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Everything posted by Koopak
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Very active play was always going to be a requirement, would you be willing to record a mission or two or organize an opportunity for me to shadow you? If this is working well I'd very much like to study it in action.
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The solid 33% S/L/E defense is good and AoE KB is a fantastic tool to mitigate incoming damage and stagger alphas. However I have to agree with Nemu that there is no chance in hell of your endurance holding up under any real strain, especially with KB->KD. At aggro cap of 17 targets, which you can definitely fit inside that radius, you are looking at -51end/s (1.5 end X 17 targets / 0.5 activation time). I do partially disagree with Nemu's take that you need defense cap even with -to-hit as Darkest Night has a range of 70ft and can be places where needed, but more importantly Nemu's comment about line of sight. You need to be grouping enemies using line of sight pulling and then firmly inserting yourself into melee range of all of them. More importantly however 45% S/L defense doesn't actually help with a large number of ranged enemies anyways. Circle of Thorns and Banished are almost all Eng/Neg/Fire/Cold, While it certainly covers many of them, Malta, Council, some ranged Freakshow, some ranged Carnival, and a bit of Crey, and certainly Aeon Brickers, it doesn't help against a large portion of Praetorian units. I actually wanted to get more Eng defense in for this reason, but was having a rough time of it. I also feel that giving up so much passive regen, as well as reconstruction are huge flaws, and a lot of why it might 'feel' okay is your latest build drops your max HP by about 500hp. Multiply that by your defense and resistance and you see you are giving up a lot of effective hp, and you are also reducing your passive regen even further by a factor about 1/6th. Compared to a more traditionally slotted regen your passive is approximately getting ~55% of the hp/s
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Alright here's my take, note the base numbers work out as worse unless you factor in the -to-hit from Darkest Night and Touch of Fear, with anything from the other sources being icing. You will want to make use of Unrelenting in addition to your Instant Healing, for context Unrelenting is comparable to Instant Healing but since its a heal over time it does have the benefit of bypassing -regen. You are more vulnerable to -recharge than Nemu's build but Regen as a set is so fucked over by debuffs of all kinds that you are going to want to take Ageless Radial regardless. I included my recommended Incarnates, but you could easily trade things around. If you totally hate the idea of having Revive, id probably replace it with Maneuvers, or, possibly BurnOut depending on your preferences. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Spaghetti Betty: Level 50 Mutation Brute Primary Power Set: Dark Melee Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Fighting Power Pool: Presence Ancillary Pool: Soul Mastery Hero Profile: Level 1: Smite (A) Kinetic Combat - Accuracy/Damage (9) Kinetic Combat - Damage/Endurance (37) Kinetic Combat - Damage/Recharge (37) Kinetic Combat - Damage/Endurance/Recharge (37) Superior Blistering Cold - Accuracy/Damage/Recharge (40) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 1: Fast Healing (A) Preventive Medicine - Heal (3) Preventive Medicine - Heal/Endurance (5) Preventive Medicine - Heal/RechargeTime (5) Preventive Medicine - Heal/RechargeTime/Endurance Level 2: Shadow Maul (A) Superior Brute's Fury - Accuracy/Damage (40) Superior Brute's Fury - Damage/Endurance/RechargeTime (42) Superior Brute's