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Sir Myshkin

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Posts posted by Sir Myshkin

  1. 1 hour ago, hakurr said:

    i think i just asked the wrong question. i have read threads were someone says this enhancement will proc more often if you put it in this power verse that one. i was wanting to know is there a list that shows how often an enhancement will proc in different powers?

    It isn't terribly difficult to get a feel for the way the system works after reading through the why of things. Each proc has what's called a PPM value that is used to calculate its chances of firing off and they range from 1 to 5. Recharge is the other half of the equation for most powers until you get to AoE based ones, then the Cone or Radius gets added in, and then whether or not a power is a toggle also adds a determining factor.

     

    Short list: If the power recharges 0-15 seconds, low chance. If it's 15-25, better chances, probably like 33%. As you get closer to 30/s, things start to chance and whether you have significant recharge enhancement in a power can technically matter, but roughly anything that started around 30/s probably is going to have a 35-50% chance of going off every time you fire the power for most procs in the 3+ PPM range. After 30/s up to 45/s you'll push into the 60% territory, and then after that it's pretty much hitting somewhere between 75%-90% cap out in those 60/s+ areas.

     

    If you're using AoE's, then things are a lot simpler because body count has a bigger impact: If there's at least 4-5 things in the effect area of a cone or single-drop AoE, then you'll likely only hit one, maybe two, but often nothing. This scales up to 10 targets in the impact zone, once you get to 10+ the magic number is on and you're pretty much in the for-sure going-to-happen where a proc will go off, likely several times with an average up to half the group, but usually you'll get like 33% of the group but sometimes better. If you're using a proc like a Force Feedback +Recharge, at 10 it's a sure-fire so long as the attack itself doesn't miss any of the 10.

     

    Toggles and time-based drop effects with durations have intervals of 10/s when they fire proc chances, and this effects their odds of going off a little, but essentially follow the above and you'll end up fine in most cases. The only time procs aren't full worth the investment in toggles are when it's a personal toggle (excluding Gaussian's Proc in Tactics), they don't always balance their consumption of slots to use, kind of a case-by-case basis.

  2. I think sometimes I'm a hazard to my own health, because this is just sick:

     

    Spoiler

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Sorcery
    Power Pool: Concealment
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Strike -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dmg/Rchg(3), TchofDth-Acc/Dmg/EndRdx(33), TchofDth-Dam%(40)
    Level 1: Fast Healing -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(11), RgnTss-Regen+(31), DctWnd-Heal/Rchg(43)
    Level 2: Slash -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(15), Hct-Dam%(34), AchHee-ResDeb%(34)
    Level 4: Reconstruction -- Prv-Heal/Rchg(A), Prv-Heal(11), Prv-Heal/Rchg/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/EndRdx(40), Prv-Absorb%(42)
    Level 6: Spin -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(7), SprUnrFur-Acc/Dmg/Rchg(7), SprUnrFur-Dmg/EndRdx/Rchg(15), SprUnrFur-Acc/Dmg/EndRdx/Rchg(34), SprUnrFur-Rchg/+Regen/+End(36)
    Level 8: Follow Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(9), AdjTrg-ToHit/EndRdx/Rchg(9), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit/EndRdx(36), AdjTrg-Rchg(46)
    Level 10: Quick Recovery -- PwrTrns-EndMod(A), PwrTrns-+Heal(13)
    Level 12: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(13), DctWnd-Heal/Rchg(45), DctWnd-Heal/EndRdx/Rchg(45), DctWnd-Rchg(46)
    Level 14: Boxing -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/EndRdx(33)
    Level 16: Integration -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(17), NmnCnv-Heal/EndRdx/Rchg(17), NmnCnv-Heal/Rchg(42), NmnCnv-Regen/Rcvry+(42)
    Level 18: Focus -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(19), SprBrtFur-Acc/Dmg/Rchg(19), SprBrtFur-Dmg/EndRdx/Rchg(27), SprBrtFur-Acc/Dmg/EndRdx/Rchg(37), SprBrtFur-Rech/Fury%(37)
    Level 20: Resilience -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(21), TtnCtn-ResDam/Rchg(21), TtnCtn-ResDam/EndRdx/Rchg(33), ImpArm-ResPsi(50)
    Level 22: Tough -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(23), TtnCtn-ResDam/EndRdx/Rchg(23), TtnCtn-ResDam/Rchg(25), ImpArm-ResPsi(25)
    Level 24: Weave -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(37)
    Level 26: Shockwave -- Bmbdmt-Acc/Dam/Rech/End(A), Bmbdmt-Acc/Dam/Rech(27), Bmbdmt-Acc/Rech/End(29), Bmbdmt-+FireDmg(29), FrcFdb-Rechg%(43), OvrFrc-Dam/KB(43)
    Level 28: Instant Healing -- Prv-Heal(A), Prv-Heal/Rchg(39), DctWnd-Heal(39), DctWnd-Heal/Rchg(39), DctWnd-Rchg(48)
    Level 30: Moment of Glory -- LucoftheG-Def/Rchg+(A), ImpArm-ResPsi(50)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 35: Superior Conditioning -- SynSck-EndMod/+RunSpeed(A)
    Level 38: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(46)
    Level 41: Physical Perfection -- PwrTrns-+Heal(A)
    Level 44: Mystic Flight -- HypSnc-End/Fly(A), HypSnc-End(45)
    Level 47: Rune of Protection -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(48), TtnCtn-ResDam/Rchg(48), TtnCtn-ResDam/EndRdx/Rchg(50)
    Level 49: Infiltration -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Run-I(A)
    Level 1: Health -- Pnc-Heal/+End(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Stamina -- PwrTrns-EndMod(A)
    Level 49: Arcane Power
    Level 50: Spiritual Core Paragon
    Level 50: Melee Core Embodiment
    ------------

