Jump to content

Koopak

Members
  • Posts

    554
  • Joined

  • Last visited

Everything posted by Koopak

  1. On the way to Icon your character should mumble rant "Rackinnackinghatstelaindarntootinmessmakindangolwrappervendinsackincrackin..."
  2. Gonna link boppers dive into that
  3. 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.
  4. 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%
  5. 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.
  6. 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
  7. 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.
  8. I mean its not wrong, i just find that so much is already in per-second 😛
  9. 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
  10. They work out to be 3.3465 hp/s when slotted in an auto or toggle power, which is equivalent to roughly ~33% regeneration, very good, some of the best hp/s you can get out of enhancements let alone one. As for Performance Shifters, i consider physical perfections damn near a dead power as it is, it just gives so little. Performance shifters work out to 0.25 end/s at 100% max end, obviously accolades, and +max end sets will increase this, but 4 of them is equal to 1 end/s+ so equal to about 60% recovery. For context that's 4.8x the recovery granted by Physical Perfection and 2.4x the recovery granted by Stamina before slotting. This is all before Panacea, Miracal, and Numina's, your total there is going to be the equivalent of 107.5% recovery in procs alone, of which 82.5% of which will be in ticking procs (Performance Shifter and Panacea) which will be unaffected by -recovery. Thats... just alot of end when you add in your powers. Your grand total at the end of this all is likely to be in the 250-300% range which you are going to have to really try to use all of. Keep in mind, any time your recovery ticks, and your endurance is full, that's lost power. Either slots that could have increased your durability or damage, or a more expensive power you could have used. As some have said the goal is to have just enough recovery you never run out, but I think that is a little misleading. The goal is to have just enough recovery that you START each fight at full endurance. This means its okay to run out, as long as its at the end of a fight. This is one of the reason end recovery tools like Fire Aura's consume are so good, it gives you a stronger control of your blue bar and lets you run aggressive builds that just need to last long enough to hit your end recovery tool again. if you ever need a cheat sheet, check this useful post
  11. That's because a lot of players are TERRIFIED of their blue bar moving even an inch. FA is great if you can fit the end cost, and often can be left off when you don't need the debuff resist but as other have said id just slot it to keep end costs down unless yer doing something weird like trying to get full power quick snipes with +40% tohit
  12. I personally use the fact we are allowed to run multiple accounts to just plot a fire farmer built for afk farming in a mission, thats solved most of my influ problems by itself let alone the other methods iv used. granted im not kitting out 50 characters but i can kit one out once every week or two. And that's at my no holds barred builds which average 500mil a pop with some creeping toward a billion plus if i spring for boosters to really push it. The builds i give my financially conscious SG mates average 300-350mil. So I feel like yer real issue is that you apparently wanna kit out 50 characters, which... honest question, how? Not trying to be rude, im just genuinely impressed and confused. If you are a 'build designer' and this is why you have so many character you need to check the beta server where you can design to your hearts content with no cost on your time other than making and testing the build. Then if you got one you really love, make it on the live server and kit it out.
  13. Not to cash shame or whatever the hell that would be, but if you are using lvl 25 IOs that are thus just shy of lvl 50 SOs, that explains alot. Some sets are designed with small weaknesses that sets can easily cover, or advantages that are magnified by the same. The strength of sets shift a bit. For instance the two +3% defense enhancements are enough alone to push EA into bonkers status since the difference bewteen 37% defense and 43% is a matter of taking about ~1/2 the damage. I'll concede that Willpower is layered, but a passive, pure healing set isn't viable in CoX's mechanics without the ability to raise the Max HP beyond the AT cap, at least for Scrapper. This is actually where my point about taking Alphas comes in. See the Effective Health of Regeneration is so low, that not only can it be Alphad out, which is an easy thing to compensate for with other tools, but it also struggles agaisnt hard hitting enmies like AVs. This is because their damage is scaled to threaten Brutes and Tankers who can have as much as 90% resistance, while a Regen Scrapper will struggle to do much better than 40% for a given type, and only hit caps by forfeiting other damage types. This means that a Regen Scrapper takes 4 times as much damage, and because Regen also lacks defense, the probability of taking the 4x hit is, with say a 20% defense, vs a Tanker 45% 6 times as likely. Compared to say a well built EA like above a Lethal attack of 2500 damage (taken from a couple AVs) will have EA with 45% defense and 50% Resistance: 5% chance to