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[Beta] Patch Notes for April 4th, 2020
Erydanus replied to Faultline's topic in [Open Beta] Patch Notes
Because it was irrelevant. I'm not discussing the use of sets. My original statement was that set IOs are more powerful than generic IOs because the multipart pieces have higher enhancement values than generic ones. Thus, saying that they're not as powerful as a +3 SO (with a 38% enhancement value) until a higher level (40, actually) is not factually accurate (with the proviso that you seem set on ignoring) that the enhancement is diversified into multiple parameters. 48% is higher than 38%. That's fact, and just so you know I'm done with this discussion. -
[Beta] Patch Notes for April 4th, 2020
Erydanus replied to Faultline's topic in [Open Beta] Patch Notes
You just did the math. The pounding slugfest IO is 48% total enhancement. The +3 SO is 38% total enhancement. The IO is more powerful than the SO. If you don't like what is in the enhancement mix that's a completely different issue, my point is that the lower level set IO is already numerically a higher value than a +3 SO even at level 20. Mixing the enhancement value up is the point. If you paired 3 of the same type of piece from different sets in a Frankenslotting setup it'd be 48% each, acc, recharge, and end reduction instead of 38% of each of those things with a +3 SO. Not every power will be slotted like this of course but there are many that do benefit from it. My point here is you simply cannot say a +3 SO is "always" better than an SO below level 30 because here's 1 case that disproves it. Usually or even often I wouldn't quibble about, but always? Nope. -
[Beta] Patch Notes for April 4th, 2020
Erydanus replied to Faultline's topic in [Open Beta] Patch Notes
Multipart enhancements do not divide the value of a generic IO. A two-part enhancement is 60% +60%. A three-part enhancement is 50% +50% +50%. Numerically this means that multipart enhancements are drastically more powerful than generics even at lower levels. A three parter is literally one and a half times the total enhancement value of a single parter. -
[Beta] Patch Notes for April 4th, 2020
Erydanus replied to Faultline's topic in [Open Beta] Patch Notes
Well I … had a huge post and bumped the spacebar and somehow purged it. So please excuse the very brief bullet point response I just can't type it all over. * better is kind of subjective. Yes a 25 IO is 32% and an even SO is 33% but so what. That's not really significant, and if you have ED kicking in, hardly different * a couple percent difference that gets flattened by ED anyway is leading to overly broad statements just like this and encouraging people to not do anything with IOs until 50 * IOs were actually balanced to be a viable choice to SOs at 25. If you take the value of an SO from +3 to when it is about to go red and average that's 32% That's how the level 25 IOs were set at that point. * invention sets are even more powerful at lower levels, those 3 and 2 parters add up to more enhancement than even +3 SOs a lot earlier, but again this is lost on many people * I'm worried there's a cart before the horse situation going on here. If you assume everyone rushes to 20 then you start balancing/advising around that and then you make it happen * It does happen some, of course, and this means people are often missing the invention tutorial at level 10. Rather than enable people to cling to an old system I think you should put effort into making more people aware of the invention system * It's about time that crafting tables were made more accessible. Stick a couple in the tech contact area of City Hall and some in the Arachnos building in Mercy (or plop down another Abandoned Lab) * Overall I think this system is a bad idea -
Kheldian's Essence Transfer Heal Proc not Firing for Many Attacks
Erydanus replied to MrSnottyPants's topic in Bug Reports
I too just discovered that this global is 100% and for sure BUGGED and not working as described. It is absolutely not adding a global chance to heal to most attacks, in fact it only seems to work in a couple attacks. I placed it in Orbiting Death, the damage aura, and found that it did not fire off in: any of the 4 Dark Nova attacks or Ebon Eye or Shadow Bolt. I then dropped back to human form and tested my 2 attacks, Ebon Eye and Shadow Bolt. Neither of these attacks procced after about 50 successful hits. This was true both with the damage aura off and on. I then turned on the damage aura and walked into some mobs and it procced immediately. I went to the test server and deleted the enhancement and slotted it in Ebon Eye. It procced for Ebon Eye in both nova form and human form, with results from 3 to 22 successful attacks between activations. No other attacks procced it. I wasn't trying to check the rate just if it would work. With the enhancement in Ebon Eye I attacked in human form using Shadow Bolt. Again, zero activations. Then I put it in Gravity Well and after about 50 attacks can confirm it's not working in that, and 30 attacks of Ebon Eye did not get activations either. Please look into this junk! Kheldians are so fragile, having a 5% heal approximately every 6 attacks would be hugely helpful. -
Essence Transfer chance to heal problem
Erydanus replied to Erydanus's topic in Peacebringer & Warshade
Well that's something I tested for already. When I was testing the 2 attacks I had, I did have orbiting death on and just stayed at range. As soon as I walked into a group of them, proc without further attacks. The flat chance of any power to trigger a 5% heal is 12%, so roughly 1 out of 8 attacks. So next up test server time seeing what happens if it's slotted into a human form click or a nova power. -