     

     

     

    For some at first glance that may not pop right away as being significant, but by contrast my Scrapper can run most standard content without ever touching Reconstruction, Shadow Meld, Instant Healing, or MoG with just 32% Melee and ~40% Resistance and equal Regeneration to this. This thing is pretty much only killable by exotic types, and even then there's the fact that Rune pops those Resistances up another 25%, there's still IH and MoG in there, and Recon that'll probably collect dust like a broken sofa in a boarded up mansion.

  3. I mean... statistically speaking the average player age based on just when the game launched versus now is likely somewhere around 38-42. If the demographic the game was "intended" for was 16-24 back at launch of 2004, we're 19 years in making the lowest point of a returning player (excluding scenarios where parents/guardians allowed younger to participate) would be 35. We all know that there was a considerable swing in the age bracket back then though and the player age ranged even then into the 70's, so I'm truly not surprised.

     

    At the latest point in the game's history (2012), we have just crested into the eleventh year (so really just a decade since "THE EVENT"), if a player were to come back now and say "Oh, I remember play this back then..." If they onboarded in the same demographic range then, that'd put them in the 26-34 range now...

    • Like 1
  4. On 3/5/2023 at 11:01 AM, bustacap said:

    All power sets were introduced in Issues to all players.

    In the spirit of what @Blackjoy was asking about paid sets, your response would... not entirely be accurate.

     

    All sets were released and available to all players, but not in issues; some of them did have a transactional value required to play them, and thus were not just "free." Those who were on the subscription service were give 500 coins/points/whatever each month that they could use towards packs, costumes, power sets, whatever extra goodies that came up with costs associated, so for more of the "Pay to Win" (if you will) crowd, they were getting it by happenstance of their "subscription."

     

    The list of what sets can be found here on Paragon Wiki. There were 16 total sets released specifically to the "Paid" category, no Shield was not one of them that came out much earlier in Issue 13 which predated the F2P system by quite a bit.

    • Thumbs Up 1
  5. I'm a bit invested in your journey from a curiosity and love-for-regen stand point, and I decided to try a little "play from home" style game by building and slotting in Mid's based on your level progression in your posts. I know you mentioned at the beginning you weren't going to do early investment into IO's, but it did make me curious what could be achieved by 25 with cheap sets and chasing Resistance, Regen, and HP to bolster the natural aspects of Regen as effectively as possible. I also focused on a relatively conservative slotting scheme that played to both set advantage, and looking for maximization of overall ability.

