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Dark Current

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  1. Head to your basements and bathtubs! It's time for the next DEFCON: Aftermath match up!
  2. So, who won the matchup between DEF and CON with Radiation??? Defensive Metrics Defensive Summary Survivability: Despina fell more times overall, but over quadruple the time. Her defeat rate (0.026 vs 0.074) was far lower and steady (R² = 0.93 vs 0.40). Edge Despina. Ally Risk: Despina’s team had more total defeats, but fewer per minute (0.14 vs 0.16). Her protection held better over time. Resilience: Trinculo absorbed roughly 2× more damage per minute (553 vs 274), fighting in hotter zones while Despina managed longer, cooler engagements. Tie by context. Punishment: Trinculo withstood heavier burst (212 vs 143 dmg/min per defeat), but Despina’s loads were cooler and more controlled. Edge Trinculo (short burst), Edge Despina (sustained). Overwatch: Despina’s team defeats were less linked to her own damage intake (30 vs 123). She stayed steady when allies fell. Pets (Loyalty + Sacrifice): Trinculo’s 5 pets took more hits by design; Despina’s 2 pets faced little exposure. Different risk models, functional tie. Avoidance: Trinculo logged 10× more hits/min (62 vs 5.7) from AoE ticks; Despina simply stayed out of harm’s way. Winner Despina. Targeting: Each hit on Trinculo did ≈9 dmg vs Despina’s ≈61. He soaked volume, she dodged spikes. Winner Trinculo. Provision: Despina maintained double the buff tempo (5.0 vs 2.5 buffs/min) with perfect consistency. Clear edge Despina. Warding: Buff rate rose slightly with defeats for both (R² = 0.52 vs 0.62); Despina’s flatter curve (0.37 vs 0.42) shows minor preventive edge. Shielding: Despina’s flatter slope (42 vs 374 dmg/min per buff) indicates better efficiency, but low pet count deflates it. Contextual tie; Edge Despina overall. Verdict Defensive Winner: Despina — the steadier, preventive supporter. Despina minimized exposure, kept her buff cycle flawless, and held steady through long, grinding missions. Trinculo absorbed more fire and handled it well, but his frontline presence and reactive buffing made his defense more volatile. Takeaway Both Radiators endured their environments well, but Despina did so calmly and predictably — controlling danger before it escalated. Trinculo thrived in the blast zone, absorbing chaos through sheer toughness. Defensively: Despina prevents the collapse; Trinculo survives it. Offensive Metrics Offensive Summary Lethality: Both DEFCONs averaged similar foe defeats per minute, but Despina sustained her kill tempo across four missions. Trinculo’s shorter but sharper runs delivered higher burst ratios. Despina edges it for overall endurance; Trinculo for volatility. Amplification (Buffs → Ally Kills): Trinculo’s smaller buff volume translated into higher team payoff. His allies’ kill totals rose steeply in step with his buffing activity, proving his Radiation fields and Conductive Aura amplified ally aggression more directly than Despina’s steady Water-based sustain. Threat (Raw Output): Despina dominated with over 720k total damage—a staggering number even factoring pets. Trinculo’s 150k reflects shorter exposure time and mixed melee risk. On output alone, Despina wins outright. Potency (DMG Out vs. Kills): Both scaled damage effectively with foe defeats, but Despina’s steeper slope indicates better kill-to-damage efficiency. Her Water Blast toolkit produced faster returns per spike. Disruption (Control Rate): Despina generated three times more control events across missions, but Trinculo’s forgotten Choking Cloud suppresses his real potential here. Adjusted for uptime, the sets likely approach parity. Efficiency (DMG Out / DMG In): Despina achieved an average 9.1:1 ratio—more than double Trinculo’s 3.6:1. Her ranged positioning and layered debuffs turned offense into defense, minimizing trade cost. Pet Contribution: Trinculo’s five summons produced 60% of his total damage, working in perfect sync (R² = 0.96). Despina’s pets delivered just 5.6%, but with 3.3× efficiency. → Trinculo’s pets were shock troops; Despina’s were amplifiers. → Trinculo wins Aggression and Savagery; Despina wins Efficiency. ⚖️ Verdict - Despina is the superior offensive architect; Trinculo is the superior offensive catalyst. Despina channels overwhelming ranged damage, clean kill efficiency, and unmatched sustain. Her numbers represent strategic dominance—damage delivered precisely, safely, and consistently. Trinculo operates as a tactical instigator—faster to surge, faster to burn, but terrifying in momentum. His buffs and pets spike his team’s damage with every engagement, even at personal cost. 