I'm glad I inspired you to try out a fun build!! It's a very survivable build just with the primary buffs. I don't play at higher difficulty (usually) so I didn't bother with tough & weave. I got to 50 and am working on incarnates, I want to get Clarion before I fiddle with my build further. (Note that I did crank up the spawn size for that Fake Nem farming mission in Pandora's Box and it was no prob. I just tend to want to bang out more missions faster on this guy.) I took power build up and stuck a Gaussian's buildup proc in it so if I want to do damage the combination of Vigilance + Assault + Overgrowth + Power Build Up + Gaussian's Proc = 300% damage buff, which is capped. If I unload the T9 pistol attack in that 5 second window, almost everything dies and if it doesn't the T9 comes with a defense buff which is power boosted anyway. Most of my attacks are slotted for about 66% damage and 2 procs so anything I use in that window is really pretty insane. I also took Force of Nature as an ohshit power because it just fit thematically with me too. I see you didn't have room for suppressive fire. Too bad, it's really insane. I have 3 procs in it (and there's a 4th I could get if I move a slot) and they all fire almost every time. With my global recharge and haste I think the power's up every 10 seconds or so and deals 5+ (3x70 proc damage) which makes it one of my highest if not the highest DPA power I have. (I could probably stick more procs in, I've made more money since then....) Oh yeah some friends were on and were kinda jaw dropped at how powerful the team became when I joined them. They had been duoing without a support character. Bwahaha.
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I've got the Essence Transfer /Global Heal proc slotted in my Warshade's Orbiting Death power, and the proc is not working globally. It's only working FOR Orbiting Death. I'd been playing with it in for a while and mostly in Dark Nova form. None of the 4 nova attacks or Ebon Eye have triggered the proc EVER. It's been several levels and I've been monitoring. I thought maybe it was a form bug (I've also got the form enhancement IO in that power and it DOES work in both human and nova form...) so I went back to human form where I only have Ebon Eye and Shadow Bolt and harassed a bunch of gray Hellions in atlas. Not a single proc out of dozens of attacks. Then I turned the damage aura on. Proc, proc, proc. Well, not fast, but it did proc a couple times within a few minutes so it's definitely working in THAT power. The proc says it grants a global chance to "most" attacks to heal the caster. Unless the T1 and T2 and 4 Dark Nova powers are the specific exclusions, there is something really wrong here. Who else has this proc and what do you have it slotted in, and which powers trigger it for you?
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From the Gaussian IO set, three of the pieces are flagged as requiring level 7 if attuned, but the other three are flagged as requiring level 17 (which is correct). The To-hit, To-hit/Recharge, and To-Hit/Recharge/Endurance Reduction pieces are the ones that can be slotted at level 7 while the other three are 17. And this isn't just a typo - I had the plain To-hit piece in a level 12 character, yanked it out and used a converter to make a build-up proc, then realized I couldn't re-slot it; then I read the level requirement and looked at the AH to find the rest.
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Yeah I think you got it backwards. Sorta. The issue is that it's not just the base recharge of the powers but their modified recharge that affects proc chance. I agree with the logic of others in putting the status protection proc in a T2 attack since you can use that if mezzed which means there's a chance of breaking your mez with it. But that means you also need to leave out recharge in that attack as much as possible. So proc - fine, but full set? Maybe not. At level 50 the not-superior defiant barrage full set has 96% recharge meaning Ice Blast will be down to 3.93 from 8 seconds. That's not great for proc chance; according to the calculator I was linked to, 28%. Unfortunately this is not a set I want to split up either; the 3 part is end boost, the 4 part is hit point boost, the 5 part is 7.5% recharge time which is clearly a big prize. The 6 part bonus is ranged defense and energy/negative defense; again, pretty valuable. However, if I had to give up some ranged defense I think I could live with it. What I'm saying is, I might split this ATO set 5/1 and only put the proc in the T2. That proc by itself has 42% recharge at level 50. If that's the only recharge you put in Ice Blast it's up to about 36% chance to proc, that seems like it might be better; decent 1 in 3 chance to get the protection. The Superior version has a PPM of 4, not 3, but it brings 53% recharge enhancement but still the rate would go up to 46%!! So that's pretty decent. [BTW sorry for the math geekery someone linked me to a proc rate calculator so I'm running all the numbers for my own enlightenment too.) You could fill the power with some decent non-recharge pieces like Thunderstrike acc/dam, acc/dam/end, dam/end to get reasonable starter accuracy and end reduction and damage and that would still leave you with 2 slots for potentially other procs if you make it a proc focused power or just more damage and end reduction. Assuming you do eventually go with the superior one to up its chance, other procs with a 3 PPM rate (Devastation % Hold, Entropic Chaos % Self Heal) would have a 35% chance, with a 3.5PPM rate (Gladiator's Javelin % toxic damage, Impeded Swiftness % smashing) 40%. Bitter Ice Blast Just the standard status proc no other recharge (so 42.4%) the proc chance is 47.4%. Full slot the entire set and the chance is 36.5%. Just the superior status proc no other recharge (so 53%) the proc chance is 59.4%. Full slot the entire set and the chance is 47%. BTW the chances for the other set are pretty similar; the 1 piece only chance is the same and the full set chance is just a couple % higher since that set has less recharge. However Blaster's Wrath has a range bonus at 3 pieces and in some cases I might personally split that set in half to get that (but not yours) though the 4, 5, and 6 piece bonuses are also very tasty.
