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Carnifax

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Everything posted by Carnifax

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Controllers typically have around the same buffs as Corruptors. If defenders are 100% controllers & Corruptors are 75% and masterminds 60%. It's a bit more nuanced than that (each AT has its own raft of modifiers for things like heals, team Def buffs) but typically its more or less the same for corruptors and controllers. Defenders are the best for support, but then you've things like Trick Arrow, controller will be best with the control bits of Ice Arrow and emp arrow, defender will have higher debuffs. Ceejers recommendation is also Carni's build. Even down to the Mace epic and sorcery thrown in there. Very strong combo and the PAs mean you have the best alpha strike opener and decent damage sources. You're full of tricks : AV? PAs, Howling Twilight, Tar Patch, poison ray & maybe Darkest Night for the -dam. Lighter on "hard control" than other controllers but with Spectral + Darkest Night (along with Fade) nothing is hitting ye.
  7. Stealth aura + celerity-slotted sprint works. So that gives you Dark, Storm and Cold since they have Stealth auras. Dark is the only one with a Rez, albeit one which needs an enemy. It also has a heal and oodles of -ToHit That said my initial though was Nature. It has a Rez & lots of heals. More importantly it has 3 very nice AoE buffs which are nice in endgame (people chase Def so a resist power is nice, as is an Absorb shield for all and Overgrowth is excellent). (Warpacts choice is also a good one for similar reasons, gels really well with endgame builds)
  8. This is pretty much why I wrote the Combat Parser. I wasn't really interested in raw DPS (although it will show it). I was more interested in both the damage each power was doing and proc was contributing and how the damage in pets / pseudopets broke down. Also wee update today, because Croax reminded me, it now records "bonus" damage like Crits and Shocked for you (totals always had them, this is just a new section showing you the damage for each bonus damage type). It's also important to note that in CoH AoEs will typically dominate the Parser damage graphs. However that doesn't mean that AoE is king (since it is typically hitting a lot of the"chaff" minions who were likely to be melted anyway) because often single target is directed at the really dangerous enemies in the group (Bosses and Lieuts).
  9. Hey folks So we have a wee update. Nothing spectacular but having rolled an Elec blaster I realised that Shocked and Critical are recorded in the combat logger with a small indicator showing the bonus damage source. Sadly Containment is missing it so it won't collect those lines. See this (my Stalker critting a Death mage) 2022-01-14 12:45:06 You hit Death Mage with your Guarded Spin for 34.46 points of Smashing damage over time. 2022-01-14 12:45:06 You hit Death Mage with your Guarded Spin for 172.34 points of Smashing damage [CRITICAL]. Compared to this (on a Held enemy on my Ice/Traps) 2022-01-14 13:26:51 HIT Captain Tirailleur! Your Arcane Bolt power had a 95.00% chance to hit, you rolled a 38.33. 2022-01-14 13:26:51 You hit Captain Tirailleur with your Arcane Bolt for 146.63 points of Energy damage. 2022-01-14 13:26:51 You hit Captain Tirailleur with your Arcane Bolt for 146.63 points of Energy damage. So now there is a section in every power showing the Bonus Damage for that power. I'll look at improving and adding a synposis of that in a similiar way to Damage Types over the weekend. Some examples
  10. I've an Elec/Poison/Earth and an Ice/Traps/Earth (with Fold Space) which could both be described as scraptrollery. The Ice/Traps also has Fold Space for fun time with traps (or on teams just standing beside the Tank, triggering it then bombing them). Both have Sorcery rather than Fighting though (Ice/Traps has Enflame because the Pet can carry it. Doesn't do Containment damage though which is annoying and possibly an oversight, better off proccing it up currently). On Live my Scraptroller was a Fire/Rad (earth epic again, it's very scrappery). That or Fire/Nature might work. Nature isn't obvious but once you've buffed yourself and allies really you don't need to be doing too much giving you shooty time. Plus PBAoE hold aura and . The monkeys will like all 3 of your buffs.
  11. 4 expedients, soul bound chance for build up and one other IO or HO to have decent acc/dam and recharge is what I put into it.
  12. Only time I've used it it is in Trick Arrows Poison Gas Arrow. Mostly because Singy having mini-mes made me happy. And because PGA doesn't actually need anything slotted in it.
  13. The only weirdness I've seen with ToHit rolls is Burn on my tank, which throws lots really weird low-chance misses while still seemingly working as intended. Posted it in both the Tank forum and the Discord and none of us came up with a valid reason as to what was going on. Burn still works brilliantly on him mind, it was just strange. But the parser was the thing which alerted me to that (I thought it was a coding bug my me initially but going through the raw logfile it seemed like it was parsing correctly). All other powers were 90-95% hit rate like I'd expect.
  14. https://www.carnifax.org/ Seems to be still alive (haven't checked in a while).
  15. Carnifax

    Illu/?