💡 Takeaway Despina: Command of the field. Sustained firepower, reliable returns, minimal exposure. Trinculo: Command in the moment. Aggressive amplification, synergistic pet warfare, volatile bursts. Final Verdict… In this Radiation duel, Despina emerges as the superior DEFCON supporter because… Defensively, she was steadier and more sustainable. Trinculo’s team folded sooner and more often, while Despina’s endured through longer, harder missions. Her lower defeat rate per minute and superior buff throughput gave her squad the stamina to survive deep into Tier 4 — territory Trinculo’s team never reached. His resilience under pressure was higher per defeat, but that came from hotter incoming fire and a thinner frontline. Despina simply kept her machine running longer, cleaner, and with fewer collapses. Offensively, the gap widened. Despina out-damaged Trinculo nearly five to one, converting her pressure into clean, decisive kills. Her attacks hit harder, scaled faster, and paid off in sustained enemy defeats. Trinculo’s Radiation fields and pets hit in furious bursts, but the momentum burned out quickly. His team’s kill tempo rose when he spiked — then flatlined when he fell. Despina’s output, by contrast, never stopped climbing. And when it came to support impact, Despina’s precision trumped Trinculo’s chaos. She buffed twice as fast, healed more consistently, and turned damage mitigation into forward motion. Trinculo’s disruption tactics and pet aggression were brutal, but costly — efficient in short runs, unsustainable in a campaign of attrition. 🧩 What if you focus on the First Three Missions Only…? Even when you remove Mission 4 entirely, Despina still wins 5 of 6 categories, and by wider margins than she loses any. The biggest shift is scale — the victory changes from overwhelming to decisive but fair. Her advantages in duration, buff coverage, and kill conversion still dominate the shared timeline. Trinculo fought hot and hard in shorter bursts, surviving well enough but failing to translate control into kills or reliable prevention. Despina, even within the same time window, proved steadier, safer, and far deadlier — producing more buffs, more kills, and fewer team losses at half the incoming pressure per minute. So yes — even stripping away her marathon fourth mission, Despina still wins the head-to-head, though the result shifts from a landslide to a commanding decision. ⚖️ Bottom Line Trinculo: The volatile amplifier — fearless, explosive, and team-driven, but burning twice as bright for half as long. Despina: The irradiated engine — stable, lethal, and inexhaustible, turning every joule of power into measurable results. DEFENDERS Win Radiation Emission!!!
  3. Here's the full Trial video downloaded from my Twitch channel. And here's my reaction and analysis of that Trial's performance, which includes the Verdict on Radiation
  4. Here is my Radiation Defender's Build and Solo testing: Despina the Rad / Water / Energy Defender Despina - Defender (Radiation Emission).mbd
  5. Thanks for the insights, Linea. I'm not super concerned about standardizing mission size / spawn number as that randomness is part of the testing. At the end of the day, I'm going to have 5 defenders and 5 controllers' cumulative data to compare with multiple teammates and maps and spawns. I also have the original DEFCON 5 data with the original 5 defenders and 5 controllers data as well, although the foes there were standard 54x8 content. But that is also part of the variability that I'm sifting through to find a signal within the noise. That signal, if it exists, is the difference between the ATs. Oh, and we'd love to have you jump in on a run. I have Storm Summoning on deck next, so I'll be interested to see how that chaos engine fares against the 801 surge. We're fast running out of incarnate teammates as each character can only be used on one trial unless the team successfully completes a run (which could end early if we call it quits due to exhaustion at the end of a completed mission... usually a Tier 4). So if you have a qualified body - non-support, level 50, IOd, incarnated - give me a shout either here or over on the FAFO Company discord https://discord.gg/mxqXvKaX
  6. His build definitely needs a human rework. It wasn't optimal, but I don't think you can point specifically at it as the reason for the overall results. The cone controls / attacks didn't have the stopping power necessary to hold off these 801s once you start having all the +4 bosses and EBs. After those fail, Empathy doesn't have anything else to rely on to stop the enemy. Meanwhile, the defender has an entire suite of blast attacks with debuffs and soft controls, plus the ATO procs to keep the enemy back and keep the team moving forward. It was my first time with Symphony, so there are definitely areas for improvement.
