
Elmyder
Members-
Posts
92 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Elmyder
-
Solo Eden
-
Solo Apex
-
Solo ITF
-
Just tested this myself on my sonic and I'm finding everything in pet damage log. Here is an example showing both the power's damage and proc damage against a Rikti pylon: Also, here is a screenshot showing it procing annihilation: I do not have the scourging blast proc slotted, but my guess, based on reading your report, is that scourging blast procs on activation and everything else only procs as a pseudopet. This means (surprise surprise) mids is misreporting proc chance. I don't know the radius of liquefy, but this means it probably has about a 20% chance to proc other things per 10 seconds, and all of this should be displayed in the pet damage log.
-
Absorb from Bio Armor's Ablative Carapace not working properly
Elmyder posted a topic in Bug Reports
In the past, if you activate Ablative Carapace a second time before the effect expires, it would simply renew the full absorb. However, for at least the last couple weeks (possibly longer, I rarely play my tanker anymore) this has not been happening. If you activate Ablative Carapace a second time before the effect expires, not only does it not renew the full absorb, it actually removes any existing absorb. Edit: On my bio tanker, it consistently removes all absorb, as described. I just tried on my scrapper to see if it would be any different, and it is: Curiously, it removes most absorb, but leaves up the same amount each time. So something wonky is happening with this power, but definitely not working as intended. -
TLDR: This is not only broken for enemies with high resistance. It's also artificially scaling up all other -res debuffs. So if you're running with another res debuffer, it's broken on everything. @Burk and I brought a dark miasma corruptor and a blaster with surveillance into Lambda to see this for ourselves on Marauder. What we learned is that it's even more broken than indicated in the OP. Specifically, not only is tar patch unresisted, but it is actually lowering the base resistance number that is considered in the calculation for how much other debuffs are resisted. This is not supposed to happen. See here: https://archive.paragonwiki.com/wiki/Resistance_(Mechanics) Here is a screenshot to demonstrate: Marauder's resistance to s/l is 95%. Tar patch is lowering this by 20.25% unresisted, bringing it down to 74.75%. So the question then was, are these other debuffs being resisted by 95% or 74.75%? If you do the math, it's the latter. 36.1% is exactly the final resistance number you get by adding up all the other res debuffs, scaling by 0.2525, and subtracting from 74.75. In full detail: 95-20.25-(36+13+5.2+23.4+20.25+4.5+8+10.8+13+11.7+7.2)*0.2525 = 36.104875 How broken is this exactly? Say you are fighting Reichsman and he pops unstoppable, bringing his resists up to 95%. 2 dark defenders and 2 cold defenders together can bring him down to -res cap on their own if they are using burnout, before counting -res procs: 95-30*4-30*8*1.25 = -325 I tested this on hami because it should have in principle been the same and would've had huge implications for hami raids. I did not know this, but apparently hami has his own unique lower res cap of 75%. With this bug, I can achieve this on my own using one corruptor tar patch: However, obviously still incredibly broken. Here is what I'm able to do to a green mito on my own with its shield up: With this league, a green would take over 10 seconds to kill. I put tar patch on it from the start and it would die in literally 2 seconds. For clean numbers, consider if I was a defender applying -30% res with tar patch. This would lower the green's res from 90% to 60%, which corresponds to 4 times more damage getting through.
-
I personally have no investment in PVP, but this is incredibly broken for PVE. For example: No need to hold green mitos in theory if you can reduce their res to 0 with just 3 darks. Unstoppable on Reichsman and Honoree? No longer matters with a couple darks.
-
Great find! Just wanna chime in say that I really hope this gets fixed soon, because it's massively game breaking. Especially thinking of speedrunning, people now generally consider runs done during degen bug to be invalid. So this runs the risk of causing similar issues if it's left unfixed for too long.