    Ill/Dark works well too. Ill is nicely hands off once you drop PAs so gives you time to do Darkity dark stuff. Fade is very good too and Soul thingy gives you a decent way to recover stamina. -ToHit is darks thing, which AVs will resist a lot but you also have a decent amount of -dam. And PAs, Fade and a good heal of course.
  16. RDR ignores the AT cap for resistance. At least it did when testing on my Inv stalker. Tried testing with a fire tank on At Martial too but my s/l resist was too high for them to ever get it below 90% with the rdr. Couldn't see any unresistable -Res on that tf too on beta. Went looking on a Rad tank and it never dipped. Only things which could kill me were the booms (they do a massive chunk of damage, even with capped resists you're not surviving it) and the shimmer pool things (they do a weird type of damage you've no resistances to).
  17. Yup, pretty much this. I tested with my Inv stalker a month or two ago and my S/L resist was over the 75% AT cap against a few wailers. It was my total resistance regardless. Even stacking -resist up I barely noticed, but it was enough for me to determine my s/l DDR was my total undebuffed resist figure throughout (-resist already On me didn't affect my RDR). I did try testing with my Fire Tank too but they couldn't get it lower than 90% anyway, even stacking resists up
  18. *Energy blast runs off crying*
  19. Dual pistols. Love my DP/Kin/Dark corruptor with Forced Feedbacks in the two AoEs. Pew-pewpewpew.
  20. Yup. I have it both on my nature MM (because she has procced up knockout blow and it lets me position her as a mobile hold field) and my Fire/Nature corruptor as a "well if anything gets close it gets held". But it's probably the next most skippable power in the set if you tend to hang back more.
  21. Arcane is great for a controller. Enflame ain't bad either. My most "pooly" character is probably my Ice/Traps/Teleport/Sorcery controller (who also took 4 powers out of my Earth epic). Cross punch is excellent for non-Stalker Ice meleers as an alternative to Greater Ice Sword.
  22. I was going to say "Ice patch", cos it's gold even without slots. Then I remembered Freezing Rain (again). I always end up saying "freezing rain". FR is quite happy slotless.
  23. I tend towards getting obsessed with whatever it is I'm currently intrigued with and run them all the way to 40s. Then another "intrigue" may come up and I'll alternate between getting the 40-something to 50 and levelling the lower level. Generally they'll be two quite different characters as well (maybe the 40-something is a Stalker and the lower level is support of some sort). As for "A main" I have a stable of a few chars I use when the SG cry goes out for something. If we need a general Tank it's always the Fire/Claws Chicken of Justice because they're fluid and tough enough for most of the game. If a tanky-tank is needed then Rad/MA. Otherwise I might bring Carni (Ill/Dark) or Bullitt (DP/Kin) if support is required, depending on what else we have. It's rare enough I bother with bringing a DPS, mostly because I know my SG teammates will probably include at least 1 Fire Blaster and a Stalker, but for some reason my Fire/Nature corruptor is my Tinplex specialist. Overall the Flaming Chicken tends to be the one who gets brought along to casual TFs and the like due to the flexiblilty and how well they exemp.
  24. I went Ice on my Plant/Storm. But I'm half-thinking Mu would be better overall. That said for a Plant/Storm Hibernate is gold. Basically "immune combat rest" while all your patches, creepers and confused enemies batter themselves. Frozen Armour has me at S/L def, along with Ranged but it is totally an "eggshell" build, having S/L resists may be overall a better choice. One plus for Psi is that Psi Tornado can also take a Forced Feedback (along with Tornado and Lightning Storm) so you can get a bit of a "Mad King" build going. But personally I find the Endurance issues worse than the Mez issues so a set with some form of End recovery was a must. Mu is excellent on my Grav/TA, but they have extra incentive to go for Ball Lightnings Energy damage with Oil Slick. The Guardian is nice on a build with no self-heal too and if you have FFs in Lightning and Tornado that would gel well with the long recharge of the Guardian. Power Sink is the best End recovery tool available for you. My biggest issue would be finding slots for Mu, Ice is nice that way (I skipped the cone and took just Hibernate with a recharge io in the base slot, Frozen Armour 2 slotted with +5 Def IOs and Ice Storm 5 slotted with Annilation for the End Discount set bonus. So slot-wise it's pretty cheap.
  25. I like Soul Drain on my DP/Kin, both as a Fulc top-up and because its another PBAoE to throw in after one. Fulc alone may not keep me fully topped up. Ive Dark Consumption for the same reason (plus set bonuses) If it gets tweaked to the Soul version I'd think twice about it.
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