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Koopak

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Everything posted by Koopak

  1. eddited an above post to remove misinformation. Toggles do not linger, i believe that may have been me applying unsuppressed (turned off) toggle logic to suppressed toggles. Did some testing recently and confirmed suppressed toggles have their effects suppressed as well. Do have an exception ill be looking into soon though will follow up.
  2. to add to the conversation, though, while i don't think its optimal, it is possible to make the play style slightly safer by taking specific defensive toggles. Ever since khelds got changed to suspend toggles rather than cancel them, toggles have now had limited value. This is because toggles dont drop immediately, they pulse a short lived buff periodically, anything with a duration for that pulsed buff of over 2 seconds is basically going to be up permanently as you will never spend more than a second and a half out of human form during your rotation. The down side is this further ups the costs of both endurance and slotting. But before both Clam and I stopped digging into the playstyle back in february that was the branch i was diving into while he continued to optimize raw output. Edited to avoid misinformation
  3. I'll need some time to break down exactly what I'm doing that's making it easy, ill get you some footage, but its been a hot minute so gotta get the rust off. Clam was the one who mained the build for the better part of a year until the nerf/exploit fix/bug fix came up and killed his desire. On the flip side feel free to share your own footage, sometimes easier to critique than to look at my own play and figure out whats going right. Edit: worth note in Clam's video Arachnos are one of the enemy groups, you can see how they barely constitute a speed bump
  4. It does, they just don't play the same animations normal humanoid enemies do and don't ragdoll. think of it like when you get hit with KB while flying, its less impactful but not nothing. Not so, -end only impacts your existing endurance so cant stop you from doing anything if you act before it hits you and -recovery can only negatively impact what i quoted if you fall below the 100% base. Given the VAST majority of Mu attacks ONLY apply -end, and the ones that do apply -recovery only last 4 seconds, you need to be facing multiple Mu Bosses before the -recovery becomes a critical issue. Recovery% defines the time it takes to get an endurance tick, not how much endurance you actually get, you ALWAYS get 1/15th of your max endurance back on a tick. At base 100% that tick occurs once every 4 seconds, Clam's build brings it over 200% recovery which puts it at every 2 seconds. Now consider the cost of shapeshifting, there is no activation cost, its just the first tick of its maintenance cost. Mids will show it uses .26 endurance per second, but it actually ticks twice a second, the activation cost of your transformation is 0.13 endurance BEFORE factoring in any endurance reductions you might have. If I am not messing up my proc logic, the chance of a performance shifter proc occurring when you activate your transformation is about 25%, that means that on average you can pay 0.52 endurance to gain 10 endurance (or more if your max end is higher from accolades). This lets you bootstrap from a single endurance tick to a workable amount in about 4 server ticks, which is a fraction of a second. That is as much 'tactics' as you need, and that's only if you actually crash which is highly unlikely since if you are animation canceling to weave your powers, you are constantly rolling that performance shifter proc chance. As an aside this is why Power Transfer is in there as well, the PT proc actually alone means that this build can spam shape shift to heal at rate almost on par with Instant Healing on a regen scrapper. Casually = little effort. I only play on +4x8, i get bored at that difficulty, let alone anything lower.
  5. I'll just pop in and add iv used a variant of @Clam Leader's build myself as well as a Warshade version, and yes it handles Arachnos casually. Thing is the Mu drain is oversold, i have several builds that are not end stable and intentionally run so that they run out of endurance in 2 minutes or less. Those builds kill enemies much MUCH slower than an optimized Kheld going ham, but as long as i prioritize the Mu and Tarantula Mistresses, iv never needed anything built specifically for them, at least not until I'm rocking a support AT with low damage. Worst case you do crash, but you have no toggles to crash, and since Performance Shifter is in your nova and dwarf forms you can LITERALLY just spam shapeshift to recover endurance quickly. Since you don't care about toggles, a shifter proc, or an end tick is all you need to throw an attack. You will get an end tick about once every 2 seconds, and each performance shifter will tick every ~40 seconds assuming you never shape shift and if you do it'll proc quite often.
