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Linea

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Everything posted by Linea

  1. /buildsave and /buildsavefile kinda sorta work, or did last I used them. It's frequently not importable, but it's usually close enough to read to recreate.
  2. Been there, done that. It works in some cases. I've used it a few other ways as well. Just not often.
  3. If I was there testing first, too bad so sad, they can run the instanced LFG MSR version. The LFG pylons are NOT the same as the zone pylons, so I can't as easily do the same thing, or I would. But I do try to run the majority of my testing on one of the test servers when it's reasonably possible.
  4. Both of these are stacked stuns vs bosses. ... This is a very old retired concept project. It worked, I soloed a +4x8 ITF with at least one of these, if not both. I was likely using dampeners, amps, and base buffs with at least one of the builds. ... I do crazy things like this. I might of have used stun grenades with one or other builds as well. ... I frequently do this. The Controller Dark Storm - Cailin Liath Concept 1 - [i25].mxd The Defender, Looks like this is the DAB build Storm Elec Dark Defender - Druidess 2a - [i25].mxd Dark Storm - Cailin Liath Concept 1 - [i25].txt
  5. I flew up to Monster Island and took out one of the 50+ GMs in 5 or 6 minutes with Angel Hornet's EnM/Ena 801 build. That build is extremely armor heavy and only running 400 dps. An offensive variant of that should run 600+ dps and maybe even 700 dps. I would think most scrappers can hit 400 dps on a full offensive build. If you toss in Lore too, then you could get by with as little as 250 dps, add 250 dps for the lore, ... and you'll drop them in less than 5 minutes (offensive T4 lore duration, assuming one of the top tier Lore choices). This more or less translates to: Any Tier 4 IO Tier 4 Incarnate on a full offensive build: Scrapper, Stalker, ... Brutes will be borderline without Lore (some yes, some no) with Lore: add Brutes to the list, and Tanks will be borderline (some yes, most no)
  6. It's reasonable to go either way. More HP, as well as HP/S. Brutes always Taunt. Resist cap matters, ... even if only for buffs and inspirations, it still matters, at least on the very extreme end. It's reasonable - My current Beast is EnM/Ena Scrapper, she rates up to 801.7 on durability and has soloed a Difficulty 3 Vicious ASF. Just how much more do you want out of a single build? ... A Brute version could rate up to 801.A (Difficulty 10), but would fail the Difficulty 3 ASF due to dps loss, and could probably only manage a Difficulty 2. The main thing to note here is, for 95% of the game or more, you don't need to rate above 801.2. Which means most players will get more mileage out of putting all those extra resources to offense. But if your preference is durability and ease of staying alive, then you will almost certainly prefer the brute. LoL. I tend to look at them as 'Glass Two Thirds Full', instead of 'Glass Mostly Empty'. If you don't know if you'd rather be a tank or a scrapper, be a brute, it's hard to go wrong. This. ... Defense sets can have their cake and eat it too, but that's another story. This is more or less exactly what I see and do. I rotate Ageless with Dull Pain as well as Rune/Hybrid, etc ... When you hit the very bottom of the valley, you hit Dull Pain, and power through till your next peak.
  7. Stone Armor for scrappers, is a whole new ballgame. EnM, EnA, DB, and other sets have many changes and improvements. Kat/Bio is a tonne or two of fun. Kat/Ena can be somewhat leveling friendly. EnM/Ena is my current monster for soloing the most difficult content.
  8. I turn the logs and timestamps on, then use the logs.
  9. Somewhere, once upon a time, one of the devs mentioned that for some odd reason, BU and/or Aim were not a full 10.0 seconds, but instead it was something like 9.3 seconds. But that was years and years and years ago, so I don't remember the exact decimal.
  10. Correlation isn't Causation. You're conflating player and build and AT. My armored blaster is more durable than 80% of the tanks I meet, ..., be careful what conclusions you draw from that. I rate Blasters at most 4 on my durability scale, Sentinels and Scrappers both rate up to 6.