-
This is not correct. Resistance debuffs are resisted by damage resistance before any debuffs. If your damage resistance before debuffs is 20%, then every -res applied to you will be 80% full strength, no matter how low your resistance is debuffed. Here is a reference, but this can easily be checked in game with power analyzer as well: https://archive.paragonwiki.com/wiki/Resistance_(Mechanics)
-
Solo Lady Grey improvement
-
I just had another interesting idea. I ran the same log search on my farming account. Literally all I do on this account is farm, and the vast majority of the time, it's afk farming. This means a couple things: 1. My final to hit chance is NOT 95% most of the time. Not unless I tab in and eat all the reds/yellows in my tray. 2. A great deal of these hit rolls are coming from auras, which only log the hit roll on misses. Now check the results. Basically what you'd expect, an upward trend that sharply curves up around 80 (where my hit chance is at most of the time), and then has the characteristic spike at 95, after which it appears to flatline.
-
I was curious about Burk's graph of enemy hit rolls, so I gathered some data on my own logs. My prediction is that the upward trend is the result of the same phenomenon of the log not reporting hits on certain powers. Since enemy chance to hit is much more evenly varied than players (who are usually at 95%), I figured this explains the steady upward trend. With that said, here are some results of my own. Enemy hit rolls overall: This resembles Burk's data, with a slight upward trend. Enemy hit rolls when the enemy has a 5% chance to hit me: The sample size here is relatively small so the the data is kind of jagged, but it is clearly flatter than the first. This is what I would expect if this is nothing more than a case of the log not fully reporting. My data on overall hit rolls, player hit rolls, and player hit rolls for specific powers that do log fully perfectly mirror the data shared by other people.
-
Thank you very much for doing this, Kitty! This definitely agrees with what I would expect from a log that only outputs misses on some powers: a gradual increase from 0-95 with positive second derivative, a sudden spike at 95, and then flat from 95-100. Kitty's results from 95-100 look pretty uniform for the sample size, which indicates that both the rng and the code computing hits rolls from it are accurate. (Namely, if there was actually a bias towards larger numbers by either the rng or the code, then this should be present in the 95-100 range as well.)
-
I can confirm that there are other powers that do not report hit rolls in the log unless they are misses. Sonic cage is an example. The prevalence of these powers explains why these data have extremely sharp spikes exactly at hit rolls above 95. The fact that the slope trends upwards gradually below this point can be easily explained by the same phenomenon occurring when final to hit chance is less than 95%. Edit: I imagine this hypothesis could be tested better by not truncating the decimals, since then what I would expect is a general upward trend from 5 to 95, with a sharp spike above 95 that stays approximately flat up to 99.99. Obviously you'd want a very large sample size to draw a good conclusion from this.
-
1. Hot feet is worse aoe dps than fireball (albeit larger radius), but it is better than fire sword circle. 2. You're right about the small radius of burn. It is great for aoe clearing of tightly clustered mobs (e.g. sybil guards on ITF), but regardless, I think it's amazing even as a single target. I will use burn on an av to open up my attack chain. The dpa is okay (about 200ish, so comparable to fire blast), and more importantly, with fury of the gladiator, it will have a high chance to proc -20% res, boosting all your damage (and your whole team's damage) against that av by 20% for 10 seconds. The fear effect of hot feet is annoying, but since the OP is going for team play, you can often count on a melee anchor with taunt to hold things in place. Or a control teammate to immobilize mobs. As for burn, I refer to my comments above. As for fire mastery, it's not something I personally go for, but bonfire with kb -> kd is indeed amazing cc.
-
Counter solo Synapse 😉
-
re: hot feet: This power is insanely high damage for a damage aura. It literally has more than half the aoe dps potential of fireball. Quick math to justify this: With your slotting, fireball is dealing 206.1 damage on a 4.5 sec cooldown with 1 sec activation. It is 16 target cap, which means max aoe dps at base is (206.1/5.5)*16, which is about 600. By comparison, hot feet 6 slotted with superior avalanche does ticks of about 40 damage every 2 seconds, also 16 target cap, so max aoe dps at base is (40/2)*16=320, which is 53% of 600. You should also consider burn. This power carries procs extremely well. With proc slotting, it will be dealing 400-500 damage as base. And here is the best use of burn: Put fury of the gladiator -res proc in there. This will have approximately 70% of firing per activating, and it will lower res by 20% for 10 seconds. Start off your attack chain with this and suddenly all your attacks are dealing 20% more damage. Sure, burn and hot feet both require you to be in melee to reap the benefits, but if I can melee with my <20% def blaster, you should be able to with your 45% def blaster 😉
-
That is precisely the reason. Personally, I exclusively do speed runs. That is the reason I personally skip the flier and red and blue towers. Basically, if it's not necessary, it's skipped. This is obvious a very particular playstyle and doesn't apply to your average run. That said, the flier honestly doesn't pose much of a threat.
