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Everything posted by Koopak
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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.
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I apologise that no one has gotten back to you on this ill take a look as soon as im home
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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)
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Text-Only Role Playing Inventory System
Koopak replied to oedipustex's topic in Suggestions & Feedback
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. -
Text-Only Role Playing Inventory System
Koopak replied to oedipustex's topic in Suggestions & Feedback
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. -
Focused Feedback: Villain Group changes
Koopak replied to Booper's topic in [Open Beta] Focused Feedback
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 😅 -
Focused Feedback: Villain Group changes
Koopak replied to Booper's topic in [Open Beta] Focused Feedback
@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 -
Focused Feedback: Villain Group changes
Koopak replied to Booper's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Villain Group changes
Koopak replied to Booper's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Villain Group changes
Koopak replied to Booper's topic in [Open Beta] Focused Feedback
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. -
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
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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.
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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.
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Took a bit of reading but good advice here both for regen and builds in general.
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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.
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You can make regen handle +4x8 anything with effort and good play, but you cant face roll it like some sets
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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.
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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
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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 )
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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.
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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.
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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....
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@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| |-------------------------------------------------------------------|
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AE Access in SG Bases [RP Focused]
Koopak replied to twozerofoxtrot's topic in Suggestions & Feedback
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. -
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