Jump to content

Linea

Members
  • Posts

    601
  • Joined

  • Last visited

Posts posted by Linea

  1. 19 hours ago, Booper said:

    Is it not possible to have the EMP to Reward Merit conversion have a similar cooldown instead of outright removing it?

    Or even make it like the server transfer tokens, 5 per week.   I rarely convert more than 5 when building a new character.  

    However, this could still be exploited by having multiple accounts.

     

    • Thumbs Up 1
  2. If these are your goals, you will almost certainly want dual builds.  Start your testing with the ASF, it's by far twice as easy to solo compared to the the ITF.  Soloing anything above 1-star, you'll need something in the 400 dps range.  You won't find that on many tanks, and building for that much dps may be counter productive to staying alive in 2-star and higher content. 

     

    • Thumbs Up 4
  3. Assuming 4-Star and Assuming you're doing it the hardest way possible, with the weakest team possible, perma -1000 -regen becomes the priority.

     

    (163+50) / .48 / .45 / .66 ~= 1494 raw dps.   This is probably pretty close to the actual break even number based on my solo runs and testing, and using Hornet's damage types.  This equals out to Three or Four Hornets with one +Accuracy Buffer for a team of 4 or 5, Alternate damage types to Hornet would help tremendously.

     

    One Rad can (usually) perma -regen via stacking, cold has half that capability.  I haven't double checked that the Rad is as effective vs Rommy, but it's still at least twice as effective at -regen as the Cold.

    Cold has more and different debuffs, that are brutal, but at 163 regen with massive resists, you either need alternate damage types or you really need to floor that regen somehow.  THEN by all means, let the Cold, or even better a Cold/Sonic, destroy what stats are left to completely obliterate.  At that point he'd drop like a rock.

     

    A team of Lineas could completely ignore the regen issue, but I'm assuming approaching the issue from the weakest possible player position.  Effectively assuming a team of 8 SO only Tier 4 Incarnates that are generating a composite 800 dps or less, that's halved, then cut in half again by resists, then cut again by the mechanics of the fight.   You're left with less than 115 sustained dps vs 163 regen.  At that point you're surging damage with pets till pets die or expire, or you need that -regen to kill him in any reasonable amount of time.  At that point if I can only have one thing, it's going to be perma -regen.

     


     

     

     

    • Thanks 1
  4. Assuming 4-Star Hardmode, and NOT Speed Running.

    Illusion/Rad are golden for the Hardmode ITF.  Illusion to counter the <redacted>, and /Rad to help counter AV/GM regen.

    For defender, I'd Say Rad/Sonic with Tactics, and Kismet.   Add Vengeance if you can, people drop like flies in Hardmode.  You may or may not need to add (Nerve or Vigor) for 4-Star Hardmode, depending on actual end build.

     

  5. Brutes are in a very good place midway between tanks and scrappers.  This make them very versatile.  You can build them in the middle, you can build them toward damage, or you can build them toward tanking.  Use all three builds slots, General Gameplay, Full Procced Offense, and Full 801 Tank build.  Personally I'd build that as three different characters, but if YOU want to build all three on only one frame, then the Brute using all three build slots is a really good pick.

  6. 49 minutes ago, Cobalt Arachne said:

    Confuse without a doubt would be the undisputed king of making this content trivial.

    Confuse Followed closely by KD Popcorn, and Fear.   Confuse and Popcorn have been mitigated, so now I can't wait to see what 'Team Fear' does.    ... and see how that's all handled going forward and how those Powersets are rebalanced so they aren't unfairly penalized otherwise.

     

    I like the tiered approach to the confuse protection.  1-star runs are no holds barred all the training wheels on.  4-star is hell on earth. 😈

     

    40 minutes ago, Cobalt Arachne said:

    When was this? On Brainstorm?

    I was on Cryptic on the old build.  I need to test more on Brainstorm when I get a chance.   Just keep an eye on it, and with other's feedback on it.   With luck I'll try to run another one tonight on Brainstorm.

