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Linea

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  1. Primary Design: 801.6 uses a 4 div pattern since the primary spawn tech does groups of 4. loop(Random_Index, Linear(4)); This means that since they are grouped in 4, and 4 are always picked (+4x8), then you always get the same ratio of (debuff,damage,dangerous,filler) even if the random index starts in the middle of a give set of 4, it just picks the other two missing types out of the next set. [(1,4,5,6), (2,4,5,6), (3,4,5,6), (8,0)] Notes: There are an odd number of entries on purpose to force a shift in composition if the RNG goes wonky. That should actually never happen due to the Random_Index called every 4 mobs. There are over 16 entries because 16 is standard mob size. There are significanlty over 16 because that's what it took to cause sufficient statistical dilution that the spawns didn't double or triple too much and just jumble into oblivion. Note many of the other 801s use as many as 100 entries for the same purpose. But as these are 'supposed' to be difficult, they use a lower number, and the debuffs were adjusted in-game using the combat monitor and various tank builds and hours upon hours of in-game testing. 801.6 passed all the Linea Armors when facing only one spawn group at a time. Multiple spawn groups at once can still stack random jumbles of debuffs that can quickly overwhelm non-defense_armor non-Linea builds. TA was split in half into Archers and Hunters because it was entirely too powerful when left as a single entity. Spliting was required for debuff dilution. -ddr averages 80 long term sustained, but the stormers and TA can spike that to double for short periods of time from 10 seconds to 30 seconds, every 5? minutes. -resist averages -25 vs 75% resist cap, but can also double for short periods of time of 30+ seconds, and in a few very rare cases spiked to -75 vs 75% resist cap for a short burst, again due to Stormers and TA. If you are a non-armored AT, or you neglected your ddr or rdr, you will get hit hard in your weakest spot. Dangerous Debuffs: 1: Hunter and Archer are extremely dangerous Debuffs. 2: Javelin and Resonator are Dangerous Damage and Dangerous Debuff/Damage (-res is damage) 3: Storm Trooper and Shocker, are Dangerous Debuffs. I could have put Storm in 1, and Shocker in 2, but the pattern fills the (3,4,5,6) even if 3 is empty, so I pulled these down here for this sequence Dangerous Damage: 4: Disruptors are -res and damage, Mez Protected Snipers, Rangers are T9 Armored Snipers, Operatives are Snipers with Always on Armor. AoE Damage (and to a lesser extend filler and aggro mechanics) 5: Gunners are AoE Damage, Sergeants are filler, Corporals are aggro mechanics. Fillers 6: These are all light damage. Special 0: Interceptor is special. It's designed specifically to take out lightly armored fliers, but also functions as the primary always on -ddr. If you are not heavy armor, you do NOT want to mess with this guy. He'll drop you -100 armor and mag 10 immobilize and -fly you. *IF* the RNG is fair, he'd never show up more than once per spawn, but the RNG is notoriously prejudiced. Code: foreach ($bins[1],$bins[4],$bins[5],$bins[6],$bins[7], $bins[2],$bins[4],$bins[5],$bins[6],$bins[7], $bins[3],$bins[4],$bins[5],$bins[6],$bins[7], $bins[8],$bins[0]) { my $tmp = pop(@{$_}); if (defined $tmp) { $array[$#array+1]=$tmp;} } Data: Bin[0] := 0 "X-31 Interceptor", Bin[1] := 2 Engineer, "BA-45b Hunter", "BA-45a Archer", Bin[2] := 1 "BB-45j Javelin", "BB-45s Resonator", Bin[3] := 1 "BC-45i Storm Trooper", "BC-61e Shocker", Bin[4] := 6 Operative, "DA-53s Disruptor", "Scout Sniper", "DA-53s Disruptor", "DA-53s Disruptor", Ranger, Operative, Bin[5] := 6 Corporal, "Heavy Gunner", "Heavy Gunner", Sergeant, "Heavy Gunner", Corporal, Sergeant, Bin[6] := 6 Rifleman, Rifleman, Marksman, Rifleman, Marksman, Marksman, Rifleman, Bin[7] := -1 Bin[8] := -1 Bin[0] := -1 Bin[1] := -1 Bin[2] := -1 Bin[3] := -1 Bin[4] := -1 Bin[5] := -1 Bin[6] := -1 Bin[7] := -1 Bin[8] := -1 Array "BA-45a Archer", Operative, Sergeant, Rifleman, "BB-45s Resonator", Ranger, Corporal, Marksman, "BC-61e Shocker", "DA-53s Disruptor", "Heavy Gunner", Marksman, "X-31 Interceptor", "BA-45b Hunter", "DA-53s Disruptor", Sergeant, Rifleman, "BB-45j Javelin", "Scout Sniper", "Heavy Gunner", Marksman, "BC-45i Storm Trooper", "DA-53s Disruptor", "Heavy Gunner", Rifleman, Engineer, Operative, Corporal, Rifleman,
