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Everything posted by Koopak
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Psionic/Regen - Mashing together things I haven't played
Koopak replied to Onlyasandwich's topic in Brute
Never bother with boggle on anything other than maybe stalker. Optimally used with perfect, and I mean perfect rotation and with a damage proc it is another 4-5% dps increase. If you are even one rotation element off though it becomes a 5-10% dps loss. Revive will muel preventative medicine well and is often unfairly derided as only useful in a fail state. Admittedly many challenge TFs have a no death requirement but modern design is moving away from that. Outside that situation its better to think of revive as a 15 second invincibility buff. I cannot caution you enough against skipping ageless radial, it isn't for the end, you'd go core then, it's for the debuff resist. I run barrier radial in teams for the rezes and fight turning power, but solo or when tanking ageless is mandatory. Regen is very powerful when played well but it has no solution to nearly any debuff in the game and harder content makes extensive use of debuffs. -
Psionic/Regen - Mashing together things I haven't played
Koopak replied to Onlyasandwich's topic in Brute
Last couple notes id make is you can afford to drop Quick Recovery all together, with this current setup with it you literally wont have your blue bar move, which while people often build for that, its just wasted potential. Ideally your end nearly runs out just as you have a tool to refit it come off cooldown or you end the fight. Other thing is, i highly recommend getting 1-2 recharge IOs in to Concentration, itll be more valuable than any procs you take the slots from. -
Stacking more recharge on Regen is always good, but not to the point of neglecting other stats. You can never fully close the vulnerability window and you will get closer to achieving that with pool powers than recharge past perma dull pain
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New Regen Powerset - What could it look like?
Koopak replied to Troo's topic in Suggestions & Feedback
So the problem with treating Regen as a one trick pony set like super reflexes is that you quickly hit the issue of being unkillable or squishy. This is because the other armors are not playing the same game. All resist and even defense armors are build on the idea of reducing incoming damage enough to make your effective health high enough to survive periods of taking more damage than their effective regeneration. To put it simply they emphasise dying slowly enough for your to remove the threat. The health cap prevents regeneration from playing this same game to such a degree that attacks intended to significantly threaten other armors risks one shotting Regen. I don't know if it is possible for a power to bypass the HP cap, but if it did you run into issues with regen rates scaling with Max hp. Absorb could solve this but runs into the issue sentinels have where the absorb doesn't scale throwing off the whole synergy. The ideal solution would be an absorb barrier that scales its generation rate with regeneration while keeping the existing dull pain hp cap. This is where the idea of an over heal power that builds absorb with a cap controlled by the power and its enhancement value but that fills at a rate determined by your regeneration rate. This gives you the bigger effective health values needed to fit the systems made for other armors and thus gives you the room to then pursue a low resist low defense design. That said I don't know if this is even possible code wise. An alternative would be the ability to sacrifice health to make an absorb barrier, say 33% of your health for a 50% of your health absorb. This would allow you to heal that damage while the absorb takes the hits and raise your effective Max hp. WoW druids have done something similar before and it adds alot of potential skill expression while being within existing code limits. -
Psionic/Regen - Mashing together things I haven't played
Koopak replied to Onlyasandwich's topic in Brute
Optimizing recharge is never silly on Regan. Every second saved is closing your vulnerability windows. The key to excellence on Regen is maximizing uptime on your survival tools. UP is, if I recall correctly from my calculator, the highest value pool power in terms of effective regeneration. Ill take a look at the newest build in the morning and see if I have any other suggestions -
Psionic/Regen - Mashing together things I haven't played
Koopak replied to Onlyasandwich's topic in Brute
PBS not GSB If you don't wanna use FotG that's your call but i can assure you that at least in terms of numeric performance, even on smaller fights, its worth it. Its a 20% multiplicative damage boost to any and all damage done after the proc, so a damage proc needs to outperform that, which it wont most of the time. the proc loss for the recharge is not as bad a hit as its often assumed to be, but honestly there's a few options if you sort your accuracy without it. Just one of many little optimization choices that depend on your priorities. -
New Regen Powerset - What could it look like?
Koopak replied to Troo's topic in Suggestions & Feedback
Would need to be tweaked to do the damage over time our reduced since 60 seconds is enough time to accumulate the damage necessary to kill you several times over but I'm a fan -
New Regen Powerset - What could it look like?
