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Koopak

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Everything posted by Koopak

  1. Depends on the corrupter really, but like i said grain of salt. I've seen corrupter that wreck shit, and iv seen the opposite, I'm just taking a rough guess at the median from my personal experience. I'm also talking about raw dps, ya know, assuming teammembers protect you and theres no need for other actions? Thats not that uncommon an event in my experience.
  2. I know yer asking out of curiosity and a casual interest but as you can see OP this is a contentious discussion at best. Fact of the matter is there are a number of ways to play the game, and a number of ways to measure one's "power". In fact one of the few consistent opinions will be that Sentinels are subpar compared to other ATs. Mostly its just a case of not doing enough damage to compete with true DPS AT, and not being durable enough to compete with true armor ATs and not having enough range to be as convenient at true ranged ATs. They fall uncomfortably into the Jack of All Trades valley where making them effective but not overpowered is kinda a nightmare situation. Speaking purely from a +4x8, 8 man team doing radios, incarnate trials, and AEs made to be a challenge. Damage is usually king, but in the more challenging AE content control becomes more valuable. Support suffers from most forms of support being redundant on maxed out builds. The Defense and Resistance caps exist, and you cant beat them, and good builds are at or near the most common caps already. Incoming damage usually comes in two flavors, two shotting you, and not hurting you, so healing loses value. Debuffs suffer from reduced effectiveness on higher level enemies. As such in that context what matters most is Damage -> Control -> Durability -> Support. With the exception of any +damage support moving up that tree. From a Solo perspective of +4x8 and Solo TFs, its more or less Durability -> Damage -> Control. In both of these Durability falls to the bottom of the pile once you cross a certain threshold. and here we see why most people consider Sent weak, even if they love the AT. It has decent durability, but not enough to easily hit the solo durability caps without sacrificing damage, and its damage is already behind that of the other Damage ATs. Take this with a grain of salt as different power mixes do different things, and i don't have hard numbers but if I was to take a crack at the sustained DPS value of the dps ATs relative to each other it would be something roughly like Blaster > Stalker > Scrapper > Corrupter > Brute > Sentinel again just off the top of my head rough estimates, im sure iv got some of that wrong, but the point it Sent is one of if not the lowest dps AT focused on damage, and that holds it back hard. Sent struggles to find a role, so in some ways its the most balanced... in that it does nothing particularly well. Save for letting you make character concepts otherwise impossible.
  3. Took a bit of reading but good advice here both for regen and builds in general.
  4. You really dont want to put procs into Revive or really 6 slot it at all. Also you are scrounging for +regen set bonuses and really shouldnt. They dont do much for you, even as Regen because the effective hitpoint persecond you get from those 4% and 6% regens are nothing compared to a percent or two resist or defense. You are also over invested in recovery, your net is -0.6 end/s when doing a rough dps rotation without factoring in Performance Shifter or Panacea which will bring that easily to -0.1 or -0.2 meaning you could keep up full dps for nearly eight and a half minutes. Thats eight minutes without moving, or doing anythign but ATTACKING, and also leaves out MoG which gives alot of End over its run time. You are also 90 hp over your cap, so theres some optimziation to be had there likely. You alos have no slow resist which can be a problem, Regen suffers heavily from debuffs, and -recharge in particular. Recommend working in atleast 50% which is easily done with a Winter's Gift, and 2 small winters sets. Shadow Meld is also worth picking up becasue its easy to hit 50% uptime on giving an averaged 15% defense.
  5. Koopak

    Mace/Regen

    You can make regen handle +4x8 anything with effort and good play, but you cant face roll it like some sets
  6. Oh wow a regen thread i missed, now I know iv been busy! Hey guys! *cracks knuckles in preparation for usual essays* Jokes aside I do feel the issues with Regen are grossly over stated. Regen could definitely use some love but its far from the dead set its often made out to be. Personally it seems to me that there are two core reasons for this, and they both are functions of player misinformation. Yes I'm saying that most people are probably playing the set 'wrong', but bare with me. Whenever I see Regen discussions, the detractors always zero in on the same points, two of which are "hp/s is bad" and "pre-nerf regen was godly" and these, to me, show a disconnect with both the reality of game mechanics and the present state of the set compared to its past. This thread actually gets closer to openly discussing the second one, the rose tinted glasses for Regen, pre-nerf, so we will start there because i am a wind bag with nothing better to do. Besides getting work done. The goggles! They do nothing! Regen was slapped with a triple whammy, in a handful of updates it got directly or indirectly nerfed 3 times, and in the process tumbled from its position as king. Often when this happens in any game, the nerfed thing is seen as now 'bad' regardless of its actual performance, and i think wed struggle to find good data