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Everything posted by Carnifax
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I only did Magisterium for the first time last year as my SG on Union were running it. I'd no idea what to expect so brought my Time/Sonic defender. We ended up with the Really Hard Way badge. We've retried a few times since and failed TRHW badge (got the Hard Way instead). Dislike Underground for being so long and grindy. MoM is okay, but the puddles are annoying. Weirdly more than once I've managed to get stuck in the cave (the bit where you fight monsters then stop Mommie getting to the middle with mez). I die just as mom does and end up face down in the shrine while everyone else TPed out for the final fight.
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Oooooh. This makes sense. I'm pondering how to "link" procs back to their parent for the "top level" ones, because they irk the crap out of me too. I'll fiddle with the parse locally and see if I can come up with something which will consistently work. The trick is deciding where I need to stick a wee "This was the last direct power" variable which the following proc logs can then use and be associated with. Can't be damage, maybe can be hit (I'll need to check things like Flash Arrow)
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It's down to how CoH logs these things currently. A proc in a "direct" attack like a Fire Blast gets logged as its own line with no info on the line as to which power it relates to. Allow Jolting Chains (which is a direct attack which then uses pseudopets to Chain) to explain. 2022-03-01 16:38:28 You knock Warhulk off their feet with your Jolting Chain! 2022-03-01 16:38:28 You hit Warhulk with your Jolting Chain for 22.19 points of their endurance. 2022-03-01 16:38:28 You hit Warhulk with your Jolting Chain for 14.84 points of Energy damage. 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. As shown here. But anything using a Pseudopet logs all their powers, including procs with the names of the "parent" power. Here's our "jolt pseudopets" in action. 2022-03-01 16:38:29 Chain Jolt Jump 1: You hit Gewehr Jaeger with your Charge for 21.74 points of Energy damage. 2022-03-01 16:38:29 Chain Jolt Jump 1: You knock Gewehr Jaeger off their feet with your Charge! 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. 2022-03-01 16:38:29 Chain Jolt Jump 1: You hit Warhulk with your Charge for 21.74 points of Energy damage. 2022-03-01 16:38:29 Chain Jolt Jump 1: You knock Warhulk off their feet with your Charge! Now I might change the parser so it could know the "last" power logged when logging a "direct" Proc, but I'd need to check the impact.
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Just be aware that Jolting is a weird mix of direct attack and Pseudopets. Which means logging-wise some procs will be at the top level (not linked to Jolting in the logs) and others a subpower of the pseudopets. Seems to me in some quick Council tests I did that the initial procs are higher than I expected and the "sub" procs less for some reason. Maybe one of the chains is actually logging as a "top level" power rather than Chained Jolts or something because these numbers seem to suggest Explosive and Glads went off more than expected. And way less than expected in the subpowers. Here's a few "slices" of the Table View taking out the Jolting subpowers and procs (note the Forced Feedback will also be partially from Fissure since this is an Elec/Poison/Earth controller; Forced Feedback probably isn't worth it in Jolting)
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No worries. I did edit the server config to add some nocache headers. But I did it while drunk (St Patrick's Day) so no idea if it worked. Knew I hadn't broken things further so that was enough. I'm halfway through modifying the table so it has 3 or 4 views (standard, damage, Mez and healing) which will show different combinations of the 20 or so columns it parses now.
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Hmmm. I'll have a look but could also be a browser cache issue. Some of the files have changed so the browser could be confused. Try clearing your cache and reloading the screen (shift + refresh or shift +f5 used to do it, f12 + reload should do too) Edit : Yep, both of these look like the browser is caching and using the old version of the stylesheet. So the graphs are in the wrong place and the new table frame isn't expanding properly.
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Table now shows subPowers (powers of pseudopets basically) and hid some columns to fit things in. Also improved the general formatting. As demonstrated by my Plant/Stormie.