     

    This is what I was looking at:

    Spoiler

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 49 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Fighting

    Hero Profile:
    Level 1: Strike -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/EndRdx(3), CrsImp-Dmg/EndRdx/Rchg(3)
    Level 1: Fast Healing -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(11)
    Level 2: Slash -- CrsImp-Acc/Dmg/EndRdx(A), CrsImp-Acc/Dmg(5), CrsImp-Dmg/EndRdx/Rchg(5), UnrFur-Rchg/+Regen/+End(15)
    Level 4: Reconstruction -- Prv-Heal/Rchg(A), Prv-Heal(11)
    Level 6: Spin -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Rchg(7), Obl-Acc/Dmg/Rchg(7), Obl-%Dam(15)
    Level 8: Follow Up -- CrsImp-Acc/Dmg/Rchg(A), CrsImp-Acc/Dmg/EndRdx(9), CrsImp-Dmg/Rchg(9)
    Level 10: Quick Recovery -- PwrTrns-EndMod(A), PwrTrns-+Heal(13)
    Level 12: Dull Pain -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(13)
    Level 14: Boxing -- Empty(A)
    Level 16: Integration -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-Absorb%(17)
    Level 18: Focus -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Acc/Dmg/Rchg(19), Dvs-Dmg/EndRdx(19)
    Level 20: Resilience -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(21), ImpSki-Status(21), UnbGrd-Max HP%(25)
    Level 22: Tough -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(23), TtnCtn-ResDam/EndRdx/Rchg(23), TtnCtn-ResDam/Rchg(25)
    Level 24: Weave -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(27)
    Level 26: Shockwave -- Empty(A)
    Level 28: Instant Healing -- RechRdx-I(A)
    Level 30: Moment of Glory -- Empty(A)
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Health -- NmnCnv-Regen/Rcvry+(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Stamina -- EndMod-I(A)
    ------------

     

     

     

    image.png.d53f52fb6a3fea800125468dc607fe88.png

     

    There are obviously more optimized choices for certain areas like the attacks once the build hits 50, but I isolated specifically to just what could be achieved by 25(ish). For only having two toggles that is a heck of a lot of resistance and regen at 25.

    • Like 4
  6. 19 hours ago, twozerofoxtrot said:

    Battle Axxxeeeeee!

     

    I don't even have sound on and I can hear the *CRUNCH* of the axe sweeping through my enemies bones.

     

    Lita Bleu — LiveJournal

    • Like 1
    • Haha 3
  7. Spoiler

      

    For the lazy and entitled 😉

     

     

    Fed up with endurance issues in the early game? Can't be arsed to slot every power 'to the max' pre-IOs? Want to feel like ‘old skool’ teaming tactics? Really don't want to beg for 'AE farmz plox' straight out of outbreak?

     

    Well if you answered yes/maybe to these questions (even one would be a start) then maybe the following super-team is for you!

     

    Maybe you hear super-team and think of glorified farming or running at ridiculous difficulty far too soon?

     

    Maybe you hate forum posts that start with too many questions before getting to the damn point?

     

    If you have the patience for pretty poor team leadership and multitasking skills? Then maybe, just maybe, reading this very pointless preamble could be worth your while.

     

    Indeed the fact that you have read this far without throwing your mouse/phone at the wall means you might just be the hero this world needs but doesn't deserve!

     

    Since reconnecting with this game just over a month ago (after many many years away) I've wanted to enjoy once more the barmy lunacy of 8 characters with 8 (almost) identical builds.

     

    Having done it with Fire/Rad Controllers 'back in the day' I thought it might be nice to have a go with Rad/Fire Defenders?

     

    For me the selling points are; 8 lots of Accelerate Metabolism, 8 lots of Maneuvers and 8 Fire Balls - all by level 6! 

     

    When we hit perma-8xAM which will likely only require dumping recharge DO/SOs we find along the way, our stats will be pretty nice with very little else that will 'need' slotting. Out of the box, 8 lots of AM+Man+Ass+Tact, on a defender, will give us:

     

    400% Damage (iirc: the cap is 400% despite us being at 450%)

    +240% Recovery

    +240% Recharge

    +240% Run/fly Speed

    28% Defense to all (slotted with 3 even level SOs in Maneuvers that should be 43.68%)

    98% +ToHit buff

    more than I can be bothered to count resistance to most status effects

     

    Here's the build (deliberately not done in Mids to emphasize the general lack of slotting required and 'choices') [Included is a 'brief' reasoning for the power]:

     