    If you don't pop a tank like a grape at least once per run, it's too easy. 😜     But at the same time you don't want to pop the tanks every spawn either.  3 to 5 seconds should be good, 3 second attack animation, 2 seconds to jump or teleport away.  A last second range check to make sure you're still in-range to account for teleport timing if there isn't already?  I'd even say a friendly team-teleport or phase bubble or cage bubble might be fair game to break the possession.  Not sure how much of this is already accounted for, much testing to be done.  *Shrug*

  7. 1 hour ago, GM Impervium said:

    10 Mag Confusion defense? 

    There are three major imbalances in CoH mobs:  Confuse, KD (popcorn), and Fear.  This may not be the best way to address the issue, but it's the one they have the tech to implement.  Otherwise, a single control oriented Dom could mitigate well over 85%, likely 95%, of the damage of every spawn except the AVs.  It's unfortunate that those control sets are so heavily balanced around that one power.  That design imbalance will need to be looked at later as well.

     

    The only other option I see atm, would be higher Resistances instead of Protections.   Or a mixture of Resistances and lower magnitude Protections

     

    45 minutes ago, Bill Z Bubba said:

    Can't say I'm a fan of a mechanism that can hold a tank through double stacked active defense and breakfrees and then insta-kills you with no hope of escape

    It's much like the Goldbrickers, though I do wish it was better telegraphed.   I jumped back every time I killed a dark aura target, and they still got me half a dozen times.  If you kill one that doesn't get you,  I think there's a short duration protection buff.  I need to do more testing on these, as I never completely figured them out.

  8. 4-Star Master of ITF ... I dare ya! 😜

     

    This is a good reason to have more than one tank-like character per team.  What do you do when your main tank gets taken out?!?

     

    I think there are some visual queues as well?  I can't swear to the mechanic, I just did it first, analyze it later.  If it's a Boss/EB with the black aura, I bounce back after the kill shot and wait a couple of seconds before diving back in.  Of course this is much harder to execute on a team.

     

    I think I would prefer them to be named "Infused Elite Praefectus"  or somesuch, so they are easy to watch out for.   Of course they might already be and I just missed it in the giant furballs of the fights we were in.

     

    • Thumbs Up 1
  9. 14 minutes ago, KaizenSoze said:

    Have you tried ASF with the new aggro rules?

    No, but it shouldn't really change much.  I don't plan on ever repeating any of these 16+ hour solo runs. Never, Ever.  I just do it

    • As a measure of how difficult they are by how far I can get solo.
    • That they can in fact be run successfully.   If I can solo a 2-Star then in theory (almost) any random team of 8 (preferably Tier 4) Incarnates of dubious build should be able to do it as well.

     

    Quote

    We had a fun Four Player Two-Star run with Linea. Still took 2:30+.

    ITF 4-man 2-Star  Hardmode Beta 220712.jpg

  10. SOLO 2-Star Hardmode ITF             (Cryptic 220711)

    Angel Hornet EnM/EnA 801 Hardmode Scrapper

     

    Tldr:  This is Hard-Mode Content. If you don't take it seriously, it WILL kill you.  With the recent changes it's a little bit easier than when I ran it, and on sum balance a little bit harder to solo than the ASF.  I also recently soloed 3-Star Rommy in test-mode by overloading inspirations, but given you would have to run the entire TF that way, taking 40+ hours, I'm going to say 3-star is effectively not solo-able.

     

    Quote

    With the new hard mode content coming:

    Incarnate:  Assumes +1, but no other unlocks required.

     

    Tier 1 Incarnate Arcs:  These are the existing arcs.  They are designed for 50+0 and 50+1, and once you reach 50+3 and Tier 4 Incarnates tend to be considerably easy.

     

    Tier 4 Incarnate Arcs (Team):   These are the new incoming arcs.  Assume a full team of +1s.

    Tier 4 Incarnate Arcs (Solo):  Assumes all incarnates unlocked and slotted with Tier 4 powers in them.  Hornet slaughtered these mercilessly, but I've also been told they are so difficult as to be completely unplayable.  Hornet is a Tier 4 monster, by comparison at 50+0 these arcs are likely very difficult.

     

    1-Star Hardmode:  Assumes 50+1 and all Incarnates unlocked and at least Tier 1 Incarnate powers in them.

    2-Star Hardmode:  At least Tier 2 Incarnate powers in all slots.

    3-Star Hardmode:  At least Tier 3 Incarnate powers in all slots.

    4-Star Hardmode:  Tier 4 Incarnate powers in all slots.

     

    ITF 2-Star Hardmode 220711.jpg

    *** DO NOT LEROY JENKINS ***

    Pull only one, or at most two, groups at a time.  Do not teleport into a room with 6+ spawns and start tossing around judgements.  You’ve been warned.

