ScrapperArmorPowers

Note: all enhancements assume even level (white)

Tough (Fighting Pool) is 11.25% resistance to smashing and lethal and each SO Damage Resist enhancement
provides 2.25% more

Weave (Fighting Pool) is 3.25% melee and ranged defense and each SO Defense Buff enhancement provides
0.65% more. Weave also provides some status-effect protection against immobolization

Health (Fitness Pool) is 40% health regeneration and each SO Heal enhancement provides 13.3% more.
Health also provides some status-effect protection against sleep.

Dark Armor information for Issue 5:

Dark Embrace (DE) is 22.5% resistance to smashing, lethal and 15% resistance to toxic and negative
energy. Each SO Damage Resist enhancement provides 4.5% more for smashing and lethal and 3% more for toxic
and negative energy

Death Shroud does negative energy damage-over-time (DoT) to each foe in melee range it affects

Murky Cloud (MC) is 22.5% resistance to fire, cold and 15% resistance to energy and negative energy.
Each SO Damage Resist enhancement provides 4.5% more for fire and cold and 3% more for energy and negative
energy. It also provides resistance to endurance drain

Obsidian Shield (OS) is 37.5% resistance to psionic and each SO Damage Resist enhancement provides 7.5%
more. It also provides status-effect protection (Sleep, Holds, Fear and Disorientation) that increases with
level up to level 45

Dark Regeneration does minor negative energy damage and recovers 30% health per foe affected in melee
range. Each SO Heal provides 10% more

Cloak of Darkness is 3.25% defense and each SO Defense Buff enhancement provides 0.65% more. It also
provides stealth and resistance to immobilization

Cloak of Fear causes fear to about half the affected minions in melee range. It also debuffs the
affected foes accuracy by about 10%

Oppressive Gloom causes disorientation to all minions affected in melee range. It lowers your health
over time by a small amount

Soul Transfer is a self resurrection causing damage to all foes affected in melee range. When you rise,
you will be Invulnerable for a short time

Note: there is not any status-effect protection to knock down, knock back (Acrobatics in the Leaping
Pool can provide this protection or Hover in the Flight Pool can provide semi-protection to knock)

Example slotting is shown below using even level (white) Damage Resist SO enhancements (75% cap):

Smashing and Lethal (most common in the game) Issue 5:

DE (6 SO Damage Resist) - Total 49.5%
DE (5 SO Damage Resist) - Total 45%
DE (6 SO Damage Resist), Tough (6 SO Damage Resist) - Total 74.25%
DE (6 SO Damage Resist), Tough (5 SO Damage Resist) - Total 71.75%
DE (5 SO Damage Resist), Tough (6 SO Damage Resist) - Total 69.75%
DE (5 SO Damage Resist), Tough (5 SO Damage Resist) - Total 67.25%

Elemental Fire and Cold in Issue 5:

MC (6 SO Damage Resist) - Total 49.5%
MC (5 SO Damage Resist) - Total 45%

Elemental Toxic in Issue 5:

DE (6 SO Damage Resist) - Total 33%
DE (5 SO Damage Resist) - Total 30%

Energies Energy in Issue 5:

MC (6 SO Damage Resist) - Total 33%
MC (5 SO Damage Resist) - Total 30%

Energies Negative Energy in Issue 5:

DE (6 SO Damage Resist), MC (6 SO Damage Resist) - Total 66%
DE (5 SO Damage Resist), MC (5 SO Damage Resist) - Total 60%

Psionic (one of very few powers in the game with protection against psionic damage) in Issue 5:

OS (5 SO Damage Resist) - Total 75%
OS (4 SO Damage Resist) - Total 67.5%
OS (0 SO Damage Resist) - Total 37.5%

Invulnerability information in Issue 5:

Resist Physical Damage (RPD) is 5.625% resistance to smashing and lethal and each single origin (SO)
enhance damage resistance (Damage Resist) enhancement provides 1.125% more

Dull Pain (DP) adds 40% (unenhancable) of your base hit points to your hit points, and then heals you
40% (enhancable) of your hit points. Each SO Heal provides 13.3% more