  2. Scrapper: Kat/Bio - This is as close to my favorite original as anything. Long long ago in a galaxy far far away this was a Kat/Regen, later rebuilt as Kat/WP, and the latest version was rebuilt as Kat/Bio. EnM/EnA - This is my current monster. But Kat/Bio will always have a special place in my heart.
  3. Oddly enough, for the ASF I found Resist Armors did as well as anything. I do not expect this to hold true in heavy ddr hardmode content. Resist armors start to fail at 7 and higher in 801. But the hardmode devs also acknowledge this, and don't plan on designing anything that I would rate above 7. So while Resist armor may take a pounding in heavy ddr content, it should in theory still balance out well. At the very least it should balance out well 'when teamed'. Ex: Put a few team buffs on a resist cap tank, and you have the equivalent of a perma-T9 juggernaut. My primary hardmode tank is SD/RadM, her ddr seldom drops below 95, and I manage resists as best I can. Her primary weakness is sappers, and secondary is sustained long term resistances, I can't keep them all capped all the time, just mostly. My secondary hardmode tank is Inv/RadM, not as durable as the SD, lower DDR, but so much easier to drive. She practically drives herself. Confuse has been the most annoying part of the hardmode I've done. For lower difficulty hardmode where inspirations are still available, the team breakfrees last 3 minutes. It's worth it to carry a couple just for the confuse. You could also swap clarion in for the confuse heavy missions, then swap back to the your normal whatever in the rest. I normally rune Ageless +DDR.
  4. Yes, I will and do use boxing as a filler. But Primarily for the 5% SLFC defense. 40 defense vs 45 defense is double incoming damage, and it's a really good idea to have a ~5% defense buffer to cover for debuffs so you don't instantly defense cascade failure and die from one bad hit. You still cascade and die in 2-hits, but that's better than 1. The average play will most likely benefit more from an offensive proc based build, But I do silly things like Soloing TFs with all my builds, including the Emapths, So I tend to prefer Heavier Armor.
  5. Myshkin - is probably a build of theirs I modified. It's an offensive build that still has reasonable support Strauss - is a mix of armor, offense, and support. The 0 build is the cheap starting point, the 6 build the expensive endpoint Burke - is about as traditional and conservative as any of my builds will get. The 0 build is the cheap starting point, the 6 build the expensive endpoint. Emp Energy - Strauss 5 - [i26].mxd Emp Energy - Strauss IO - [i26].mxd Emp Energy - Burke 6 - [i26].mxd Emp Energy - Burke IO - [i26].mxd Emp Energy - Sir Myshkin 3 - [i26].mxd
  6. This is what happens when you mix roleplaying, character stories, and powergaming. "We might not approve of everything Sissy does, nor approve of all of her friends, but she is OUR Sissy damnit and they ARE her Fiends, uh Friends." - Angel Hornet One of Angel's sisters is a Carnie, so I use a lot of Carnie pets, just because. The other half of my characters frequently have IDF, just because. Just as I have more Katana and Dual Pistols than all other attack sets combined, I also have more Carnies and IDF than all others combined. Bots are probably third on that list, simply because they are 'well behaved'. 'Well Behaved' goes a long way when pets are frequently otherwise insta-squished. Yes, the Dark Ring Mistress is nice vs those T9 Armors and certain other hard targets. There probably are better choices, but I just really like the carnies. Yes, the Support does work, but you have to keep her close, and let her pre-cast the buffs before combat works best. Her recharges are terribly long, so it's probably just that. A Player with the same powers would have them recharged 3x or 4x more often. I also toggle her modes sometimes to make her twitch and be more useful. Toggle Attack Aggressive then toggle back to Defense Follow. We ran a spontaneous semi-random successful 801.F just a week or two ago. Half the team was from channel, the other half random LFG, but the team came together exceptionally well, so we got crazy and tried F, and pulled it off. F is hex for 15, Difficulty 15 of 15.