    • THESE ARE EFFECTIVELY PRAETORIAN INCARNATES WITH TACTICS.  Even on 2-Star you can be facing 65 defense cap enemies, and if you pull more than one group that can skyrocket to over a 115+ defense cap.  (Note: The maximum stacking may be tuned down a little.)
    • ACCURACY MULTIPLIERS: Depending on the difficulty you pick you can be facing an average of a 1.9 accuracy multiplier vs 4-Star, just call it 2x for simplicity.  That means if the soft-cap is 75, and you only have 60 defense, they mobs will have a (75 + 5 - 60) * 2 = 40% chance to hit you.  4-Star GMs will have a BASE soft cap of 95, and most have tactics as well, for something in the 110 or 115 defense range.  If you have 70 defense all and strut up to a 4-Star Rommy, he's gonna bash you in the head with a 95% chance to hit.  If you're running standard 45 soft-cap, heaven help you, even a 4-Star minion is going to have 50% chance to hit you, for 10x incoming damage, which is closer to 12x incoming damage spread across the entire spawn with the various rank multipliers.
    • Beware the EBs, Avs, and GMs with Tactics.  Tactics can Stack!  There were times I had to push Full Armor++.  That means Stacked Overload, Rune, Triple-Stacked Energy Drain, ShadowMeld, Dampeners.  Which is 166+ defense with 75+ resists, my standard 115+ defense with 75+ resists wasn’t enough if those tactics stacked up.  Letting resists slip any at all while facing any thing other than a single ‘generic’ hardmode spawn was instant death.
    • Anything that was ‘Dangerous’ before on normal mode, is DEADLY now on Hardmode.
    • More mobs have ranged attacks, and some mobs have additional damage types, and even minor amounts of un-resistible damage.  This is no joke, You should be prepared to take at least some damage, if not significant damage as compared to a normal-mode run.
    • Try to field a Balanced Full Tier 4 Incarnated Team with 1 or 2 tanks and at least 1 Controller/Dominator.
    • USE YOUR INCARNATES.  Even better if you coordinate incarnates.
    • BUFF YOUR WHOLE TEAM.  Buff Defense, Resist, Absorb, and HP/S.  These guys are 98% deadly to Defense Cap Only Armor or Resist Cap Only Armor on 75% resist cap ATs. Even your Tank or Brute may need supplemental Defense, Resist and/or HP/S Buffs.
    • I very strongly suggest you have a combat teleport bind, phase shift, or something similar.
    • Spoiler
      • targetcustomnext alive Romulus$$targetcustomnext alive emerald$$targetcustomnext alive topaz$$targetcustomnext alive sapphire$$targetcustomnext alive Ruby$$targetcustomnext alive Hostless
      • Targetcustomnext enemy alive requiem$$targetcustomnext alive Infused$$Targetcustomnext enemy alive surgeon$$targetcustomnext alive Hostless
      • If you accidentally kill an ‘Infused’ while solo you are dead.  As opposed to killing it on purpose from range, or teleporting away, or phasing, or …

    No Holds Barred

    • Bring all your toys, ALL YOUR TOYS!
    • TAUNT – You Really Really want Taunt and/or Immobilize.  Some mobs will specifically target and take out your support if you do not Taunt and/or Control them first.
    • Envenomed Daggers, and/or Rad, Traps, Etc. - These AVs and GMs are no joke.
    • If you are Solo:
      • Amps and Dampeners
      • Temp/Accolade Immobilizes
      • Full T4 Lore, as well as Full T4 on all your Incarnates.
      • Hero Alignment Ranged Damage Signature Summons.  Hero Aligned is Positron, hands down the best one you can get.
      • Backup Radio
      • Shivans (for the first/hardest Rommy)
      • Warburg Nukes (for the first/hardest Rommy)
      • Vanguard HVAS (for the first/hardest Rommy)
      • And any and all other pets you can scrounge up

    Mission 1

    • 1 Hour.  Nothing of particular note other than what is already noted above.
    • I cleared both rooms, the intersection, and platform.  I think I accidentally got the ambush too.

    Mission 2

    • 1.5 Hours.
    • Anything that was ‘Dangerous’ before on normal mode, is DEADLY now on Hardmode.
    • I ran half of it as clear.  Then half as crystals at 5-10%, then popping them all at once.

