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jojogladco

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Posts posted by jojogladco

  1. Green Warehouse: Drudges and Nemesis are getting embedded into walls easily with foot stomp from my DA/SS Tank. My normal attack chain when jumping into a spawn is Dark Oblit, Dark Regen, Foot Stomp and I'm noticing that by the end of that sequence the spawn is completely blown away from me with several of the mobs that survived stuck in walls. 

     

    Any tile set: Minotaur booked right past me at light speed without batting an eye.  Maybe that's a by product of Clock of Darkness. 

     

    Overall I've only had about an hour to play around so far split between a DA/MA Tank and an DA/SS Tank. Both are IO'd and T4'd with amps going and accolades granted, but no empowerment buffs at this time. 

     

    For the most part it was very relaxing.  Just a non stop flow of bad guys to mow through without having to stop and load or any of those annoyances. I love this sort of content, its very nice to run and decompress after a long day at the office. 

     

    Every once in a while you run into a spawn like Awakened that can drop you in a heartbeat if you aren't paying attentions, but would likely not be a challenge in a duo and certainly not in a kitted out team.

  2. Played this for several hours across Storm/TA, Storm/Atomic Blaster.  Storm/Storm Corrupter and Defender. Loved it.  The animations feel powerful and there is a visceral satisfaction when Storm Cell and Cat Five start procing off bolts from your attacks and just melt spawns.  This is one of the only sets that I find fun to play with 0 procs in the attacks, just straight sets slotted. 

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  3. 10 hours ago, nihilii said:


    I'm having all kinds of issues as well.

    Option to change base tohit seems to be gone.
    Option to edit database/powers manually seems to be gone.
    Math seems off in many things. The Critical Strikes for scrappers seems to be perma-active no matter what you untoggle, and gives ridiculous damage numbers on "average".

    Option to change base tohit seems to be gone > To the right of the Help menu they added a new drop down that lets you select relative enemy level from -4 to +7 and applies the right mods for to hit and so on. 

     

    Option to edit database/powers manually seems to be gone > This is now an "advanced mode" that got hidden and can be restored with CTRL+SHFT+ALT+A

     

    Math seems off in many things. The Critical Strikes for scrappers seems to be perma-active no matter what you untoggle, and gives ridiculous damage numbers on "average" > Couldn't figure out a way to fix this one

     

    Double click to remove slots is also off in this build but seems like that was on accident and will get turned back on whenever they push the next update. 

    • Like 1
  4. 1 hour ago, OrionX said:

    Sorry If this is the wrong section, but I cannot find any info.

    After the Mid's  versino that changed its icon.

    I notice that all of my builds are missing IOs in many powers/slots?

    I'm not sure what powers were unslotted. 

     

     

    Any thoughts?

    If you're using the newest version of MID's it now contains multiple databases for multiple versions of  City of Heroes and defaults to a generic database that does not contain all of the IOs/Power that Homecoming uses. 

     

    If you go into options, change database to homecoming and then reload the build it should load up the missing IO's.  At least these steps worked for me. 

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  5. I'm not noticing a dip in survivability on my high end solo only toons. Tested with Corrs, Brutes, Scrappers and Defs against Council, Cims, Malta and Arachnos.

     

    The easy factions were still easy, the harder factions were still harder and the only way for it to be a challenge at all on a fully kitted out toon was to ignore the fact that inspirations exist and ignore priority targets. 

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  6. Playing through with a Symph/Storm Controller the set felt fluid and fun from low levels and after boosting to 50 and fulling kitting out felt like a monster.

     

    Might be the 1st confuse power I just can't be bothered to use, but because everything else in the kit just melts face and makes that extra bit of mitigation feel not needed. 

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  7. Testing on a Son/Storm Corr. 

    AOE chain is gapless and all 3 being cones feels nice not to have to move a lot. It would be nice if the areas were normalized to just let you hit the same area with all 3 back to back.

    ST it took the same amount of attacks to bring down a Level 54 boss as it takes my Fire/Storm Corrs and 1 more than it takes my Ice/Storm Corrs.

