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Everything posted by Carnifax
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Thanks for all this. Yes, I noticed this on the parsing. Inky & Blinky, the two Haunts, had some EB parses but Clyde, the doggo didn't have any. So the Haunts were probably inheriting the EB buff I had running at times. At the moment EB really is a "Cool idea with a new mechanic which actually ends up being meh when you look at the numbers", a bit like Shocked! and the Tesla chains.
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This is all great info. Ta MacSkull. Well it does, from a logging point of view. It logs exactly as if every power and pseudopet power had a proc called Envenomed Blades attached to it. Inky and Binky here are my haunts. Note that my parser doesn't currently treat it like a proc proper (which is why the main entries "Attacks" are only 10. I need to add a new Pattern / modify the existing "Is this a proc attack" pattern so Envenomed is handled exactly like a proc. That would correct the number of attacks and the Recharge (Avg recharge in procs should mean "On average how often does it go off", in powers it should be "What was the average time between activation and recharge"), although you could argue on which figure is more meaningful for a power which acts both like a Power and a Proc (do you want to know how quick it takes to recharge or on average how often it goes off) But the damage is so low considering its a power choice. I mean it's adding ~10 damage per attack to the haunts. And the main entry covers all powers (including Trick Shot) and it's being outperformed by most other slotted procs. To give you some idea in terms of my build I only have Cloud Senses in Heart of Darkness. HoD hit 108 time, triggering 102 procs (which did 9,326 damage). Envenomed did about 25% of that I mean looking at the actual logs I've no idea how it decides to calculate the actual damage numbers. On Trick Shot its terrible, on single target attacks its a little better than Reactive, despite the two not being all that different in terms of damage they do
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I'm running TA/Elec now and embracing point blank arrows. Flash lets you get in close and Oil Slick > Short Circuit > Ball Lightning on a disruption field is very nice. Decent space for procs too (still have to figure out how Tesla works with procs). Just had a nice solo run versus a load of rogue ppd. Debuffs everywhere. I was going Elec/TA but build seems to work better as a defender.
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Grav/TA is immense fun. Had it on Live, even did a guide because back then they were two low tier sets (pre Grav changes and way before the TA changes here). If you stick the Overpowering Presence proc into Poison Gas Arrow you can have a family of "singularities". Not that the babies actually do very much. One huge advantage TA has is Animation times. Disruption Arrow is 1.16 seconds. Tar Patch is 3.1, Freezing Rain is 2.1. When you're trying to "set up" that's a lovely advantage to have. I'd pretty much agree with Tex's ranks for Defenders. Kinetics for example is just a tad too overkill on a Defender given damage caps so A is a good spot for it. On a Corruptor I'd upgrade it to S (more damage cap to take advantage of + FSed scourge).
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No it's not. 37.5% -dam and 30% -ToHit fully enhanced (18.75 * 1.6). Flash is the same, but split into 15% resistable and 15% unresistable (so good Vs AVs). Note the unresistable bit is still downgraded by the Purple Patch.