    Mission 3

    • 9 hours.
    • Clear as much of the areas you need to work in as possible, or you’ll regret it later.
    • Spoiler
      • Separate the Twins, and use two tanks to aim them away from the squishies.  These guys are deadly to unsupported tanks, your squishies will pop like grapes! 
      • BEWARE: These guys can one shot an unsupported tank.  Keep your tanks fully buffed, healed, and supported.
      • TWO tanks are better than one.  Each twin debuffs your resists to it’s sibling’s damage type.
      • The first twin killed me a dozen times, the second at least 4 or 5 times.

    Mission 4

    • 9 hours.
    • Clear as much of the areas you need to work in as possible, or you’ll regret it later.
    • *** OH GOD ***.  It’s probably just easiest to bow down, submit, and join your new Cimeroran Overlords.
    • Spoiler
      • YOU MUST SEPARATE ROMMY if you are solo.   Otherwise, you’ll have to spend too many resources keeping your pets alive and away from the Auot-Hit Nictus, and not have enough offense left to punch through his massive regen and resists.
      • Rommy is invulnerable while any Barriers are up*, and does not regenerate if 3 or more barriers are up*.  See the Exception for the Emerald Barrier*.  Barriers are currently set to 2.0m or 2.5m and are likely to be adjusted.
      • The Emerald Barrier* can be Controlled instead of killed for a significant regen debuff.  Control it if you can, it’s very much worth it, and the emerald regen debuff may be adjusted to be more powerful than the others.  If you can’t control it, kill it last.
      • Barriers (in the order that *I* want to kill them, 15 seconds each. Your preferred order may vary)
        • Ruby – AoE                        (I miss on average 1 swing per kill on these two)
        • Sapphire – RNG                (I miss on average 1 swing per kill on these two)
        • Topaz – Melee
        • Emerald – All / Hold        (I’m solo, so I didn’t have the luxury of trying to control it.)
      • 79k hp with 163 hp/s regen and additional resists.   This makes him twice as hard vs my offensive damage types as RippleSurge in the ASF.
        • ~400 dps * 0.8 * 0.65 ~= 200 dps – 163 ~= 37 dps * 90 ~= 3300 dam
        • (11588 - .65 * 163 * 15 - .33 * 163 * 15 -  163 * 15)/150 != -10 dps.  AH @#$%!.
        • In-game testing verifies this pseudo math.  These numbers are approximate and conceptual, and numbers are likely to change during additional testing, but the conceptualized results should remain roughly the same.  *I* at least need buffs, candy, and/or pets to make this viable.  Lets just hope it doesn’t change to get any harder, but instead is eased up just a tiny bit.
        • I can barely scratch him without pets or candy.  I dent him, he regens most if not all of it before I can kill all the barriers and continue.
        • I can hurt him with pets or candy, but I’m looking at 2 to 3 hours per kill.
        • With BOTH pets and candy, I can kill him in about 1 hour per kill.  *IF* nothing goes wrong, otherwise double that.
          • You can do Either personal candy or mixed personal/team candy.  The optimal load is probably the mix.  Exact mix will vary by build.  Personal (R/Y, R/Y, R, R, R) for the first minute while you take out the barriers.  Then Team (R/Y, R/Y, R, R, R, R) twice.  You can also mix this around to try for two runs of 2.5m each.  (R/Y, R, R), (R/Y, R/Y, R, R), (R/Y, R/Y, R).  
          • I had very little issue keeping the pets alive.  I had Rommy very ticked and taunted, and using combat teleport to crisscross while killing the barriers kept him mostly away from the pets.  He killed a critical pet only once.  He killed the squishy pets more times than I can count, but they were not critical, just supplemental dps.
          • The real danger is that if you are not careful about your teleports, you can drag the auto-hit nictus into battle.  If you’re teleporting near the nicti, you should manually target behind them so you minimize this risk.
          • Despite Taunt, Rommy still kicked into ‘Run Like a Maniac’ and Ignore-Taunt mode twice.  One time he ran halfway across the map like a moron, the other time wasn’t AS bad.  Just be warned.
          • Pop out and refill candy while your pets recharge.  Just make sure all the healers are dead first.  I missed one once. *face palm*
      • Congratulations, you’ve Killed Rommy.   Now you get to do it 3 to 6 more times accounting for him regenerating to full when you get ambushed and/or killed.