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Oooh. I was logged in as my alt account for beta stuff. ^ not a fake 🙂
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The slotting I tested with was 2 Acc/Hold/Recharge IOs and the rest procs. If I was slotting for real I'd probably go 3 procs (especially the purple), 2 Acc/Hold/Recharge and one whatever to max out hold & recharge. For me the testing confirmed that Domis are neat but still not my thing (I've two at or close to 50 and was considering Earth/Fire but they still feel too "caught between two poles" for me.
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So I went and tested it. Used an Earth/Fire domi I had lying around. Soloing x8 Council theres basically no difference between normal Hold procs and a proc from the damage sets. They ranged from 42 to 47 hits and damage for all 3 "normal" procs was about 3,000. Purple was best. Overall the damage from Gasses ended up about half that of my AoEs and Stoney. Then I went off to rwz to take on a pylon. In this case the Hold procs pings much more. Damage was meh compared to Fires blasts. So on a controller, as a source of damage, it's probably well worth proccing up. And hold procs have a slight advantage where they are few targets but it's not going to solo an av for you. Edit : Here's the link https://www.carnifax.org/?uuid=210755c6-1c41-4f27-85f7-34aa54156940 First one (combat_1647049551000_2022-03-12 01_45_51.0_Initial.txt) is the Council Radio run. Last one (combat_1647050970000_2022-03-12 02_09_30.0_Pyroclastic Surge.txt) is the Pylon run. Got him down to about 30% then he got lucky (and me unlucky, was 1.4 seconds away from Hoarfrost being recharged). Note that gasses, for some reason, is parsing out under Voltaic Geyser for the Geysers, you'll see the Hold procs in here Voltaic Sentinel (??) for the patch. The Posi proc from targetted AoE damage is in here. Overall you need to remember these are "best case" scenarios for the procs. Gasses takes so long to recharge that it would be constantly get left behind on fast moving teams (one reason Creepers so is much better for procs, it runs after you and spawns new tentacles at the next mob).
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Do what I did. Roll a Staff/NRG/Gloom Brute. Then get used to re-pulling your staff from where-ever the hell it is you store it over and over and over again every time you need to heal or do the End+Def thingy or Gloom something. Ended up rolling a Staff/Inv stalker with no epic attacks just to get away from it (okay Inv has one clickie too but at least there's a longer recharge).
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I usually slot it in the AoE hold, if I can. That way I'm pretty sure the bosses & all will stop moving. If playing a Defender (Time for example) I'll usually proc a single target hold out the wazoo if they have one. Works very nicely on my Time/Sonic because I can lay down lots of -resist then procbomb the toughest thing in the spawn.
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I don't have experience with it but you can do what I did with Creepers. Open CoH (or Beta). Switch on logging, edit the Combat tab to include the "Pet" channels. Edit your build to include a mix of Hold and Damage procs Then run a +whatever*8 Council mission or two in PI. Then log off (or make a copy of the log file) and upload it to https://www.carnifax.org and with under the Volcanic Gasses you should see the hit and damage rate for the procs (procs in pets are logged in such a way that they can be grouped inside the pets damage, unlike direct attacks). That's the best way I've found to get actual stats from procs.
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The lvl 41 Clockwork King AV challenge for Controllers
Carnifax replied to LynxNordique's topic in Controller
Pretty sure the gas cloud lives for 30 seconds (CoD lists the self destruct after 30 secs) so if you can keep them in the cloud should be 30 seconds + a lingering 10 second from the debuff to give you 40. -
Sure you can. Like I said give some single target attacks the chance to spawn "corpses" at your feet (call them remnants or something) then you've solved Fluffies, Unchain Essence and Stygian Circle being useless in AV fights. As you blast you create "fuel"
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Fluffys biggest issue is they still try and close to melee range despite being ranged (with a cone). This is also why they die so much. If they behaved themselves more, like Singy, it'd make a big difference to survivability. Personally I wouldn't like them spawning off a heavy attack as suggested. My concept was stolen off Path of Exile slightly, that some powers like blasts could spawn "corpses" (look like purple blobs of some sort) which you could then use for the heal / fluffies and the corpse exploder.