  7. How to Drive an Angel Hornet – EnM/EnA Hardmode Scrapper I should note that you do not need to be nearly as durable as any of my builds for standard teams in standard content. I play almost exclusively in Hard Mode Content and 801. The average player on the average team will most likely benefit more from an offensive proc build, than a Heavy Armor build. I get asked about my builds somewhat frequently. Usually asking how I’m so durable, or sometimes asking why a mirror or similar build doesn’t perform as well. So I thought I would finally sit down and make a few notes on my builds and playstyle. The primary answer is that I’m not that durable, it’s just an illusion. I don’t have to outrun the bear, I only have to outrun you, and I only have to outrun you until the bear catches you. The better answer is my builds perform in waves, with peaks and valleys. I try to synchronize the peaks to when I need them most, while attempting to minimize exposure during the valleys. Rune/Hybrid/Rune/Demonic/Wedding Band/Kitchen Sink Once upon a time this was effectively perma. Now the gaps are a bit more prevalent, but can still be patched up fairly well with Demonic, Wedding Band, Phase Shift, Inspirations, and/or other temps. Note: Demonic is an accolade and is therefore available in Hard-Mode. Tier 9 Armor Synchronization. I try to synchronize Ageless Radial +DDR with Overload and Rune. Then follow with Hybrid. If you pre-sync Ageless, then you can align and mitigate the crashes as well. Then follow with Rune, Demonic, etc., during the crashes. Additional Armor This will mostly be a small orange for extra resist and rdr here and there to counter debuffs, or a Kinetic Dampener for E resists and SL defense to help counter defense debuffs or enemy buffs. But you also have Wedding_Band, Base Buffs, Amplifiers, Combat Shield, and many other Temps and Accolades to help with extreme situations. You can also Triple Stack Energy Drain and Shadow Meld as noted below, and put them on top of Full Tier 9 Synchronized Armors for pushing extremely high defense vs some of the more severe Hard Mode situations. Tier 9 Armor Crashes The best way to deal with crashes is to back off, use Energize, Recovery Serum, Ageless. Then ease back into the edges of the fight with Energy Drain and Shadow_Meld. If you’re facing a tad more pressure spin up Rune, Hybrid, Wedding Band, or Oranges. If it’s extreme, then maybe Dual Def/Res Inpsirations. If it’s completely bonkers, you add in more tools from below. Demonic – Demonic is an accolade, so it works even on master and hardmode 4 settings. This lets you bridge 2 x 3m full armor syncs together for 6.5 to 7.0m of pure offense. The duration varies due to crash timing. However, you can greatly stack crash timing in your favor by using Energize and Recovery Serum right before the crash. This doubles your odds of not having to toggle everything back up. Triple Stacked Energy_Drain and Shadow_Meld – If you’re heading into a crash and Demonic is down, you can (triple stack Energy_Drain for about 17 defense), and (Shadowmeld for another 30 defense with 50/50 uptime). If you’ve synced your Ageless DDR you can also use that for maximizing DDR. Now all you have to do is deal with resistance Either with Wedding_Band or Inspirations. Phase Shift – If you’re facing a severe crash and excessive pressure then you can Energize, Recovery Serum, Phase, Ageless, Toggle Back up and then pull up Demonic, Inspirations, Temps, or all of the above, to come back into the fight at full power. 