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Caulderone

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Everything posted by Caulderone

  1. You have misunderstood the attack mechanics here, as that isn't how it works. You only get to use the highest of the applicable defenses. You only get one roll on defense. I assumed you wanted the S/L defense for when in melee range to nuke. Quote from the linked article just before the part you quoted: >> * You are only allowed to use the best defense you have against an attack with multiple classes. AND from the section you quoted >> Then it picks the biggest of those, and adds it to your base defense, if any. Here are the paragonwiki articles on attack mechanics and defense: https://paragonwiki.com/wiki/Attack_Mechanics https://paragonwiki.com/wiki/Defense Quote from that article: >>Example: Deflection Shield gives a Defense bonus against Melee Attacks, Smashing Attacks, and Lethal Attacks. Glacial Armor gives a Defense bonus against Energy Attacks and Negative Energy Attacks. A Tanker with both these buffs is ambushed by a nasty Council Vampyri who tries to hit her with Siphon Life. That power is tagged as a Negative Energy Attack and a Melee Attack. Our Tanker will only be protected by one of her two Defense buffs. Lucky for her, it will be whichever is larger. The important part from the quote: >> Our Tanker will only be protected by one of her two Defense buffs >> it will be whichever is larger. I suggest, if you don't believe me or understand those, that we move this discussion, as it really isn't part of this topic.
  2. Hover blasting at range is going to use ranged defense the vast majority of the time, excluding ranged AoE. The things that do hit are going to be largely S/L/E damage type based on this thread: So, I wanted to get hit as little as possible, hence keeping the 45% ranged defense, and then have the things that hit me be mitigated as much as possible, hence the S/L/E resists.
  3. I've been tinkering with Rathulfr's build some trying to find something to make me happy. It is a solid place to start. I came up with a Ranged defense and S/L/E resist version that I'm quite liking. Any opinions on how well it could work?
  4. There is a way around it, but there is no way to make the planner behave like that by default. Add 3 level 50 slots to the level 49 power. Add 2 other slots to some placeholder power, say Swift. Drag the 2 lower level slots, one at a time, from Swift onto any of the level 50 slots. You will now have 2 lower level slots in the level 49 power that are "grayed out", but still function. Remove the 2 level 50 slots from Swift and place them in the level 49 power. Now, you have the level 49 power 6 slotted. Two of the slots are grayed out but still function normally, even if the planner doesn't like it.
  5. The last post in there has a work-around, sort of. The first post is from June of last year, so this has been around a while. Apparently the mission has a more than one map and only one of the maps works to spawn the final boss.
  6. I think i phrased that badly. Replace the Arma pure damage purple with the Arma damage proc purple. You keep 5 of the set. If you +5 the Dmg/End, you still ED cap the damage enhancement, plus you now have the proc damage.
  7. I have a very minor tweak suggestion. Drop the pure Damage purple from Nova for the Proc, then +5 the Dmg/End to ED cap out the damage.
  8. Seven months is not a year. Your expectations for how quick things will happen with a part-time volunteer Dev staff are going to lead to disappointment. I never expected anything within a year after that post. Things are going to happen slowly, especially with all the behind the scenes work they are doing to improve the codebase.
  9. That post happened last September: CP also replied a few more times after that.
  10. To my knowledge, there is no way to do that as Mids currently exists.
  11. Ah. I guess I haven't installed the last update then. That doesn't explain why he can't get ElecAff to work, then.
  12. Hyperstrike and Infinitum both do excellent builds. So, just to add another layer, here is a thread on this on page 3 with an Infinitum version:
  13. Welcome home! Here are some useful threads in the Guides forum to help getting started:
  14. Did you download the regular update or the Bleeding edge update? Because only the bleeding edge one has Elec Affinity.
  15. You skipped Abyssal Gaze, I think was his point. AB does more flat damage (145.81, don't trust the Mids numbers), but AG is 2nd and it can take the Purple Dmg Proc which can put it ahead. If you could drop the builds into the spoiler tags, that would save lots of space for us to have to scroll through, too.
  16. If you go through all 3 of Microcosm's DP/EA posts linked there, they go over the attack chain in one of them. The foundation is Mind Probe-Dominate-2 DP attacks. If you look through all of them at 300+, MP + Dom is in every single one of them. Sovera gets close with Rad/, which can easily apply the Achilles Heel -Resist proc in the ST chain, without MP+Dom.
  17. Shift-click Not yet, but they are still working on it.
  18. In case anyone sees this in the future upon searching, I wanted to make a note that they should check the post linked above by Redlynne. It was discovered that PT:Heal doesn't stack well in passives. The discussion on page 2+ shows the work. 1 PT:heal is always worth it. More is less effective.
  19. Or sell the lower level one on the market once you hit 50 and buy a level 50 one. The cost of the unslotter plus the sales fee is way cheaper than buying a Booster. Or, even better to me, have the level 10 Panacea to slot at 7, unslot it at 50 and slot a 50 one, then store the level 7 for the next alt.
  20. Every uber-high DPS Sentinel build I have seen revolves around two powers, Mind Probe and Dominate (proc'd out). Combine those with a couple decent DPA attacks from the primary, and you can do lots of damage. When/if procs get adjusted, especially in long recharge ancillary holds, the Sentinel DPS dynamic will be undergo an immediate and drastic change. Try to find a Sentinel build in the pylon damage threads that doesn't have MP and Dom. Good luck with that.
  21. Looking at your best ST attack chain SP-SM-SP-SL, you get about 10.79 Smites per minute at 37% proc rate = 3.99 PPM. Keeping 3 stacks of SMotT will be very hard. Looking at the alternative which loses a few DPS, going SM-SL-SM-SP-gap gets you about 18.97 Smites per minute = 7 PPM. Loses about 3% DPS, but that would be nice stacking, probably. Well worth it, but the ~0.8 second gap may feel bad.
  22. Ugh. This has been revisited in the OP linked there. Werner caught the issue. Any past the 1st PT:Heal is gimped and not likely worth it.
  23. Yeah, you are correct. I just feel like a big dope for the OP now.
  24. Ugh. You are correct. The act of slotting them desyncs them. On the same character as I last tested all 4, upon logging in, they were synced and the proc rate dropped a ton. Your numbers look correct for the results. I'll edit this into the original post. Basically, unlike expected, the PT:Heal isn't worth it past 1 once you have the +HP accolades.
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