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Koopak

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Everything posted by Koopak

  1. If a power is only useful in rare niche circumstances, or arguably, solo. And that power is a core power that holds the lion's share of the AT's mechanics, yeah I'm going to argue that's a problem. Now is it a big problem? No, Stalkers are in a good spot, no one is, or I hope they aren't, arguing Stalkers are in a bad spot. However that doesn't change that the experience of using slow AS is garbage and its hard to make a real case for using it ever beyond: "I'm playing solo and don't care about my clear speed in anyway or the time spent waiting for an attack to go off for my optimal start" or "I just like it." Which the latter one there? That's why I still use Slow AS on my stalker, because I like watching a boss drop dead in one smack, even if I could have killed him before he could attack back, by just chaining my strongest non-AS ST attack and then fast AS at no real cost. The incentives aren't there to make Slow AS worth using in the majority of the game, and AS is a core power central to an AT, that is just bad. To be clear I'm not arguing Slow AS needs a gap closer, though that would make it work more like snipe, or that it needs a damage buff. What I think would work best is first, standardizing all Slow ASs to the faster versions some Powersets have, and then MAYBE (note the caps) a small buff to Demoralize's duration, say from 8 to 10 or 12 seconds. That would make using AS as an opener in a team situation more palatable due to being consistent, and in many cases, up to a second faster, while sweetening the deal just a little with the buff to Demoralize. That would make it such that Slow AS is roughly equivalent to a little worse than Fast AS in DPA, but more importantly make the animation time as much as a second faster on some sets while giving more incentive to use it. In fact at that point, despite damage being effectively the same, and in no meaningful way impacting dps or even survival much, I would feel tempted not only to open with it if I get to the pack before my team, but maybe even sneak it in with placate for team survival, using fear as a small mitigation tool. As it is however, the power is simply to unwieldy to be used that way As it is, many, if not most, Slow ASs are just impractical to use in anything but solo.
  2. I find Regen very fun but i mean that should be obvious since iv spent so much time optimizing it. I really agree with this buff take though and its refreshing to see someone else who seems to understand where Regen's weaknesses are rather than the repeated attempts to just slap more stats on it. When playing regeneration you have two core weaknesses you must maintain awareness of at all times, debuffs is the biggest one and the hardest to compensate for, its why i tell every regen player Ageless Radial is basically mandatory. The other one is effective health, due to low resist and defense numbers being just, part of Regen life when you don't have support, the set suffers from the lowest effective health of any armor, resulting in it taking an alpha and crumbling, or getting put down by a lucky hit or two from a high end AV. Numerically, if you could survive those damage spikes, regen actually is above average durability, with the potential to be the best when supported. Compensating for alpha is relatively easy, pop MoG, or Shadow Meld if you have it, before pulling, easy peasy. Compensating for AVs is a lot harder requiring understanding of their attacks, which ones are a threat, and mentally counting out their recharge so you can make sure you are full health and pop a survival before the blow lands. I enjoy these aspects as they make the set proactive vs reactive, it feels like im taking action to counter my opponent rather than letting the armor just do it for me because numbers. Compensating for Debuffs however? A pipe dream. Defense capping is difficult to impossible and without DDR, the second -defense is in the mix that cap will crumble and fast. As long as the debuffs aren't -def though you can use MoG and Shadow Meld to compensate. -End/-Recovery can be offset some with Quick Recovery which is otherwise skippable. -to-hit can be offset with Tactics, Accuracy slotting, and Focused Accuracy if you are paranoid. -Regen is hopeless since it is either so small it will only barely hurt you or so big it near shuts down Instant Healing, seriously the 25.95% -regen resistance in Fast Healing is pathetic vs the -1000% regen Malta titans spit out. Reconstruction spam and Unrelenting are your only counters since they are heals rather than regeneration -Recharge can be slotted for but its expensive and takes away from other slotting options All of the above is why Ageless is so damnd core to any regen build in my opinion.
  3. Hard disagree on this claim. DPA matters in both due to the length of the animation time. I really want to like slow AS because i love demoralize but as a whole the length of cast, especially on the slower powersets, means that your hit wont come out until your team has gotten 1-2 attacks out usually. Snipe can be started early enough that most of it is spent while the rest of the party is closing and has the utility of extreme range for pulling, AS cant unless you are somehow reliably faster than your team. This means the engagement has started, the 'fight time' is ticking, and you've spent upwards of 2 seconds twiddling your thumbs. The only time this claim holds true in my opinion is when solo, and even then one can argue its just adding unnecessary down time. Back on Confront, I do prefer a debuff, a good one imo is -to-hit as that reinforces the idea of dueling and of saving teammates. Additionally the -to-hit would make it a decent value power for AV fighting which makes it juuuust useful enough for me to consider on some builds. I also think it needs duration of the taunt buffed to match Brute and Tanker taunts, since Scrapper will still struggle to pull off of them unintentionally due to AT scales on threat.