on that at the time. The real issue here however comes from the shape that those nerfs took, in particular, Instant Healing. By changing Instant Healing from a toggle to a click power, the set was fundamentally altered. Nerf, Buff, these terms matter less than CHANGED. Prior to the changes, Regen was seen as powerful because it was set and forget with a panic button in the form of MoG (often skipped due to discomfort with the HP crash and Regen shutdown it applied) and a click heal in Reconstruction, and one permable click buff in Dull Pain. This is actually pretty common, many sets have a near identical configuration of 1 click heal, 1 T9 durability click, and a bunch of toggles and autos. Instant Healing changed the set to require proactive and reactive use of it to mitigate periods of increased damage, this shift to an active play armor, was further support by changed to MoG in which now a days the health penalties are removed, but the duration is reduced from 30 seconds to a mere 15. This means that Regen is now an active play set, you cannot build it to perform at its best with a passive build. Attempting to build Regen as a passive play set is setting yourself up for failure. While you can in theory slot up with Leadership, Fighting, Jumping and load up on resistance and defense sets, you will never get the set to perform as well as other passive play sets doing so. This is part of why there's this default response of "just go Willpower" as its is a high regeneration rate passive set that you can just toggle up and forget all about it. As an active set, Regen benefits the most from two things, recharge, and more click powers. Blasters and other non armor ATs often combine multiple powers in order to create a defensive chain that allows them to maintain scrapper like durability (obviously scrappers are tougher) and this logic can be applied to active play armor sets. This is why the highest performing Regen builds often focus on picking up synergistic pool powers such as Unrelenting, Rune of Protection, Unleash Potential, and the ever popular Shadow Meld, along with Haste and lots of recharge slotting. At the end of the day, Regen requires you to be present, to fight against that green bar dropping into the red actively, rather than just toggling up and maybe clicking a heal or a panic button when things get tight, then back to your rotation. If that's not your style, and you want the old school set and forget Regen? I get that, and yeah Willpower does it better, and yeah i kinda miss it too, but I wouldn't trade this active playstyle for anything personally. Hurr Hurr green bar go burr.... Now to address the issue of "hp/s is bad" this is... partly true, but mostly wrong. Lets explore why its partly true first. Regeneration heals damage done, which means you have to take damage first, if that damage comes faster than your HP/s, then your health trends down, all well and good. The issue comes from Effective Health and Resisted Health, terms sadly under used in meta discussions, but highly useful. Your Effective Health is your max hp, multiplied by the applicable damage resistance and defense, your Resisted Health, is the same minus the defense. Regen as a set, lacks in both categories due to low base resistances and defenses. While Dull Pain has little trouble bringing an IOed out scrapper to the HP cap, most other sets can still get within a 35% margin or better and the basics of multiplicative math means that resistance and defense have huge impacts on Effective Health and Resisted Health, and regeneration, hp/s, has no impact what so ever. This means that any other set will have higher Effective Health and Resisted Health, which is why Regen is uniquely vulnerable to alpha strikes, when all the enemies use strong attacks at once or in rapid succession. Regen can, without effort to compensate, just be smacked down the ground suddenly and without room to react, a weakness most sets do not share. That's pretty damning right? Well here's where things reverse a bit. Effective Health and Resisted Health have companions, Effective Regeneration and Resisted Regeneration, and these values matter for EVERYONE. Effective Regeneration is the hit points per seconds you heal, multiplied by resistance and defense. Resisted Regeneration is, you guessed it, the same minus the defense part. This is where Regen makes up lost ground, because you see, these values ALSO represent the amount of pre-mitigated damage you can take before your health begins to trend down, and no one has better base numbers to multiply than Regen does. Some sets can get close in certain situations to what Regen manages in raw hp/s while just using Integration and passive play, but the second you slap one of your click powers, Regen leaves all others in the dust. This works better than the Effective Health issue because instead of a 35% margin, we are usually talking about other sets struggling to hit even 40% of what Instant Healing can manage, meaning as long as you aren't one shot, you are usually able to stand up to significantly more abuse than expected. This is why Regen has that "immortal or dead" feel to it where your health either doesn't move, or you die near instantly. What about the Sentinals!? What about them? I routinely see people claim Sentinel Regen is better designed, but I just could not disagree more. The love comes from Instant Regeneration alleviating the Effective Health issue with stacking absorb, and being a toggle. The issue is that, even scaled up to scrapper values, Instant Regeneration is significantly less hp/s than Instant Healing, and is taking the place of one of the strong click powers the melee version has that grants it spikes of