-
Whether it's a good or bad idea is really going to depend on the team. I was just pointing out that it's possible. If the team contains inexperienced or unbuilt characters, it's a bad idea. So don't try this on the first MLTF you run! lol. But for some teams, it's a great idea. Did one today, lots of fire blasters and corruptors. Whole tf is done in 16 minutes, 0 deaths, no tank, skipped red and blue. Just pop some inspirations or alternate barriers with someone and Recluse can barely even hit anyone. I also tested skipping red last year where 6/8 teammates were s/l/e. We all used BP lore pets, and those were enough to kill him in about 15 seconds. So not bad at all with the right team. Additionally, fwiw: Skipping orange and green (without using clever tricks to stop their effects....hint hint....) is *probably* impossible. May be able to skip orange with some insane stacking -def and capped to hit. Maybe. Doubt it would be faster than killing the tower though. Skipping green, though, I believe is actually literally impossible. A team on Torch did it once and recorded, but it was done during the infamous degen bug....so yeaaahhh lol. When I saw this, I decided to do the math on what kind of dps was needed to overcome his regen. I can't recall off the top of my head, but suffice to say, it was impossible levels lol.
-
I've at least soloed Lady Grey, ITF, Kahn, Miss Liberty, Lord Recluse, Apex, Tin Mage, and Eden. Also all the lower level FP tfs but those aren't really hard in the first place. With the exception of Lady Grey, I can solo these tfs much faster on my blaster, and therefore I prefer to play that these days. (As for LG, ill/rad can solo hami really fast.) However, soloing with the blaster usually means heavy inspiration and temp usage. With the ill/rad, I was able to solo all of these with minimal to no temp/insp usage. My ill/rad build has very high single target damage, so I can clear avs very fast. There is a question in my mind of whether I can solo Barracuda without a defender or mm. You would need very high dps to achieve this. I might try one day with a stupid number of temp pets.
-
Oh, you mean Maria Jenkins' Siege. I've done him as an eb for the badge lol but sure, I can set it to +4 and av to give it a go. Reichsman I've soloed on a controller (ill/rad) and corruptor (fire/cold). I was planning to give that TF a go on my blaster anyway, so maybe I'll do so this weekend. Reichsman is a very unique av. I believe he has the most hp of any critter in the game (230k). He pops dull pain twice if you kill him too slow, and at low health he pops unstoppable, and if you don't kill him through it, he'll keep popping it over and over and over. When I did it on my ill/rad, I used no temps, no insps, and it took me an hour lol. When I did it on my fire/cold, I used every temp pet I could get my hands on, warburg nukes, and super team inspirations. He went down in a few minutes. Madame of Mystery is the only one of these I don't think I've ever faced. So I'll be going in blind, but I'll look up the story arc.
-
Okay, I actually wanna take this as a challenge lol. Tell me which AVs you don't think can be soloed on a blaster and where to find em, and I'll give it a shot on my blaster.
-
Can confirm the paragonwiki data is accurate, I checked it with power analyzer before. You can skip red tower if you have enough sources of non s/l/e damage.
-
As long as blue tower is up, you'll need 75% defense to soft cap against him. Go in with large purple and orange inspirations. Monitor your defense and resistance stats. His power types are smashing, lethal, and energy. Keep your defenses against these over 75% and your resistances to these at cap (90% for tanker). If you do this, approximately 10% of his attacks will miss you. Those that hit will only hit for 10% of their true value. With tanker max hp, this will not come close to killing you, even with red tower up. Don't even need a healer at this point. Just use greens to absorb the few hits you actually take. As for holding aggro, tanker taunt should do it. Don't taunt him away from towers because he will be teleported away. And yeah, as people above point out, you can bug him out with a flight ability, but the above strategy is arguably easier to execute, and it also makes you look more badass! haha. Just face tank him where he spawns, spam taunt on him, and keep on top of your inspirations. Easy.
-
ha...that was it. Now I feel stupid. Thank you for the clarification! (Strange it claims salvage_open is an unknown command though!)