    Level 1 - Radiant Aura and your choice of Flares or Fire Blast [Throughout this build the usual jewels of the Radiation Emission set, debuffs, are taken a little later with the potential of not being needed nearly as much. As such this non-targeted-team-heal (RA) taken early should, for a well clustered team, make up for the lack of +Res]

     

    Level 2 - Accelerate Metabolism [For pretty expensive 50 builds you can get this (and hasten) permanent, we will have this multi-buff perma really early (after a few +recharge enhancements slotted) - this makes AM the most important power in this team, and we get it at the bargain price of level 2]

     

    Level 4 - Fire Ball [It's a big ball of fire - nuff said]

     

    Level 6 - Maneuvers [The defender in me wanted to swap this with the level 4 power pick (Fire Ball) but I think we need to learn to do the 'hard time' up until this level learning to a) Gather for staggered AMs b) Stick tightly together as a team AND c) Not take ourselves too seriously when the fireball agro makes for a promising entry into 'Most entertaining death of the week' award]

     

    Level 8 - Super Jump [I'm not worried if you want to take another travel power - in fairness a travel power isn't likely needed this early but, as stated in more detail later, this team isn't about 100% efficiency AT ALL TIMES - I'm just not that highly strung]

     

    Level 10 - Rain of Fire [It's fire falling from the sky - yes even indoors - best to not overthink it. More agro equals further potential award ceremonies for comedy faceplants.]

     

    Level 12 - Dealers choice! Pick what you fancy from Radiation Infection, Enervating Field, Lingering Radiation, Mutation and Injection (from Medicine pool) [By level 26 we'll each have all five of these powers - in an ideal world we'd stagger and pick a good mix between us but I'm really not that draconian]

     

    Level 14 - Ladies Choice! (don't ask why I called it that - sometimes I don't even know what I'm saying) Choose from Tactics and Assault [Another 'we will have both' soon enough. Although coordinating this pick might be wiser than Dealers Choice]

     

    Level 16 - Dealers choice#2! [See level 12 and stop expecting me to spend ages copying and pasting the same rubbish]

     

    Level 18 - Choking Cloud [This power will do one of two things 1) Move us into melee and so we can do the indoor fire rain dance with the bad guys OR 2) Be a total damp squib and require a swift (and embarrassing) respec - I'm hoping for the former]

     

    Level 20 - Dealers choice#3! [Do I really need to point you at level 12 details again? I won't do it again...]

     

    Level 22 - Ladies Choice#2! [It's like Dealers choice but this time you'll need to refer to the level 14 power explanation, I know what you're thinking…”Guff, you've over complicated this!”]

     

    Level 24 - Dealers Choice#4! [You were warned!]

     

    Level 26 - Dealers Choice#5! [Don't make me come back there! It really isn’t a choice is it.]

     

    Level 28 - Blaze [Because AV's deserve it]

     

    As you will have noticed I probably need a lie down, the plan for the last 8 power picks currently stands as;

    30 - Combat Jumping*

    32 - Boxing

    35 - Oppressive Gloom

    38 - Inferno

    41 - Dark Embrace

    44 - Soul Drain

    47 - Tough

    49 - Acrobatics*                         (*) Travel power dependant.

     

    This however may have just been a good idea on paper but dull to play or the very best idea although ‘misunderstood’ and 'before it's time'. Either way folk will have walked away vowing to never again join a team with any 'Guff' related character...and who could blame you. If we do get this far then another bonkers discussion can ensue for these remaining powers.

     

    Disclaimer: The application of this team idea is not about getting to 50 as efficiently as possible, it's also not about making 'the best possible team for all occasions'. Quite simply it's about having fun with (hopefully) a very uncomplicated character to play in a team of like-minded ‘lazy’ players. We'll have just one targeted buff (Injection) which we may never find is necessary, everything else is fire off at/near a bad guy, fire off into a crowd of good guys or the first 5 minutes of every session 'toggling up'.

     

    I've deliberately only put this (for now) on the Defenders Forum as I'd like to see if it has any traction before the 'Where and When'. Also being my first post on these forums I need to see if my sensibility can cope with the 'YOU MUST HAVE A SONIC DEFENDER TO UBERZ YOUR TEAM DUMBASS!' or 'Dr.Aeon called, he wants his stoopid idea back!' before I consider making a second.

     

    Lie down earned - you may need one too.

    Cheers,

    Guff.