very high durability. Additionally Instant Regeneration does not scale with increased max health, a big influence on Instant Healing's strength. Dull Pain's replacement with an auto power is all well and good given that you basically always perma Dull Pain anyways, but the much lower max hp increase makes it not worth it, and removes its use as a second heal click. Lastly there's Second Wind... god i hate Second Wind. On the surface its great, a Dull Pain effect tied into your self rez to provide the player a choice, durability now, or a rez later. I am all about decision making in combat rather than a plain flow chart. However, its implementation is terrible. It increases Max HP proportional to current missing hp, which is also an interesting power idea, but when combined with a rez, is a false choice. See, in order to get a good amount of Max HP from Second Wind, enough to be worth the cooldown you need to be well below 50% health, which, means Instant Regeneration's Absorb bubble is already out of the picture and is just more hp/s. This puts you at high risk of being killed by a big hit, if you use Second Wind before you die, you likely will die anyways and be out your rez. If you wait, accept death, and use it to revive, yer back in the fight, at full HP, and with a 15 second invincibility to boot. Thats not a choice, using Second Wind prior to death is a flat waste, made all the worse by the fact Instant Regeneration wont even benefit from the increased max hp, which means that while you might briefly have a higher hp pool, your Effective Regeneration has not changed significantly, so you are not appreciably more durable. At best your choice is between a self revive, and a small self heal that requires precision to even make use of. Seriously, Sentinal Regeneration is a MESS, it has some really good ideas, but they do not come together into a cohesive set. It solves one problem with Regen, the Effective Health, only to undo its work by making every other part of the set weaker. What's holding Regen back? The system man! All seriousness, what holds regen back is largely the core systems of CoH. City of Heroes is built upon linear stat progression as opposed to most modern games using some form of logarithmic progression or stat comparison. 5% defense is 5% defense, it will always reduce the chance of you getting hit by 5%, most games would use a defense rating, which is compared to an enemy accuracy rating, and the degree of difference between would determine the chance to hit. As such the only ways to increase the danger of an enemy to a player is to increase their damage, increase their accuracy, increase their level, or give them debuff powers. Most of the time, this last one is used, and this is Regen's Achile's Heel. More than Effective Health issues, Regen suffers from sub par defense, this is not something that's easy to resolve, and usually requires a primary power set with some kind of parry like power to raise defense. This defense issue isnt a problem when it comes to damage intake, most of the time atleast, but it is when it comes to debuffs. Most Regen builds have between 25% and 35% defense depending on type and build. Taking the best case here of 35% and ignore outliers like pure S/L builds that only farm council, that means, that compared to a defense capped character regen is three times as likely to be hit. You WILL get debuffed, and thats where things get nasty. Regen is dependent on click powers for maximum durability, -recharge ruins this, so its important to build for Winter Origin enhancements. -End and -Recovery are mitigated some by your high end recovery from Quick Recovery and Moment of Glory, but you have no protection, and you need your end for your defensive powers. You have a modicum of -regeneration resistance, 25.95% to be exact, but sadly -regen comes in two flavors, tiny, -50%, and "so big your regen gets shut off even with resistance", -1,000%. -resistance will crash your Effective Regeneration and make your Effective Health problem worse, and because -resistance and -damage are resisted by resistance, and Regen typically cant get more than 50% resistances unless it focused on just one pair like S/L, you are disproportionately vulnerable. And lastly, your defense is already weak so -def cascades are all to easy to fall into. This is why i say Ageless Radial on Regen all day every day, because this? This is the sets great weakness. Every armor set in the game has tools to either mitigate or outright ignore at least one, usual multiple of these effects. Toggle sets don't care about -recharge, and can skirt through on the bottom of their end bar. Defense sets of DDR. Resist sets shrug off -resist and -damage. And some sets have enough Effect Health that -regen just doesn't matter even if it stops all regeneration, they can and will kill everything before their hp bar is whittled down. so...much...text... In the end Regen isn't weak per say, its actually one of the toughest sets in the game... if played well. That sounds gate keepy but the fact of the matter is most armors have little to no skill floor, you toggle up and go for a ride, maybe have to manage one or two click powers. Regen must manage 3 and performs best with multiple due to the synergy of its mitigation type. The issue is the set is vulnerable to every non dps based way to undermine a character in the game. Damage Spikes, and Debuffs. TL;DR Regen isn't bad in the way people usually think, and its complicated as to why. Regen needs debuff resist, resistance, or absorb to deal with its various issues. Sentinal Regen is a mix of great ideas for powers slapped together and is actually terrible as a set. Numbers available upon request.