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Well I thought that too but last night on Excelsior help people were saying (wait for it) ICE is highest DPS because "the dpa of some of the beams are just nutso". And I was like, "even with fire's bonus dot secondary?" and people were like, "hell yeah, ICE is single target blaster king, fire is highest AoE" and I was all like …. it's not April 1. I have not ever seen this suggested much less the math chucked out in public. I don't know the math here. But this is completely contradictory to 100% of what I have heard before. So let's have at.
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The key to DP is to just proc the heck out of it. Suppressive Fire is skipped in the previous builds. Big mistake. With a 20 second base recharge you can put in 3 damage procs and have them fire off every time, even with a bit of recharge added. I plug something with that power and they immediately take 210 proc damage and get held or stunned depending on which ammo mode I'm in. Eventually you'll also have choking cloud and stick a Lockdown +2 mag proc in it. You'll be holding things pretty well if you close to melee range. (I've got a Nature/DP defender and the entangling aura was amazing at melee holds; I didn't actually proc suppressive fire with a hold proc as well it was just not needed.) Various DP powers give -defense and knockback with normal ammo; it doesn't matter if you've toggled to a different ammo, the valid procs fire all the time. Proc any power that can take it with force feedback chance of recharge (especially the cone and the targeted aoe) as well as achilles heel and lady gray chance of negative energy; smashing damage procs from knockback and slow sets will also be plentiful. While leveling I'm not sure if you will get more bang from the procs or straight damage enhancement but my suggestion is to do a mix and see how it goes. Since Rad can apply -resist from toggles all damage will be increased anyway. As this is a leveling build, I recommend you do not worry about cramming in tough and weave unless and until you find you absolutely need them. The previous suggested builds stuck them in really early, I'm thinking that the high 30s or low 40s would be fine if you need them. Generously slot Radiation Infection with 3 -tohit IOs. That will take is -tohit value to about -39%. That's going to go far to prevent you taking damage. Rad's toggles are slow to cast but with the toggle persistance change the benefits are huge; if you do nice anchor pulls around corners you can bunch everything up into a killing field to use your cones and AoEs on. Anyway here is a to-32 leveling build. It's not a complete build but set up for functional slotting. There are some obvious holes because the slots aren't all there; for instance Executioner's Shot just has an accuracy in it. The power is kind of so-so but it does apply -damage resist so it's important. Same thing with Pistols, on the one hand I want to skip it because it's super fast recharge means it's not good for procs but it does have -10% defense if you're using normal ammo so it muled half of one of the corruptor ATO sets. Note that by breaking this set in half, you get two range enhancement bonuses which will help Empty Clips. I also thought a bit about trying to cram maneuvers and tactics in here. Frankly a lot of the attacks are 1 accuracy and 3 procs. I wouldn't mind shoving tactics in here even if only as a leveling crutch. Perhaps swap piercing rounds and kick for maneuvers and tactics? Anyway I hope this is more food for thought. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 33 Magic Corruptor Primary Power Set: Dual Pistols Secondary Power Set: Radiation Emission Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Villain Profile: Level 1: Dual Wield -- FrcFdb-Rechg%(A), ExpStr-Dam%(5), ImpSwf-Dam%(7), Acc-I(7) Level 1: Radiant Aura -- DctWnd-Rchg(A), DctWnd-Heal/EndRdx/Rchg(3), DctWnd-Heal/Rchg(3) Level 2: Empty Clips -- AchHee-ResDeb%(A), TchofLadG-%Dam(5), ShlBrk-%Dam(9), Acc-I(9), FrcFdb-Rechg%(25) Level 4: Radiation Infection -- ToHitDeb-I(A), ToHitDeb-I(11), ToHitDeb-I(11), EndRdx-I(13) Level 6: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(13) Level 8: Bullet Rain -- FrcFdb-Rechg%(A), MlcoftheC-Rchg/Dmg%(15), MlcoftheC-Acc/Dmg/EndRdx/Rchg(15), MlcoftheC-Acc/Dmg(17) Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(17) Level 12: Suppressive Fire -- NrnSht-Dam%(A), GhsWdwEmb-Dam%(19), GldJvl-Dam%(19), GldNet-Dam%(21), Acc-I(21) Level 14: Swap Ammo Level 16: Pistols -- MlcoftheC-Dmg/Rchg(A), MlcoftheC-Acc/Dmg/Rchg(23), MlcoftheC-Dmg/EndRdx/Rchg(23) Level 18: Executioner's Shot -- Acc-I(A) Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(27), RechRdx-I(27) Level 22: Combat Jumping -- Krm-ResKB(A), LucoftheG-Def/Rchg+(31), Ksm-ToHit+(31), ShlWal-ResDam/Re TP(31) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Piercing Rounds -- Empty(A) Level 28: Choking Cloud -- Lck-%Hold(A), Lck-EndRdx/Rchg/Hold(29), EndRdx-I(29) Level 30: Kick -- Empty(A) Level 32: Hail of Bullets -- Empty(A) Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 14: Chemical Ammunition Level 14: Cryo Ammunition Level 14: Incendiary Ammunition ------------