  4. I'll just note, I'm not sold on a universal closing skill on Scrappers but it would fit as a dedicated melee AT. The issue I see is its a lot of powers that, to feel on brand would likely need new animation work which is a bottleneck. Regardless of the above, and the fact that both Scrappers and Stalkers are, generally speaking, in good places at the moment, ill admit the AS balance between slow and fast, and Confront's near uselessness are pretty bad. At least in the case of Confront replacing it with a closer would be an improvement, but so would most other things.
  5. Thanks for clarification guys, iv passed this along to the Mids Reborn discord and edited my posts to avoid misinformation.
  6. The name of the enhancement has always been like that, its dumb. And Mids auto update cannot handle larger back end changes currently, ALWAYS check mids discord for announced updated and then hit up their website if needed. I know they are wanting to move everything to the auto update but as a software dev, trust me, its a bitch with old code like Mids
  7. That is incorrect, it doesn't have it in the 'set' bonuses, but it does have it on the standalone bonus enhancement in schedule F and is not unique in any way, you can stack 5 of this bad boy across 5 resist powers. EDIT: Mids at time of writing was incorrect.
  8. You may wanna triple check that, i cant look in game at this moment but multiple Impervious Skin's do stack in Mids, note Regen in the totals page and the enhancements. EDIT: Mids at time of writing was incorrect.
  9. Just gonna add some math to the discussion here. An Invulnerability Tanker with only dullpain and no other powers or enhancements gets 10.9hp/s from 100% regen, lets run this through an Effective Regeneration calculation assuming capped resist and defense, reasonable goals for this set. 10.9 / ( 1 - 0.9 ) = 109 109 / ( 1 - ( 0.5 + 0.45)) = 2,185 EHP/s Since a Tanker starts out the gate with 140% regen, an additional 100% regen is a ~70% increase in Effective Regeneration and thus overall durability over base. Generally I see most Invulns land around 300% regenerations, Health is often unslotted so we can roughly assume 160 of that is from sets. Lets try a modest 10% bump and compare. Control: 300% Regen 6,555 EHP/s 10% Buff: 316% Regen 6,904 EHP/s So that works out as a 5% durability buff to Invuln, that trend will be maintained, meaning doubling the set bonuses would be a 50% increase to the durability of an Invuln Tanker. I frankly do agree the regen set bonuses feel lack luster, but mathematically any changes to them needs to be very delicate.
  10. No, because Barrier will not prevent you from eating -100%+ def which will blow through barrier, it also has less duration on its 'effective' range in which those bonuses will help against mass -def. You can and will get defense cascaded through the barrier. Ageless in contrast remains effective at keeping your defense loses manageable for significantly longer while alos being an effective counter to the other components. I actually recommend against hard pursuing slow resist in your build as its usually not worth the efficiency loss, unless your exempting and against heavy slow using enemies a lot, you just wont need it if you have Ageless. Granted, yes, getting 95% slow resist in your build means you don't need ageless for -recharge, but you still face -end, -regen, -to-hit and above all -def. You can try to use Barrier to plug the defense hole and it'll work in some situations but not all, as Cimerora Traitors and Silver Mantis as an AV will both show you.
  11. Boggle's confuse, even with Contagious Confusion is just not worth it imo. Boggles core function is to apply 'Boggled' a status that is applied regardless of if the target is confused. Hitting a Boggled enemy has twice the probability of triggering Insight. At its core Boggle is meant to give you more control over a mechanic often called 'to random to bother with'. Fact of the matter is though it just doesn't do it well enough to be worth the investment. If you are just infatuated with a confuse tool, knock yourself out, but I'd say its a very difficult argument to make that its worth a power pick over just about anything else. -regen is honestly over focused on as a debuff for regen users. It isn't common, it comes in exactly two flavors, 90% of -regen is to weak to matter, and the other 10% blows through anything but 70%+ debuff resist. Additionally Reconstruction, Dull Pain, and Unrelenting bypass it. The real killers are -defense (negative defense exists and many fights can and will hit -100%+ defense) -endurance which quick recovery can only help so much against, and -recharge. Of these -defense is the real killer because the difficulty of getting to resist caps on Regen ensures that enough -def results in you getting 2-3 shot from big hits. With 3 times the 'resisted health' regen has access to you could simply shrug this off, but as it is, damage spikes are a death sentence and -def makes them much more likely to occur.
  12. 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.
  13. 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.
  14. 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
  15. 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.
  16. 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
  17. 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.
  18. 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
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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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