  7. Check fast healing, the latest version of mids correctly reflects RDR of 25.95% I mentioned this in my post, but WarWorks, aka Prae Clockwork, generally doesnt stack the debiff beyond 3-4 times, in my experience compared. Not much worse than general IDF. In fact IDF or Seers by themselves tend to be more dangerous due to -def
  8. Using player powers is highly inaccurate to what PvE content is like. I didn't make my claim willy nilly. Regeneration has 25.95% RDR, a reasonable build sits between 500% and 600% regeneration before factoring in time limited effects like click powers or your Hybrid. So heres some examples from PvE content and not PvP where its perfectly reasonable for squishy supports to screw over one of the strongest PvP sets. IDF Battle Orb: *Mk 1-3: Plasma Blast - 50% -> 37.025% *Mk3: Plasma Spray - 50% -> 37.025% IDF Heavy Trooper: *Plasma Strafe - 50% -> 37.025% *Focused Burst - 50% -> 37.025% *All Out Assault - 50% -> 37.025% IDF ACU: *Plasma Full Auto - 50% -> 37.025% *Plasma Rifle Burst - 50% -> 37.025% IDF WarWalker: *Particle Burst - 50% -> 37.025% *Heavy Particle Burst - 50% -> 37.025% *Charged Shot - 50% -> 37.025% *Orbital Lance - 50% -> 37.025% Banished Pantheon Desire Shaman: *Drain Psyche - 25% -> 18.5152% Banished Pantheon Ravager: *Frigid Enervation - 20% -> 14.81% Malta Herc and Zeus Titans: *Plasma Blast - Mag 100 (yes its listed that way) -> 1000% -> 740.5% *Quad Plasma Blast - Mag 100 -> 1000% -> 740.5% There is a good smattering of the various -regen sources you'll ACTUALLY encounter. As you can see my point holds, as most -regen sources, even stacked 2-3 times, aren't catastrophic. Additionally most of them last less than 10 seconds with most being about 5, and only one or two reaching 20. You'll also notice that one group in particular shows up a lot, the IDF, and that's because -regen is very uncommon. The Malta Titans are why I said that -regen debuffs are either to small to be matter, or to big to stop. With -1000%, it would actually take the debuff resist cap to get that down to levels where it wasn't crippling. As it is, two Titans can shutdown even Instant Healing levels of regen. And since it was asked, @aethereal regen, like most things in CoX is entirely linear, its their -regen vs your +regen. In the end there are a handful of uncommon enemies who can seriously hurt your Regen rate, and one or two enemy groups who can weaken it a bit consistently, this isn't an issue. This is so much the case that until a couple patches ago, Brutes didn't have this RDR AT ALL and no one seemed to notice for a loooong time. Regen's issues come from vulnerability windows when click powers are on cool down, and how much worse -def, -recharge, and -end can make that. Namely -recharge, though the raw dps increase from -def can be a problem, and enough -end can make things problematic as well. Really -recharge and -def are the core issues which is why you'll see most strong Regen builds slap several Winter IOs in to get 50-60% -recharge resist, and try to get as much resistance and defense as they can. ( Granting defense is generally more efficient, even against -def )
  9. I don't have a strong opinion on this, though some more -regen debuff resist would be good, it really wont matter. -regen is uncommon, and when it does exist its either small enough that the current ~25% resist is fine, or so big that even ~90% resist wouldn't actually matter. Regen, when everything is properly handled, is VERY strong, comperable to some of the top performing sets, the issues are its vulnerability windows, which can be closes with pool powers, epic powers, and recharge. If Regen needs anything its something to offset the dps loss from using click powers, and maybe some debuff resist, namely -recharge or and -def and before anyone jumps on the "regen shouldn't have -def resist" wagon let me point out that Regen struggles to hit defense caps, and defense by its very nature protects against everything. Defense cascades are 70% of my deaths on my Regen characters, and maybe 20% are -recharge, the rest are -end, -regen, and misplays like pulling to many mobs or mis timing powers.
  10. There exist a little used sub group of Rikti that used chameleon tech to infiltrate Arachnos, appearing as Bane Spider troops. These Rikti are available in the AE but do not work as expected. This is likely because the Transformation power used to reveal their identity is not a toggle or breakable passive, but a power that is supposed to be added to normal Bane Spiders that deletes the Arachnos unit and spawns a Rikti one. This is visible here. https://cod.uberguy.net./html/power.html?power=rikti.arachnos_minion_transformation.transformation&at=minion_grunt I would VERY much like to see this rectified by adding a small set of Arachnos Bane Spiders added with the transformation powers properly granted to them so that we can make use of this fantastic element for AEs. If the Rikti in question can be bumped from 52 to 54 along the way, all the better.
  11. in hind sight, jamming 2 more power transfer procs in would probably bump things up by 3-5 hp/s but the values i listed didn't include power transfer or panacea anyways so....