Fury - Recharge/Fury Bonus (42) Superior Avalanche - Accuracy/Damage (50) Superior Avalanche - Recharge/Chance for Knockdown Level 4: Super Speed (A) Winter's Gift - Slow Resistance (20%) Level 6: Reconstruction (A) Preventive Medicine - Heal/Endurance (7) Preventive Medicine - Endurance/RechargeTime (7) Preventive Medicine - Heal/RechargeTime/Endurance (9) Preventive Medicine - Heal/RechargeTime Level 8: Siphon Life (A) Kinetic Combat - Accuracy/Damage (11) Kinetic Combat - Damage/Endurance (11) Kinetic Combat - Damage/Recharge (13) Kinetic Combat - Damage/Endurance/Recharge (48) Accuracy IO Level 10: Dull Pain (A) Panacea - Heal/Endurance (13) Panacea - Endurance/Recharge (15) Panacea - Heal/Recharge (15) Panacea - Heal/Endurance/Recharge (36) Panacea - Heal Level 12: Touch of Fear (A) Armageddon - Damage/Recharge (43) Armageddon - Accuracy/Damage/Recharge (46) Armageddon - Accuracy/Recharge (46) Armageddon - Damage/Endurance (48) Armageddon - Chance for Fire Damage (48) Fury of the Gladiator - Chance for Res Debuff Level 14: Kick (A) Force Feedback - Chance for +Recharge Level 16: Integration (A) Panacea - Heal/Endurance (17) Panacea - Endurance/Recharge (17) Panacea - Heal/Recharge (31) Panacea - Heal/Endurance/Recharge (33) Panacea - +Hit Points/Endurance Level 18: Tough (A) Reactive Armor - Resistance/Endurance (19) Reactive Armor - Endurance/Recharge (19) Reactive Armor - Resistance (21) Reactive Armor - Endurance (21) Steadfast Protection - Resistance/+Def 3% Level 20: Resilience (A) Reactive Armor - Resistance/Endurance (23) Reactive Armor - Resistance/Recharge (23) Reactive Armor - Resistance/Endurance/Recharge (25) Reactive Armor - Resistance (25) Gladiator's Armor - TP Protection +3% Def (All) Level 22: Weave (A) Shield Wall - Defense/Endurance (27) Shield Wall - Endurance/Recharge (27) Shield Wall - Defense/Endurance/Recharge (29) Shield Wall - +Res (Teleportation), +5% Res (All) (29) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Kismet - Accuracy +6% Level 24: Provoke (A) Accuracy IO Level 26: Soul Drain (A) Superior Brute's Fury - Damage/Recharge (36) Superior Brute's Fury - Accuracy/Damage/Recharge (36) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge Level 28: Instant Healing (A) Preventive Medicine - Heal (33) Preventive Medicine - Heal/Endurance (33) Preventive Medicine - Endurance/RechargeTime (34) Preventive Medicine - Heal/RechargeTime (34) Preventive Medicine - Heal/RechargeTime/Endurance (34) Preventive Medicine - Chance for +Absorb Level 30: Hasten (A) Recharge Reduction IO (31) Recharge Reduction IO Level 32: Midnight Grasp (A) Superior Unrelenting Fury - Accuracy/Damage (39) Superior Unrelenting Fury - Damage/RechargeTime (39) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (39) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (40) Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 35: Gloom (A) Thunderstrike - Accuracy/Damage (43) Thunderstrike - Accuracy/Damage/Recharge (43) Thunderstrike - Accuracy/Damage/Endurance Level 38: Moment of Glory (A) Recharge Reduction IO (42) Recharge Reduction IO Level 41: Intimidate (A) Accuracy IO Level 44: Unrelenting (A) Panacea - Heal/Endurance (45) Panacea - Endurance/Recharge (45) Panacea - Heal/Recharge (45) Panacea - Heal/Endurance/Recharge (46) Panacea - Heal Level 47: Revive (A) Recharge Reduction IO Level 49: Darkest Night (A) Dark Watcher's Despair - To Hit Debuff/Endurance (50) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance (50) Dampened Spirits - To Hit Debuff/Endurance Level 1: Brawl (A) Empty Level 1: Fury Level 1: Sprint
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Update: doing build tonight, sorry about delay, life got busy.
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Debuff Resistance/Status Protection power pool?