  6. Currently both in CC and in game the alternate animation set for Sonic Blast moves the vfx projectile origin point from the head to hand, with the sole exception of Shout which still originates from the head currently. Having technical difficulties with attachments at this time, so cant provide visual example however you can reproduce the bug by creating a blaster, choosing Sonic as your blast set and selecting the Dark or Light Bellow animation for Shout in the power editor
  7. Also impacts Circle of Thorns Death Mage: https://cod.uberguy.net./html/power.html?power=circleofthorns.circle_death_ranged.twilight_grasp&at=boss_praetoriangrunt Black Swan's Servant: https://cod.uberguy.net./html/power.html?power=praetorians.black_swan_darkservant.twilight_grasp Vanessa: https://cod.uberguy.net./html/power.html?power=carnival.carnival_vanessa.twilight_grasp
  8. This also affect the Dark Servant summoned by Master Illusionists. Master Illusionist summon: https://cod.uberguy.net./html/power.html?power=carnival.carnival_illusionist_boss.dark_servant&at=boss_grunt Dark Servant Twilight Grasp: https://cod.uberguy.net./html/power.html?power=pets.darkservant.twilight_grasp&at=minion_pets
  9. Carnival Dark Ring Mistress's version of Twilight Grasp is improperly configured and appears to be a port of the player version, carrying PvP flags. City of Data page: https://cod.uberguy.net./html/power.html?power=carnival.carnival_dark_ring_mistress.twilight_grasp Screenshots attached include the CoD page on 11/10/2023 for live servers and two ingame screenshots with stat monitor open showing a regeneration scrapper nearly floored by a single application (without IH up) and the fact that said scrapper has Ageless Radial active giving 95% -regen resist. and lastly a second instance with on base regen resistance.
  10. To my knowledge no. It wouldn't be too hard to convert things to scales though. For instance reactive radial's dot is scale 1.25 we can multiply that by it's proc chance and get what it adds to everything for instance
  11. Alright pointless flame war aside I have to ask, why bother tracking where it came from. To date OP is the only one to report this, and all versions for the last several years have been proven clear of silly tampering. Aside from giving the mood over to ensure nothing else is tapered with seems pretty case closed. Wild goose chasing this seems a huge waste but hey it's y'all's time.
  12. I've been using this client since it was released and iv noticed a tendency to have rendering stop but the game not crash. By this I mean the screen freezes but sound continues to play and I continue to be able to interact with the game via macros but a new frame is never drawn. Is this something that this debug client is able to catch and report or should I get on compiling details for a proper bug report?
  13. Its not critical i just use it because its a solid dps bump You are misunderstanding how the stealth bonus works, for the stealth bonus for VEATS, Stalkers, and any other examples like ninja training Blasters and Scrappers, the logic checks the 'hidden' state, not a given threshold of stealth or if enemies have been alerted. This hidden state is removed when you land an attack or the enemy successfully hits you. This means at defense cap you can alert mobs and still get the bonus damage from stealth on your first attack even as they swing at you provided they miss. You don't need more or less stealth to benefit. Celerity +Stealth is helping you though by increasing your stealth value. Bare in mind most other sources of stealth do not stack however. https://homecoming.wiki/wiki/Stealth_and_Perception Both Fortunata's confuse power are set not to alert enemies so yes you can use them without breaking stealth. Your approach is perfectly fine but not necessarily optimal, but given you likely do not have a solid IO build yet, surviving in melee might be difficult at +3 and +4 unless you are very comfortable with your mezs. Your opener is fine, though with a solid build you wont need the spin to wipe all minions and most lts with just your nuke. Most people make the understandable mistake of treating Fortunata as a ranged dps, but honestly its ranged attack pale in comparison to their melee options with the exception of Domination. For context here is my current build, mainly optimized for dps and soloability but honestly short of some minor utility mez or more aura buffs im pretty confident saying its pushing the very limits of what the AT can do. Its to the point that in a team with even one or two moderate damage buffs im basically living at the cap for possible dps the AT can do to my knowledge at this time. Acinus v4 - Arachnos Fortunata.mbd
  14. I'm not sure what you mean by combos, forts don't have any combo mechanics. Fort Spin isn't bad but psychic wail is up enough that you basically don't need it, doubly so if you are taking enflame for max ST dps
  15. Some misunderstandings to clear up but as others have said the short answer is yes. Long answer: Procs all work in toggles and auto powers, when slotted they check every 10 seconds. Proc chance is calculated in bopper's ppm calculator easily. Preventative Medicine: Chance for Absorb is not a traditional proc however, it is an enhancement carrying a single set bonus, the same as say luck of the gambler. This means that it's effect is ALWAYS on regardless of the power it is slotted in. As an example I have multiple characters with it slotted in aid other or spirit ward which I almost never use and the effect still triggers naturally.