  12. @Gargoyle42 If you find yourself asking... "What the fuck is wrong with this build" I assure, you, it is much worse. I shall never escape the taint of this abomination I have summoned. When you wake up at night, screaming in terror, remember. Remember, you asked for this. 86hp/s passive 268hp/s with everything on, plus the additional ~100hp/s from unrelenting's ticking heal This Hero build was built using Mids Reborn 3.0.5.9 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Gargoyle42: Level 50 Mutation Scrapper Primary Power Set: Street Justice Secondary Power Set: Regeneration Power Pool: Force of Will Power Pool: Presence Power Pool: Speed Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Heavy Blow (A) Pounding Slugfest - Accuracy/Damage (11) Pounding Slugfest - Damage/Endurance (50) Pounding Slugfest - Damage/Recharge Level 1: Fast Healing (A) Numina's Convalesence - Heal/Endurance (7) Numina's Convalesence - Heal/Recharge (7) Numina's Convalesence - Heal Level 2: Initial Strike (A) Superior Scrapper's Strike - Accuracy/Damage (34) Superior Scrapper's Strike - Damage/Recharge (34) Superior Scrapper's Strike - Accuracy/Damage/Recharge (36) Superior Scrapper's Strike - Damage/Endurance/Recharge (36) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (37) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 4: Mighty Leap (A) Winter's Gift - Slow Resistance (20%) Level 6: Reconstruction (A) Triage - Heal/Endurance (9) Triage - Heal/Recharge (11) Triage - Heal/Endurance/Recharge Level 8: Rib Cracker (A) Pounding Slugfest - Accuracy/Damage (39) Pounding Slugfest - Damage/Endurance (48) Pounding Slugfest - Damage/Recharge Level 10: Dull Pain (A) Recharge Reduction IO Level 12: Combat Readiness (A) Gaussian's Synchronized Fire-Control - To Hit Buff (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (33) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Provoke (A) Perfect Zinger - Taunt (15) Perfect Zinger - Accuracy/Recharge (15) Perfect Zinger - Chance for Psi Damage Level 16: Integration (A) Panacea - Heal/Endurance (17) Panacea - Endurance/Recharge (17) Panacea - Heal/Recharge (19) Panacea - Heal/Endurance/Recharge (19) Panacea - Heal (21) Panacea - +Hit Points/Endurance Level 18: Spinning Strike (A) Artillery - Accuracy/Damage (40) Artillery - Damage/Endurance (40) Annihilation - Accuracy/Damage (40) Annihilation - Accuracy/Damage/Endurance (43) Annihilation - Accuracy/Damage/Endurance/RechargeTime (43) Annihilation - Chance for Res Debuff Level 20: Resilience (A) Titanium Coating - Resistance/Endurance (21) Titanium Coating - Resistance/Recharge (23) Titanium Coating - Resistance/Endurance/Recharge (23) Titanium Coating - Resistance (25) Titanium Coating - Endurance (25) Steadfast Protection - Resistance/+Def 3% Level 22: Intimidate (A) Accuracy IO Level 24: Unrelenting (A) Triage - Heal/Endurance (33) Triage - Endurance/Recharge (33) Triage - Heal/Recharge (34) Triage - Heal/Endurance/Recharge Level 26: Shin Breaker (A) Pounding Slugfest - Accuracy/Damage (37) Pounding Slugfest - Damage/Endurance (37) Hecatomb - Damage (39) Achilles' Heel - Chance for Res Debuff (39) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 28: Instant Healing (A) Numina's Convalesence - Heal/Endurance (29) Numina's Convalesence - Endurance/Recharge (29) Numina's Convalesence - Heal/Recharge (31) Numina's Convalesence - Heal/Endurance/Recharge (31) Numina's Convalesence - Heal Level 30: Weaken Resolve (A) Analyze Weakness - Accuracy/Defense Debuff (31) Analyze Weakness - Chance for +ToHit Level 32: Crushing Uppercut (A) Hecatomb - Chance of Damage(Negative) (45) Hecatomb - Damage/Recharge (46) Hecatomb - Accuracy/Damage/Recharge (46) Hecatomb - Accuracy/Recharge (46) Hecatomb - Damage/Endurance Level 35: Hasten (A) Recharge Reduction IO (36) Recharge Reduction IO Level 38: Moment of Glory (A) Gladiator's Armor - TP Protection +3% Def (All) Level 41: Unleash Potential (A) Luck of the Gambler - Defense/Recharge (42) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Numina's Convalesence - Heal/Recharge (42) Numina's Convalesence - Heal/Endurance/Recharge (43) Numina's Convalesence - Heal Level 44: Focused Accuracy (A) Rectified Reticle - To Hit Buff (45) Rectified Reticle - To Hit Buff/Recharge (45) Rectified Reticle - Increased Perception Level 47: Physical Perfection (A) Numina's Convalesence - Heal/Endurance (48) Numina's Convalesence - Heal/Recharge (48) Numina's Convalesence - Heal Level 49: Maneuvers (A) Shield Wall - Defense/Endurance (50) Shield Wall - +Res (Teleportation), +5% Res (All) (50) Reactive Defenses - Scaling Resist Damage Level 1: Brawl (A) Overwhelming Force - Accuracy/Damage (9) Overwhelming Force - Accuracy/Damage/Endurance Level 1: Critical Hit Level 1: Sprint | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1512;729;1458;HEX;| |78DA65944B4F135114C7EFB453A1C3A396F22EA5505E7DC01488F1B13241DED2849| |7BA32CD08176C32E9D4695159FA09FC003E568ABA71E3D2955B0531E2C2857161A2| |E8422531715B4FE7FC699B7893E677EEE939E7FEE79C3B93BA3D59FF7CE6CE79A13| |45E308D7C3EBDB2661BB99CB46B535B05A390B1B282963663D89BD6B6294F8DD7D0| |B6ED38289D92A694FA846DDC3233D9CD50D93F293764362FF565B929B3D2E6424D8| |B9665EAD396BD26D3D646FA4AC634FD8E2B656433B92DD389D21CCF4A4ECA759F63| |2E48635DDAF9EB999C7F2A9759D327ACF5ED74CAC817A4BDDD4E6246E8B7D72AB08| |A2E314B08A9429B638ECD33274BCA15C42C9131E6152756C04BCC5DAAA3708C4779| |ED269F2A7ADF80BBCCBE3DF02DB37F9F59880AE1660DC21D743BF5A6E84C0F74794| |E53E19057D49E656AE798EFE8CC1AC4D440FB20B427A17D8602BCAC4B7813C2A9BD| |4F79759CE7A97BE4727CF58FC11D66E713F029B3E719F654AF01BD68C8B2AFF1069| |867CE528C0FBDF075F1F39C0C81DDCCA630D8C36CEE65BE276D7EE4FADD1EA73F43| |2AF885FB35F49519FF061E32E7E8DC007203719E4B7382D93A02EACCF624D8C6BD0| |C526E0B66D0D2C97DBA3B4017967DEE36CCA0E70C8859F4621607A4BB8363D50ECC| |A21FB3E81F7439FA065F110344A93AFB793A33C87AD520EE55D73288FBD5BD0AE29| |EE5E9AE84384709ED73BFBB0F981F4843181AC2093E73788839120563609C19210D| |11D48BE07EF4810BF4DF007A3230CEF3B949E747A139EA674DB116109A63D01C87E| |6554A4DE0CE24EE957AE015C3F7C107CC9D062174C4E8E84512F592A8E3273DA388| |199D663D6317C13FCC2EB5FC3E2BE213FB6A3F33C36AF93D2E2E54E24ADB62512CA| |AF8933C8AE3F9A995E311F3BBE2711F7F095C50E9824AF532F3D77FD947158F228E| |548EFECB3CAC7C878ADFABEC1F55B6B31EC6CA1F8BE2528072F14057B58A6D54D9D| |7AAECC52ADB592F232587E6383E56157B51B271C83F068CF465| |-------------------------------------------------------------------|
  13. If im not mistaken theres some jank involved in that, but its a fair point. I'll have to let someone more familiar with the code speak to it.
  14. Ill put something together soon then, haven't done a hard minmaxed hp/s build in awhile since its suboptimal so should be a fun challenge
  15. I can probably find time to put something together but some notes/questions. Are you looking for minmaxed regeneration rate with no regard for how effective that actually is, or are you more looking for raw durability. There is a point, easily hit, where its easier to increase your effective hp per second than it is to increase you actual hp per second. Also are you looking to just make a passive regen build or active. Passive builds focus on making the set as durable as possible with minimal use of clicks, whiel active sets lean int othe click nature of the set and take more click powers. What travel power or other flavor powers would you want / want to avoid?
  16. I do believe there are technical issues in play here. Namely the issue is that SG bases are instances just like missions are, and the system doesn't really allow for the transition from one to another. I would love to have this, but if the technical hurdles are significant enough to significantly delay other projects, im content to deal without.
  17. It could be added to the combat log the same way to hit checks are. "Has x% cance to crit, rolled y%" for each power, then you get the required granularity for different crit rates
  18. I suppprt this because going full auto, firing a flamethrower, and gernades, with a lever action rifle, ammuses the shit put of me.
  19. Generally the community rp discords, the homecoming discord, and this thread, are great ways to find an active SG For my part I am one of the co-leads for Invictus Academy and we are very active both in game and in discord with close ties with several other SGs on Everlasting. If you'd like to come take a look around and say hi, feel free, our discord is open invitation for guests. https://discord.gg/JpTyu7t9kW
  20. +30% for AoE +65% for single starget https://cod.uberguy.net/html/power.html?power=scrapper_defense.ninjitsu.shinobi-iri&at=scrapper
  21. Stuff like this is why I proposed this earlier but it didnt get alot of traction, i assume because everyone looked and went "yeah thatd be nice" and move on. But yeah to get pets ontop of you you gotta manually click the ground with goto or spam the follow key
  22. This also assumed having the passive accolades. If you find you just hate revive or need the end its easy to swap revive for quick recovery and move a slot from stamina to it for power transfer and performance shifter procs
  23. Koopak

    Regen 3.0?

    I'm pretty sure we understand, and I get what yer going for but the problem is it doesnt actually solve the issue. So if the power doesnt turn off on its own like Hybrid Slot Incarnates, its a toggle, theres no choice, this is only using it as a toggle. Unless the end cost is made absurd which would be a whole other discussion, people would just build to keep it on all the time. If it DOES turn off on its own like Hybrid Slot Incarnates, its got some value in your suggestion that it can be detoggled early to recharge sooner, but that wont make people who want Instant Healing to be a toggle happy, itll just make it a marginally more flexible power. People want Instant Healing to be a toggle because they don't want to manage the power. If they have to keep reactivating the power then they still have the same complaint. Now Arcadio proposed a cycling rate like many phasing powers where youd toggle it and get say 90 seconds of Instant Healing and then 90 seconds of little to nothing and itd just cycle between the two with no player input. That has merit if combined with the recharge changes you are suggesting but its still a really janky solution.