     

    Over all enjoy the changes. This has turned a set I'd never have used into one that I'll level up a couple of toons with.

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  8. Plant/Storm is very fun. While you do get Seeds early the build doesn't really tend to come together until later in the 30s when you can add Tornado and LS to the fun.

     

    Plant/Dark is a really smooth leveling progression with fun power picks nearly every level. This was the 1st toon I solo'ed an ITF with so you can do pretty much all content with one if you like. 

     

     

    • Like 3
  9. 1 hour ago, EnjoyTheJourney said:

    Fire assault is well known for its potentially very high single target damage. Thus, plant, fire and mind primaries will be paired with fire assault and either fire or ice masteries in a set of tests. Gravity / fire may also be added into the mix, and perhaps dark / fire. 

     

    The first test was a plant / fire / fire dominator

     

    Pylon defeat: 4:42, 264 DPS, plus 1 "failed" pylon defeat, 5:46, 239 DPS

    Trapdoor run: 6:52 

     

    - 2 pylon defeats, 1 trapdoor run

     

    T4 Intuition radial, T4 degenerative core, T4 ageless core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Fly trap was used for both the pylon defeat and for the trapdoor run. 

     

    Key aspects of this build were (just barely) softcapped ranged defense paired with hover and fly, for a hover-blasting ranged dominator. But, defenses beyond that were a bit more brittle against receiving a series of hits than quite a few other builds in this thread. Also, all those ranged defense set bonuses came at a price to damage, which showed up in the pylon defeat time. 

     

    The pylon defeats were challenging for this build. In fact, for the first pylon defeat life almost hit zero after a series of consecutive pylon hits while melee core hybrid was recharging. So, to stay alive it became necessary to hide behind a wall and use rest, which substantially inflated the pylon defeat time. That pylon defeat should probably be deemed a "failed" effort because the time spent resting meant it wasn't a good test of single target DPS. Even during the second run regular refreshing of spirit tree and rotating melee core hybrid were needed to avoid using inspirations or to hide at some point. That probably inflated the defeat time, at least somewhat. The single target attack chain blaze, blazing bolt, fire blast, fireball, blaze, fire blast, ... with flares as a filler if everything else was on cooldown. 

     

    It was unexpected and a bit confusing that the pylon seemed to hit so often against softcapped ranged damage. But, perhaps the pylon tests against AOE damage instead of ranged, as it hit noticeably more often than not. 

     

    Trapdoor, in contrast to the pylon defeat, was breezy and easy. There were no dangerous moments for that run. Even with plenty of driver mistakes along the way the clear time would probably be considered reasonably good for most ATs and builds; a better executed run could have shaved off a noticeable amount of time. 

     

    Overall, this seems like a good team build, even though may not be one of the better choices available for soloing harder content. 

     

    This Villain build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(5), BslGaz-EndRdx/Rchg/Hold(5), BslGaz-Acc/EndRdx/Rchg/Hold(7)
    Level 1: Flares -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(36)
    Level 2: Roots -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(3)
    Level 4: Fire Breath -- Artl-Acc/Dam(A), Artl-Dam/End(19), Artl-Dam/Rech(19), Artl-Acc/Dam/Rech(21), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(50)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 8: Seeds of Confusion -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(11), SprAscoft-EndRdx/Rchg(11), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(13), SprAscoft-Rchg/+Dmg%(9)
    Level 10: Fire Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(25), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(34)
    Level 12: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), Rct-ResDam%(13), Rct-Def(45)
    Level 14: Kick -- Empty(A)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(34), BslGaz-EndRdx/Rchg/Hold(43), BslGaz-Acc/EndRdx/Rchg/Hold(42)
    Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23)
    Level 22: Fly -- WntGif-ResSlow(A)
    Level 24: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(29)
    Level 26: Carrion Creepers -- JvlVll-Acc/Dmg(A), JvlVll-Dam%(31), PstBls-Dam%(27), Bmbdmt-+FireDmg(27), TraoftheH-Dam%(33)
    Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), ShlWal-Def/EndRdx(34), ShlWal-Def(31)
    Level 30: Consume -- EffAdp-EndMod/Acc/Rchg(A)
    Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(36), ExpRnf-+Res(Pets)(40)
    Level 35: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(37), GldJvl-Dam%(43)
    Level 38: Blaze -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(40)
    Level 41: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(43), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(50)
    Level 44: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), StdPrt-ResDam/Def+(45)
    Level 47: Rain of Fire -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50)
    Level 49: Spirit Tree -- Prv-Absorb%(A)
    Level 1: Domination 
    Level 1: Brawl -- KntCmb-Acc/Dmg(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(29)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 49: 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 4: Ninja Run 
    Level 50: Degenerative Core Flawless Interface 
    Level 50: Storm Elemental Radial Superior Ally 
    Level 50: Intuition Radial Paragon 
    Level 50: Ion Radial Final Judgement 
    Level 50: Melee Core Embodiment 
    Level 50: Barrier Core Epiphany 
    Level 22: Afterburner 
    ------------