     

    Additional Spoilers, Information, and Changes

    • Spoiler
      • 1. Cimeroran Traitor LTs had their 50% HP 30-mag mez protection shout changed to instead be a short +DMG, +To-hit, +Crit chance buff, which makes cascading mez immunity less prevalent.
        2. Hostless Nictus that are mezzed immediately fail their body hijacking attempt and are then sitting ducks until death.
        3. In the Nictus Romulus encounter, the Emerald Barrier Nictus can be mezzed instead of killed, which will reduce Rommy's regeneration by 50% without making him invulnerable.
    • Spoiler

      4-Star Hardmode ITF Emerald Barrier Respec with Tactics and Kismet
      ---------------
              HOLD
                  needs mag 4?
                  will drop the visual bubble, but not the beams.
                  
              Confuse - DOES NOT DEBUFF REGEN
                  needs mag 13?
                  will drop the beams, but not the visual bubble.


          Set Exemp 23 for 4-Star.
              85% Hold
              94% Confuse
              Vigor, or Nerve to counter.  (Amps in 3-star and down)
              
          Set Exemp 23+16=39 for 4-Star with Enervating Field
              If we assume EF, then that also counters accuracy issues.  But everyone isn't a /Rad.
       

     

    Tanks

    NO TANK is going to be able to solo a 4-Star ITF without at least very minimal support.  

    • Spoiler

      I have an alpha build Stone/Dark that comes close, but needs a tiny bit of healing, vengeance, or some other buffs.   Lots of various small buffs could do it, just not 100% solo.  A Stone/SS might also be a good option, but the loss of healing probably offsets the gain of +to-hit.   The SD/Radm comes the closest, but lacks to-hit so she eventually 5 or 15 minutes later gets whittled down and can't hit the targets consistently enough to vampire back all the health loss.  SD/DM could probably pull it off, right up till an EB with Tactics comes along.  That tactics turning a 10% chance to be hit into a 60% chance to be hit.  Ouch.

      • Look at the 801 Tank builds for defense and durability ideas. One of them is Inv/Radm.
      • 4-Star everything has a minimum of 25 defense, and many have 50+ defense to at least one type of damage.
      • You will need tactics, kismet, and/or (Vigor or Nerve); or similar buffs,  team buffs, Rage, other powers,  builds bonuses, or etc.
      • 4-Star to-hit calculations all have a 2x accuracy multiplier. 
      • If you have a 25 defense gap in your armor, you'll be hit 50% of the time.
      • If you have a 10 to-hit gap in your accuracy/tohit then you'll miss 20% of the time.
      • if you ignore the 25 defense they all gain, then you'll miss 50% of the time.
      • 4-Star everything has a minimum to-hit (defense soft cap) of 75.
        • *IF* there is even one EB with tactics, that defense softcap is now 100 defense!!!  A considerable number of spawns have an EB anchoring them.
        • 4-Star tactics can stack up to 4x.  The defense softcap for pulling a whole room is now 175 defense!!!
      • 4-Star Avs have a base to-hit (defense soft cap) of 95!
        • Most of those AVs also have tactics for a to-hit (defense soft cap) of 120!
        • If you go and pull a whole room, with a 4x stack of tactics, that AV will end up with a to-hit (defense soft cap) 195 defense!!!  (Don't forget to wave to the tank defense hard-cap across the street)
      • Barrier's max defense is very short lived, you'll need 2 to 4 of them cycling.
      • DDR is a massive issue in the ITF, you'll need 2x Ageless Radial cycling to prevent cascade failure.
      • Make friends with a Defender.  Offer them all you can eat free: Fresh from the vein Blood, Dixie Cincinnati Style Chilli, Imported Mexican Coca-Cola, Virgil's Rootbeer, Graeter's Ice Cream, and Krispy Kreme Donuts.

     

    Proc Built Tanks 

    • Spoiler

      Not really.  For standard content a 350 dps tank is very doable, but that tank in 4-Star hardmode wills squish like a grape.

      Outside of T9s, the below conceptualizes what you're asking.