  24. Alright here is what I put together @Deadfear4, note this wont be a cheap build, and id recommend something closer to @DocMidknight's suggestion if you prefer a safer, more relaxed build, but this should be able to really push the sets. Its probably not perfect, but I was able to apply a lot of the lessons iv learned tweaking my own. Some notes on the build. The HamiOs in Shadow Meld can be replaced by defense/recharge IOs with only a little loss if they are pricey (53 Hamios require 4 50 Hamios each so that been 120 mil per enhancement for me before) The main loss there is even if you +5 those IOs you'll be 2 seconds short of a perfect Meld -> MoG -> Meld rotation. Open fights with Shadow Meld and you should be fine for eating Alphas. Make sure to +5 the enhancements in Dull Pain so as to make it perma. I recommend that for everything but if you prefer to Attune for more power while exemplar then just make sure you +5 that and Hasten and any enhancements that don't scale down like purples. This will keep double Follow Up rolling of course, and proc rates on Gaussian's and Critical Strikes should be fairly high ( 16.89% ( better than a toggle still ) and 67.56% respectively ) Ideal single target rotation will be something like ( Follow Up --> Focus --> Slash --> Shockwave --> Focus ) Though add Moonbeam in instead of Shockwave periodically to fish for Decimate procs. This will pull something around 350 dps before factoring everything in so id expect 400-450 in a pylon test with these incarnates. Endurance should be able to handle around a minute of that rotation with perfect execution, longer with gaps. Ageless and MoG will solve any end problems, (Yes MoG is an end tool, yes its weird.) Incarnates, you are good for what i have here, Musculature Core Alpha, Reactive Radial Interface (or any moderate dot, the damage beats the other options), Assault Core Hybrid. Make sure to take Ageless Radial Destiny for the debuff resist, debuffs are what will kill you the most, hence why i jammed so much slow resist. Judgment and Lore are up to you, though Vorpal Radial or better Void Radial Judgments are my preferences. Also if you pick up Melee Radial Hybrid, since you already have provoke, you can do a DAMNED convincing job pretending to be a tank with it. Anyways here the build feel free to poke me if you have questions, its similar to my build live save it skips my teleport powers for more passive durability. This Hero build was built using Mids Reborn 3.0.5.5 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Talon X: Level 50 Technology Scrapper Primary Power Set: Claws Secondary Power Set: Regeneration Power Pool: Fighting Power Pool: Presence Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Strike (A) Superior Scrapper's Strike - Damage/Recharge (7) Superior Scrapper's Strike - Accuracy/Damage/Recharge (7) Superior Scrapper's Strike - Recharge/Critical Hit Bonus (48) Touch of Death - Chance of Damage(Negative) Level 1: Fast Healing (A) Preventive Medicine - Heal (5) Preventive Medicine - Heal/Endurance Level 2: Reconstruction (A) Preventive Medicine - Heal (5) Preventive Medicine - Heal/RechargeTime Level 4: Kick (A) Force Feedback - Chance for +Recharge Level 6: Provoke (A) Accuracy IO Level 8: Follow Up (A) Superior Blistering Cold - Accuracy/Damage (9) Superior Blistering Cold - Accuracy/Damage/Endurance (9) Touch of Death - Damage/Endurance (11) Touch of Death - Chance of Damage(Negative) (11) Superior Critical Strikes - RechargeTime/+50% Crit Proc (13) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Dull Pain (A) Recharge Reduction IO (37) Preventive Medicine - Heal/RechargeTime Level 12: Slash (A) Superior Scrapper's Strike - Accuracy/Damage (13) Superior Scrapper's Strike - Damage/Endurance/Recharge (36) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (36) Touch of Death - Chance of Damage(Negative) (37) Hecatomb - Chance of Damage(Negative) (37) Achilles' Heel - Chance for Res Debuff Level 14: Tough (A) Reactive Armor - Resistance/Endurance (15) Reactive Armor - Endurance/Recharge (15) Reactive Armor - Resistance (17) Reactive Armor - Endurance (17) Steadfast Protection - Resistance/+Def 3% Level 16: Integration (A) Panacea - Heal/Endurance (19) Panacea - Endurance/Recharge (19) Panacea - Heal/Endurance/Recharge (34) Panacea - Heal (36) Panacea - +Hit Points/Endurance Level 18: Spin (A) Armageddon - Damage (40) Armageddon - Accuracy/Damage/Recharge (40) Armageddon - Accuracy/Recharge (42) Armageddon - Chance for Fire Damage (42) Eradication - Chance for Energy Damage (43) Fury of the Gladiator - Chance for Res Debuff Level 20: Resilience (A) Reactive Armor - Resistance/Endurance (21) Reactive Armor - Resistance/Recharge (21) Reactive Armor - Resistance/Endurance/Recharge (27) Reactive Armor - Resistance (27) Gladiator's Armor - TP Protection +3% Def (All) Level 22: Maneuvers (A) Shield Wall - Defense/Endurance (23) Shield Wall - Endurance/Recharge (23) Shield Wall - Defense/Endurance/Recharge (25) Shield Wall - +Res (Teleportation), +5% Res (All) (25) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 24: Focus (A) Superior Winter's Bite - Accuracy/Damage (39) Superior Winter's Bite - Accuracy/Damage/Endurance (39) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (40) Force Feedback - Chance for +Recharge Level 26: Intimidate (A) Accuracy IO Level 28: Instant Healing (A) Preventive Medicine - Heal (29) Preventive Medicine - Heal/Endurance (29) Preventive Medicine - Endurance/RechargeTime (33) Preventive Medicine - Heal/RechargeTime (34) Preventive Medicine - Heal/RechargeTime/Endurance (34) Preventive Medicine - Chance for +Absorb Level 30: Weave (A) Reactive Defenses - Defense/Endurance (31) Reactive Defenses - Endurance/RechargeTime (31) Reactive Defenses - Defense/Endurance/RechargeTime (31) Reactive Defenses - Scaling Resist Damage (33) Luck of the Gambler - Defense/Increased Global Recharge Speed (33) Kismet - Accuracy +6% Level 32: Shockwave (A) Artillery - Accuracy/Damage (43) Artillery - Accuracy/Damage/Recharge (43) Artillery - Accuracy/Recharge/Range (45) Bombardment - Chance for Fire Damage (46) Annihilation - Chance for Res Debuff (46) Force Feedback - Chance for +Recharge Level 35: Revive (A) Recharge Reduction IO Level 38: Moment of Glory (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Recharge Reduction IO Level 41: Hasten (A) Recharge Reduction IO (42) Recharge Reduction IO Level 44: Unrelenting (A) Preventive Medicine - Heal/RechargeTime (45) Panacea - Heal/Recharge (45) Numina's Convalesence - Heal/Recharge Level 47: Moonbeam (A) Thunderstrike - Accuracy/Damage (47) Thunderstrike - Damage/Endurance (47) Thunderstrike - Damage/Endurance/Recharge (48) Decimation - Chance of Build Up Level 49: Shadow Meld (A) HamiO:Membrane Exposure (49) HamiO:Membrane Exposure (49) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (46) Superior Blistering Cold - Recharge/Chance for Hold Level 1: Critical Hit Level 1: Sprint | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1469;712;1424;HEX;| |78DA6594CB4F135114C66F675AC69602D6824069E983378502AE0CC6B0907769422| |C0B13639A11AEA53299366D89B274E15A6334BA5017AED018FF07B73EB7FE073E79| |4413E3C6D4D37B3EE8244ED2FCCE7CE77CE79E3B73A7999BB3FE570BB76684ABF58| |265562AB9EC7AD92C9564D9B726D737EDA255CCEF08BA8C35D32ADAB14B06C5ED47| |35B98CB4A44C91F14625722CCECA6BD2AEC8D4459997B62C9BD542D1162DABC5A29| |59A2FE437AB053B1F507719D32E94B62D55D0A69415696EC87265B350F2A9FB6C49| |CA8DEEB952613D95AD9AD61675CF16B7AD5CC6AC546579A78B8619A65FA13E95BA6| |ABA78AB0B31E5154DEFC08FCC891CA587BC62B65EEB52B52EF18573EEAFCC390329| |CAB98E72DF991AE574F609FDB6A6B410691EAE179E90509A459AE1AA17D63CC65DB| |7D24EDC032FF30C3ECCE293ACFB9F73BF05F27A319B37C9FDFAB1FE75CA3573CED3| |FC8635FF7B66DF07107DFB93DCAFFF3531E8153A795BD8EB6EE975A99AD61898609| |EEC033B8911AF58244F1B3C6D61EE7F2A024699F118D68D33B7C813C08C81B33CC3| |D034788E39721EDCD7D43AA333EC5D226F10EB0531637B148C3343983574863D01F| |274C0D331CFDAE9457089D99506EB85449B3C9DECD13B77F9F90FBE005F3287F07E| |7BA8B61BEFB71BEF7799B41EECB10767248CF313FEC68CE19DC57F807B384BE48DC| |01B3960ADF710FC09FE420FCC1BFB2BD4732A91370A6F54F7A8DC68136830C734E6| |F867EE318E7DA4C99BC03E1238572BA40DE0AC0F60AD41E412941BC6391C863602D| |E2153927D5A12FB1CEB05B3DCA7FE585278C6A927EC4B3D059F31271EF359FDE317| |6212FD26A7EBFF34BA38A69ACB1061B7E39BBDEF56DAF80366B491ABAD346221E24| |2E557DDC7DFB470C558DBF339EA6A748903A7B25C3F6586D8FFAFEAB0A168E290D7| |D77E830F35C5F428ED07F35CA1FA29C4A623BEEA88571D713AD8883F39E2DD44237| |EE4D0FF016B86DD43| |-------------------------------------------------------------------|
  25. Koopak

    Regen 3.0?

    It took till the end of the post to piece together what the hell you meant. You are suggesting IH work like a hybrid incarnate where you toggle it on and it auto detoggles at the end of its duration. I have no problems with that in concept but it wont make togglers happy, togglers want IH toto be a toggle either because it was stupid strong when it was, or because they want it to be set and forget. A timed shutdown is different from a click power solely in that its end cost is ongoing and it can be ended earlier, nome of which are things anyone cares much for it seems? But im with ya for some of the end notes more debuff resist please
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