Temporary Invulnerability (TI) provides 22.5% resistance to smashing and lethal and each SO Damage Resist
enhancement provides 4.5% more

Resist Elements (REl) is 5.625% resistance to fire, cold and toxic and each single origin (SO) enhance
damage resistance (Damage Resist) enhancement provides 1.125% more

Unyielding (Uny) is 7.5% resistance to all types except psionic (only 3.75% to smashing and lethal),
and each SO Damage Resist enhancement provides 1.5% more, 0.75% smashing and lethal. It also provides
status-effect protection (hold, sleep, disorient, knock, immobilize) that increases with level
up to level 45. It also has a 5% defense debuff

Resist Energies (REn) is 5.625% resistance to energy and negative and each single origin (SO) enhance
damage resistance (Damage Resist) enhancement provides 1.125% more

*Invincibility (Inv) provides 1.125% melee defense (0.5625% ranged) to all except psionic for every
foe in melee range up to 14 foes and also adds a to-hit bonus for every foe in melee range up to 14
foes. It also provides a melee Taunt effect. Each SO Defense Buff provides 0.225% melee (0.1125% ranged) more

Tough Hide (TH) is 3.75% defense to all types except toxic and psionic. Each SO enhance defense buff
(Defense Buff) enhancement provides 0.75% more

Unstoppable (Uns) is 52.5% resistance to all types except psionic and each SO Damage Resist enhancement
provides 10.5% more. It also provides status-effect protection (hold, sleep, disorient, knock,
immobilize) and a boost to endurance regeneration. When it ends, it leaves you with no endurance,
unable to regain any endurance for 15 seconds and 10% of your hit points

Example slotting is shown below using even level (white) Damage Resist SO enhancements (75% cap):

Smashing and Lethal (most common in the game) in Issue 5:

Unyielding (6 SO Damage Resist), RPD (6 SO Damage Resist), TI (6 SO Damage Resist) - Total 70.125%
Unyielding (5 SO Damage Resist), RPD (6 SO Damage Resist), TI (6 SO Damage Resist) - Total 69.375%
Unyielding (6 SO Damage Resist), RPD (6 SO Damage Resist), TI (5 SO Damage Resist) - Total 65.625%
Unyielding (5 SO Damage Resist), RPD (6 SO Damage Resist), TI (5 SO Damage Resist) - Total 64.875%
Unyielding (6 SO Damage Resist), RPD (1 SO Damage Resist), TI (6 SO Damage Resist) - Total 64.5%

Unyielding (6 SO Damage Resist), RPD (1 SO Damage Resist), TI (6 SO Damage Resist), Tough (0 SO Damage Resist) - Total 75.75%
Unyielding (6 SO Damage Resist), RPD (1 SO Damage Resist), TI (5 SO Damage Resist), Tough (1 SO Damage Resist) - Total 73.5%
Unyielding (5 SO Damage Resist), RPD (1 SO Damage Resist), TI (5 SO Damage Resist), Tough (2 SO Damage Resist) - Total 75%
Unyielding (0 SO Damage Resist), RPD (1 SO Damage Resist), TI (6 SO Damage Resist), Tough (2 SO Damage Resist) - Total 71.25%
Unyielding (0 SO Damage Resist), RPD (1 SO Damage Resist), TI (5 SO Damage Resist), Tough (4 SO Damage Resist) - Total 75.75%

Elemental (fire, cold and toxic), and Energies (energy and negative energy) in Issue 5:

Unyielding (6 SO Damage Resist), REl (6 SO Damage Resist) and REn (6 SO Damage Resist) - Total 28.875%
Unyielding (5 SO Damage Resist), REl (6 SO Damage Resist) and REn (6 SO Damage Resist) - Total 27.375%

Defense in Issue 5:

TH (6 SO Defense Buff) - Total 8.25% (except toxic and psionic)
TH (1 SO Defense Buff) - Total 4.50% (except toxic and psionic)

*Inv (6 SO Defense Buff) - Total 2.475% melee, 1.235% ranged (1 foe) to 34.65%, 17.325% (14 foes) (except psionic)
*Inv (5 SO Defense Buff) - Total 2.25% melee, 1.125% ranged (1 foe) to 31.5%, 15.75% (14 foes) (except psionic)