       

      My scrapper cheats, pushes near the max dps for an armored scrapper build, but uses T9s to get away with it.  As a main-tank on 4-Star you will *NOT* have the luxury of using T9s, you have to be hardened 24/7 no gaps. The T9s can skew things, but also at a cost.   When I solo the 2-Star, I frequently have to wait 15s or so, before engaging the next group.   Teamed I inevitably die because someone dove it too soon, people start dropping like flies, and my T9s have 10 or 15 more seconds to recharge, and take 10 seconds to execute and pull up full armor.  That's 25 seconds total, and if I'm solo, that's 25seconds between each pull.  Meanwhile Leroy has charged in and gotten the whole dang team wiped, I'm pulling up my armors, need 1.5 seconds to finish animating ..... *SPLAT*.   This happens so often it's just not even funny anymore.

       

      "Guys, give me just a second to finish here.  Then I'll show you where to land on the <TEAM WIPE>"

      "Uh, too late.  I was gonna say 'where to land on the beach and pull and separate so they don't insta-wipe us.'"

       

                       Squish                                                    Semi-Immortal

                       700 DPS ................ 400 DPS ................ 100 DPS

      Scrapper   ###################

      Brute                           ##################

      Tank                                               ##################

       

    ...

    • Like 3
    • Thanks 3
    • Thumbs Up 1
  11. 15 hours ago, aethereal said:

    ... Scrapper ATOs, crits get vastly more likely than 10%.  It is now the case that at level 50, with good slotting of ATO2 and PPM abuse, scrappers solidly outdamage brutes.

     

    Spoiler

    Assuming Full Tier 4 Incarnates and Full Tier 4 IOs, built for maximum damage ....

    Scrappers 600+ dps

    Stalkers    500+ dps

    Brutes      400+ dps

    Tanks       350+ dps

     

    Tanks start tough and tend to spend resources on damage.

    Brutes start with both durability and damage, and can then build toward scrapper or tank, but generally not both.  But this does make them in many ways the most flexible melee AT.  Brutes are also the kings of farming.

    Scrappers start with damage, and tend to use resources to increase durability.

    Stalkers start with damage, are the easiest to maximize that damage, but don't quiet peak as high as the highest scrappers.  Stalkers also tend to lack AoE.

     

    AT and Tanker DPS

    Pylon Damage Thread

    Pylon DPS Megasheet - Kachooman

    Trapdoor

     

    • Like 1
  12.   

    Quote

     

    Angel Hornet EnM/EnA scrapper for my solo runs.

     

    SD/(RadM or DarkM) for Tank.  Generally recommend Inv/(RadM or DarkM) as it's much easier to drive, but a little less durable overall.

    FF/, EAfn/, Nature/ for Team Support  ... I reccommend /Water with FF, but actually use DP just for fun.

    FF/, Time/, for Heavily Armored Support.

     

     

    To expand on that.

    EAfn is probably the choice.

    A Clarion+Special*PBU*FF can incarnate cap the entire team, you want that extra defense.

    Nature does a good job and can be more offensive oriented.  EAfn offers better support.

    Both FF/ and Time/ can be extremely heavily armored.  If the support is dead, it's not supporting anyone.

     

    But, ANY, defender and even any AT with Leadership, has plenty to offer for Hardmode runs.   The assumption for [Insert Stars] Hardmode is that most of the team is built on IOs, built on [Insert Stars] Incarnates, and is running Leadership.

     

    You want your 'tank' to be nicely armored behind def/res ddr and rdr, with hp/s support and support in as many other areas as possible.  If it's not an actual Tank AT, then you want to push both def and res to well beyond the incarnate caps.  4-star hardmode can push soft-caps of 75 to 95 (and maybe higher I'm not looking at the tables atm).  You should assume -100 defense debuff, and -200 resist debuff (probably more on the -resist side).  Then you probably need to assume 1-2k sustained dps with 5k dps spikes, and some rare much higher dps spikes.  If you don't know how to handle 5k to the face, you probably don't want to run 4-star because sooner or later that 5k is going to land right upside your head.

     

    In the end, pretty much any supported tank can do this and not break a sweat.  But if you neglect the support, don't be surprised if your tank crumples.

     

  13. On 7/5/2022 at 1:20 PM, Mezmera said:

    @Linea's stuff is a decent little test for your character but after a certain point it's just masochism and it's no bar that should be used to judge things by.  My Mind dom can just walk through most of those invisibly Mass Confusing mob after mob if I so like so long as I know to be wary of the ambushes there's no real threat to her. 

    tldr: I can't 'challenge' confuse specialized Doms without completely obliterating Controllers.