    Pylon Swam Missiles are AOE and Lethal. https://cod.uberguy.net./html/power.html?power=rikti.war_zone_pylon.swarm_missile  

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  10. On 2/13/2022 at 2:21 PM, Bopper said:

     

    Looking into these two powers, there appears to be some context behind why there is a discrepancy. In short, both powers are doing damage that is greater than what the design formula would allow. So the smaller crit seems to put the total damage closer to what the design formula would suggest.

     

    Repulsing Torrent: 12s recharge, 40' radius, 45' arc.

    Design Formula says this power should do 0.958 scale damage. However the power is doing 1.10 scale damage. The crit damage of 0.8 makes a total crit damage of 1.90. The design formula's scale would suggest this should be a 1.916 total crit damage. Pretty close.

     

    Frost: 11s recharge, 10' radius, 90' arc.

    For melee cones (radius less than 20'), a 2' discount is used for calculating the design formula's damage scale. So 11s with 8' radius and 90' arc would suggest the damage scale should be 1.506. Frost does 6 ticks of 0.27 scale damage which equates to 1.62 scale. The 1.404 crit scale is actually the correct scale if we used 10' radius instead of 8' radius. But nonetheless, 1.62 + 1.404 = 3.024. If we used the 1.506 and doubled it, it would be 3.012 scale. Pretty close.

     

    I figure I share that since I noticed your bug report never got responses and it had me curious so I chose to dig into it. I hope my findings help. I don't know if this is the purpose for why you're seeing smaller crits, as I'm sure it's not consistent for all cone attacks (at least I assume so, I haven't looked). It just seemed in these two examples this could be a reason for it.

    Question @Bopper, Took me forever to find it, but Powerhouse said on discord back on 2/8/21 that pure DOT attacks get a 7.3% buff in the damage formula. So Frost should come out to 1.616 scale right?

     

    Which is really close to the 1.62 we see in game. It seems like the regular damage is being correctly calculated using the 2' discount and the 7.3% buff, but the critical is obeying the base damage formula. 

  11. 24 minutes ago, Lazarillo said:

    The Hasten crash was never avoidable.  You might be confusing things with Rage, which back during the game's original lifetime, could have most (though not all) of its crash mitigated by double-stacking.

    Thanks for the quick reply. I'd done a quick search before posting and the only other forum result I found was from someone else with the same memory I had and they are a pretty well know poster who generally has good info. The last line being the relevant line here.  

     

    I must just have a faulty memory of this power.

     

  12. Am I crazy or did the Hasten crash used to be avoidable prior to the Issue 27 Page 3 update? My recollection is that if you could achieve perma-hasten then the 15 end crash as the 1st instance of the power expired would be avoided. 

     

    Right now I'm seeing in the combat logs that Hasten is recharged and cast, and then 3-4 seconds later when then 1st instance drops off I'm seeing "Your Hasten drains 14.99 points your of endurance"

     

    My apologies if this is in a patch note I missed or my memory is failing me and  it was always this way.  

    image.png.8a7e040da208d70f63a822d42f39549f.png

  13. 4 minutes ago, 00Troy00 said:

    Is it actually possible to solo a TF or AV? Never heard of that.