Koopak replied to Troo's topic in Suggestions & Feedback
To be clear I'm not saying no theming, I'm saying loose theming. Avoid 'Viking Berserker' and stick to 'Berserker', 'Guardian' instead of 'Paladin'. Vague themes keep the concept malleable while giving direction. -
Psionic/Regen - Mashing together things I haven't played
Koopak replied to Onlyasandwich's topic in Brute
You are on the right track with the idea of focusing on high power, long recharge T9 like abilities to keep yourself up and not working to hard on defense. Defense is FAR stronger than resistance per bonus generally but only on paper because yeah DDR will make you hate life. DDR makes you hate life so hard that a +4 Silver Mantis can and will body you no matter how hard you try to tell her no. Woman is bad with consent I guess. Your big worries are, still -Def because negative defense is a thing, -Recharge, and -Regen, in that order because you do have some Regen Debuff Resist in Fast Healing but its weak and -regen comes in two flavors, insignificant, and you don't get to play. For this reason Ageless Radial is a must, upside, between that, MoG, and other +recovery options you can often skip Quick Recovery on a lot of builds. I would consider picking up Unrelenting or Unleash Potential, UP is the better of the two for raw durability, but Unrelenting gives you another way around the -regen out there. Additionally Burnout is highly underrated on Regeneration, Quick Recovery or other end tools make the end issues easy to mitigate and having the ability to double you big heals is important. Talking about Psi, just a tip, the Insight mechanic IS worth engaging with, it yields about a 10% dps boost if used optimally, that being to do your optimal rotation until insight procs, then do everything EXCEPT GSB until the last possible moment in the 15 second window. As for the build itself, some notes. -Definitely get Fury of the Gladiator -resist in there, its a big overall damage bump. -PBS is only at a 90% chance to hit against +3 enemies here (+4 diff setting with an alpha slot) -Vigor is fine but if you can get Spiritual that's optimal for regen durability. -Some people prefer to use Dull Pain as a heal rather than a buff, in theory this CAN be optimal if you are very twitchy with it. Ideally Dull Pain should be up any time you are pressed, ESPECIALLY before pulling hard hitting AVs -Get your accolades asap, Max HP is life, not only does it raise your effective hp/s regeneration, it also is core to Regen's other big weakness, low EHP/Effective Health, you need that buffer to not get 1 shot and have a chance to regenerate. -Consider Power Transfer procs in Stamina and Quick Recovery, like panacea because these are heals they bypass -regen and equate to about ~3.7hp/s on a Brute -Don't worry about end to much, again Ageless Radial is core, if you can make your end bar reliable last between casts, then you have enough end, more is only good for resisting sapping which Ageless already helps with. I think that is everything. I'm moving to updating the calculator in my signature to include a Brute page soon, once I have it setup ill see if I can spot any Brute specific quirks i havent caught before. -
Yes, the hit chance and all damage logic are calculated at the beginning of the power. Also the above info about the proc taking effect at then end of "Animation Time Before Effect" is correct. You could refer to this as the recovery time to borrow fighting game terminology.
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Update: V1.1 -Added support for all primary powerset powers for calculations. -Note: -to-hit will be up to you to accurately convert into equivalent +defense. Reflecting this aspect of a set is well beyond reasonable scope for this project and more accurately would fit a true simulator like World of Warcraft's Simcraft.
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New Regen Powerset - What could it look like?
Koopak replied to Troo's topic in Suggestions & Feedback
Probably nothing, my first character at release was a Katana/Regen Scrapper, I'm pretty ride or die. That said I would want to divorce the set from any theming more specific than "get hit, hit back harder" as I find theming powerset strongly makes it harder for people to envision alternate ideas that boil down to the same mechanics. A good example of this is while people are generally comfortable treating Super Reflexes as either super speed, spiddy sense, precog, or even just dodgy man what dodge good, you'll also find a lower number of people trying to re theme Ice or Stone Armor, which makes sense. Its forgivable for common themes like elemental powers, but for an offensive take on the regeneration model id go with something more vague. Willpower honestly takes on of the easiest name idea, but something like Zeal, Responsiveness, or maybe just 'Aggression' as some half baked name/theme ideas. -
New Regen Powerset - What could it look like?