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As it happens I have a Dark/Martial domi with Trick Shot slotted up with a Javi & apoc procs. So lets take them on a trip through a -1x6 Crey mission (because Martials damage is terribad) It also happens I've the same question about the new Tesla Cage chains & procs (which I haven't confirmed or denied yet) First thing I'll note is that the chaining is more like Tesla Cage, rather than older things like Jolting Chain (which creates pseudopets which then cause the chain effects). Jolting : https://cod.uberguy.net/html/power.html?power=dominator_control.electric_control.jolting_chain&at=dominator showing the pseudopet spawns clearly Trick Shot not : https://cod.uberguy.net/html/power.html?power=dominator_assault.martial_assault.trick_shot&at=dominator You'd need Bopper or a dev to explain the difference as to why there are two different chaining mechanisms. So the results may not be as we think based off Jolting, cos they work differently. It also makes it harder for me to say "these were the Chained targets rather than the first hit". That means in my Logger the procs will have their own lines, alongside the Trick Shot ones So Trick Shot activated 71 times, hit 258 entities and the attached Apoc went off 61 times. Which isn't the most fabulous proc rate in the world. Glads went off 54 times : Edit but note this is the total number of Glad procs, and I have that slotted both in Trick and Masterful. The log file won't tell me which belongs to which. So Apoc is adding about 33% extra damage and Glads about 20% of the final damage figure for Trick. Which actually seems reasonable to good to me. But like I said this Dark/Martial is headed for the Glue factory because martials overall damage at the mo is pretty poor. Envenomed Blades is currently beyond worthless. Note that 2140 is the ENTIRE contribution for Envenomed (other than pets as my haunts did a tiny bit from it too, listed under them). I activated Envenomed 10 times, so each Envenomed cast only added an average of 214 damage, which is laughable. Whomever gutted envenomed to this should be ashamed of themselves really. Waste of a power. And in case anyone wants to explore the parse : https://www.carnifax.org/?uuid=76934fd2-0c8c-4e7a-84e1-2e2923fe11e3
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Totally this. Frost is an amazing power. It's also where I put my Crit Strikes (whole set), mostly so I can follow with Freezing Touch and / or Frozen Aura. Alterative is to 3 slot it with Scrappers Strike if you are looking to "double dip" on the Def set bonus at the expense of the Recharge bonus, then top up with Acc/Recharge/Range from Artillery and the Dam/Range from Posi's Blast. Throw in a proc (Bombardment for example) into the 6th. That's what I did (or the equivelent) on my Ice/Bio Stalker. Makes the frost cone 33% longer (10 foot to 13.3) which doesn't sound like a lot but means in a scrum you'll go "one deeper" with the wide end. Greater Ice Sword on the other hand is a bit pants. I took Cross Punch instead on my Ice/Ice, disadvantage is Cross Punch won't take the Scrapper ATOs. And its tough to take Cross Punch early enough for things like Posi 2.
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Mine is possibly overslotted for ranged def. Think taking a leaf from your book and converting at least one of the Artillary sets to Power Transfer would make more sense (probably as you did, move the AT set from Short Circuit to Ball Lightning, stick Power T into SC for better sapping & a chance to heal with every cast) Anyway Robo N Hood is now a thing and after a quick PLing session is level 28, where I like to start off. Just slotted him up with his first raft of IO sets (I slot as I go as I enjoy it that way)
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Well spotted. I've also switched the Def/End from LOTG in Weave to a Kismet. Glue I might change my mind on, things without End do typically Sir Robin the hell away. I know I definitely want Entangling for AVs and bosses (both the Immob and the -Resist) so it's a toss up between Glue, Poison Gas and maybe Combat Jumping (although CJ is a decent mule).
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So I had a Poison / Elec which I converted, then robbed bits off Only's build and came up with a decent looking build. Glue gets dropped I'm afraid, could swap it out with Charge up or Combat Jumping but liking the look of this as a Point Blank Arrow type build. Power Sink might end up being too slow but at the moment it looks interesting.
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Hold ones shouldn't. Damage ones should, if it's being normal. Yup, planning on keeping it. Damage is meh but its also free animation-wise. This is a very good point. I have a Grav/TA and have for years, which is probably why I'm like "TA = Ranged" to be fair. I'll do a proccy defender version and see what it looks like on paper. May be the better approach overall.
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Thank you! Useful info, I'm still at the pondering stage 😃 Yeah, I've been running some parses on an Elec/Sonic Blaster and I'm unsure of how good it is. "Not very" seems about right. Lots of hits, meh damage (although I don't have it fully slotted). Might fiddle with damage procs (Javelins and maybe the Apoc) because I assume they'll chain (maybe?). Hold ones won't. But maybe 2 hold and the 2 damage ones might make it worthwhile. The stats for Shocked on my Blaster are horrifically bad (like 296 damage of 8352 in Zapp). Could be that I'm not much of a sapper and it's more designed for Corruptors & Defenders who are likely to drop End quicker than Health (which leads me to a rethink and considering Elec/Poison instead of Trick Arrow) Yeah, I'm starting to feel like it's pulling in two directions on me. TA likes Ranged and Elec / * / Dark is leaning more melee. Maybe I should split the difference and do an Elec/Poison/Dark and a Beam or NRG/Trick Arrow/Scorp (Beam would be interesting but that's a LOT of redraw 🙂)
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I don't have a favourite. How could I choose between all my lovely alts? (But my Dual Pistols/Kin/Dark Corruptor is actually my favourite for anything level 35+. Below that it's the Fire/Claws Tank) Fulcrumed Hail of Bullets with 5 of the Winters Set (including the chance to knockdown) and a purple proc is just so much fun. Spawn fall down, most of spawn not get back up.