30 to 60s later all your T9s should be up and ready to resync. Active Combat Numbers (Simulated to save time, in some cases the other various powers are recharged, but there are combat states where this isn't the case.) Standard Loadout, Getting Ready to Sync and Dive in. - If you presync ageless it refreshes with Hybrid and syncs with your crash. If you start with Rune, then Rune becomes your crash timer and you'll KNOW when the crash is coming +/- 1 second. Also, if you start with Rune, you have Rune/Hybrid/(Rune and Crash) so Rune is covering your crash if Demonic and/or Wedding band isn't. If you are using Rune as a timer, then you can also time Triple ED, and then right before the crash (Energize, Recovery Serum, ShadowMeld), such that the crash happens while ShadowMeld is animating, giving you maximum defense layered with tail end Rune resists to cover while you toggle back up, if toggling is needed. You can also Phase Shift instead for a simpler approach, but that also locks out offense that might be critical in some situations. Synced Rune Armor - This is my bread and butter, and the primary concept behind the build. *** Synced Hybrid Triple ED SM *** - This is (almost) the top of the Performance Peak. The only time you'd need this is Hard Mode or Other Enemies with Extreme Buffs. I've had to use this level of Armor, but it's very rare, and the extra animation time will dip into your offense. .... If you want to get really insane, you can stack in Demonic, Inspirations, Wedding Band, etc for even more craziness, and just hardcap everything. 🙄 Demonic Triple ED SM Transition Synced Rune Armor with some Leftover ED from the Transition. The latter will expire soon. Tail End Rune Triple ED SM Transition Triple ED SM Transition. - (Simulated to save time, yes in this actual case the T9s are recharged, but there's a transition when they are not.) Triple ED Transition after SM and everything else has failed. Unless I fumble a crash, this is typically the bottom of the performance valley. - (Simulated to save time, yes in this actual case the T9s are recharged, but there's a transition when they are not.)
  8. Don't be afraid to set 'No Bosses' if you're a lower ST damage tank. +0x8 No Bosses may well be double xp/hour for your particular build or level.
  9. Clarion Radial * PBU * FF: There's some diminishing returns these days, but it's till worth it. It was something like +75 defense total with all your powers stacking, now it's +65 or something defense. You have to time the bubbles perfectly, you can ONLY cast them when you can stack all two or three powers, or a lower value bubble over-writes the higher value bubble reducing defense. A Clarion*PBU*Vengeance is a beautiful thing too. Here's a very old FF/Beam build and a fairly low level laid back relaxed Bots/FF MM FF Beam Soul Sniper - Heavy Support 57-74 - Overwatch 1 - [i25].mxd Bots FF - Fire-n-Forget 2 - [i26].mxd And here's a non-PBU just regular, heavy armor FF/DP FF DP Scorpion Def - STF SLE 1c - [i25].mxd I still run the MM when I'm feeling lazy, and the Heavy Armor STF build if I feel like squishy tanking, but I don't think I currently have any of the Heavy Support builds on HC.
  10. If an EAfn joins the team, I generally assume we can bump the the difficulty up a tier. ... I do the same for an FF, or particularly a PBU*FF, but that's another subject. Most other Support I count as about half a tier. Unless it's Voltak or Lummi, in which case I bump it back up to a full tier. @Voltak I can't believe you play without the combat monitor turned on. *shakes head* Credit to @Celtic Ripper. That's his RadA/RadM Tank, in a difficulty 15. I normally don't rate RadA/ higher than 7. I personally don't drive RadA/ nearly that well. Looks like we lost him to a connection issue about halfway into that room. He comes back later. I'm not sure which build Namon (the other tank) was. This is a good example of why I like to have two tanks, just in case something happens to one of them. Some nice enemy nukes landing in the middle of that furball.