do 1250 damage Regen with 20% defense and 40% Resistance: 30% chance to do 1500 damage Now project that out to two hits? EA: 0.25% chance to take 2500 damage Regen: 9% chance to take 3000 damage As we can see, two big hits is all it takes, and an AV will do that about one in ten attempts. This is not factoring in other attacks, mobs, or anything else. Now you could buff your passive regen without clicking to handle this in theory without raising the max hp cap. However in doing so you come across the issue with balancing regen around, well, regen. If you can heal 1500 damage before the AVs next big attack? You wont die, ever. If you cant, you will be killed in two shots easily. There is perhaps a narrow margin in which you can get the right mix, but that margin is much tighter than other powersets. This is why it is an issue, one i think thats best solved, assuming its possible, but an overheal mechanic in which a regen scrapper who is full health have their healing instead contribute to an absorb bubble of perhaps 25% of their max hp, or barrign that allow them to exceed the AT hp cap and rescale all +regen% to provide the same HP/s with the new max hp. Goal being not to remove their weakness to alpha strikes, but to lesson it some. As for you wanting Regeneration to be purely a set and forget set? I don't think we will find common ground there. The way the set works now is enjoyable to me, and unique compared to other sets, most of which can be toggled on and walked away from. My only complaint about the clicky nature of Regen is you have to work so hard to use it optimally just to perform slightly above average most of the time, and at a dps loss when other sets like EA and SR get +recharge, or Bio, Stone, and Fire having damage procs. Regen gives up dps time to pop survivals and gets no compensation to its lost damage for it.
  14. On the topic of EA, its easily one of the top 3 armor sets for Scrapper, probably the best set that doesn't have built in damage.
  15. Sewer Monster - Scrapper (Spines - Regeneration).mxd Alright so there were alot of issues with the build you posted. You mentioned not being used to making builds and well Regeneration is probably one of the hardest to wrap your head around since "just pump up them numbers" isn't really as effective a strategy as most other sets. You also were making the common mistake of just six slotting everything and it left some of your most powerful abilities largely unslotted. I took the liberty of creating a build from scratch using yours as a model for what powers you wanted since i assume you wanted to keep Stealth even though Maneuvers would be better. I did however ditch Body Mastery for Soul Mastery, the reason being that Focused Accuracy is nice but Physical Perfection is dead weight, with quick recovery you already have more endurance than you need, and the pittance of regen the power gives is over shadows by even a single enhancement. Instead Moonbeam gives a strong snipe to make up for losing Impale, and Shadow Meld has amazing synergy with Regeneration. Use as you run into fights, and cast it on cooldown if you are pressured. Giving up Impale was rough, but power picks get tight and Spines has the unenviable position of not having an attack power you can easily just justify ditching, and well, you skipped Build Up in your build, never do this. Aside from being a huge source of damage for the AT, Build Up is a natural home for Gaussian's Fire Control: Chance for Boost Up which acts as a second Build Up, briefly giving you +200% damage on 95% of your Build Up casts. Superior Critical Strikes is another tricky point for new scrappers, you want that proc going off as much as possible as it is a flat +50% chance to crit for a few seconds, usually long enough to get of 2-3 attacks. That means if your attack has a 6% chance to crit, after that proc triggers you are at 56% chance to crit and crits are double damage multiplicative with +damage%. The issue is Superior Critical Strikes as a set has a lot of recharge, and slotting recharge negatively impacts the proc rate. I chose to put it in Spine Burst because the proc rates on other powers wasn't going to be much better and the AoE will check per target giving a much higher chance to proc, nearly a guarantee on 3+ enemies. Now for Defense metrics, I ran this build through my regen calculator here and here are the results which are very strong results, rivaling, and in about 70% of senarios, beating out my main (mainly because i put alot of RP related and tanking realted limits on myself) So as long as you keep your click powers in mind and make sure to take Ageless Radial for debuff protection you should be able to solo +4 anything with this with some difficulty here and there. This assumes the enhancement suggestions bellow. Some final notes, When looking at the build make sure you have Mids configured to show stealth as if you ahev been attacked, found in the options under Effects & Maths, you may also want to set the Base to Hit to 48 in Exemping & Base Values, as that will reflect what itsl iek to fight +4 enemeis with an Alpha equiped (functional +3) Lastly the new D-Sync enhancements include a Heal/Recharge enhancement, I recommend replacing the Dull Pain enhancement with one and upgrading it to 53. I also usualy make my builds with the assumption of using Enhancement Boosters to boost everything to +5, if you don't the above stats will be slightly lower but nothing will break.