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I will say the psi melee T1 is pretty weak. I took it at low levels just to have an attack and when I respecced later I swapped it out; I did pick up Air Superiority as a replacement for low levels and because my character is a teleporter and I needed something to bring down flyers. However, AS is not part of my attack chain as with the recharge I have at the levels I stick to its just superfluous. All the other stalker psi melee attacks are good. Naturally be sure to pick up buildup as soon as it's available, and the stalker ATO with a chance to reset buildup as soon as you can; remember you can slot that bad boy at level 10 so don't wait! (If I were to redo a character with this powerset I'd start with the T2 and pick up AS as my level 4 skill I think but then plan to maybe respect out of it later still.) Ninjitsu for stalkers is not my fave. A lot of the powers in it are more for the old launch playstyle. It works but it's clunky. You'll need knockback protection IOs since that set has none.
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I have a nice regular base built conventionally and I wanted to take advantage of above/below level building to create a sense that it's "somewhere" other than just floating in a void like it actually is. I also just wanted to develop some skill with outdoor building. So I was watching Dacy's video on the basics of building outside and decided going under would be a good move. I got that started and have some placed floor near the bottom of the base zone instance. Now the problem is I don't know what to build. The base is a semi-mystical supergroup base and it takes up 2/3 of the biggest plot. (I could put in filler rooms to enable building below but I've got a decent amount of viable placing area already.) One of the centerpieces is a huge courtyard open to the sky filled with trees and carnie tents, because we've got First Ward refugees staying with us. Originally I was going to build above the base to make it look like it's carved out of a hillside but after watching the video I thought going under would be better. I've got a huge mansion door with a telepoint in it in that courtyard and that now warps down to that platform way below the base. And I thought maybe I could create the illusion of a cavern by building something on that ground level and then piling island rocks above to block the view of the base, so it looks more like the base abuts some part of Oranbega or other ruins. I don't need anything functional so whatever goes in will just be for fun show, but the extent of my ideas so far are to create a big chamber and either cram some Roman villas into the walls or put in a whole bunch of crypts and make it a graveyard. I'm not skilled at the point of actually creating say a fake city block or anything on that scale so lob me some softballs here folks!
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If you're having trouble selecting segments of the actual base rooms, try pivoting your camera to look up and select the squares there. Anyway today the base editor decided to mock me by having Med Panel (from dividers) just act insane. I was trying to clad the walls of a regular base room with the med panels to create a look. For one thing the panels have a join seam only on one side so they are right/left specific. Even with room clipping on and the grid disabled a bunch of times they just didn't want to place to a corner or overlap or stack on top of each other. Compared to Mansion Walls these things are the devil. Also the problem with the cursor selecting an item behind or below the item I actually have selected, even with its bounding box lit up, seems to be getting worse. I wonder if it's 1) my perceptions or 2) something changed in the game or 3) something that gets worse the longer you're editing or 4) something that gets worse the more memory (items) your base has in use or 5) some arcane combination of all of the above.