  16. Here is what I'd do without changing your powers or significantly changing your goals. Theres a lot of other optimizations to be wrung out of this, especially in damage, and getting Hasten in would be massive as it not only improves uptime on your survivals but is the key to making Crushing Uppercut a core part of your rotation, spiking the damage up. But this will meet your goals as best as seems reasonable without me tearing the build apart. View This Build In MRB
  17. So, speaking performance wise only, there's some serious issues I see if you are wanting to do more than shrug off a few stay AoEs The main one is your defense goal, you've grabbed shadow meld which is great, but with decent slotting it'll take you to defense cap to all positions on it's own and then some with a 50% up time. It's a long cast but if you are pressed its usually worth it. Resistance is a bit more valuable, granted defense protects you from debuffs which ruins Regen's day, but resistance gives you more time to react, where as defense leaves you vulnerable to bad RNG letting a couple big hits clap you out of existence. Focusing on the regeneration stat is a trap as well, most set bonuses do not give enough to be meaningful bump for a set that idles at several hundred % Regen. 20% from Numinas is big when you're invuln and only have maybe 200%, it's a 10% gain in EFHP/s but to a 700% idle or 1400% IHed Regen? It's a rounding error The other is skipping instant healing. IH gets a bad rap purely because it is no longer a toggle and has to be used proactively but I can't stress enough how potent it is when used well. Quick recovery is unneeded, there's plenty of tools to manage endurance, and is the only power I actually recommend skipping in Regen, though I'm tolerant of the hatred of revive even if I think it's silly. Rune of Protection isn't bad but there are statistically better options. That said while Unleash Potential and Unrelenting are statistically superior, neither gives resistance so they don't make it easier to react to damage spikes the way RoP does. Linked in my signature is a calculator I've made for the regeneration set, it takes some work to use, Id need to spend time writing a proper app to make it easier to use, but it will give you a clear window into the value of each power and let you fiddle with slotting changes and see the impacts directly in the form of Effective Health and Effective Regeneration defined as the raw amount of damage that must be thrown at you in any form for enough of it to stick and defeat you
  18. Did this and got the results Id expect, took a solid 30 minutes to sort since Mako had defenses and I didn't have a build on hand to compensate so had to figure that out because otherwise I'm adding MORE noise to the data, further i only did these three runs so statistical deviation is entirely possible. Keep in mind my pylon times deviate by about 15 seconds up and down, for a 7% shift PURELY on misses, let alone any input errors and such. There's a reason a lot of times here are averages of 10+ runs. None the less, the results, mirroring your own format, using kill time rather than hp values. Reactive Radial: 2:46 (75% chance for DoT) Degenerative Core: 2:53 (75% chance for -maxhp) No Interface: 3:05 And video of the tests. if we were to use this as conclusive evidence WHICH WE SHOULD NOT then Degen Core is a 6.5% dps gain and Reactive Radial is a 10.3% dps gain over no interface at all. If we wanted to responsibly test this we would actually need to do 5-10 runs of each and average the results. However that would be another 45 minutes of my life at minimum. This is my point. I might be willing to run these tests to placate you, but if I didn't step in to do that I doubt anyone would have and more than one person would have taken your tests as conclusive. Even with my arguments and providing the numbers, this community sees 'testing' as superior, when it is in fact MORE error prone. In this video alone I made 8 micro errors in my rotations off the top of my head, skewing results by probably +/- one to three seconds. I also experienced at least one miss on Shatter Armor, which in pylon times has a minimum impact of 6-7 seconds. 10 seconds is enough to put Reactive behind Degen and Degen nearly on par with no interface. Proper testing isolates variables, some of those variables, like misses, cannot be isolated and must instead be drowned in data so that the noise they inject is statistically likely to cancel out, but that is not a guarantee. Mathematically we can account for this noise in a model with 100% accuracy however, because we are not scientists testing the limits of known physics, we are nerds disecting a bunch of code. That code behaves in a 100% predictable, 100% reliable fashion, if your math results are wrong, its because your formula is wrong, and anyone can see that in the minute it takes to read it instead of the 20 minutes it took to throw a half assed 'test' up.