Koopak replied to Yomo Kimyata's topic in Suggestions & Feedback
Forgive me if these points have been made but its late and they wont let me sleep till I get this out and im not killing my sleep schedule to read the other 4 pages. 2-4 mez protect for a 2-3 power picks and a pool doesnt even begin to be a power creep problem imo. The ATs who would want this hypothetical power ( blaster, defender, controller, corrupter, dominator, and mastermind ) are also ATs that traditionally dump 3-4 pools and 5-6 power picks buffing their defense. That means they cant take this for free or even cheap. further id argue one of the main reasons to build defense IS mezes, you cant be mezed if you arent hit. This would trade durability for a guarantee that a single random boss mez doesnt stop you from playing the game. But you are still vulnerable to multiezes, say when soloing, thus in some contexts defense will still be better. and further still, with enough mez protection to not be afraid of random acts of hold you might consider a different destiny from clareon for once. If you take clareon this power is near useless at high level after all, but if you take the risk of being mezable, but not unprotected you can swap to something more intresting. I really think this mez pool power has merit, in fact I think the whole pool does and its a shame the diacussion has avoided the impacts of debuff protection in favor of debate over if mez protect for squishies is power creep. personally I think having bits of debuff resist available would be great for allowing players to pay in potential power for the ability to blunt crippling issues such as seta that are easily sapped or defense cascaded into uselessness. As long as the values are kept in the 30% ish range so they dont remove the risk but reduce it. -
So Nemu and I are probably going to disagree on a lot, but i should add the caveat that i haven't stress tested my builds yet for Brute. I got Scrapper, which is my main, basically as far as I can and then took a pseudo hiatus from the game, but I'm getting back into the project in my signature now, if slowly. I can understand the aversion the Revive for challenge TFs and the like, but for your daily driver I really recommend keeping it and just shoving a 1-2 slot wonder in it. You can think of Revive as a 15 second immunity with death as a prerequisite. That's more than enough time to toggle up and kill or maim whatever killed you. Timed with a MoG cast if you are totally swamped you can easily haul your formerly dead ass through some really rough situations. I've used this fact to save teams numerous times. I cant begin to agree on Instant Healing, it represents, with crappy slotting mind you, one of the biggest contributors to your overall Effective Regeneration, (the amount of damage you can take per second before trending down). The issue with it is an issue with Regen as a whole, though less so on Brutes, Effective Health. Unless you are awake and prepared every time things get harry you are going to get caught off guard and splatted (another reason Revive is worth for casual play), because you just cant take the same kind of alpha damage as other armors. For this reason you sometimes need to be more proactive, learn what you can and cant handle without Instant Healing, and use it ahead of time. Similarly you need to train yourself to be less shy with it and MoG, most regen players, myself included, make one of two mistakes, they either use their click survivals to early and often, or to rarely and late. I've got a nasty habit when I'm not paying full attention of using them just in time to die before they take effect but still go on cooldown. As long as those cooldowns seem, they really aren't, especially not with decent recharge slotting. I'll see if i can find time during my break today to put together my own recommendation, but I will say, as dark, don't over invest in S/L cap. There are other things, iTrials and other praetorian content in particular are made up of lots of energy and psi ranged damage, and your dark attacks and Darkest Night will stack generous -to-hit even through the purple patch.
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There appears to be a bug with the emitter point for power vfx on Arachnos Soldier. This character is Xp level 40, training 24, with Bane Spider specialization in case any of that proves useful in reproducing. Video linked demonstrates the issue occurring both on a free form costume and an Arachnos costume. https://youtu.be/QnWG7qGVFnI
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Thats alot of specifics I dont completely agree with mechanically. My goal is to get an idea of whats needed for the character concept. For instance my main has the teleport pool for concept even though its 3 power picks that do almost nothing. I cant recommend never skipping mog or dragons tail hard enough
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Do you have any reauests? Power picks and the like for concept, or a travel power preference?