*Note: Statesman says 1.125%. Player testing shows between 2.25% and 2.625%

Regeneration Information in Issue 5:

Fast Healing (FH) is 75% health regeneration and each SO Heal enhancement provides 25% more

Reconstruction heals you 25% and each SO Heal enhancement provides 8.3% more

Quick Recovery is 33% endurance regeneration and each SO endurance recovery enhancement provides
11% more

Dull Pain (DP) adds 40% (unenhancable) of your base hit points to your hit points, and then heals you
40% (enhancable) of your hit points. Each SO Heal provides 13.3% more

Integration (Int) is 50% (unenhancable) plus 100% (enhancable) health regeneration and each SO Heal
provides 33.3% more. It also provides status-effect protection (hold, sleep, disorient, knock,
immobilize) that increases with level up to level 45

Resilience is 5.625% resistance to smashing, lethal and toxic and each SO Damage Resist enhancement provides
1.125% more. It also provides some protection against disorientation

Instant Healing (IH) is 600% (unenhancable) plus 200% (enhancable) health regeneration and each SO
Heal provides 66.6% more

Revive is a self resurrection. You rise with 50% health and 50% endurance

Moment of Glory (MoG) is 71% resistance (all damage types except psionic) and 80% defense. It also
provides status-effect protection (hold, sleep, disorient, knock, immobilize) and endurance recovery.
When activating MoG, your health drops to 25% and cannot be increased throughout the duration. When
it ends, you cannot recover any health for 15 seconds

Example slotting is shown below using even level (white) Heal SO enhancements in Issue 5:

FH (6 SO Heal) - Total 225%
FH (6 SO Heal), Health (6 SO Heal) - Total 345%
FH (6 SO Heal), Health (1 SO Heal) - Total 278%

FH (6 SO Heal), Int (6 SO Heal) - Total 575%
FH (6 SO Heal), Int (0 SO Heal) - Total 375%
FH (1 SO Heal), Int (6 SO Heal) - Total 450%

FH (6 SO Heal), Int (6 SO Heal), Health (1 SO Heal) - Total 628%
FH (6 SO Heal), Int (0 SO Heal), Health (1 SO Heal) - Total 428%
FH (1 SO Heal), Int (6 SO Heal), Health (1 SO Heal) - Total 503%
FH (6 SO Heal), Int (6 SO Heal), Health (6 SO Heal) - Total 695%
FH (6 SO Heal), Int (0 SO Heal), Health (6 SO Heal) - Total 495%
FH (1 SO Heal), Int (6 SO Heal), Health (6 SO Heal) - Total 570%

FH (1 SO Heal), IH (0 SO Heal) - Total 853%

FH (1 SO Heal), Int (0 SO Heal), IH (0 SO Heal) - Total 1203%
FH (1 SO Heal), Int (6 SO Heal), IH (0 SO Heal) - Total 1250%
FH (6 SO Heal), Int (6 SO Heal), IH (0 SO Heal) - Total 1375%
FH (6 SO Heal), Int (0 SO Heal), IH (0 SO Heal) - Total 1175%
FH (6 SO Heal), Int (6 SO Heal), IH (6 SO Heal) - Total 1775%

FH (6 SO Heal), Int (6 SO Heal), Health (6 SO Heal), IH (6 SO Heal) - Total 1895%

Super Reflexes Information in Issue 5:

Focused Fighting (FF) is 12.5% melee defense and each SO Defense Buff enhancement provides 2.5% more
Note: villains melee AoE/Cone powers are also considered melee; e.g. Dragon's Tail, Head Splitter, etc

Focused Senses (FS) is 12.5% ranged defense and each SO Defense Buff enhancement provides 2.5% more

Agile (AG) is 5% ranged defense and each SO Defense Buff enhancement provides 1% more

Practiced Brawler is status-effect protection (hold, sleep, disorient, knock, immobilize) that
increases with level up to level 45

Dodge (DG) is 5% melee defense and each SO Defense Buff enhancement provides 1% more

Quickness is 20% increase in attack rate (unenhancable) and increases speed (enhancable)