  19. So your argument is that math is bad because people make mistakes. Here is the thing, anyone with knowledge of how the game should be modeled can look at a model and tell if its wrong according to their knowledge, anyone can reproduce the numbers, and anyone can design a test to validate the model. Testing on the other hand can only be validated through further testing, and that assumes your testing methodology is clearly communicated AND well designed. This means you require other people to spend as much time if not more to reproduce your results for a lower fidelaty source of information. A large difference that drastically deviates from the mathematical model does NOT remove doubts, it CASTS doubts, because it implies either the model is wrong, or your testing methodology is wrong. This is even more extreme when your results show that not only is Degen somehow not only 30% better than Reactive, but NO interface is 6.5% better than Reactive. That should have set off massive red flags that your data was noise riddled, because it is IMPOSSIBLE for no interface to be better than some interface. The DoT ALONE should insure that even if you believe, wrongly, that AVs are immune to -resistance. Your quote isn't easy to search up atm, can you share more details of your testing methodology? What build? What's their dps? You say you ran a test for 5 minutes but didn't kill the AV, that tells me your DPS was VERY low, which the model clearly says Degen is more valuable at low DPS values. This test method is not clear, and you are 'publishing' results without coming to understand WHY, leading to the false assumptions of how the game actually works. This is literally how multiple scandals in the scientific community have kicked off. Further 5 minutes is NOT a customary cut off point to my knowledge and if it is it shouldn't be. Using my Widow as an example because she does many more attacks than most ATs, her rotation is 4 attack in about 4.75 seconds, that's about 63 attacks, meaning 63 trials. In that you would expect to see 47.25 procs of the debuff, however one proc above or below is a deviation of 1/63 or 1.58%, 2 is 3.16%, 3 is 4.74%, and suddenly we are beyond the expectant advantage of Degen. So assuming you deviated a mere 3 procs from statistical average you have DOUBLED the advantage Degen has over Reactive. If we were only wanting to know the proc rate, this test would be valid, if light, as the number of procs would be reasonably close to the expected proc rate. However our goal is to compare two competing effects applied by said proc. Two effects that, when modeled, show a relatively small difference between them. In order to eliminate the risk of probability drift you would need at least a hundred, preferably a thousand or so proc instances within your data, otherwise you run a significant risk of the noise of probability drowning out your actual data. For your test, again, assuming the rest of the methodology is sound, which i would need the details of to make any assessments about, that would require 10 minutes of testing at minimum, preferably 100 minutes. This is why testing without a model, and without a clear goal is a source of misinformation. Your test is only 5 minutes each, including prep time, probably a 15 minute affair, not a big deal, prohibitive to some I'm sure, but not most. However a review of what we KNOW about a game that has an open source code base anyone can verify, shows that at minimum you should have tested for 10 minutes each, leading to a 25 minute round trip, or god forbid, a properly rigorous test of 205 minutes. Now how many people do you think are going to burn half an hour of their day or more validating your results versus how many can review some words and make sure the logic presented is sound? Testing COULD work as a first port of call if we all had the time and patience to perform properly developed, rigorous testing. OR we can look at the facts of how a program runs and simply do the math and if someone makes a mistake, all it takes is someone else who has a highschool level education and an accurate grasp of the game's mechanics to call them on it. Not MULTIPLE testers as is required to refute test results since a single test result that is different could just be probability creeping in again.