    The ITF is easy enough to solo at +4/8 with a wide variety of builds and classes. Even been done by an Emp/Beam Rifle Defender. 

     

    Other TF/SF don't seem to be as popular for solo runs but most have been done.

     

    If you lower difficulty down to +0/1 Then it just comes down to if you're able to burn the AVs down or not.  Envenomed daggers can help greatly with this.  

  14. For Primaries the AOE are 10 targets normally and Cones are 6. Except for Water which is broken and has the caps from other ATs so 16/10 for AOE/Cone.

     

    For Secondary Ground Zero has the same 30 target cap on all ATs and Burn hits 5 targets.

    In the APP/PPPs things are all over the place.  For example Psychic Shockwave is 15ft 16 targets, Engulfing Darkness is 15 feet 10 targets and Fire Sword Circle is 10ft 10 targets, but they are all PBAOEs. 

     

    At some point when CPH does a pass on Sentinels I'm sure Water will get fixed and the APP/PPPs will get normalized somewhat. 

     

    You can parse through them all on CoD if you're bored enough.  https://cod.uberguy.net./html/archetype.html?at=sentinel

  15. 37 minutes ago, BurtHutt said:

    Which is the defensive set that is better on Sents than other ATs? Is it SR or was it Regen...? Or something else?

    It's a fairly common opinion that Regen on Sents is the best version of Regen.  Same with SR and being able to choose whether you want click mez protection or not. 

  16. 2 minutes ago, jojogladco said:

    Yeah COD is 3-5 builds behind for BETA was my thought. I checked closed beta patch notes earlier today and didn't find anything. But and it's a big BUT, I'm on day 25 of dealing with COVID and somedays like today my brain is just mush. So it's possible I missed it. I'll double check again. I didn't have any luck searching Beta Discord for the terms range, radius, or arc either, but I def glossed over just searching Fault so I'll check there also. Thanks Bopper. 

    Should be fixed now. Found the note from November 1st.  

    Stone Melee > Fixed an error where the range, arc and damage of Fault for Brutes and Scrappers was not matching the the Tanker version.

    • Thumbs Up 1
  17. Just now, Bopper said:

    Check the date, it was last updated in August. I would have to search closed beta patch notes, but they were all set to 20/55 fairly recently.

    Yeah COD is 3-5 builds behind for BETA was my thought. I checked closed beta patch notes earlier today and didn't find anything. But and it's a big BUT, I'm on day 25 of dealing with COVID and somedays like today my brain is just mush. So it's possible I missed it. I'll double check again. I didn't have any luck searching Beta Discord for the terms range, radius, or arc either, but I def glossed over just searching Fault so I'll check there also. Thanks Bopper. 

  18. 1 hour ago, Bopper said:

    The one you linked to is the correct size for all ATs. They were mixed up in the beginning, but now should all be 20 feet, 55 degrees

    Brute is showing Range 30 ft, Arc 35 degrees and rad of 30ft

    Tanker is showing Range 20ft, Arc 55 degrees and rad of 20ft

    Are you saying that the current active build on Brainstorm has everything fixed to be 20ft/55 degrees?  Sorry to be so slow to understand on this one, just want to make sure I'm on the right page. 

  19. 1 hour ago, Sovera said:

     

    Also, neither the dev notes nor the info on the power seems to indicate size of the cone and depth. Or perhaps I'm blind. Is it a 90% cone? More? Less?

     

    I also feel it's quite a complicate solution on all levels as opposed to a short range Shockwave clone with the CC changed around.

    https://cod.uberguy.net./html/power.html?power=redirects.stone_melee.fault_cone_brute&at=brute

    https://cod.uberguy.net./html/power.html?power=redirects.stone_melee.fault_cone_tanker&at=tanker

    Scrapper data doesn't appear to be up on COD Beta yet 

     

    Interestingly the Brute version has greater range and radius.  But COD is a couple of builds behind on BETA right now, so that may have been normalized/fixed/however you'd like to say it. 

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