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Caulderone

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Everything posted by Caulderone

  1. Did you mean could the Devs add it? Or, did you mean, is there any way for a player to add it? The 1st. If they decided to, I'm sure it is technically possible. If the 2nd, then no. Your powerset either has it or doesn't, there are no IOs or pools or anything that adds it. edit: As noted above, Ageless Radial does add some for anyone who takes it (level 45+ only).
  2. Given that Chilling Ray still only sits at 89.91% to-hit vs +4 (39% base), which you still could fight when below level 45 since you'd lose the +1 level shift, I would consider them needed. If you turn off Tactics, that 89.91 becomes 66.6%. Then again, with Tactics that late, it is only available at 39+. *shrug*
  3. I think they meant clicking on someone else's character in-game and saving their costume for local perusal.
  4. In a toggle, the proc chance/test fires once every 10 seconds. Chance per target = 52.63% (47.37% fails vs 1 target, 22.44% vs 2 targets, 10.63% vs 3 targets) Maintaining 1 stack is easy, 2 stacks is likely, vs lots of targets. You'll never have 3, as the duration of the 1st will expire as it attempts to proc again. Versus single targets, you have a 27.7% chance to have 2 stacks and a 22.44% chance to have none. Not a good place vs STs. Sovera had some extended testing of using SMotT in a toggle somewhere, if you want to read up on it.
  5. SMotT proc fires at 6PPM I'll assume the set is 6 slotted. Assuming I am using the excel file correctly: Chance to Proc in GS = 43.39% per target (56.61% fail vs 1 target, 32% vs 2 target, 18.14% vs 3) Chance to Proc in IS = 53.36% per target (46.54% fail vs 1 target, 21.75% vs 2, 10.15% vs 3) So, keeping 1 stack will be easy vs multiple enemies, and I'd be surprised if you didn't have 2 regularly. Against a single target, it will depend on how often you are swinging the attack per minute.
  6. Nice. Thanks. So, I was just missing it hiding out at the bottom of that massive list.
  7. Looking through City of Data v2, I can't find any information on the Opportunity meter per power (per target for AoE). Several of Oldskool's posts have averages and estimates (t1=8, other st~=13, T9 = 30+ [assumes 10 targets?], etc.), but I can't find a source for actual numbers. Is there one out there that I am just missing?
  8. Has anyone redone/added/worked on updates to the Base Portal Beacon Labels with all the new locations added? My search-fu has failed to find it. edit: And of course, after I post this, I find it. JAMMan0000 has it posted in the CoH Modder post.
  9. Curiosity has me back. DRADIS seems like it is likely an acronym. Could you expand on what the title is/means?
  10. That was it. My search-fu failed me and I couldn't find it.
  11. That first video is awesome. I have always loved the idea of Elec control, but never actually ever made it. Any chance of a short clip of it vs an actual Boss to see how that feels? The Animated Stone pet seems squishier than I had imagined it, though it does seem to pull some aggro to it.
  12. None of the PCs attacks have both range/area or melee/area. Looking through them on City of Data v2 can show that. Several that are PBAoE are actually flagged melee instead of area, though. There was a post a long while back where several Mob attacks had both. I think they fixed those on HC after that post, but I'll have to try to find a link to the post. The section Srmalloy quoted is correct, but is generally talking about positional vs damage type defense. The vast majority of attacks have a single positional flag and then one or more damage type flags. For example, Fireball has area and fire. The higher of the area and fire defenses would apply versus the fireball attack. If an attack had area, fire, smashing, lethal, then the highest of those 4 defenses would apply. But, if an attack like one of those mobs had listed 2 positions, that rule would apply. But, I can't find a single PC attack that does that in City of Data v2, so this would only apply to any mob attacks that weren't "fixed". edit: And of course, there are some Mob attacks that lack a position and have just damage type, mostly psionic damage type.
  13. Looking through City of Data 2s attack types entries, several of the melee AoEs are tagged melee + damage type, so those are a no go. Some are typed area + damage type, like Combustion and Whirling Hands, so those would work. All of the fireball targetted AoE equivalents I just looked up are area + damage type and would work. All of the ranged cones that I have perused show area + damage type. The melee cones seem to be split like the melee AoEs. Some are area (frost, fire breath) and some are tagged melee. So, some sets have something that works and some don't. Very mixed bag there, indeed.
  14. Nemesis Vengeance only adds to Melee and Ranged defense. https://cod.uberguy.net./html/power.html?power=nemesis.nemesis_lancer_officer_ranged.vengeance&at=lt_sniper This has always been like that. I guess the original Devs wanted to give us something we could do during this ridiculous effect.
  15. All 3 of the attacks have an Arcanatime of 1.848 seconds. So, they each need to recharge in 3.696 seconds or less (1.848 x 2). In the planner, be sure to check the Use Arcanatime for Animation Times checkbox (options->effects & math tab) to see that.
  16. Well, I'll drop my work in progress plan below. I keep tinkering with it, but this is the current plan. Maybe it will provide some ideas you can use, as I'm still picking at yours to find things I can tweak in mine.
  17. Very nice. I've been toying with a DP/SR build for a while. It's interesting to see how similar and yet how different a particular build can be. I'm not convinced this is a build where perma-Hasten is needed or too beneficial, which is quite unusual. Without it I have +1 sec recharge on Bullet Rain, +3.6 sec on MB, and +4.56 sec on Hail. In exchange, I got more resists and a smidge more hp and regen. The ST chain (ES-SF-DW) is exactly what I had ended up deciding on and doesn't need Hasten to achieve. Good to see it in action and viable. Thanks for the Vid!
  18. The Boxing slotting is pure mule. I wouldn't even have it on my bar. There are lots of tweaks you could, and maybe should, make. Boxing is one, but that recharge bonus is worth considering.
  19. Resist capping all but Negative and Toxic is easy. Melee defense then complements Elec/ well. Here is something I threw together. I've played with it before, but didn't have it saved, so just did it from memory. I'm sure there is lots of optimization to be had, but it gives you an idea to start from.
  20. But, Touch of Fear does do damage now. It is a Targeted Melee AoE like StJ/Spinning Strike. https://forums.homecomingservers.com/topic/24367-patch-notes-for-november-24th-2020-issue-27-page-1/
  21. Found an interesting glitch that I can't fathom an explanation for. Kinetic Melee (tank/brute/scrapper, but apparently not stalker) Slot any proc into Burst and watch the damage on QS, BB, and SB go up. Weird! edit: Figured it out. Each of the KM attacks has a GrantPower related to Power Siphon. It exists in each power but isn't actually used by the planner for the Power Siphon calculation, best I can tell. When I removed it, the weird bonus damage from procs went away.
  22. Wow. That is a rather large variance in both HP and TC.
  23. Could the recent decoupling of animation time and rooting time have had an effect on this? Also, the servers of today are much, much better, so maybe the timing of "server ticks" could be much smoother/faster/better/tighter, too?
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