  20. This is why 'testing' is crap and I wish people would chill on how often they bring it up or present their results, because it adds a level of authority that shouldn't be there, leading to rampant misinformation. 5 minutes is a crap shoot, assuming the rest of your testing methodology is solid, you are still very vulnerable to probability drift there. I'm not attacking you, only your data. Applying the math, AVs at lvl 54 (+4 difficulty) have the same hp and regeneration rate as a pylon, this is WHY pylons are the ideal test targets. for proof, look here, make sure level is set to 54. https://cod.uberguy.net./html/archetype-data.html?at=boss_archvillain As such we happen to have the dps formula if we omit the /0.8 at the end which accounts for pylon resistances, though AVs are often similar. Now instead of throwing a time in, we can use this data to calculate 2 things, Effective Health (EFHP) and Effective Regeneration (EFHP/s) giving us a clear picture of both how much damage you need to do per second to cause lasting harm, and how much total damage past that dps you need to do to defeat the AV. So our AV's HP is 30677.15 our AV's Regeneration is 102.26 hp/s If we apply the maximum of 4 stacks of -maxhp from degen core we get about (degen stacks oddly so its not a clean -4000 but we will use that) EFHP: 26677.15 EFHP/s: 88.92 hp/s If we instead apply the 4 stacks of -res, we can calculate this same value ignoring any resistance they have because the impact is the same in relative terms (-10% resistance will always be a relative 10% damage gain) thus our results from factoring in this -res are EFHP: 27,609.43 EFHP/s: 92.03 hp/s So as we can see this is where the common consensus that Degen is superior comes from, however the margin is quite small, only a ~3.5% gain over Reactive. This advantage also shrinks as the target's HP increases, such as Trial bosses, Harmode bosses, and so on that use greater than AV scales. This is where the DoTs step in. Reactive's dot is scale 0.125, while degen's is scale 0.1 Comparing them that's a 25% gain in DoT damage going to Reactive, which si what generally closes the gap. I'd try to math this out further but at this point you DO need a hypothetical rotation of sorts to estimate proc chances per second. This is incorrect, all forms of Degen and all forms of Reactive call the same debuff power, and the stacking is based on that power. Mixing Tiers will not allow you to stack it further. It should be noted, that's 4 applications of the debuff, those 4 applications CAN be applied by a single individual, making all other rolls of the debuff useless, this is why Radial is superior to Core in groups if not solo. When testing you WILL occasionally see 5 applications, but this can occur even with a single person applying and has to do with the attribute monitor's update rate, NOT the snackability of the power.
  21. I'm not sure where you are getting this. Neither Purple Patch nor AV resistance impact damage resistance, only damage resistance resists -resistance, and most AVs do not have more than 50% resistance with most having less. Generally I've found Reactive Radial to put up the best pylon times. Against run of the mill AVs Degen may be better due to their lower total HP pool making the -max hp more significant. However against anything with a pylon like health pool (see AVs with +maxhp or hardmode / trials) Reactive wins again, especially in teams where the -res is helping your team. Strictly speaking the cleanest answer requires you to know your DPS first. The more damage you do WITHOUT Reactive, the more valuable the -res becomes. So for builds doing sub 300 DPS it may be better to go degen. Both have stacking limits for team purposes so i can be worth to have both in actual content and swap to whichever your team has fewer of.
  22. Fortunata - 1:40.6 - 509dps - Average - Hybrid On Best from this was 1:35 see linked video, 531.47dps. Is there a better Fortunata time out there? Build attached. This is my normal play build, so completely viable in endgame content. Musculature Core, Reactive Radial, Assault Radial. Acinus v3 - Arachnos Fortunata.mbd
  23. In the mission 'Find Information on David Hazen' which is also called 'Part Two: Foundations' for Mu'Vorkan in Dark Astoria. After clearing the bank and being transported inside Mot it seems to start a timer, about 5 minutes or so, before the screen freezes. The game continues to work, audio plays and i can use powers or even interact with UI elements but it all has to be done blind as the screen stays on the frame it locked up at. The only solution is restarting the game. I've verified the game files and even tried a fresh install. Can provide any tests or diagnostic data like a dxdiag at request. Edit: Forgot to include, this occurs on both the normal and diag client. I don't think the diag client is catching it as such, but hopefully I'm wrong.
  24. Would you be willing to share this build? Also curious how you have a double stack of Hasten for the first 1/3 of the run or so. I know it doesn't stack but was this on the beta server using the QA powers?
  25. A texture issue with blood widow legs for VEATs and a clipping issue on flared skirt when using SitChair1
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