     

    There, how about a version that just doesn't have unnecessary formatting?

  8. On 2/18/2023 at 1:05 PM, Yomo Kimyata said:

    I haven't had the need or the time, but it pains me to see such fat profits go unchallenged.

    I wouldn’t want to see you suffer unduly Yomo, so go ahead and just send a few billion on over and I’ll fix that problem for you. 😉 🤣

  9. 1 hour ago, SteelRat70 said:

    I was playing around with the character creator last night and actually the swords don't look half bad.  Lots of uneven spikey bits so almost look like a club.  The Minimal FX settings for the armours are good too and I'm pretty pleased with the overall aesthetic.

     

    Just a heads up if you're looking at the Ice Armor minimal effects and have no experience with how they stack in-game, be prepared to alter them some after earn them all and have them running. I have a second Ice Armor character that use the minimal effects because they're supposed to look more like they're in a cold soda and the snow effects and shaders don't quite all stack in such transparent ways that once they were all ontop of each other it wasn't what one might have anticipated.

    • Like 1
  10.  

    I got incredibly inspired to roll a new character the other night and have been full-in on the RP experience with it so far (which is a tad unusual these days for me) and I've been having a blast with it. I realized that I wanted to come up with a battle cry for the character and that those used to sort of be a thing, there's even still that option on the hero cards when we make our characters but I never really see anyone use those hot keys for more than making fun of Romulus during an ITF.

     

    Lets have a little fun!

     

    So Players,

    WHAT IS YOUR BATTLE CRY?

  11. 24 minutes ago, Captain Fabulous said:

    I don't see the point in arguing about it tho.

     

    Because it's the internet, and without this we'd all still be drinking whiskey in drawing rooms in stuffy two-and-a-half-piece suits with pocket watches and twirled mustaches going "How's the weather today!" But not as a question, but a matter of statement because we already know that the weather is crap and we need to create an argument starter and there's only so many times you can complain about the house keeping before it gets older than the weather!

     

    So how about those Cubs?

    • Haha 1
  12. I'd put some wager on to an Ice Armor/Titan Weapon Tanker. The look for it can go multiple different direction with the weapon skins, as an example straight up as a Valkyrie:

     

    image.png.3768d7980edcb9e252b8132978a1b4b2.png

     

    Or as a raging Viking:

    image.png.14c8036bb29c0b1d8d2ee3d4e08d1b09.png

     

    Look at that Ice Man Glow!

    image.png.714dd14fd4b7b7b917d233ecf6289d9e.png

     

    When did you last try Titan Weapons out? The set was changed a little bit back so that to overall flow and feel was sped up, it doesn't drag quite like it used to and is rather fluid now by comparison. A lot of the abilities have Knock effects (down or up) so it will carry a smash and go presence as well.

    • Like 2
  13. On 2/22/2023 at 2:08 PM, Yomo Kimyata said:

    Often it is my first resistance power, and the first two slots go towards giving me 6% defense to all.  Next two slots go towards getting decent S&L resistance/endurance and a 2.5% discount on all my powers that use endurance.

    It's kind of funny when you describe it like this, and not as its original form it makes it sound like a much better power. It becomes 0.26 eps for 11% Res(S/L) and 6% Def(All), anyone would think "you're crazy if you don't take that, that's such a great pick!" It makes Weave look tedious. Lets go a step further and instead put Gladiator's 3-pack in there with Steadfast instead and now it becomes 0.24 eps, 16% Res(S/L), +2.5% Recovery, 6% Def (All), 3pt KB Res.

     

    Man, you really are Tough. 🤣

     

    7 hours ago, CR Americas Angel said:

    In terms of changes...adding debuff resistances (to counter slows, -regen, and end/recovery drain)

     

    The fact that Regen doesn't have -Regen debuff resistance is one of the most absurd flaws ever to exist in this game. I get that at conception there wasn't exactly anything running around that could cause this, but by the time it became a thing, the enemies that could/can deliver the effect massively curb-stomp Regen hard and it is insane that there isn't even an after thought of a band aid to fix it.

  14. On 2/23/2023 at 10:15 AM, InvaderStych said:

    However, if you mean that sticking one into an AoE attack will only give you a single application of the heal regardless of target count, then that is 100% correct.

     

    This is indeed what I was focused on.

