i was wondering if anyone had tried running a single minion team (i think it would have to be single minion to get enough hp to survive ranged) that is built with just enough strength and dex to get one hit per round. hp would be as high as possible with enough bl and va to get full capabilities.
no damage reduction or cth reduction would be used as the whole purpose would be to live to melee, throw down a massive soc discharge and pull in more hp from that. all nw would go into the soc other than what it takes to get a mod up to one hit per round guaranteed. the other gear would likely just be skill, str or dex boosting that doesn't add to ac.
it would definitely be a specialized strategy but i am unsure if you could get enough hp to live through elb ranged damage at the top levels?
also, the toa would be the tat of choice just to help wtih the amount of xp that could be used for hp.
lostling
September 14 2010 11:59 AM EDT
dead to magic probably
Just try to survive 100 mil damage in ranged without damage reduction... I have the highest hp in the game plus 338 AC and I still only last 3 rounds.
lostling
September 14 2010 12:11 PM EDT
:) fun with kill slots :)
since the soc states that it is the first layer of reduction, does that mean that damage reduction really doesn't hurt what it stores for return?
Indeed more damage reduction means you take less damage but store the same amount.
so it wouldn't be required to eliminate damage reduction, you just wouldn't want to reduce the number of hits in any manner.
also since pl doesn't really hurt the soc storing of damage, kill slots would likely be the way to go. i was thinking that the xp concentration would be required but if it wouldn't be enough then this might work?
if you could survive that 100m damage though you would store up like 18m damage with a +36 soc and then hit for 54m before bl and get over 20m in health back through va...with bl though those would increase as well.
with the doubling would that first hit be like 110m with over 40m to your hp from va?
4 Minions.
First Minion, MoD, BL, SoC, HP, And then as much AC as you can fit.
Three minions behind training HP/PL/VA, all with TSA. When one is killed, the next picks up the PL.
Won't help facing another MoD, who'll ignore the three PL batteries, but would be there to live through Missile.
Tattoo would probably be a ToE, and Mages would eat you alive. They might not be able ot kill you, but you won't have any damage to return.
Would be fun for seeing ho wmuch damage you could absorb, and what the highest blow you could get would be.
Which would be versus a team with a lot of ranged damage, minimal AC and AS. ;)
DoS
September 14 2010 12:46 PM EDT
That is a huge VA level...
with the doubling would that first hit be like 110m with over 40m to your hp from va?
Yes, but you'd never have a large enough VA! :P
it is definitely a novelty, but it might work for a tournament where everyone else is going ranged melee! ; )
VA and PL don't work together
You would want it to be 3 minions. Front minion is an enchanter with AoI and BoF training an AMF and SS holding a ToE. Second minion is the mini tank with some str a bit of dex and the rest hp along with full BL. He equips MH, SoC, and the rest wall gear. Third minion PL wall with MgS to at least give a bit of a chance against some mages.
VA and PL don't work together
The VA would be to cast on the SoC minion. No need for it to work on the PL minions. ;)
QBOddBird
September 14 2010 5:36 PM EDT
Your original post describes my strategy, minus BL for obvious reasons.
until uc is changed to a linear damage model i think the only way i would go that route again is with the jiggy so that bl could be used. but that really is the team i just got rid of even though it has been my favorite one so far!
that is the only reason i chose mod above.
QBOddBird
September 14 2010 6:25 PM EDT
aye, but I intend to (when I have finished the NCB and can afford to do so) bump my SOC up and simply rely on IT for damage. UC serves the dual purpose of freeing up NW for the ranged weapon and providing some Evasion so I don't get hit so many times per round.
i was looking more for something that could live through the damage rather than reduce hits. in effect, it wants all the hits it can get for massive damage and thus va hp...if it lives long enough!
QBOddBird
September 14 2010 7:55 PM EDT
Yeah, that makes sense too. But does it return the damage the weapon was going to give pre-AC? or post-AC? Because if it is post-AC, then you'd just be reducing the damage you put out by going heavy wall armor, right?
QBOddBird
September 14 2010 7:56 PM EDT
jk, I just re-read those posts above, ignore my post about pre/post AC
If it's gonna be all about the HP then I see foregoing a tattoo and using a TSA to recover millions each round.
let's have a ranged melee damage tournament so i can test this out!
: )
QBOddBird
September 14 2010 11:22 PM EDT
AC isn't something really easy to test out down low, it'll have to be a ranged damage tournament with a hyooge bonus.
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