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Carnifax

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Everything posted by Carnifax

  1. I can invoke @Jimmy here. I can also include a chunk of log for a Burn cycle which does have a lot of misses in there. I'm not saying its wrong, I'm just curious as to how it is designed to work and how Chance to Hit is figured out for the Flames pseudopet The two parsed combat sessions are here : https://www.carnifax.org/?uuid=49913ed5-a3f0-4cf9-9b67-0810e31b1355 combat_1618945686000_2021-04-20 19_08_06.0_Barbed DeQue.txt is an ITF combat_1618957775000_2021-04-20 22_29_35.0_Barbed DeQue.txt is some Dark Astoia missions. Log sample for reference. Burn has a 95% chance to hit as expected but the Flames pseudopet it drops seems to be much lower and I don't know why: I mean these 6 lines are suspicious to me, why the jump from 95% to 36.10%? Is there two rolls going on here? 2021-04-20 22:56:20 Flames: HIT Storm Shamaness! Your Burn power had a 95.00% chance to hit, you rolled a 45.63. 2021-04-20 22:56:20 Flames: HIT Death Shamaness! Your Burn power had a 95.00% chance to hit, you rolled a 67.46. 2021-04-20 22:56:20 Flames: HIT Elder of Desire! Your Burn power had a 95.00% chance to hit, you rolled a 39.73. 2021-04-20 22:56:20 Flames: HIT Storm Shamaness! Your Burn power had a 36.10% chance to hit, you rolled a 23.34. 2021-04-20 22:56:20 Flames: HIT Death Shamaness! Your Burn power had a 36.10% chance to hit, you rolled a 23.69. 2021-04-20 22:56:20 Flames: HIT Elder of Desire! Your Burn power had a 36.10% chance to hit, you rolled a 27.22. Full log snippet
  2. Well we can easily use the same link to check Banished Pantheon session afterwards (last one starting from 22:29) 🙂 On my Fire Tank Burn+Flames is on a par with Shockwave There's a few possibilities of course : My Parser is wrong, I suck at coding and should resign in shame fix it. Parser is technically right and Flames are just weird and spawn a lot of MISSED lines. I'm missing a trick here with Burn Flames on my Build and things like Kismet and Acc set bonuses are hugely important for Flames because their base Acc is weird. There's a weird bug in Burn patch accuracy which CoD doesn't seem to show (it lists it as 1.00) This is how it is supposed to work, it's a good AoE, not an "I win" button.
  3. Well kinda. Plenty of powers have "Afraid" in there and Slows can help a lot with that (as can AOE Immobs). That being said. the best play will always be "Wait a beat or two for the main Tank to scrummage things in a bit" then let loose with your immobs, slows and Rains / Hotfeets but on a PuG if you do that then you end up watching 6 other people spam their powers regardless. So you may as well join in. But you can be smart about it (drop Seeds > Freezing Rain THEN the AOE Immob) On regular teams you get the flavour of how your SG / general buddies play so "messy spawns" happens way less.
  4. I build as I go, usually with a levelling build which is 80% of the final build. So most of the sets will be placed as they become available, shoring up with Common IOs or SOs as I go. At 50 there's usually a respec just to slot up Common 50+5s thus freeing up and moving some slots around. Since I don't use many Purples anyway I don't usually have many changes.
  5. Hi folks. Is there something weird about Burn patches in terms of Accuracy. Was parsing some older log files last night, messing with a custom graph and I saw this. (https://www.carnifax.org/?uuid=49913ed5-a3f0-4cf9-9b67-0810e31b1355 and the combat_1618945686000_2021-04-20 19_08_06.0_Barbed DeQue.txt combat session for BBQ, which is an ITF run) Burrowing into the Parse and the logs it does seem like the Burn Patch Flames has a really low acc, despite Burn being slotted with a full Oblit set (66% accuracy). Anyone know why this is? And here's a snippet from the log file itself showing me vs Romans. I'm a bit stumped. Could be my code of course, there's so many lines here an error could easily cause this but the raw logs suggests the Flame patches have really low acc. Looked at City of Data and couldn't see anything weird about the Flames subpower.
  6. This. Because most patches are essentially an invisible pet with an aura they check every 10 seconds, starting at 0 seconds, with a fixed recharge of 10 seconds for the Proc Math. Given the wide area of Oil Slick and the quick fixed recharge of 10 seconds it tends to be a poor individual chance for the proc to hit someone. In other words procs don't tend to work well in big patches at all.
  7. Beware of procs in Oil Slick, ones from damage sets won't start proccing until it gets lit.
  8. Finally got Annotations going. This allows you to stick names, powers etc into the Markers box. The first and last time the Strings are detected will be shown on your graphs. It uses a Cookie to remember the last values you used in the Marker Phrases box so should be somewhat persistant. For example here on a SBB I can show on the damage chart when I started & finished fighting the minotaur bloke.