  7. After streaming Trinculo's 801 Trials on my Twitch channel, I crunched the numbers collected using Sythlin's DPS Tool and analyzed the stats with Excel. The full unedited Trial footage downloaded from Twitch is here: Here's my reaction to that video and report of the results:
  8. Trinculo the Elec / Rad / Mu Controller Mids Build: Trinculo - Controller (Electric Control - Radiation Emission).mbd Build and Solo Test Video:
  9. Put on your SPF 1 Million! It's time for the next DEFCON: Aftermath match up!
  10. The Marquis is back with some of the Best of the Worst taking a Slow Walk through a 2-Star Aeon SF. Want to see if he's still an upper echelon DEFCON Supporter? Check out the video "Dr. Aeon Strikeforce - City of Heroes HC" https://www.twitch.tv/videos/2575751944
  11. My deep-dive analysis of Strats and Stats from Over Exposure's team trials is up on YT. Check it out to see how the 'Meltdown' Stalker build fared against her 3 predecessors' builds. Key Takeaways: Incoming Damage metrics... Outgoing Controls metrics... Enemy Takedown metrics... Outgoing Damage metrics... Cathy's Rankings...
  12. Let us know how your build turns out. I'm curious to see if a 'heal' stalker works.
  13. https://discord.gg/VJtUzF7BCP Try that one, @LPMc
  14. And I ran the Team Trials to record stats for comparison with my other Support Stalkers the other day: Check out this video "Meltdown Stalker - Team Trials Over Exposure - The Flash Before the Ash City of Heroes HC | Support Stalker Experiment" https://www.twitch.tv/darkcurrent2083/v/2564149506?sr=a
  15. @Chrome and @LPMc im not at my computer atm, so i cant load the mids builds to check them out. If you use Discord, you can join the server i created for CoH builds and team testing to post the downloadable mids link https://discord.gg/4KfGWshe Just post your forum and/or game global if you do and I'll update your role so you can post.
  16. First would be very smashy. Second im not nearly familiar enough to speculate
  17. Solo Test Run Coucil paper missions in GV 52x8 53x7 54x6 Suffered one defeat in first mission as I got used to Over Exposure's capabilities.
  18. I haven't run that particular combo, but I ran electric on Dead Cell and Psi armor on Uncaged Psyche. The slotting is particular to their build concepts as support stalkers, but you might get some ideas from them if you take a look on page 1 of this thread.
  19. Thanks for the idea. I was going for drain a little bit with Dead Cell, but shifted more towards the sleeps. I updated Over Exposure above with some of the details from the videos.