  11. 8 daggers will drop anything. I think it only takes 4 daggers, assuming reasonable recharge rates. Master Runs probably disable the daggers, you'd want to check that beforehand.
  12. and/or Katana and Broadsword. Here's a very old alpha build I tested for the initial i25. It works, but is very difficult to drive, and in general you'll get more out of and be easier to drive /Bio or /WP for less input in both cost and player resources. Kat Regen - Linea DefRes 2b - [i25].mxd
  13. I am primarily testing the armors, so the only 'active offensive mitigation I ever used was Divine Avalanche and target swapping so I didn't accidentally kill anything. I only used Divine Avalanche because I was specifically and purposefully Pairing Defensive Weapons with Heal-Armor sets. Pairing Defensive Weapons with Heal-Armor sets is a recommendation I continue to stand by. Heals, Absorbs, Regen, (almost) anything that isn't offensive. If you're running DM/TissuePaper because you want to see how the DM Heal effects the TissuePaper set, then of course using the heal is ok, but like Divine Avalanche, rotate targets so you don't accidentally kill anything. I did not use damage auras or Burn for instance. But at the same time, you'd have to decide for yourself what rules you want to follow.
  14. Any of those three should be fine. A Pair of Very lightly armored /RadA brutes won my ITF contest with considerably less armor than I would have ever put on a build. But also keep in mind those were two extremely high quality drivers inside those brutes, so your mileage may vary significantly. Armor Types (Armor Recommendations):
  15. Mr G's Arc: but it kills (almost) everyone. Cimmie Test: Grab three groups of Cimmies, make sure to maintain aggro on the 6 bosses, (no offensive powers) for 10 minutes, if you live you pass. Standard Enemies Cave Test: Cimmies, Arachnos, Longbow, IDF, Carnies, all in a custom group in a cave map of all patrols, if you can hold and clear intersection 3 till it's empty, you pass. I removed that one after I expanded 801, but it should be easy enough to recreate on your own in just a few minutes. You can also test the various factions separately, which may or may not be more difficult depending on the RNG. I just cram them all together and call it good. AE 801: ... or use just 801 😜. Testing armors is the primary reason it even exists, the secondary being that people asked for more. Start at 801.0, and work your way up. Use the '801 Static' versions if you just want a quick test.
  16. Thanks. and yes, EnA is a beast.
  17. I thought I saw a 500 or 600 dps Kat/Ena recently, but now I can't find it. If anyone has a build for that, I'd like to see it.
  18. It's really one of those things you just have to do to find out. I've been running mostly 6 and higher for the last, year? so my feeling for lower difficulties and builds is a bit dated. Assuming +4x8, Total WAG: On a DPS build: I'd try 801.0-Static and 801.3-Static, in that order, and call it good with whatever it shakes out. On an Armored build: I would think at least 801.2, and at most 801.5. I'd start with the 801.3-Static for a quick test to narrow it down for this one. 801.6 will eat you for breakfast. But if you want to try it anyway, try 801.6-Static. Search '801 Static'. The Static versions are the shortest quickest tests, they aren't comprehensive, but they are predictable and you can narrow things down more quickly than running the longer versions.
  19. Kat is 'tink tink tink, tink tink tink' instead of 'kthump .... Kthump ... ... ... KTHUMP!'. As a result it's misleading to many people. I generally rate Kat near the bottom of the top third, with several better performing sets, but at the same time it's right up there with the best of them. I rate it highest of the defensive and utility weapons. It's also probably my favorite melee set. PS: 600 dps is terrific, that's very hard to beat. You should post your build, too. 8-)
  20. The combat teleport bind on Translocation isn't bad, I'm addicted to it now, and it's slowly getting forwarded to all the live builds. Actual combat teleport is 10x faster I didn't even look at D-Syncs. I rarely do. I'll swap them in, but I'm not likely to actually pay for them and put them in the build when built.