  16. I apologise that no one has gotten back to you on this ill take a look as soon as im home
  17. Regen's set and forget was over powered, i think that's often forgotten, what happened is MoG and Instant Healing were directly nerfed, and while many would probably have preferred IH just to have its effects reduced, we got the click we do now. That combined with changes elsewhere in the system, namely enhancement diversification, to greatly bring the set back. Now instead of reverting to changing these, what we got was Willpower, which, as is much stated is "regen but good". I don't agree with that assessment, mostly because regen's identity changed with the above nerfs. What were meant as balancing changes end up being more of a rework, and while I at first hated it iv come to love the basic click nature. I like the visceral feel of having to actively participate in my survival and, due to the strength of MoG and IH still being quite high, being able to look at big incoming damage and say "no" The issue is that if you aren't willing to be awake, sacrifice dps, and participate in your own survival, then yeah, the set is going to feel like ass. Every power you listed is core to my survival, and Sentinel Regen has serious issues that in my honest opinion make it mostly worse than its predecessor. Dismiss Pain is to small to be useful, Instant Regeneration doesn't scale with Max HP, and Second Wind is to risky to use as to make it worth using you need to be below 50% hp, but you will just be risking dying before getting the advantage, it ultimately is more useful to keep as a self rez than to ever use as a survival tool. The one good thing Sentinel Regen has is the absorb layer allows it to survive alpha strikes better than normal regen, which, while an issue, is easily compensated for by using a click survival before diving in. Every other issue the set has is still there and you give up most of your strengths just for that one perk, Sentinel Regen is a series of interesting power ideas that don't belong together. I wont pick apart your list of "bad" powers, but suffice it to say i feel you are very wrong. The set has issues, serious issues, ones that keep it from being more than middle of the road at best, and usually well below, but the answer is not and never will be 'just port sent'. If you would like to explore what the set can do I built a calculator that can use information from Mids (you will need to manually type in) to calculate the durability of a Regeneration Scrapper of any mix of powers (havent added primary survival tools yet like divine avalanch or life drain)
  18. Yeah the clue and souvenirs systems is basically this exact idea, just limited in its source. Being able to generate and send them to each other without interacting with the AE may be sufficient to accomplish this feature.
  19. I'd love something like this actually. There's actually an old RP plugin for WoW that accomplished this and used private chat channels to communicate the items to other players allowing you to actually create and trade items with the basic UI as if they were normal in game items despite not actually existing on the game itself. These had AMAZING RP utility but suffered from the need for everyone to install the plugin, which while easy, still weeded out a non zero number of people. I will say that my understanding is the UI is a bit of a nightmare to work with, but if the developers can find a way to do this that doesn't make them hate themselves for doing so, i would LOVE this for our RP community. That said, we are only one part of the greater CoX community and I would never prioritize this over projects that benefit the community as a whole, so all ill say is I hope the devs read this thread and consider it. If it doesn't happen fine, if it does, epic.