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The lvl 41 Clockwork King AV challenge for Controllers
Carnifax replied to LynxNordique's topic in Controller
Yes, when you see : 2022-03-26 17:19:17 You Hold Clockwork King with your Blind. It just means you've stacked Hold magnitude onto them. Doesn't tell you if they are Held or not (because that's to do with them and their mez protection). Generally if you hit with a Hold you'll see one of these. Exception would be something like Shadow Field or Times bubble where it's a chance to apply the hold, they'll pop up sporadically then. (Hmmm. I wonder if I'm logging Dominates and Overpowers at all actuallty : *throws onto the ever-growing ToDo* ) Just run this ingame with Carni, Ill/Dark via Ouro as +0x8 level 45 with all Incarnates switched off. Combat time was 319 seconds (so 5 mins 19) plus 3 mins me flying about the place and getting lost (https://www.carnifax.org/?uuid=19ec89e6-e2b6-49e8-a11e-298c0da65100, last CombatLog session). She's fully built though. For a fight like this the Mace pet would be way more useful than the AOE blast. Got away with no need for Insps, Soul Drain thingy was just enough to keep the blue bar up (had one toggle drop but recovered). Also the parser was slightly borked handling pets with heals and End drain and throwing errors. Just updated it now so things like Dark Servants and Lightning Storms no longer throw errors and block parsing. Sorry to anyone who slammed into this (there was at least one Stormie. I'm sorry 🙂 ) Error on 188 : 2022-03-24 17:28:12 Lightning Storm: You hit Clockwork King with your Lightning for 10.36 points of their endurance. Error on 188 : 2022-03-24 17:28:12 Lightning Storm: You hit Clockwork King with your Lightning for 10.36 points of their endurance. Error on 188 : 2022-03-24 17:28:12 Lightning Storm: You hit Clockwork King with your Lightning for 10.36 points of their endurance. Error on 202 : 2022-03-24 15:05:20 Lightning Storm: You hit Gewehr Jaeger with your Lightning for 10.62 points of their endurance. Error on 188 : 2022-03-24 17:28:12 Lightning Storm: You hit Clockwork King with your Lightning for 10.36 points of their endurance. Error on 188 : 2022-03-24 17:28:12 Lightning Storm: You hit Clockwork King with your Lightning for 10.36 points of their endurance. Edit : In case anyone was wondering "So how much Psi damage does the Clockwork King resist" the Average Damage per Hit column is useful here Here's a typical set of Damage and Average Damage per hit (Bound Soul is my Phantasm) Here's vs the Clockwork King, Phantasm is still okay. Pure psi damage of the PAs really suffers (this is also with Tar Patch and Achilles loaded Poison Ray spam) -
The lvl 41 Clockwork King AV challenge for Controllers
Carnifax replied to LynxNordique's topic in Controller
Yeah, that's on the list 😃 Things like most Mez was easy, because they all log very similarly, something like "You (Mez) (target) with your (power) so one parse function. Bonus damage, like crits, scourge and Shocked also all parse the same so one code change sorted them all (of course containment has to be the odd one out, it just shows as another line of damage). Debuffs are a bit harder but they're next (unless I get distracted by a nice table for Drops and Inf for the farmers and looters) Controller pets in general are surprisingly good in terms of damage. Often surprised by how well they parse out, even on x8 Council runs to test things (where you'd assume AoE is king). -
So I haven't been playing much CoH, mostly because I've done most builds which interest me. But new Elec is intriguing. I've done Trick Arrow before (Grav/TA) but this combo seems appealing. I've no idea how the new mechanics for Shocked! and Tesla cage work though so am a bit stumped as to which way Tesla should be slotted (leaning towards proccing up the bugger) because I know it has some sort of "Release Charge" mechanic and no idea if that means it's better slotted for Damage instead. I'm also slightly aware that Elec/TA/Dark is going to want to be up close (for Short Circuit, Soul Drain and Dark Consumption) and far away for everything else. My Ranged Def is meh, it'd be nice to raise it but without losing too much. Here's what I've cobbled together but just wondering if anyone has alternate ideas.