Lucky (LU) is 5% AoE/Cone defense and each SO Defense Buff enhancement provides 1% more

Evasion (EV) is 22.5% AoE/Cone defense and each SO Defense Buff enhancement provides 4.5% more

Elude is 45% melee/ranged/AoE/Cone defense and each SO Defense Buff enhancement provides 9% more.
Endurance recovery is increased while active and when it ends, you are left with no endurance and unable
to recover endurance for 15 seconds

Example slotting is shown below using even level (white) Defense Buff SO enhancements:

Melee Defense in Issue 5:

FF (6 SO Defense Buff) - Total 27.5% defense
FF (5 SO Defense Buff) - Total 25% defense

FF (6 SO Defense Buff), DG (6 SO Defense Buff) - Total 38.5%
FF (5 SO Defense Buff), DG (6 SO Defense Buff) - Total 36%
FF (6 SO Defense Buff), DG (3 SO Defense Buff) - Total 34.5%
FF (5 SO Defense Buff), DG (3 SO Defense Buff) - Total 32%
FF (6 SO Defense Buff), DG (1 SO Defense Buff) - Total 32.5%
FF (5 SO Defense Buff), DG (1 SO Defense Buff) - Total 30%

FF (5 SO Defense Buff), DG (1 SO Defense Buff), Weave (5 SO Defense Buff) - Total 36.5%
FF (5 SO Defense Buff), DG (6 SO Defense Buff), Weave (5 SO Defense Buff) - Total 41.5%
FF (6 SO Defense Buff), DG (6 SO Defense Buff), Weave (6 SO Defense Buff) - Total 45.65%

Elude (6 SO Defense Buff) - Total 99% defense

Ranged Defense in Issue 5:

FS (6 SO Defense Buff) - Total 27.5% defense
FS (5 SO Defense Buff) - Total 25% defense

FS (6 SO Defense Buff), AG (6 SO Defense Buff) - Total 38.5%
FS (5 SO Defense Buff), AG (6 SO Defense Buff) - Total 36%
FS (6 SO Defense Buff), AG (3 SO Defense Buff) - Total 34.5%
FS (5 SO Defense Buff), AG (3 SO Defense Buff) - Total 32%
FS (6 SO Defense Buff), AG (1 SO Defense Buff) - Total 32.5%
FS (5 SO Defense Buff), AG (1 SO Defense Buff) - Total 30%

FS (5 SO Defense Buff), AG (1 SO Defense Buff), Weave (5 SO Defense Buff) - Total 36.5%
FS (5 SO Defense Buff), AG (6 SO Defense Buff), Weave (5 SO Defense Buff) - Total 41.5%
FS (6 SO Defense Buff), AG (6 SO Defense Buff), Weave (6 SO Defense Buff) - Total 45.65%

Elude (6 SO Defense Buff) - Total 99% defense

AoE/Cone Defense in Issue 5:

Evasion (6 SO Defense Buff) - Total 49.5% defense
Evasion (5 SO Defense Buff) - Total 45% defense

Evasion (6 SO Defense Buff), LU (6 SO Defense Buff) - Total 60.5% defense
Evasion (5 SO Defense Buff), LU (6 SO Defense Buff) - Total 56% defense
Evasion (4 SO Defense Buff), LU (6 SO Defense Buff) - Total 51.5% defense
Evasion (6 SO Defense Buff), LU (3 SO Defense Buff) - Total 57.5% defense
Evasion (5 SO Defense Buff), LU (3 SO Defense Buff) - Total 53% defense
Evasion (4 SO Defense Buff), LU (3 SO Defense Buff) - Total 48.5% defense
Evasion (6 SO Defense Buff), LU (1 SO Defense Buff) - Total 55.5% defense
Evasion (5 SO Defense Buff), LU (1 SO Defense Buff) - Total 51% defense
Evasion (4 SO Defense Buff), LU (1 SO Defense Buff) - Total 46.5% defense

Elude (6 SO Defense Buff) - Total 99% defense

Copied from a post by BuffyASummers


Last modified: Tue, 4 Jul 2006 06:40:10 GMT
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