  9. So the question really is "Controllers, why are you firing off an AoE immob" For me, on the 1 or two controllers of the 5 or 6 which have it there are a few reasons. 1: Containment. Controller damage is poop. Contained controller damage is less poop. Our Epics are really, really sad unless you proc them out and/or have Containment set up. Powers like Hotfeet also kind of need everything Containment to be worthwhile. 2: The "Ghetto hold". My Planty does it because otherwise you're not sure what the hell Confused things are going to decide to do. Ditto for high speed Stun walks. 3: StupidPetsAreStupid. Anyone who has ever seen a Fire Imp go chasing after a fleeing enemy, right through another spawn can attest to this. 4: ControlDaKnockback. Most AoE holds will also stop things flying. Because people do run around with stuff like knockback nukes and handclap but don't slot a Kb2kd in there. So it can be a counter to that. 5: Niche reasons. My Elec/Poison uses theirs as part of their sapping routine. Yes, I know "blaa blaa sapping is crap" but it can work quite well against non AVs in a non blitzing team. Chances are they aren't spamming them to make you cry. They have reasons of their own (delicious tears are just a side effect).
  10. Glue is pretty skippable. Acid too, although it can also be a bit of a proc monster. I like PGA as a one-slotter unresistable -Dam power (with the Overpowering proc in it to make little fonts) but it's not hugely important. On my Grav/TA Glue was the one I skipped, PGA is one slotted as above and Acid is procced up. Ice Arrow is there both as a backup hold and for the Moar Debuff it can throw on AVs.
  11. Then yes, get Temp Inv as a stepping stone to Power Boost. That's the crown jewel of the set for you. And yes, well worth slotting up Temp Inv (you may even want 5/6 slots for 4 of a set plus the two Resist uniques). Sadly the other choice is Power Bolt or Conserve Power as your initial power. Conserve is probably the less-bad choice for you (Grav has no need for another ranged attack really). Worth looking at Torrent as above. It'll take a nice selection of procs and it's quick animating.
  12. Defensive Parsing Update #1 Because the CSS Stylesheet has changed you may need to clear your Browser Cache to see the updated look with the graphs on the righthand side I've split the stats into Offensive and Defensive blocks. Offensive is where what we had before is logged (so your Attacks, Misses, Damage done and so on). Defensive is the same thing but recording Attacks / Misses made against you and damage made against you, which the parser now calculates. Since both use the same (refactored) object that means things like MaxDamage something did to you is also parsed out for you. For example here you can see that in this parse I was attacked 546 times, 427 missed so the overall enemy accuracy was 21%. Total damage taken was 8044. Heaviest attack against me did 260 damage. This refactoring means you can now see how much damage you receive and attacks made against you. You can even see which attacks are doing the most damage. Graphs also refactored. So after the 4 Offensive ones (how much damage did I do) you can now see graphs of defensive stats (how much damage did I take, what types and from what powers). Couple of other changes also included Simple Accuracy for both the overall character and per power as a %. (so Hits * 100 / (Hits + Misses). Available Offensively and Defensively (so you can see how often you're getting hit too). Recording Criticals as a new stat. Again because it is in the "data" object both the Character and each power has you can see overall Crits and a per-power breakdown. Refined the "Mez" recorded as it was getting some false positives from powers like Build Up being "tap" mez. At the moment it should just record Hold, Immobilize, Stun, Confuse, Terrorize and Taunt as "mez" effects. Did some GUI stuff to make better use of the real estate. Graphs now appear down the right hand side of the page for easier access. You may need to clear Browser Cache to see these.
  13. This is true. However it's only 2.5% better than Mu or Fire but those also offer Energy (Mu does 27.5% S/L/E, Temp gives 30% S/L) or Fire & Cold (Fire Shield 27.5% S/L, 20% Fire and 10% cold). So it's really giving away a lot of overall Resist to be a S/L specialist by a tiny amount.
  14. The real question is : What else do you want from the Epic Pool you've chosen. If you are */Time or */Forcefield it's a no-brainer for Powerboosted shields. You want Primal for Power Boost so taking Temp Inv on the way to unlock Power Boost and sit alongside PBed shields is excellent. More generally though Primal isn't great (although Forced Feedback KB2KD Torrent is pretty good) so something either with Def shields might be better (because if you avoid the attack you also avoid any mez or debuffs which come with it), or something like Mu (which has a Smashing/Lethal/Energy resist shield and an AOE attack), Earth (because you're a Scraptroller and procced up Seismic & Fissure are great), Ice, (because Frozen Armour is the only Defense shield which will take the +Def resistence IOs, Hibernate is a decent "combat rest" power / panic button, and Ice Storm is pretty decent too) or Psi for some mez protection, a resist shield and a FFable AOE power with Psi Tornado. TLDR: As per 5099y_74c05, it depends on your powers and build really.
  15. Carnifax