  20. The Meltdown Stalker Origins Real Name: Danielle Kordell Powers: Radiation Melee / Energy Aura / Fire Mastery Origin: Science (empowered by alien Shivan essence) Backstory: Danielle “Dani” Kordell was an EMT in Galaxy City, known for running headlong into danger with a wry grin. “Reckless but unbreakable,” she spent long nights alongside Freedom Corps liaisons, patching up civilians and heroes alike. So when meteors began streaking across the skies that fateful dawn, Dani was among the first to respond — sprinting into collapsing streets to drag the wounded to safety. One of those meteors struck near the Galaxy Girl statue, erupting in a radioactive plume that shattered stone and scattered glowing fragments across the plaza. Dani was caught in the blast while shielding a family beneath her body. Alien shards drove into her flesh, embedding like glass. Her last sight was the statue’s face crumbling into ash as fire and light consumed everything. She should have died. Most did. Instead, she awoke days later in the ruins — burned, alone, yet alive. Shivan fragments had rewritten her cells, fusing alien proto-matter with her DNA. Her veins glowed faintly, her breath steamed like venting plasma, her skin radiated a constant heat. When panic surged, she could unleash bursts of searing radiation and flame, incinerating the neo-Shivans that prowled the wreckage. Survival came at a cost: Dani could never turn it off. Her very presence emitted waves of invisible poison. The civilians she once saved now recoiled in horror, seeing not their rescuer but a reactor in meltdown. She was no longer a savior — only another monster birthed by the meteors. She took a name to match her new reality: Over Exposure… the Flash before the Ash. Personality & Traits: Recklessly Brave: Dani doesn’t hesitate, even when the odds are overwhelming — hesitation costs lives. Haunted but Compassionate: She carries survivor’s guilt from Galaxy City. She knows pain, and doesn’t want others to endure it. Fiercely Defiant: She refuses to let her fate define her. If she can’t be loved, she’ll make sure she’s feared by the right people. Powerset Synergy Over Exposure’s Radiation Melee / Energy Aura / Fire Mastery build focuses on meltdown debuffing, layered crowd control, and frontline suppression: ① Defense Debuff (-DEF) Radiation Melee (Contaminated Strike, Radioactive Smash, Proton Sweep, Radiation Siphon, Devastating Blow, Atom Smasher): Heavy and persistent -DEF across single targets and clusters. Fire Mastery (Melt Armor): Strong AoE -DEF debuff stacks with Radiation Melee, ensuring enemies remain vulnerable. Keeps enemy defense stripped, enabling team-wide accuracy spikes and amplifying crit chains. ② Resistance Debuff (-RES) Melt Armor (Fire Mastery): Potent AoE -Resist, synergizing with Radiation’s -DEF for maximum team damage output. Achilles Heel (-RES proc): Radiation Melee attacks can be enhanced with -Resist, compounding Melt Armor. Enemies not only take more hits, they take harder hits, turning her into a team-wide damage amplifier. ③ Crowd Control Atom Smasher / Devastating Blow / Disrupt: Reliable AoE and melee Stuns, locking down clusters. Char and Ring of Fire (Fire Mastery): Single-target Hold and Immobilize, perfect for pinning lieutenants or priority bosses in reach of Atom Smasher or Fire Ball. Packs are controlled and clustered, giving allies a stable damage platform while enemies remain helpless. Mids Build: Over Exposure - Stalker (Radiation Melee - Energy Aura).mbd Final Analysis - not all powers listed were chosen for final build... Debuff / Control Type Strength Rating Notes -DEF / -RES ★★★★★ Core meltdown role: heavy -DEF from Radiation Melee chain + Atom Smasher; massive AoE -RES/-DEF from Melt Armor; additional chances from Achilles Heel. Enemies become crit-magnets. Control (Stun, Hold, Immob) ★★★★☆ Char provides strong ST hold, Ring of Fire ST immobilize, Disrupt + Atom Smasher create repeat AoE stuns. Keeps clusters locked for ally AoEs. Knockdown ★★★★☆ Radioactive Smash knockdown plus Atom Smasher’s PBAoE provide layered disruption; useful against bosses. Endurance Drain ★★★★☆ Energy Drain cripples enemy stamina while boosting self-endurance and defense. Excellent in sustained melee. Absorb / Self-Healing ★★★★☆ Energize (heal + regen + end efficiency) plus Overload for survival spikes keep her stable even while face-tanking.