  11. Radiation Armor is a resist set, you'll want to resist cap first, THEN add defense. At that point you have to decide on MRA or SLEFC type of defense, in general SLEFC is easier to obtain. Then you have to decide if you want to full SLEFC and/or add NTP, or just so SL or SLE. SL is by far the easiest to obtain, and SL is by far the most incoming damage. E, particularly in incarnate content is the next highest incoming damage. If you go SL or SLE you can also supplement with temps like Kinetic Dampeners which are relatively cheap, and then shift some of the SL defense resources to EFC and/or NTP instead. If for whatever reason you still prefer MRA type defenses, then you'll have to decide if you are fighting primarily on the ground and in melee, or fighting either Hover-Tank or far to the rear at max range to avoid melee. Then you put resources into your playstyle preference. I really don't recommend this direction as it 'usually' (but not always) yields lower results.
  12. He's been running both 6 and 7 very competently. I'm not sure if he was on either of the teams than ran 10 this past week. DDR is an issue for all the resist armors, and is what limits them to the 7 range (solo). But if a team brings multiple defense buffs and multiple ageless you can get around that.
  13. It has nothing to do with armor levels. Stuff runs. Running reduces applied DPS. There's a reason all the fire farmers are Brutes instead of scrappers. Rommy running can literally halve your applied ST dps. The same applies to other situations, just not as dramatically. Ice/Fire/Flame goes a long way to alleviating the running problem, but Fire/Ice/Flame does not go as far, Water/Ice/Flame might get halfway there but I've not seen anyone test that one. Pack them in tight with heavy taunts, then let a Fire/ loose on them and you'll apply even more dps than the Ice/Fire/Flame which outside of taunts applies the nearly most AoE dps. I'm not sure exactly which version of Fire/ I'd use in that situation.
  14. Assume the answer is Arcanatime. Due to backend changes, Arcanatime is not always accurate now, but is the best estimate you are going to get. Some powers vary due to internal activation issues. See: BuildUp. It's actual duration is only ~9.3 seconds. I wouldn't be at all surprised to see these same issues have minor effects on recharge in some rare cases as well.
  15. Storm/Water, Nature/Seismic. You keep at least minimal healing and utility with both pairs. Water give the heal and utility to Storm, while Seismic gives Utility to Nature that already has a heal.
  16. Optimally /Kin. But I would probably pick Self Damage Capped Nature/ instead due to personal preference, even if it's only half as optimal. I'd probably put EAfn/ third on the list. Solo ST DPS actually goes to scrappers. Stalkers are easier to build to dps, but scrappers can peak higher. AoE is also Scrappers, but due to running and taunt mechanics probably ends up going to the Brute Instead. The scrapper potential is higher, but due to the running and taunt mechanic the applied damage goes to the Brute. Ranged would go to either Fire/ or Ice/ Blaster. Personally I say Fire/ for potential, but Ice/ for application, similar to the issues with scrapper vs brute for AoE. Ice/Fire Blaster is probably top applied damage. So for the last two, put them on a team with heavy taunts, and let them hug the tanks to get full damage potential applied, then you'd swap back to the other answer. But these days, that team would be very very rare, and the coordination to pull it off even more rare.
  17. a) Make sure to both raise the ceiling and lower the floor, then it is no different than before. b) Try the new advanced techniques of building above the base. You'll need to look up some guides for this, it's complicated and has it's own limitations and problems, and will definitely consume more time. Attached is an example screenshot from one of my bases from beta, it took 250 hours to build. c) I would highly recommend @Dacy's guides
  18. Salvage is (or at least was) Dev seeded (Orange 1m, Yellow 100k, White 10k) in order to maintain a stable market. It's rare that you'll ever see prices bounce up against that limit. However, within that limit there is considerable fluctuation over time, aka: Day Trading.
  19. /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.
  20. Been there, done that. It works in some cases. I've used it a few other ways as well. Just not often.
  21. 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.
  22. 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
  23. 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)
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