  20. Yes that's more or less my point with that comment. I feel, personally, that playing with the recovery floor is a more practical solution than adding the end rule. When a mob gets a recovery tick they can activate a power instantly, so for instance if you gave them a recovery floor that equals about 10 end per tick, then they can still use powers blow 10 end even while being actively sapped, but will be locked to the recovery tick rate. Doing that would help settle outliers like Chimera by allowing them to attack only once per recovery tick rather than maintaining a fully attack chain. I do agree that regardless of the changes made here, AV end costs need a balancing pass. The reason I suggest trying to find a solution with these rules is because it took me something like an hour and a half just to list all the basic, non going rogue, versions of the Praetorian AVs. I can think of well over 20 more AVs that I have not found the time to expand upon here do to things outside the game. I don't feel that revamping end costs of dozens and dozens of AVs each with semi unique designs is a practical work load, and is likely part of why EndDrain as a mechanic has been held back for so long. The original devs seemed to lack any kind of guiding formula for end values on enemies, and if HC doesn't have one, I feel like asking them to revise all AVs and GMs to solve this will require them to develop one, apply it to over a decade of legacy content, and then and only then would it become a part of normal, basic development. If the HC team is up to that, the massive amount of work, and the lack of appreciation they will get for it, then more power to them. As it is though there's a lot of other things to address, so id like to find a rule set for this that allows AVs and GMs to not be sapped into uselessness, but not leave several AVs with the ability to ignore the mechanic whole sale and others to be helpless to it. At the very least the blue pajama ninja man should not be all but immune to it imo 😅
  21. @Griffyn point 2 is not ommited and infact I think does a better job than the arbitrary end value ignore. Point 3, yes, absolutely, and as is this patch will invalidate their build against several AVs Since no one else has taken up the task ill see about listing the remaining AVs on friday
  22. Adding to my breakdown of what meets this end criteria and how it impacts various AVs by breaking down the praetorians. All of these are at lvl 50, and damage is truncated for readability. Note we don't have specifics on how this may effect toggles if at all, if someone wants to test that id appreciate it, else ill get to it when i can. -Anti-matter- Less than 10 end Neutrino Bolt: 4.2 end, 314 damage X-Ray Beam: 7 end, 524 damage More than 10 end Neutrino Bomb: 13.44 end, 524 damage Electron Haze: 20.44, 723 damage Cosmic Burst: 14 end, 1049 damage Irradiate: 24.92 end, 520 damage (total of dot) Lingering Radiation: 21 end, 0 damage (debuff) Atomic Blast: 28 end, 786-1179 damage (variable) -Battle Maiden- Less than 10 end Slash: 7 end, 874 damage Parry: 5.88 end 734 damage More than 10 end Crossbow: 11.48 end, 524 damage Exploding Bolts: 11.48 end, 524 damage Hack: 11.48 end, 1434 damage Slice: 11.48, 1075 damage Whirling Sword: 17.5 end, 1135 damage Disembowl: 13.72 end, 1714 damage Head Splitter: 15.4 end, 1749 damage -Black Swan- Less than 10 end Dark Blast: 7 end, 524 damage Shadow Punch: 5.88 end, 734 damage More than 10 end Night Fall: 17.64 end, 570 damage (dot) Gloom: 11.48 end, 920 damage Dark Regeneration: 45.5 end, 174 damage (self heal) Tenebrous Tenticals: 13.72 end, 486 damage Life Drain: 21 end, 524 damage Siphon Life: 21 end, 874 damage Shadow Maul: 11.2 end, 1880 damage Midnight Grasp: 16.1 end, 2079 damage -Bobcat- Less than 10 end Swipe: 4.536 end, 610 damage Strike: 6.104 end, 874 damage Slash: 7.896 end, 1154 damage Focus: 9.688 end, 860 damage More than 10 end Spin: 18.2 end, 874 damage Eviscerate: 13.72 end, 1486-2360 damage (variable) Follow Up: 10.5 end, 699 damage Shockwave: 17.5 end, 874 damage -Chimera- Less than 10 end Hack: 8.12 end, 1364 damage Slash: 5.88 end, 1082 damage Slice: 8.12 end, 1213 damage Parry: 5.88, 1082 damage Bow: 9.24 end, 692 damage More than 10 end Whirling Sword: 17.5 end, 1534 damage Disembowel: 12.6 end, 1922 damage Head Splitter: 12.6 end, 2097 damage -Diabolique- Less than 10 end Force Bolt: 7 end, 524 damage More than 10 end Force Bomb: 14 end, 692 damage -Dominatrix- Less than 10 end nada More than 10 end Crush: 10.5 end, 520 damage Gravity Distortion, 10.5 end, 0 damage Propel: 12.6 end, 986 damage Crushing Field: 21 end, 156 damage Gravity