Koopak replied to Troo's topic in Suggestions & Feedback
Sorry I'm late to the party, looks like i missed all of the people naysaying regen and waving the "port sentinel" flag around again. Almost tempted to put a rush on getting the sentinel version of my regen calculator complete just to further prove the point, smh. I generally like the idea here of a berserker, despite what some posters have said this IS a unique design, because Regen is a purely defensive armor set currently, to the point that it's clickyness is actually a detriment to dps, and I really don't agree about Willpower, Will is a mixed set, its just got high regen compared to everyone else. The regularly proposed idea of a +damage buff based on missing hp slots cleanly here and while some would call this bad, i actually like the idea of having to balance your build such that you get the best damage without faceplanting, a T9 that allows a brief immunity to death but not health loss leads into this really well too and, as far as I'm aware, is within the possibility of existing game code. I wouldn't switch to this as my main but I'd definitely have an alt. -
Well they wont be as good as patron options, Melt Armor, and the -acc of dark attacks can all be recolored pretty freely and are excellent.
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I trend toward not using the full set, usually just the proc and maybe the other 5 pieces elsewhere because the recharge will mess up the proc rate, at 4ppm you wanna keep above 15 seconds recharge before global recharge. That said I also favor putting it in a proc optimized AoE as often you can get close to the proc rate of a single target power while having the increase proc chance caused by it checking for each target hit. Ultimately this trades boss performance for better performance in all other situations though.
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Right I forgot thats what they drop, either way id look for something that does more than body. Im away from my pc else id throw out some suggestions but honestly anything or no epic can easily be better. Physical Perfection is just really underwhelming.
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Correct, it makes a decent place to slot Critical Strikes proc but it does not benefit from +crit
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*resists urge to rant and rave about how bad sent regen is* As Troo pointed out @Errants The body mastery is less than ideal, the usual go to for regen is Shadow Meld as it's easy to chain with MoG and moonbeam is a solid snipe. Using the slots for nearly anything else will be an up, you should not have end problems with Quick Recovery, in fact I skip even that on most builds, and the regen given by physical perfection is matched by an enhancement or two
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Just keep in mind concentrate strike is not affected by the scrapper atos
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You aren't wrong but to me that just means you need to make sure the unbuffed scales are not garbage, if you need to spam your heals on emp or whatever, that should be still viable even if its weaker than other supports. Personally i think the biggest issue with what i outlined is actually the work to make sure the inherit interacts with the support skills in a useful manner. As you said some support sets do not scale properly with current versions of +special (since this is kinda a fake stat anyways) The main goal here is to make being a melee AT actually meaningful rather than just a Defender with a sword. The issue with this is it mandates some form of taunt in my opinion. Else controlling the number of nearby enemies becomes problematic, particularly in a group lacking a dedicated tanking AT. This could work with some small taunt aura and threat scale for the AT comparable to say a scrapper, letting it be 3rd on the list for threat generation, but eh. I've never been sold on the necessity of mixing armor and support, I think that will just lead to another Sentinel situation where you cant do either well enough to be useful. People generally overestimate the amount of damage you take for being in melee, giving easy access to AoE defense solves 90% of it unless you have aggro specifically. Personally if I was going to change off the Support/Melee pairing, id only do it to change Melee to Assault, and that mostly because it would give some range flexibility and give us a second AT that uses Assault sets finally.
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Triple Slider Bar Length (I just want a massive head)
Koopak replied to xl8's topic in Suggestions & Feedback
So two things here. 1. It is possible to set at least height slightly beyond the slider minimums and maximums by editing costume files manually (they are super human readable text files) and loading them. 2. I've seen other servers, I think mainly just dev boxes, where the sliders were manipulated to do some whacky shit. As @Rudra commented, I'm 90% certain the morphs are applied in a magnet type method but odd deformations happen quickly as there are parts of the model that cannot scale past a certain point, resulting in things like big popeye arms attached to normal sizes elbows -
Both Malta and Rikti absolutely come up in the radio rotation for PI, less certain about Nemesis though.