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Here's a hybrid of my Time/Sonic and a Water/Temporal Blaster I've played. This is pretty proccy but that's the joy of Time. You aren't chasing Def or Recharge as much as other sets so you can proc up a lot of the attacks. Procced up Time Stop is a good "extra blast" for example which Water kinda lacks. This isn't too dear. More HOs than I'd normally take but you can replace those. I've mostly used them because Steam Spray really likes +Range (and was struggling slightly for slots) You could also switch a Damage proc in Water Blast for Forced Feedback if you prefer (but again you have lots of recharge anyway, on my Time/Sonic the Fort is basically perma)
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This is where I am too. I occasionally think of a combo and go "eh. It'll just be a copy of X". I even have my quota of weird combos fully IOed out. Nowadays I've been logging on just to generate logs for testing the parser 🤣
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Todays wee update. Sorted out Heals (standard, pseudopet and over time), Endurance and Endurance Damage parsing. Here's my Dual Pistols / Kin Corruptor to demonstrate I've also tweaked the Activation / Recharge code to try and support the Performance Shifter & Panacea procs so Avg Recharge should be on average how often they go off.
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Yup, I mean Chrono Shift is +50 to you and the rest of the team and it's easily perma. Time Lord is 30 all of the time (for you alone). Time Lord is a nice buff but Chronos is very strong across the whole team. Time is very good at giving the team the things players generally strive to build for : Def and Recharge. That's its blessing and its curse, because at end game a lot of the buff can be wasted / unneeded. It's still excellent, especially levelling. But to a fully tricked out level 50 team it maybe doesn't "fill gaps" as well as some others. Still love my Time/Sonic with his perma epic Fort pet. Farsight & Chrono gives YOU a whole heap of build wriggle room (other than probably going for Soul epic for Power Boost) This is your -Resist power (-def & -resist). It's not a patch like something like Tar Patch, it's a direct attack / debuff. Procs up reasonably well since it'll take Achilles and a pair of damage procs. It's basically a big old bubble of slow, which also occasionally briefly holds something. Decent enough power to keep things in their place, not hugely impressive and I didn't find it much good with procs. Works very well with Power Boost from Soul. PBed Farsight is VERY strong (I only really run Time's Juncture for the -Dam and pretty effects). Time Crawl gives Time Stop +1 mag to hold, so TC -> TS will lockdown a boss. Time stop also procs up well, giving me a decent extra blast at the end of Sonics softening up.
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Thugs / Traps is quite fun solo. Especially if you aim for Burnout and Fold Space. "Behold. My stuff" -FoldSpace noise- -Explosions-
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Oh you weren't being demandy in any way. Chances are if something is irking you it is or will also irk me, so asking questions and poking me is always appreciated.
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My last update (I swear). I've tidied up Activations. Activations are now basically the "You activated X power" rather than being Hits + Misses (Attacks is now Hits + Misses). For procs the system assumes when a procs triggers it's also an Activation (so for procs Hit = Activation). I've also started parsing when powers have recharged. That means we can show recharge times for powers (bearing in mind that the Log Timestamp is only accurate to 1 second). For procs this would be the average time the proc goes off. I also added Scourge as a column and gave some of the "Damage Types" and "Mez / Heal" columns the ability to autohide if they aren't used in a parse, because I needed the real estate. Someone who Crits probably won't be Scourging, Elec Blasts will be the only ones SHOCKING! (I hate whichever developer stuck that exclamation at the end) and only someone with Arcane Bolt can ARCANE so I made them and some of the rarer mezzes hide if unused. Excel will contain all columns anyway. So Scrappers / Stalkers can now see their Crit rates & damage a bit better Corruptors can see how Scourgey they are And Domis can see how quickly Domination is recharging for them. Although I'll admit to being suspicious of that number, I might have that one wrong (system remembers the total time a power is recharging and divides that by the number of "Your power X is recharged" lines it finds). 74 seconds seems low for Domi recasts to me.