     

    CoH Mobs in general are very weak to Confuse, KB/KD, and Fear.  The Devs are fully aware of this and have many more tools to deal with it than AE does.   In 801 only 1 in 16 mobs has any status protection at all, this is a purposeful choice to ensure that 801 is backwards compatible with controllers soloing.  801.6 and above have minimal counter-confuse, but that's likely not enough to effect a well built Confuse specialized Dom. 

  14. Yes, but at this point they are ancient and obsolete, pre-sentinel balance pass, don't include any of the i25 to i27 changes, and don't include proc builds, and if you're on a sentinel, you'd really want to consider all of that.  And the entire thing ran on 12 year old tech that no longer compiles.

     

    That said, sentinels have the least variance of any AT, best primary vs worst primary.  I don't think this will have changed.

     

    Just guessing I'd say the top end (these days) is pushing 400 dps (~double vs 2014), I had some numbers somewhere from i27 in-game testing, but I don't remember now.  Considering scrappers can hit 600+ dps ...  that probably puts sentinels in line with proc built offensive tanks, or if they are lucky between proc tanks and proc brutes, but no where close to proc scrappers.  Balance was never based on procs, but more on non-incarnated SOs.  But I wouldn't quote me on any of this, either, things have changed too much in the last 10 years.

     

    Spoiler

    This version is just raw damage without all the multipliers and incarnates.  It also doesn't include eps.  ST DPS is green, while AoE is blue. AoE was based on a proprietary geometry and drafting model based on incarnate mobs that scatter.  Go find the most annoying incarnates that love to scatter and shoot from range on all sides and that's what I used.

     

    Green is ST, Blue is AoE, Left Edge is SOs, Right Edge is IOs. No Incarnates, No Procs, No Proc Builds, this is from ~2014. 

    Note, a Fire/Atomic Blaster literally breaks the charts with it's AoE potential literally off the charts to the right.

    Sentinel.png

     

    • Thanks 1
  15. IOed Sentinels can rate up to 6 or 7 on my durability scale, while that IOed blaster will typically struggle with 2. 

     

    Outside of Hard-Mode, 801, or similar content that level of armor is overkill.  A rating of 2 is the standard armor rating for 95% of the games content.

  16. On 6/18/2022 at 6:56 AM, America&#x27;s Angel said:

    That's absurdly broken, lol. 5x Ageless and the team is immune to debuffs!

    Throw in a PBU+Clarion FF Defender and a Sonic Defender and nothing's dying.

    Destiny powers really do many Regen Brutes the best tanks for teaming on Hardmode.

    All the incarnates are broken if you co-ordinate them.  And you generally only need 2 copies of ageless.

     

    You don't even need the defender, just overlap 2 or 3 Ageless, 2 or 3 barriers, and 2 or 3 Clarions.

    Toss in 8x Judgements and just turn on [walk] so there's time to recharge between spawns.

    Add one /Rad for -regen.

    Player Co-ordination is really the biggest issue, if you can pull off the co-ordination even 801.F can't dent you.  7 Blasters, 1 Defender. Other Silliness.

     

    • Thumbs Up 1
  17. We've used it rotating on teams, but I never actually checked the stacking or efficacy in the combat numbers details,  just the small combat monitor to see if I needed to cast it yet, or call out for it. If it was low 'somebody hit ageless'.

     

    *shrug* Stacking is flagged as per caster, if it has other restrictions you'd have to check with a powers person, or just do a quick check in-game.  I'll double check it sometime next week.

     

  18. 23 hours ago, Infinitum said:

    Shield is probably the most versatile set for tankers

     

    SD/ is the only tank where I used all three build slots.  If you can only have one tank, that's probably my recommendation, and pair it with a heal in DM or RadM ... etc.

     

    • Like 1
    • Thanks 1
    • Thumbs Up 3
  19. 9 hours ago, Brutal Justice said:

    Notice in 6/11/2012 they expected the top end builds to be between 360 and 400 dps.  Now it’s 600dps!  Holy power creep Batman!   No wonder stuff is fleeing so much.  That’s how the afraid mechanic works.  

    Proc Builds have been exploited and perfected since then.  The non-proc high-recharge (heavy armor) version of Angel runs 400 dps, and that's on revamped EnM.

  20. 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,

     

×
×
  • Create New...