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Regen absolutely can handle +4x8 but its not gonna be able to just sleep through things. Regen is, with the exception of its main weaknesses, able to hit higher highs than most other sets while idling below them. The big thing is if you have defense and resistance buffs being given to you, regen will perform very well but debuffs and damage spikes need to be proatively mitigated. So no sleeping on the job. I can put something together if you like, I have a few builds on hand but they are old and I can do better now. My signature has a calculator for the scrapper version, the brute version is 99% the same if you wanna play with it
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Here would be my first pass take, im not happy with the damage, but I was able to reproduce the durability of my own Regen Sent which while likely not fully optimized should be pretty durable. I can provide that build as well fi you like but its a beam/regen Optimizing Sent is on my to do list once iv finished expanding the calculator and get Brute and Stalker squared away. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Power Pool: Leadership Hero Profile: Level 1: Lightning Bolt (A) Superior Opportunity Strikes - Accuracy/Damage (7) Superior Opportunity Strikes - Damage/RechargeTime (7) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (39) Superior Opportunity Strikes - Accuracy/Damage/Endurance (40) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (40) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity Level 1: Fast Healing (A) Preventive Medicine - Heal (5) Preventive Medicine - Heal/Endurance (5) Preventive Medicine - Heal/RechargeTime (17) Preventive Medicine - Chance for +Absorb Level 2: Ball Lightning (A) Ragnarok - Damage/Recharge (3) Ragnarok - Chance for Knockdown (15) Ragnarok - Damage/Endurance (43) Ragnarok - Accuracy/Damage/Recharge (43) Ragnarok - Accuracy/Recharge (46) Annihilation - Chance for Res Debuff Level 4: Super Speed (A) Winter's Gift - Slow Resistance (20%) Level 6: Zapping Bolt (A) Superior Sentinel's Ward - Accuracy/Damage (40) Superior Sentinel's Ward - Damage/RechargeTime (42) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (42) Superior Sentinel's Ward - Accuracy/Damage/Endurance (42) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (43) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb Level 8: Reconstruction (A) Preventive Medicine - Endurance/RechargeTime (9) Preventive Medicine - Heal/RechargeTime (9) Preventive Medicine - Heal Level 10: Instant Regeneration (A) Panacea - Heal/Endurance (11) Panacea - Heal/Recharge (11) Panacea - Heal/Endurance/Recharge (13) Panacea - Heal (13) Panacea - +Hit Points/Endurance Level 12: Charge Up (A) Gaussian's Synchronized Fire-Control - To Hit Buff (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (39) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Quick Recovery (A) Power Transfer - Chance to Heal Self (15) Performance Shifter - Chance for +End (34) Power Transfer - EndMod Level 16: Dismiss Pain (A) Preventive Medicine - Heal (17) Preventive Medicine - Heal/Endurance Level 18: Voltaic Sentinel (A) Power Transfer - EndMod (23) Power Transfer - Damage/Accuracy/Endurance (50) Power Transfer - Damage/Accuracy/Recharge/Endurance Level 20: Integration (A) Preventive Medicine - Heal (21) Preventive Medicine - Heal/Endurance (21) Preventive Medicine - Heal/RechargeTime/Endurance Level 22: Kick (A) Empty Level 24: Tough (A) Reactive Armor - Resistance/Endurance (25) Reactive Armor - Resistance/Endurance/Recharge (25) Reactive Armor - Resistance (27) Reactive Armor - Endurance (27) Unbreakable Guard - +Max HP Level 26: Short Circuit (A) Power Transfer - EndMod (34) Power Transfer - Damage/Recharge (36) Power Transfer - Damage/EndMod (36) Power Transfer - Damage/Accuracy/Endurance (37) Power Transfer - Damage/Accuracy/Recharge/Endurance (37) Power Transfer - Chance to Heal Self Level 28: Resilience (A) Reactive Armor - Resistance/Endurance (29) Reactive Armor - Resistance/Endurance/Recharge (29) Reactive Armor - Resistance (33) Reactive