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So the way iv always envisioned this AT working best has actually been as a pretty 1:1 of Support/Melee, where the support scale it has is the lowest of any AT, call it like 0.9, 0.8 or something and reduced range. Then the way the Inherit would work is it would build +special and +range from melee attacks, forcing you to get into melee and, with an optimized attack chain allowing you to get to a relative scale of say 1.1 like Cor? Numbers tweakable. The kicker would be that the buff decays so fast that you can only get one, maybe two support powers off before you need to be back at the melee boppery to maintain max power. Similarly applying buffs could provide +damage, leading to cycleing playstyle. My intent here is for the AT to be relatively squishy, Stalker or Sentinal max hp, so that its support set can make it tankier but the main purpose is to get into melee and attack despite the risks to yourself, so that you can provide the best possible support. Another synergistic change here might be to make all the rez powers in support sets double as self rezes for this AT. The end goal either way is this AT should only be able to really rival the other support ATs by putting itself at risk. I feel this lines up with the fantasy most people want from this kind of AT, charging into the fray, heedless of the danger it puts them in, because by doing so they can better protect their teammates. While also minimizing the potential for the AT to outshine or invalidate other ATs. This all said I don't expect a new AT to even be given serious consideration until after Sentinal gets reworked, which sucks because as great as Sentinal is for certain character concepts It kind of a big mess that I don't think will be solved without a lot of experimentation.
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Thats not entirely true, you can take ageless radial. I tend to not go to hard on RDR (usually about 50%) because I have to take ageless radial anyways for the other debuff resistances. I consider ageless radial mandatory on regen because debuffs hurt so bad
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Writing this as a short break from work, did 15 hours yesterday and looking similar today, but I can at least answer "how good it is". The answer is a resounding... it depends. In a group with support its debatably the most durable set in the game, there aren't that many support buffs that improve regeneration and those that do don't provide enough to hit the cap and the stat is a linear growth in durability. The set wont benefit from +maxhp much if at all ( Regen Scrapper should never be below the AT max hp cap ), but those are even rarer. Every other layer of durability however it has room for, which means it doesn't run into the issue other sets do of being able to build to enough caps on its own to make supports providing +res and +def useless. Since its scaled to compete with armor sets despite the resistance and defense deficiency means that when it fills those gaps it is objectively the most durable. When solo, or without support, the set has more mixed mileage. Well built and well managed with the right pool powers, good timing, and a strong understanding of game mechanics and enemy abilities, it is still able to compete with the strongest sets in the game. For periods of time it can leave every other armor in the dust in raw durability through the use of Moment of Glory and supporting T9 like pool powers. Something I intend to experiment with in the near future is a build capable of the following chain. Shadow Meld -> Moment of Glory -> Shadow Meld -> Burnout -> Moment of Glory -> Shadow Meld, for 75 seconds of defense cap and two 15 second period of resist cap. that said the first 3 powers there can be accomplished by any solid Scrapper Regen build for 45 seconds. On the flipside however one mistake (which people often will struggle to identify as a mistake due to the difficulty of reading incoming damage before it hits) and you are a corpse. Sometimes this can happen even without a major mistake since, without MoG your resistances will struggle to be particularly high (without significant gaps, like capping S/L while E/N and F/C sit at 15%) which results in your Resisted Health (Max hp multiplied by resistance) being very low compared to other armor sets. Recluse can and will just roll two nat 20s (>95% hit roll) and floor you once in awhile unless you are both meticulous and a little lucky. Thus a good regen build, well played, can and will do excellently, but a poor build or a moment where you are off your game, will result in you kissing floor. This is where Revive is meant to come into play, but since challenge modes still count that as a death, so does the community, with many MANY players considering Revive an auto skip power, which fair. However Revive is there to compensate for minor mistakes, animation delays and such, and give you time to remove the enemy that did it (after all 15 seconds of immunity is a long time). The biggest thing in my opinion that muddies the waters on Regen is that most sets require a fraction of the attention and effort Regen does. Now those sets also generally don't benefit from that attention and effort, just look at Willpower, the "just use this" counter anytime someone complains about Regen. That is one of the biggest set and forget sets in the game, you toggle it up, and off you go. While Regen can perform very impressive feats that other Armors will struggle to or are incapable of, in 90% of gameplay regen has to work many times harder than other armors just to do the same thing they do by existing. So there's an imbalance of effort to reward. Some final caveats - Scrapper Regen has no taunt auras, accept that there will be runners. This has never been a big issue for me but it feels like say 1/2 the scrapper forum have declared a refusal to use any set without a taunt aura because of this. - Regen has no damage enhancing components, so the time you spend casting Dull Pain every 2 minutes, Reconstruction every 20 seconds, Instance Healing occasionally and MoG occasionally, is just lost damage, you don't even get any recharge to compensate like some other sets with regularly used clicks. This results in a small dps loss when pressed. - Your survival tools all have a cast time that can and will result in you hitting MoG, dying, and MoG going on cooldown anyways, or any other of the click powers.