  21. Here are a pair of alpha pass /Stone based on Angel Hornet conversions. Angel Hornet Converted to StA EnM StA ShadowMeld Scrapper - Angel 2J - [i25].mxd Then Converted to Kat Kat StA ShadowMeld Scrapper - Angel 2J - [i25].mxd And the original source file EnM Ena ShadowMeld Scrapper - 801 - Recharge-T9 ver 2J - [i25].mxd
  22. For alpha testing of generic group make up, I'd suggest older generic maps that spawn much more consistently than the newer map sets. Then once you get your group fairly well balanced, transition it to the newer more erratic mapsets, understanding further adjustments will need to be made. I tend to use smaller old warehouse maps at first, then once I'm fairly confident, I use the troll cave with 99 spawn points, and cruise around checking each spawn. If 99 +4x8 spawns look good, then you probably have the first pass of your group in good shape. Spawn composition varies by map and spawn point type, and every spawn point will not always be used every time, even if you max out usage. 10+6+4 is 20. I'd guess Your map isn't limiting the top end to 16 like most of the older maps, but instead letting it max out randomly. The only way to know for sure is to spawn it multiple times in test mode. PLEASE do make sure to spawn it and test it +4x8 at least a few times, using test mode. Otherwise you could easily and unknowingly create an absolute horror that no team can run. MOST of the maps, and particularly most of the older maps are very generic, similar, and boringly predictable. The newest maps are the most diverse and most likely to vary, and even use different mechanics. I can tell from the screen shot that's one of the newer maps. But it should be consistent within that map, once you learn it, understanding there is a bit of randomness tossed in. The fun part here is, the next map in the same set may have completely different spawn points and rules too. There are a few map sets that I've never been able to use effectively due to map or spawndef odditities, so be aware, there may be a small number of mapsets that just simply won't work for what you want. This is most common in the newest mapsets. On a similar note, each 801 spawn is intended to test something specific, meet both a maximum and minimum combat time, and some other factors. This also severely limits that number of maps that are 801 compatible, but THAT particular limitation is as much on MY end as it is the map itself. Some maps were originally designed with the intent of being extra easy, low triangle count, etc .... these don't work well for 801. This is most common in the oldest mapsets.
  23. MOST AE maps approximately spawn by: {(Minion, Random Index, Linear 8 to 10), (Lt, Random Index, Linear 4 to 6), (Boss, Random Index, Linear 2 to 4), (Optional EB/AV, Random Index, Linear (probably 4)),} Loop until the spawn is full. Full at +4x8 is usually 16, with 2 to 4 bosses, 4 to 6 lts, and 8 to 10 minions. EB/AV only spawn if there are no minions, lts, nor bosses. If you do not have at least 1 minion, lt, and boss, XP is nerfed. If you are missing minions, then it runs addtional loops on lts and bosses. the same for the other subgroups. It re-random_indexs for each subset itteration +4x8 all bosses in a group, you'll get effectively 4 linear groups of 4 bosses, but with 4 random starting indexes, so overlaps are effectively guaranteed unless you have a very high number of bosses in the group. (Random Index, 4 Linear Bosses), (Random Index, 4 Linear Bosses), (Random Index, 4 Linear Bosses), (Random Index, 4 Linear Bosses), done. This can look like (A,B,C,D), (B,C,D,E),(D,E,F,G),(G,H,I,J); and many other similar variations. Overlap is neither guaranteed, nor not guaranteed, but it will be related to the odds of a random index roll landing inside your previous linear selection(s). This is why 801 groups typically have 120 or more entities, and those entities are carefully arranged in subsets of 4. The subsets of 4 ensure the ratio of Debuff, DPS, Support, Tank mobs within the spawn. It doesn't enfore any exact mob, but it enforces the random statistical ratios.
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