  21. Empathy Defender Team Ankh's 801 Trials - Team 2 Mission Overview Mission 1: 801.0 f IC 6034 = 13 minutes Mission 2: 801.5 F IC 6035 = 23 minutes (team defeated) Mission 3: 801.0 f IC 6034 = 17 minutes Mission 4: 801.5 F IC 6035 = 46 minutes (timer expired) Teammates Missions 1-2: Gammalock (Dominator), Wednesdaywoe (Tanker), Fire Marsh (Blaster), Golden Anathema (VEAT Crab). Teammates Missions 3-4: Gammalock (Dominator), Nate Radrock (Tanker), Hank Kirchhoff (Blaster), KILL O’WATTS (Scrapper) Empathy Verdict Reaction and Analysis - Ankh vs. Frisson Sensate (DEF vs CON) Defensive Metrics Defensive Summary Survivability: Ankh only fell 2 times vs Frisson’s 17. Clear durability edge. Ally Risk: Ankh’s allies suffered fewer defeats (22 vs 35), even with reckless teammates. Resilience: Ankh absorbed half the damage (29k vs 57k) and withstood spikes far better. Punishment & Overwatch: For Frisson, damage taken was directly tied to both his own and his team’s defeats. For Ankh, those links were weaker — he could take hits without dragging allies down. Avoidance: Frisson dodged more hits on paper, but when he was struck the damage was devastating. Ankh took more hits but reduced their impact. Provision (Buffs): Ankh nearly doubled Frisson’s buff output and delivered it more consistently. Warding (Buffs vs Ally Defeats): Frisson’s buffs tracked with collapses (reactive). Ankh’s broke the tie, preventing defeats. Shielding (Buffs vs Pet Damage → proxy for teammates): Frisson’s buffs rose alongside pet damage (reactive). Ankh’s reduced the link, showing true prevention. Verdict Defensively, Ankh was the far stronger supporter. Frisson: avoided more hits, but every landed blow punished him and his team. His buffs were reactionary, tied to defeats. Ankh: took more hits, absorbed them at half the cost, kept defeats low, and proactively blunted damage with nearly twice the buff volume. Takeaway: Defensively, this one wasn’t close. Frisson dodged more, but when he got hit, both he and his team collapsed. His buffs mostly came too late, chasing damage. Ankh, meanwhile, soaked more hits, turned them into half the damage, barely fell himself, and pumped out almost double the buffs — actually preventing collapses. Bottom line: Ankh was the sturdier, steadier supporter… defensively speaking. Offensive Metrics Offensive Summary Lethality & Kill Share: Ankh nearly doubled Frisson’s kills (339 vs 162) and claimed a larger share of team lethality (22% vs 14%). Amplification: Ankh’s buffs scaled cleanly with ally kills, while Frisson’s were inconsistent. Threat (Raw Damage): Frisson dealt more total and per-minute damage (384k vs 323k), showing higher ceiling for raw output. Potency (Damage → Kills): Ankh converted his damage into kills far more reliably. Frisson’s damage often failed to finish. Engagement (Under Fire): Frisson held the edge — at his worst he matched Ankh, but at his best he outpaced him even when targeted. Disruption (Controls): Frisson dominated volume (4,151 vs 985), but Ankh’s knock-up controls hit harder and were tied to kills. Efficiency: Ankh turned damage taken into output more effectively (10.2 vs 9.0 average ratio). Pets: Ankh’s pets contributed more (81k vs 60k), were more efficient, and tied tightly to kills. Frisson’s pets were steadier but secondary. Verdict Offensively, Ankh was the more efficient and lethal supporter. Frisson: excelled at