Distortion Field: 21 end, 0 damage -Infernal- Less than 10 end Gash: 8.12 end, 1362 damage Flares: 4.97 end, 476 damage Fire Blast: 7 end, 732 damage More than 10 end Chop: 11.48 end, 1869 damage Beheader: 12.46 end, 2096 damage Pendulum: 17.5 end, 2184 damage Whirling Axe: 17.5 end, 1309 damage Fire Breath: 20.44 end, 921 damage Fire Ball: 20.44 end, 627 damage -Malaise- Less than 10 end Mesmerize: 7 end. 524 damage More than 10 end Mass Hypnosis: 21 end, 419 damage Dominate: 10.5 end, 524 damage Total Domination: 10.5 end, 419 damage -Marauder- Less than 10 end Punch: 7 end, 874 damage More than 10 end Haymaker: 11.48 end, 1434 damage Hand Clap: 17.5 end, 0 damage Foot Stomp: 18.2 end, 524 damage Hurl: 12.6 end, 1434 damage -Beloved MOTHER- Less than 10 end Mental Blast: 7 end, 524 love Will Domination: 7 end, 1028 love Psychic Scream: 7 end, 545 love Psychic Tornado: 7 end, 465 love More than 10 end Telekinetic Blast: 11.48 end, 849 love Subdue: 11.48 end, 860 love -Neuron- Less than 10 end Charged Bolts: 7 end, 524 damage Charged Brawl: 7 end, 874 damage More than 10 end Lightning Bolt: 11.48 end, 860 damage Ball Lightning: 20.44 end, 533 damage Tesla Cage: 13.72 end, 104 damage Havoc Punch: 11.48 end, 1433 damage Lightning Clap: 17.5 end, 0 damage Thunder Strike: 21 end, 1749 damage Power Sink: 17.5 end, 0 damage Shocking Grasp: 24.5 end, 1572 damage -Nightstar- Less than 10 end Power Bolt: 7 end, 523 damage Nova: 7 end, 1048 damage More than 10 end Power Blast: 11.48 end, 859 damage Explosive Blast: 20.44 end, 524 damage Power Burst: 14 end, 1111 damage Energy Torrent: 15.96 end, 503 damage -Shadow Hunter- Less than 10 end Stone Fist: 7 end, 874 damage More than 10 end Fault: 13.72 end, 0 damage Tremor: 18.2 end, 524 damage Seismic Smash: 15.4 end, 1749 damage Hurl Bolder: 12.6 end, 860 damage Stone Prison: 10.5 end, 520 damage Stalagmites: 14 end, 131 damage -Siege- Less than 10 end Energy Punch: 7 end, 874 damage More than 10 end Bone Smasher: 11.48 end, 1433 damage Whirling Hands: 17.5 end, 873 damage Stun: 13.72 end, 218 damage Power Blast: 11.48 end, 859 damage Explosive Blast: 20.44 end, 471 damage -Tyrant- Less than 10 end Energy Punch: 7 end, 874 damage Laser Beam Eyes: 7 end, 524 damage More than 10 end Bone Smash: 11.48 end, 1433 damage Whirling Hands: 17.5 end, 873 damage Stun: 13.72 end, 218 damage Total Focus: 11.48 end, 1696 damage Phew.... after going through that i see that 10 end wasn't chosen arbitrarily. However for some of the listed AVs this results in them being just as helpless as before when sapped, and for others they just don't care. I personally feel the recovery floor handles this better than an arbitrary end value that AVs can ignore the requirements for. If we have to then id suggest 7 as the cut off, that keeps most AVs here with 1-2 powers atleast. However for clarity, if someone would do me a favor and look into non praetorian AVs, this took a lot of time to go through.
  23. Im gonna jump on this real fast. One of the people i play with near daily has an elec/kin controller dedicated to end draining. They absolutely can lock down 99% of mobs into doing little to nothing, its comical. They had to bend their entire build around it to make it work, but they did. Enemies do use end, and can be heavily restricted from their powers, so i get why the Devs wanna let AVs and GMs ignore some of that but i think the current implementation is to much.
  24. Ill also note that yeah there are alot of AVs who have access to 90% of their kit under these new sapping rules. This make the changes kinda 1 step forward, 2 steps back. As Replacement said, the only value under these rules for sapping AVs or GMs is for Shocking procs. To emphasis the point, there are the powers say, Lord Recluse can use while at 0 end under these rules, and the damage they do at lvl 50 +0. Energy Punch: 874 damage Energy Smash: 1714 damage Slice: 1049 damage Arm Lash: 481 damage Channelgun: 944 damage Here's whats prevented Spider Strike: 1434 damage Suppression: 1012 damage Both Summons This wouldn't be a problem if it wasn't for the fact that sapping already did exist. It is difficult and requires a dedicated build, but it was possible to sap out an AV and make them unable to attack more than once per recovery tick. This obviously is to much, and I like the idea of AVs and GMs having access to some of their kit regardless of their endurance but as is this threshold simply doesn't work. An AV threshold of 5 would work better in Lord Recluse case giving him access only to Energy Punch and Slice, which keeps him a threat but not able to insta gib the sapper for the audacity of zapping him.
