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AurianArchive

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  1. On 2/17/2022 at 6:10 AM, jonathansw_ said:

    Nice build, would it be worth slotting blessing KB protection into super speed? Most builds I see take power sink. Did you avoid it for more damage when ageless is up? 

     

    No, I avoided it because it's entirely useless. 

     

    Once you get near perma-energize and have accolades you (shouldn't) have to worry about recovery. Or at least that's the case on a Stalker, 3 brutes, a Sentinel, and a Tank.

     

    As a debuff, at least in regards to melee classes, it's also pretty useless.  Okay. Fine, assuming for a second that you slam it into ED cap a single pass will wipe around 80% of a target's endurance bar. GREAT!

     

    If you slam it into recharge cap as well you can roughly knock off 80% of your target's endurance every 18 to 20 seconds.

     

    Slight problem: for the most part unless you are cranking elec/elec, you probably don't have any way to KEEP that endurance off. You need powers tagged with Recovery(T): (minus). 

     

    If you don't have that, simply wiping your opponents endurance won't actually change anything. Enemies will still be able to attack, so you just rooted yourself for 2.03s... for... what?

     

    Taking up a power choice that could be used for anything else? Dumping slots into a power that really can't actually help the other powers selected? 

     

    This is why actual builds dump [Power Sink]. It's a great power if you have no IO's, and if it was an earlier selection than level 35 it make make sense for a mid-range build, but once you get into a final build, it's just not a viable choice.

     

    Now, as to the knockback question, there's often a bit of confusion. You can have all the knockback protection in the world. I rule-of-fived knockback procs on a Fire Aura with 4 Gladiator's armor, one Fury of the Gladiator, 3 karma's, 2 kismets, and an Overwhelming Force. Total KB protection of 39. 

     

    That fire tank STILL got knocked around... because despite having silly amounts of Knock Protection... there's no knock resist. 

     

    Electric has kind of the same problem. You do get knock protection in [Grounded], but you do NOT get knock resists. The result will be that no matter how much more knock protection you add, enemies who can knock you back when [Grounded] is in effect, will still knock you back. 

     

    Interestingly, while [Ageless Incarnate] will give you Defense Debuff Resist, it won't give you knock resist. 

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  2. Back To the BasicsThe Adventures of Rabbitanium and Pandamonium

     

    The opening is probably confusing. I was trying to repeat a miss tell event, and it didn't come through that clearly. 

     

    If you've got questions about using the Chat System, this should help you out:

     

     

  3. Fire/WP Sentinel: Take 2

     

    This started out trying to track the calculation errors between PHD, MHRB, and in Game.

     

    Now, to be fair to MHRB, after this Stream I went through the process of nuking the install and installing a fresh version. Some of the builds  that crashed before are now working:

     

     

  4. For this one, I'm just being tacky. A Fire/WP SENTINEL in a +2/x8 707. 

     

    This was a hard crash out, and the start of potential problems generated by looking at OBS's Twitch Integrations. I think this is the first time you'll hear me drop the Gab.TV and Rumble streaming targets. 

     

     

  5. Next stream picked back up on that Ice/Rad/Ice and Ice/Rad/Primal dual build, while taking the time to dunk on a terrible decision made by the developers here. 

     

    It's nice if you're on a populated server with lots of people to team with, but a game shouldn't actively punish players who have real-life issues that make teaming for Task Force Runs a difficult proposition. 

     

     

  6. And I quote: Grave To the Ice To the Stone: Irradiate THIS!

     

    A serious of backports to get from point A to point B. 

     

    Starting with a Gravity / Rad Emission, to an Ice / Rad Emission, to an Earth Control / Rad Emission... and then looking at Tertiary Power Changes: 

     

     

  7. Sonic / Kinetics

    Kinetics / Sonic

     

    Kind of a followup to the previous Defender/Corruptor build, but this looks at the Edge Case Scenario where a single attribute of Corruptors grants them a powerset that CAN deliver a higher return compared to an equivalent Defender of the same power choices. 

     

     

  8. Fire / Pain

    Pain / Fire

     

    Defender or Corruptor: YOU WILL FEEL THE BURN!

     

    If you're interested in just how screwed Corruptors are, this is one of the streams that will help you understand the performance gap between the two archetypes and why I spent a significant amount of time waxing poetical on yanking Corr's away from their less than symbiotic relationship with Defenders. 

     

     

  9. Fire / Staff / Soul: 

     

    I think this is the first video where you get to hear me break down the calculation errors with Staff Melee. To put it gently, when charting DPS ranges Staff Melee has slightly better AOE than Energy Melee (pre-buff), and one of (if not THE) worst single target ranges. The problem, at least in the math, is that the Damage Bonus / Proc Effects attributed to the Form Modes could be tripled and Staff still would have issues reaching even mid-range damage bands. Simply buffing the enforce Proc-Damage doesn't turn Staff From a Stinker into a Prime Cut, but it'd at least be a step in the right direction while figuring out how the formulas set it's damage values to Trash Can

     

     

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