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Which ATs or specific power sets are most in need of a review?
Carnifax replied to KaizenSoze's topic in General Discussion
Alter some of the their powers to create something like Oil Slick Arrow targets (living) and corpses (dead) so they can fuel mires, heals and pets. Single target attacks would make the most sense (since you use them in AV fights). Basic purple blob things would do, call them "essenses" or something. -
I don't know where the divide is, in terms of if it being damage is good enough and the control is which sets the power can slot. Honestly it taking targeted ranged is probably a mistake given how filthy it is with damage procs. I'd have given it pet and intensive recharge pet. But I have the gift of hindsight with it in fairness. Wouldn't be weird for Creepers to take pet sets. Tornado, for example, takes pet sets rather than PBAoE damage.
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Doesn't matter if they're technically single target, the powers are coded as accepting Targeted AOE Damage sets. I assume that was because they needed to take some Damage set so they decided Targetted AOE was the most suitable of the 4. Here's a run I just did with my usual slotting https://www.carnifax.org/?uuid=c5350d99-fd40-4ea2-a1d5-0e038983dd77 (just noticed the dps figures are 0 for some reason, I probably borked that bit that calcs those at the end of the parse run) There's a full breakdown of procs in the two Creeper powers there (I need to table-ize those, the tree is annoying).
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I think it's more that the Patch powers also do damage, so both Vines and the brambles patch will trigger damage procs. Others seem limited to one or the other.
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Nope, and it's one gap in my Parser. I don't parse debuffs directly (mostly because the log entries aren't easy to create a suitable regex for) and I've never tried that proc in Creepers. Certainly worth a look. By all means feel free, parser is in my sig (https://www.carnifax.org/ for those on mobile) and I'd be interested to see the difference on a Council x 8 with and without it.
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I used my Parser to test procs of different types in Creepers. General ranking is : Damage procs > Controller purple proc > Immob Proc >> Slow procs >> KB Procs On an 8 man council (Creeper Patch + Creeper Vines) Bombardment (Dam) : 161 + 57 = 218 Explosive Strike (KB) : 22 + 15 = 37 Impeded Swiftness (Slow) : 32 + 55 = 87 Javelin Volley (Dam) : 161 + 69 = 230 Posi's Blast (Dam) : 175 + 62 = 237 Trap of the Hunter (immob) : 132 + 0 = 132 The controller proc acts like an Immob proc here (because the only control Creepers do is immob) but it has a higher proc rate. It's also part of an excellent set so I personally don't break it. So proc wise, the best slotting I've found is Posi's Blast + Javelin Volley + Bombardment + Trap of the Hunter and then two random Acc/Dam/Recharge IOs (one of them can be Bombardment for 5% range on cones). My Plant Stormie thus has Bombardment Acc/Dam/Recharge, Bombardment proc, Artillery Acc/Dam/Recharge, Posi's Blast proc, Javelins Volley Proc, Trap of the Hunter proc. Note that the Grav Anchor purple immob proc would be pretty nice on Creepers too if you wanted one that would hold things (on things in the patches, they won't trigger from Vine attacks). I also like Achilles Heel in Fly Trap but that's up to you really.
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Just letting it slot Hold sets for proc shenanigans would be something but yes, something call "neurotoxic" which does 0 damage is a bit off. I agree with Oedipus, poison seems like it's 1 power away from being really good and the "gap" in the set between the two early debuffs and the tier 9 is a bit annoying. Don't mind the best power being tier 9 but something nice after level 2 and before level 26 would be nice (poison gas trap can be made real effective and the -recovery gels with sapping nicely). Neuro would be my prime "make it better" candidate.
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Sorry, I haven't been on the forums much the last few weeks. AWS installation had lost its second hard disk for some reason. Reboot sorted it out and we're back up and running again. Thank you for the PM heads-up. I wouldn't have realized otherwise.
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Yup, chances always seem to roll the proc effect. Even if the chance is 0%, like non standard ammo for dual pistols. Knockback procs still go off happily despite the kB being disabled.