Armor - Endurance (33) Steadfast Protection - Resistance/+Def 3% Level 30: Weave (A) Reactive Defenses - Endurance/RechargeTime (31) Reactive Defenses - Defense/RechargeTime (31) Reactive Defenses - Defense/Endurance/RechargeTime (31) Reactive Defenses - Scaling Resist Damage (33) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 32: Thunderous Blast (A) Superior Frozen Blast - Accuracy/Damage (34) Annihilation - Chance for Res Debuff (46) Superior Frozen Blast - Damage/Endurance (50) Superior Frozen Blast - Accuracy/Damage/Endurance Level 35: Hasten (A) Recharge Reduction IO (36) Recharge Reduction IO Level 38: Moment of Glory (A) Recharge Reduction IO (45) Recharge Reduction IO (46) Gladiator's Armor - TP Protection +3% Def (All) Level 41: Stealth (A) Red Fortune - Defense/Endurance (45) Red Fortune - Defense/Endurance/Recharge (45) Red Fortune - Defense (48) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 44: Maneuvers (A) Red Fortune - Defense/Endurance (48) Red Fortune - Defense/Endurance/Recharge (50) Red Fortune - Defense Level 47: Tactics (A) Rectified Reticle - To Hit Buff (48) Rectified Reticle - To Hit Buff/Recharge Level 49: Second Wind (A) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Opportunity Level 1: Sprint If you have any questions, concerns, or issues, please don't hesitate to reach out.
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Mids has an import/export drop down in the top left, any of, short forum, long forum, or data link will copy the build link to your clipboard so you can post it here. I shall see what I can do for ya. I will caution Sent Regen is an odd creature that i consider wholly and completely inferior mechanically to the other AT's versions, but I should be able to make something that can force its way through soloing +4x8 anything with cautious play. You don't need to worry about alphas as much at least because while Sent Regen does have less effective hp than other Sent sets, its not by the huge gap other regens do due to instant Regeneration, its the single thing that the set does better than og regen imo.
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Ill be happy to put something purpose built, together tomorrow after work if you wanna give me deets like build goals and travel power picks or concept power picks
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Then we can take whirlwind and be our very own sharknado
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Load last 15 minutes of LFG chat on character entry
Koopak replied to Oklahoman's topic in Suggestions & Feedback
If its reasonably achievable yeah this would be an excellent option -
What to do in case of abuse via the reaction system?
Koopak replied to Nerva's topic in Help & Support
I would agree that blanket mass downvoting someone might constitute harassment but on a really blurry line. I noticed this happening to you in another thread and was boggled because your posts were relatively well thought out and open to discussion. That said it doesn't seem to effect you, i do hope a GM can provide an avenue for this kinda thing because its just poor behavior, but if not its not a big deal I think. I for one tend to use the reactions to get an idea of what others think of something, and myself try to use it to represent but gut reaction after reading a post to communicate to the poster my appreciation or lack there of for their contribution to a topic. So if someone wants to do the forum equivalent of following you around and frowning at what you say, then i mean, their life to waste i guess. -
On the way to Icon your character should mumble rant "Rackinnackinghatstelaindarntootinmessmakindangolwrappervendinsackincrackin..."
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Gonna link boppers dive into that
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Suffering. Seriously, use it just for the rez, the 15 second invincibility is orders of magnitude more useful than the +maxhp. The power is poorly thought out, sents dont have the durability, let alone regen sents, to risk being low enough hp to get any real use from it.