     

    On 2/23/2023 at 10:15 AM, InvaderStych said:

    Sometime during Page 3 or 4 PT:%Heal was fixed so that multiples of them would stop stepping on each other when slotted in an auto or an aura.

     

    However this part is a change I missed, I was under the impression they still nuked the stack and only allowed one to go off.

  15. 5 hours ago, aethereal said:

    This isn't really true.  For example, one of your highest performers is Claws.

     

    No it still applies, the other sets have access to their own assortments of BU effects under the same testing expectations, and the IO conditions that the builds were tested with are not high-end so it's not looking at peak Claws, and frankly removing Follow Up from the scenario actually advantage Claws even further in favor of Shockwave or Eviscerate.

     

    5 hours ago, aethereal said:

    That said, maybe 1s cast time Energy Transfer is just so dominant that it still comes out on top.

     

    You already answered yourself on this. Energy Transfer is an attack that already does 700-800 damage on its own, and the argument is about damage capping it? And then to add to it Energy Punch and Bone Smasher are also some of the hardest hitting melee attacks available?

     

    6 hours ago, aethereal said:

    Ultimately, to really answer this question, we'd have to have at least a few dozen people actually test it, and I think the issue is that it's hard to test

     

    Sadly I don't think it really has to be tested, you just need a capable data entry sheet to plug in the attacks, run the optimal chain out and get the corresponding value. Really it's just a matter of identifying the most likely candidates to start with (which are all pretty obvious), and go from there.

     

    As a side note, having given some additional consideration to this idea, my bet is somewhere between Stalkers and Corrutpors assuming the Stalkers get their AT-O procs, consistent AS hits... bonkers, but a damage capped Corr dropping Scourge on a debuffed GM... that's some tasty pizza.

  16. 9 hours ago, nihilii said:

    Several assumptions of standard fully IOed builds in, say, Pylon testing, already shift in capped damage/recharge/recovery/survivability scenarios:

    - personal +dam isn't as important

    - pure DPA is more important

    - special damage is more important (crits, global procs)

    - attack chains will trim a lot of fat (a powerset with high DPA variance might top a powerset with smoothed out DPA?)

     

    I think what's got you stuck is thinking inside the box of what it means to be "capped" in general. If a test gets performed at a set and equal level, and then I change a metric of that test equally across the board then most of the board should stay relative to its peers. In this case, if I had a base line damage, and I then capped it, the performance should play out the same, just ideally with faster times. An IO run was taken into consideration to provide for the consideration of things like global recharge improving total dynamic performance too, so that all got attributed.

     

    Basically take everything you're stuck on above, and forget about it for a minute, and take that thread and unpack it. This was the optimal performance ranking (using an IO build and an SO build averaged out) to clear a standardized map with minions, lieutenants, bosses, and elite bosses. How quickly could a basic standard build (all with the same slotting and same secondary slotted identically) effectively clear a standardized mission format.

     

    image.png.a109952953dd4adf97f7d4ebf6d69b56.png

     

    Now we take this list and target your search for single target performers that qualify: Claws, Titan Weapons, Dark Melee, and War Mace. Energy Melee would be here as well in its current form, the thread this test was performed on predates its change. Next analyzing the conditional values of the abilities in each set against the conditions of the test, Claws and Titan Weapons both scaled very well due to a lot of strong AoE ability backed by strong single target components, however War Mace comes in with just incredible ST ability with lower AoE and is is a contender still. Dark Melee and Energy Melee would be the biggest stars being primarily ST with next to no considerable AoE compared to the other sets, and knowing that Titan Weapons got trimmed down in the years following this original test, I would say the most relevant choices of top contention would be these:

     

    • Energy Melee
    • Dark Melee
    • War Mace

    Of course this only accounts for Melee, so you've got several other AT's to go and evaluate in the same kind of way to really get the answer you're looking for.

     

    Or... you could just look through the Pylon bashing thread and find the top contenders and run with those as being your likely bets (excluding MM's).

  17. PI Groups are definitely "Farms for Non-Farmers" and I unabashedly enjoy running in them from time to time to just cut back and let loose without concern. In fact I was on one last night with only two Blasters being 50 and it was a tad chaotic because several of the other players were new and inexperienced to the game and one flat out admitted they had no idea what was going on because things just kept going left, right, and center. No one died though, everyone stayed upright and the missions kept running.