raw damage output and constant control pressure, thriving when under fire — but much of that effort failed to translate into kills. Ankh: dealt less raw damage, but converted more of it into decisive outcomes. His pets, buffs, and efficiency made him deadlier and more reliable in supporting team offense. Takeaway Frisson flooded the field with pressure, but Ankh struck with sharper results. Offensively, Ankh comes out ahead. Final Verdict… In this Empathy showdown, Ankh comes out on top. Defensively, the difference wasn’t close. Ankh only fell twice compared to Frisson’s seventeen, absorbed half the damage, and still kept his allies standing with nearly double the buffs. Frisson dodged more hits, but when he got tagged, both he and his team collapsed. Ankh, on the other hand, soaked more pressure and turned it into half the cost. Offensively, Ankh was just as decisive. He nearly doubled Frisson’s kills and claimed a bigger share of his team’s lethality. His pets were stronger, more efficient, and tightly tied to actual enemy defeats. Frisson still shined in raw damage output and sheer control volume — he blanketed the battlefield and put up the bigger numbers. But much of that pressure didn’t finish fights, while Ankh’s output translated directly into results. ⚖️So here’s the Bottom Line: Frisson was the louder supporter, overwhelming the field with suppression and damage. He fought hard, putting up bigger raw numbers and constant suppression pressure, but he was fragile: when hit, he and his team paid dearly, and his offensive volume often failed to convert into kills. Ankh was the stronger supporter — sturdier, steadier, and far more lethal. He absorbed twice the punishment at half the cost, kept his team standing with superior buffs, and turned his output — and his pets’ — into actual victories on the field. So while Frisson made a lot of noise — Ankh brought receipts carved in stone. And in this matchup, that makes him the true pharaoh of Empathy. DEFENDERS Win Empathy!!!
  22. Frisson Sensate, Empathy Controller analysis: Mission Overview Mission 1: 801.0 IC 6034 = 16 minutes Mission 2: 801.5 C IC 6035 = 36 minutes Mission 3: 801.6 Static IC 6041 = 30 minutes Mission 4: 801.7 Tech R IC 6089 = 18 minutes 4 Teammates: Arcfusion (Tanker), Shocksplice (Tanker), Nate Shocks (Sentinel), gyyv (Peacebringer) Total Time = 100 minutes 1. Survivability – Personal Defeats Mission P Defeats Time Teammate RATE Composite 1 0 16 4 0.000 0.000 2 7 36 4 0.194 0.049 3 7 30 4 0.233 0.058 4 3 18 4 0.167 0.042 Total 17 100 0.149 0.037 AVG 0.103 0.026 STD 0.051 0.013 SE 2. Risk – Ally Defeats Mission A Defeats Time Teammate RATE Composite 1 0 16 4 0.00 0.00 2 8 36 4 0.22 0.06 3 17 30 4 0.57 0.14 4 10 18 4 0.56 0.14 Total 35 100 0.34 0.08 AVG 0.28 0.07 STD 0.14 0.03 SE 3. Resilience – Damage Taken Mission DMG In Time Teammate RATE Composite 1 1454 16 4 91 23 2 20112 36 4 559 140 3 23342 30 4 778 195 4 11814 18 4 656 164 Total 56722 100 521 130 AVG 300 75 STD 150 38 SE 3a. Punishment – Damage taken vs Personal defeats 3b. Overwatch – Damage taken vs Ally defeats 3c. Pet Loyalty – Pet Damage Taken Mission Char DMG In Pet DMG In Total PP CP 1 1454 2441 3896 62.7% 37.3% 2 20112 6931 27043 25.6% 74.4% 3 23342 20656 43997 46.9% 53.1% 4 11814 3684 15498 23.8% 76.2% Total 56722 33712 90434 39.8% 60.2% 3d. Pet Sacrifice – Pet Damage Taken vs Team Defeats 4. Disruption – Controls