    Dark Pit

    Yep. As per your examples : Powers like Stalagmites, Heart of Darkness, Paralyzing Blast, Flash Fire All of these have good Mag (will mez Minions and Lieuts out of the box and have at least a chance to do the same to bosses thanks to Controller / Domi inherents) and better duration thanks to AT modifiers. I don't think Dark Pit should match those (because they are Control primaries) so instead it should lean into Defender / Corruptor strengths instead and do some extra debuff. -ToHit is the obvious one given the rest of the set.
  16. Here's how I'd do Water/Nature. Keeping Tidal because Tidal is really useful for Geyser. Plus much as I love Dark epic on my Kin I find it hard to fit in aand use well on a fairly ranged Water/Nature. Like Darkirs it relies a bit on FF procs to close the gap on Overgrowth but it's reasonably cheap to build. You could also look at switching Dehydrate for something like Arcane Bolt to open Sorcery if you wanted to squeeze Rune of Power in. Sorcery variant
  17. Carnifax

    Dark Pit

    Nope, it's the low mez value (minions only) and, since you're a Defender not a Controller / Domi, meh Duration. Those are the two killers for me. It's rare that your char won't have better options to plonk 4/5 slots into. Edit: I'd strongly support giving it some -ToHit along with options to slot it with -ToHit/AccToHit sets and maybe giving it an additional 4/5 second Mag 1 mez, so you can briefly disable Lieuts with it, giving it more use as an alpha absorber.
  18. Thing is if an AOE Immob has hit them then technically they are AOE Grouped. Mightn't be tight enough for your 8 foot PBAOE to get everything but anyone expecting their 8-10 foot PBAOE to be super-saturated all the time is living in dream land. There's a reason they have an 8 foot radius, they're not designed to be a "group nuke" power. And I say that as someone with a Fire/Claws tank, a DP/Kin and a couple of stalkers. Yes, it's lovely when I hit lots and lots of things with Spin or Soul Drain or SuperStaffWhirlyThing but it's not the norm. Or necessary. The only powers I have genuine issues with are Dimesion Shifts used on a well controlled mob anyway (because you're potentially blocking the powers of your ranged DPS and Supports) and "Repel Bubbles" (including Hurricane) used 24/7 to spread things out. They're the powers a bit of thought is needed for really.
  19. Oh, the "Teleport me to Lady Grey so I can do some crafting" tab? Although it's also useful as a "get my alt to Cimorea for that ITF" button to avoid drifting across Steel.
  20. Hotfeet, Arctic Air and Spectral Terror off the top of my head. Personally I think "fear" is the legacy / misleading term, Afraid and Terrorised are the terms the game uses.
  21. Carnifax

    Dark Pit

    You're missing nothing, it is indeed horrifically bad. Mind you Thunderclap is rubbish as well.
  22. Afraid shouldn't be a Containment trigger but Terrorised should be. Containment is hand coded per controller damage power though so maybe it's too much tedious work (although possibly it could be scripted).
  23. Damage taken I'll need to look at the logs, but I think it should be doable in terms of recording hits / misses and damage taken, along with heals and absorb (regen isn't logged). DPA is trickier because the parser is "dumb". It knows nothing about power stats and I think the log timestamps are per second, not fractional. If I can make calls to City of Data I may be able to do something once I clear it with Uberguy.
  24. On the plus side you just debugged the fact I'm not Parsing Impact damage in my combat parser because my damage regex isn't expecting [IMPACT!] at the end, which I'll correct.
  25. Reunion is quieter than Everlasting but for incarnate trials it's simple. Join Casual iTrial Fridays every Friday on Reunion at 7pm BST (or slightly earlier to make sure you get a spot). Typically 3-4 get run with a CoP at the end. They don't tend to be Badger runs, but @Handmixer also runs more serious iTrial runs (some Sundays?) where they try to get us not to die in the green etc for badges (the 1st Mag trial I did ended up as a Really Hard Way / MO run). Ditto for Hami but swap Fri for Sat.
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