  18. 18 hours ago, nihilii said:

    I remember this thread but this seems the opposite of this discussion? Perhaps I'm missing something.

     

    The opposite? No, it's on the same trajectory for sure. The difference is that you're just cranking the damage dial up, but you're doing it across the board so the return value would theoretically curve the entire chart pretty evenly. The practical example would still give valid insight into expected outcomes at a full-cap damage scenario.

  19. 1 hour ago, Erratic1 said:

    Which was factored in by multiplying the previous result by the crit rate since If your base damage is 100, 10% of the time you crit for double, then your end result is 90% of the time no crit, so 100 damage and 10% of the time you  get 200. But 0.9*100 + 0.1*200=90+20=110, which is 1.1. In fact, I was generous because the crit rate against minions is lower.

     

    Your factor, irregardless of its generosity, doesn't account for the AT-O increasing probability of critical chance, or the fact that it is possible to aggressively increase critical chance with Critical Strike being utilized prior to a key element attack. I did mass include an entire spawn in the concept of the critical example, but the theory still applies down to the singular element of a one to one mob case. Even if both AT's only ever implemented single target attacks, each effective critical hit is one less potential strike that the Scrapper has to make that the Brute inevitably still has to inflict. And yes there are wash out points where standard deviation of damage, minion to lieut to boss HP, blah blah, there are points where there's excess damage, but the critical system has a primary focus on elimination of lower threats faster. You also have Fury set at its expected topping line, but there's still the probability of boost damage like Build Ups where Scrappers get a larger boost than Brutes do on a per-power basis, and overall damage caps.

     

    Yes Criticals run on probability, but since they are a statistically measurable thing: If I'm surrounded by 10 things, and my chance to crit is 10%*, than my likelihood of hitting 1 in 10 is pretty assured. At a minimum a Scrapper will do one less attack than a Brute if we use the given static consistent values. Based off the 156 and 177 as an example base line, on a minion alone that's a minimum three hits each, either way, 30 hits for the Brute, 29 for the Scrapper, bare minimum Scrapper is net positive over the Brute. Every critical over that limit puts a check mark in the Scrapper's column.

     

    This is why Brutes should not be compared to Scrappers, and why Stalkers are the Scrapper counterpart.

     

    *Yes, we've acknowledge this isn't the minion crit chance but it's pretty math and the point remains

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  20. 1 hour ago, Erratic1 said:

    Energy Punch for a Scrapper deals 79.83 base, and 48.38 base for a Brute. Stick in damage enhancements to get to +95% damage and the Scrapper is at 79.83*1.95=155.67 damage. Likewise the Brute can slot the same but also is going to get another 170% to his damage via Fury for a total of 265%. That puts him at 48.38*3.65=176.57. Factor in crits and the scrapper get 10% more to be at 171.237. That is still behind the Brute.

     

    Just playing Devil's Advocate here on one small tid-bit of erroneous notation... You're generalizing Scrapper Criticals into an average performance value which, on a holistic value might make sense to some, but the topic of debate is really about individual spawn performance and it kind of matters for it to not be holistic, but per-unit. When a Scrapper criticals that value is going into a multiplicative state (for sake of simplicity I'm just going to say "double" even though that's broad and marginally incorrect it just makes the example easier to follow). If the Scrapper hits something and it crits from a base of ~156 to ~312, the Brute is still hitting at ~177, and must apply another attack on that target to create the same effect which increases the threat threshold with that target (and all surrounding targets) by the duration of the follow-up attack, and also decrease the available endurance pool by the associated amount.

     

    Now lets say the corresponding AT's above are using an AoE, and that the above calculations are its corresponding values, but it is the second swing of that attack, and the first did not critical, but the second did (for the Scrapper). The Scrapper has now cleared the minion-level threats in the group while the Brute has only managed to do about 60% of their total HP, and still has the upper Lieuts and Bosses to go that the Scrapper has now since moved on to.

     

    In this particular context the Scrapper is definitively ahead by X mobs, and depending on the nature of single target versus delayed AoE use of the Brute, the Brute will continue to expunge effort and endurance and potentially health.

     

    This effect is compounded by the utilization of the critical AT-O's from the Scrapper sets which are just two singular pieces obtainable at any time in the leveling process.

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