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So I was wondering why Kin supposedly had a bad rap on Scrapper and I think i get it now after @WindDemon21 did some work and testing. Apparently Concentrated Strike doe not benefit from the Critical Strikes proc that grants a flat +50% chance to crit, and, given the data, likely doesn't benefit from Scrapper's Strikes as well. I personally respect how this could potentially be a balance issue (particularly as its base chance is 20%) as ill note in a moment, its already pretty bonkers on Stalker. However I feel that if its to remain as is it should not use the term "crit" or "critical strike" except to explicitly state that it does not do so and instead has a chance to cause a recharge. However I would much prefer for it to be able to benefit from the procs, perhaps at a reduced rate if that is possible? I feel this is a source of both confusion on the set, and inconsistency between ATs. Stalkers are able to make rather extensive and impressive use of this same mechanic as the Stalker version is able to make use of its own crit mechanics to reliably trigger the Build Up reset and climb to some nuts damage levels. Granted, the Scrapper version can maintain very stab +damage% so im not so much calling for a Kin Buff as id like to see this bit of unclear mechanics clarified, either through a tooltip change, or changing the existing mechanics to actually have the crit flag and benefit in a way that feels more intuitive than having to inherently know that Scrapper Concentrated Strikes Crits aren't actually Crits A changed tooltip may look like so Melee, Extreme DMG(Energy/Smash), Foe Disorient, Special, No-Crit Concentrated Strike is a slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Concentrated Strike, recharge time is very long. Concentrated Strike has a chance to instantly recharge the Power Siphon power. Concentrated Strike cannot Critically strike, While a mechanic change, if considered would probably be something like gaining only 1/2 value from +crit if thats possible, resulting in a Critical Strikes proc and Scrapper's Strike set effect giving a 48% chance to crit (20% base + 25% proc + 3% set) versus the potentially broken 76%
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I'm gonna have to counter that claim that such a build would be weak, far from it. Taking my own main as a model, this would actually allow me to build significantly more defense/resistance at no significant loss in damage powers, but more importantly it would allow me to slot enough recharge into the powers to do the optimal rotation at no durability loss while increasing my per power damage. Many many builds are less optimized than my own, which usually end up in a 3-4 power rotation, being able to slot more freely means that recharge and accuracy goals can be obtained in a single power more easily, potentially allowing you to drop lower DPA attacks while increasing the damage of higher DPA attacks. A good example is that in the case of a Katana scrapper, one could cut Flashing Steel, Sting of the Wasp, and Divine Avalanche in order to slot all the scrapper ATOs, necessary sets, and 3-4 procs in the remaining powers. Bare in mind the optimal recharge loaded rotation is 3 buttons, Gambler's Cut, Soaring Dragon, and Golden Dragonfly. Two of these have solid proc rates even with recharge slotting and thus would benefit greatly from this kind of slotting and all I've lost are 3 powers i either didn't take, or rarely used to begin with, and instead gain yet more by not needing them, allowing me to take 1 slot wonders in their place. And again this is without even touching my defensive power's existing slots. Lets not even discuss the madness that would be Bio Armor slotting, which can then take advantage of AoE powers that's have heal, end, damage, accuracy, and recharge, as well as room for proccing to turn what a survival tool into a significant damage dealer. In an era of SOs only this idea might have some value in theory, (though i think in practice it would still just be a net player buff), but in the modern era of procs, set enhancements (like the +3% def), and set bonuses, it just ammounts to being one or two steps removed from just letting us press a button to max all stats.
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Which should be fine, I mentiond ageless purely to emphasize that theres a tool for everyone, I inly run ageless when soloing, In a group I run barrier radial for the 2x rez. But even then 2mins seems to be the golden limit, anything below that becomes a problem
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2 Minutes is my goal, rare is the fight that exceeds 2 mins and in that case i can use a recovery tool, often i have Ageless Radial for the debuff resist, so that will cover it. As for arcane's comment about nto waiting, neither do I, but iv also usualy recovered 90% of what iv spent in the time it took to physically travel to the next group. A single mob takes very little endurance, especially in a group, and at the point where you can run full dps for 2 minutes you usually have such quick recovery that when you stop for the few seconds it takes to travel you recover most if not everything you lost.
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I mean its not wrong, i just find that so much is already in per-second 😛
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oh and sorry for the double post but this can be misleading. Power Transfer procs scale with your AT's base HP, not your actual Max, so dont expect it to get stronger with Max HP, this is why my previous post gives the 33% regen value as a ballpark number, its based on a build i know has alot of +hp