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^ This. The ease you can outfit a character now compared to Live is night and day. There was a reason Purpled Out Warshade became a bit of a meme on Live. Nowadays everyone has a Purpled Out Whatever, pretty much (I'm like Clave and tend to avoid purple sets and just go for cheaper sets). There are some proc outliers but the big thing which is making Procs very effective nowadays is simply how easy it is to "fix" a heavily procced powers recharge with easily available recharge set bonuses. The decision initially to ignore global recharge in the newer Proc formula has crossbred with how common / easy Global Recharge is to build for now and created edge cases like Epic holds becoming proc bombs. Set bonuses give you wriggle room to proc-bomb things without much penalty. And in general set bonuses are the cause of WAAAAY more Power Creep than the actual procs. Plus of course some of the other decisions / buffs Homecoming have done. Incarnate Powers basically rain on you from just playing the game and aren't balanced in any way. Blasters and Tanks have been overbuffed a bit / a lot (a bit for Blasters, a lot for Tanks). I use procs a lot. I also feed them to my parser a lot. There are some powers which overleverage them. And yet they don't overall jump out as making that character overpowered particularly, say compared to just playing my Fire/Claws Tank where Spin and Blazing Aura still compete happily with a procced up Burn patch (Burn is Burn + Flames in logs) on a paper Council +4x8, as do Incarnate powers). The Oblit here is split between the Burn power listing and Blazing Aura. Armageddon here is from Burn. Eradication is split between Spin & Burn, Flames is a pseudopet so that Flames row contains its 3 procs in the listed damage too). So I'd say to anyone considering that procs need to be nerfed prove it, throw your combat logs through the parser and see how they are coming out. At least then there's data to show which powers have overperforming proc issues and can be dealt with on a case-by-case basis (which I think needs to be the basis of any fixes, sorta along the lines of some of the Enflame / Rad Patch changes). As an aside if any Devs / DMs are reading this PLEASE change how procs log so ones in direct powers print out like ones belonging to pseudopets do. It'd make parsing a lot easier. These are annoying : 2022-03-01 16:38:28 You hit Warhulk with your Explosive Strike: Chance for Smashing Damage for 91.58 points of Smashing damage. 2022-03-01 16:38:28 You hit Warhulk with your Gladiator's Javelin: Chance for Toxic Damage for 79.63 points of Toxic damage. These are nice 2022-03-01 16:38:29 Chain Jolt Jump 1: You hit Gewehr Jaeger with your Explosive Strike: Chance for Smashing Damage for 110.64 points of Smashing damage. So if the top two changed to 2022-03-01 16:38:28 Jolting Chain: You hit Warhulk with your Explosive Strike: Chance for Smashing Damage for 91.58 points of Smashing damage. 2022-03-01 16:38:28 Jolting Chain: You hit Warhulk with your Gladiator's Javelin: Chance for Toxic Damage for 79.63 points of Toxic damage. it'd be lovely for being able to match the proc to the source.
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No news on linking Procs to their parent power. Tried a few things which results in oddities like the system thinking Hold Procs belongs to Chain Fences (think it's the DoT confusing things). But on the display front the table has been expanded to 3 different views. The overall table is pretty wide (38 columns) so there are now some buttons to control them by showing / hiding different columns dynamically. Default shows the usual Table View Damage Types shows damage types and "bonus" damage (Arcane triggers, Shocked!, Critical and Judgement Critical currently, I'll look for others, tree will automatically log them if logged correctly so I just need to know what they are, Containment doesn't log correctly) Mez / Heal shows Mez and End modifiers. Eventually it'll also include heal (once I remember where the hell I put Heals on the JSON data tree) Excel downloads the entire table to a Spreadsheet for you (no columns hidden so you get all 38 columns of data) This is probably the last update for the Tables View for the moment (I'm considering other tables to show but not in a hurry). Next thing to do is try and solve the Proc Logging issue along with some weirdness on how I log Activations. Once I have those cleared up I'm going to look at logging when powers are recharged, which will let us display average, min and max recharge times for powers.