Delivered Mission Controls Time Teammate RATE COMPOSITE 1 406 16 4 25.4 6.3 2 1013 36 4 28.1 7.0 3 1497 30 4 49.9 12.5 4 1235 18 4 68.6 17.2 SubTotal 4151 100 43.0 10.8 AVG 20.3 5.1 STD 10.1 2.5 SE 4a. Blunting – Controls vs Damage Taken 4b. Prevention – Controls vs Team Defeats 5. Avoidance – Hits Taken Mission Hits Time Teammate RATE COMPOSITE 1 88 16 4 5.5 1.4 2 252 36 4 7.0 1.8 3 234 30 4 7.8 2.0 4 74 18 4 4.1 1.0 Total 648 100 6.1 1.5 AVG 1.6 0.4 STD 0.8 0.2 SE 5a. Targeting – Hits vs DMG taken 5b. Deflection – Controls vs Hits 6. Provision – Buffs Provided 6a. Warding – Buffs vs Ally Defeats 6b. Shielding – Buffs vs Pet Damage Taken 7. Lethality – Foe Defeats Mission F Defeats Time Teammate RATE Composite 1 26 16 4 1.6 0.4 2 82 36 4 2.3 0.6 3 44 30 4 1.5 0.4 4 10 18 4 0.6 0.1 Total 162 100 1.5 0.4 AVG 0.7 0.2 STD 0.4 0.1 SE 7a. Kill Share – Proportion of Team Kills 7b. Amplification – Provision vs Foes Defeated by Allies 8. Threat – Combined Damage Output Mission DMG Out Time Teammate RATE Composite 1 31029 16 4 1939 485 2 110368 36 4 3066 766 3 142988 30 4 4766 1192 4 99522 18 4 5529 1382 Total 383908 100 3825 956 AVG 1625 406 STD 812 203 SE 8a. Potency – Damage Dealt vs Foe Defeats 8b. Engagement – Hits vs Damage Dealt 9. Efficiency – Character vs Pet DMG Out Mission Character Pets Total PP CP 1 27758 3272 31029 10.5% 89.5% 2 91710 18658 110368 16.9% 83.1% 3 121571 21416 142988 15.0% 85.0% 4 82761 16761 99522 16.8% 83.2% Total 323801 60107 383908 14.8% 85.2% AVG 9a. Character Ratio – Out:In Mission DMG Out DMG In Ratio 1 27758 1454 19.1 2 91710 20112 4.6 3 121571 23342 5.2 4 82761 11814 7.0 Total 323801 56722 9.0 AVG 6.8 STD Ratio of the Sums 5.7 3.4 SE 9b. Pet Ratio – Out:In Mission DMG Out DMG In Ratio 1 3272 2441 1.3 2 18658 6931 2.7 3 21416 20656 1.0 4 16761 3684 4.5 Total 60107 33712 2.4 AVG 1.6 STD Ratio of Sums 1.8 0.8 SE 9c. Pet Aggression = Pet DMG : Character DMG Output Ratio 9d. Pet Savagery – Pet Damage vs Foe Defeats 10. Debilitation – Controls vs Damage Dealt 10a. Devastation – Controls vs Lethality
  23. Thanks for putting these together @Linea They're a fun challenge for testing my DECONs. If each tier is 2x as hard as the one before, how would the 801.0 compare to a standard +4 radio or paper mission?
  24. Frisson's 801 Trials "The Slaughterhouse doesn’t let you save the team. It lets you trade it—one soul at a time." Chatty Cathy The Challenge: AE 801 Trials A brutal custom mission arc designed by @Linea to push support builds to their limits Includes elite bosses, ambush chains, and heavy debuffs Played at +4/x8 difficulty with incarnate-level enemies 5-man teams, level 50 minimum Increasing mission difficulty from Tier 1 - Tier 5, randomly selected from mission list by die roll Trial ends when either Defeat Condition is met: 4 out of 5 defeated teammates at the same time; time-limited missions (30, 30, 45, 45, 60) or Success Condition is met: complete all 5 tiers of missions before the time limit expires. No extraneous help, no 'cheese' temp powers like AV summons or super-inspirations, no email access, no exiting the map, no hospital visits... just what your character has on them and would 'normally' do within the purview of their build
  25. Ankh MIDS Build: Ankh - Defender (Empathy)2.mbd Frisson Sensate MIDS Build: Frisson Sensate - Controller (Symphony Control - Empathy).mbd
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