  25. This was a triumph. I'm making a note here: HUGE SUCCESS! Regeneration Durability Calculator v1.0 HERE This has been a project of mine for the better part of this year, tweaking and tuning and building whenever I have the spare time and energy, and it is finally ready to share with all of you. Its not perfect, and its not as exhaustive and expansive as I'd like to make it in the future, but its ready for my Scrapper friends. So what is this? This is a spreadsheet that is able to calculate the durability of a regeneration build when provided the appropriate build information. I made it because while Mids is a masterful tool that I cant imagine living without, it lacks this kind of calculation, ultimately giving raw values. This wasn't good enough for my goals to master the Regeneration power set, I needed more, I needed to be able to see the impacts of my power picks and enhancements beyond how it felt, or abstracted testing such as the fantastic 801 series. Initially I intended to fork Mids and see if I couldn't develop a tool to do this regardless of powerset, and I may yet do that one day, work life permitting. However this was faster, and gave me results for my true goal. As I mentioned my goal is to master the Regeneration power set as a whole, and this is the first big step I feel to that beyond my years of experience with the Scrapper version and constant tweaking. As such you can expect updates in the future to include primary power set powers, as well as the addition of a sheet for Brute, Stalker, and Sentinel. Brute will be the fastest and thus the first, so keep an eye out for that. I tried to include notes that help explain the sheet's use and if anyone has suggestions or wants to offer help in improving its readability and function, or notices a mistake in my calculations, please let me know. For now to help add clarity the rest of this post, with the exception of the link itself will be an explanation of the sheet and how to make use of it. Terminology Lets begin with clarifying some terminology. In my personal experience I've found a lack of consistent terminology when describing the durability of a character beyond the preexisting health, resistance, regeneration, and defense. I have seen things like survivability score, time till death, and a few other things, but nothing consistent. This frustrates me because the terms we need have mostly existed outside of CoX for some time. As such here I have adopted/created my own terminology for some of these values. Effective Health: This refers to the amount of raw damage that must be thrown at a character to defeat them. This value factors in max health, resistance, and most importantly defense. This means this is an estimated value, as a high damage attack landing or missing can noticeably throw off the value in practice. However as an estimate it is more than capable of telling you what kinda abuse your character can sustain. Effective Regeneration: This refers to the amount of raw damage per second that must be thrown at a character to begin doing permanent damage. This is ultimately the amount of damage per second you can sustain without dying. As such you can assume your Health will not meaningfully move so long as your incoming damage per second is below this threshold. This has been called a survival score or immortality score elsewhere I believe. Like with Effective Health this value fluctuates in practice due to luck, but over a long period of time will hold true. Resisted Health: This is Effective Health but without defense factored in. As such this is the actual amount of raw damage that needs to be thrown at you and hit for your character to be defeated. This is not an estimate, and has no luck involved, however it is also inaccurate as a raw durability state because it does not take the possibility of a miss into account. Resisted Regeneration: This is Effective Regeneration without defense factored in, it has all the caveats listed above in Resisted Health. Use I tried to make the sheet as intuitive as I could but CoX is a complex game. As such to get the most accurate values possible you will need to keep some limits of both the sheet and Mids in mind. You will need to fill out each of the green fields which will require some extra work than just copy the totals tab of Mids. First you will want to disable all powers in Mids, including auto powers like Health, then copying the totals. This will provide you with the effects of all of your enhancement sets but there are exceptions. One example is Numina's Convalescence +Regeneration/+Recovery, which is actually a proc but is usually treated as a set bonus. Additionally to fulfill the "Additional HP/s" field you will need to consider the effects of procs like Panacea or Power Transfer. You can also factor in self heal primary powers like Life Drain if you wish but you will have to do the math yourself. Formula for procs is provided in the Notes. Lastly in order to properly enter the POST ED enhancement values. In Mids this is the value listed, but in game this will be the blue value when mousing over the power in the enhancement menu. I hope this will prove useful to everyone interested in optimizing my favorite power set in CoX and give us all a better view into how this set operates. The sheet also includes a small "Basic Calculator" for quick fire comparisons with any power set or AT or just for getting a quick estimate. https://docs.google.com/spreadsheets/d/1FwIJzvmAOyni9hRWS7XKLeqD0fo6PiVnhhe6e5RTTqk/edit?usp=sharing
×
×
  • Create New...