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EnjoyTheJourney

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Everything posted by EnjoyTheJourney

  1. Unfortunately, the respawn rate for even level pylons beside the main RWZ building seems to be unpredictable. So, it would be handy if there was a way to scale the DPS calculation formula to match the specific level of whatever pylon was defeated. Then DPS testing can be done whenever it fits our schedule, instead of happening in accordance with the whims of the "pylon respawn overlords." I'll check out the power analyzer; never looked at it before, but it might be quite helpful now. I'll also need to look more into regeneration mechanics to make that adjustment to the formula as well for each pylon level beyond 50.
  2. Thank you for your response! Didn't realize hit points for enemies scaled higher than for level 50 once level 51+ was reached. Not sure how I ended up missing (or perhaps forgetting) that. Higher hit points seems like it should lead to higher regen, as well, which will change two key parts of the DPS calculation formula for each higher level of a rikti pylon beyond 50. In theory, calculations can be adjusted by replacing hit points and regen figures for each level higher than 50 for a rikti pylon and then dividing the DPS total generated by the proportion of damage done after purple patch reductions to "normalize" the DPS calculations. Basically, adjust for how many more "base" hit points and how many more "regenerated" hit points need to be gotten through, then make an adjustment for how much damage is reduced by the level gap between the pylon and the player aiming to defeat it. That has the potential flaw of essentially ignoring the potential complication of to hit chances becoming lower than 95% as a pylon's level goes up. The points you make come across as well thought through about how relatively brief (de)buff cycles become less impactful when a pylon gets tougher. Perhaps level 50 pylons become the better "burst DPS" test and level 54 pylons come at least a bit closer to helping toward understanding "sustained" DPS. Different information comes from each kind of test, perhaps. Efforts to find the hit point totals for rikti pylons have so far hit a wall. City of data information about "boss monsters", which is apparently a rikti pylon's enemy type, showed a wall of data that was challenging to interpret. The wiki entry for rikti pylons doesn't show hit point totals. Is there a specific source to which to refer to figure out the level-adjusted point total of rikti pylons for level 51 and beyond?
  3. Currently there are level 50 through level 54 pylons / training dummies outside the main building in RWZ and level 54 pylons around RWZ, away from the main building. If one defeats a higher level pylon / training dummy than their character level, then a new formula is needed to calculate DPS. Does anybody know those formulae for levels 51 - 54 pylons, know where to find them, or have a clear idea about how to make them? One reason for wondering about this is that the even level pylons in RWZ can sometimes glitch out instead of respawn, leaving no even-level pylons available for testing on the live servers for fairly long periods of time. Thank you in advance for any help provided.Edit: My first (perhaps overly simple) thought was to divide the usual DPS total as calculated for an even level pylon by the proportion of damage done as per the purple patch reduction, given the level difference. So, for example, a 200 DPS total under the usual even level pylon formula would get divided by 0.48 and would slightly more than double against a pylon that is 4 levels higher than the character. To help make this last paragraph a bit easier to follow, against mobs that are +4 vs a character that character will do 48% of their usual damage. So, for example, a level 53 Cimeroran would take only 48% of the damage done against even level mobs from a level 49 character. A 52% reduction in damage is the purple patch effect on damage, in this case. Since -resistance isn't subject to purple patch effects and that is a key debuff which influences pylon defeat times, a simple purple patch damage adjustment might work. It could also produce hard-to-interpret numbers, though, when the chance of hitting a pylon falls below 95% for higher level pylons. On a related note, and to check, do incarnate bonus levels not apply when fighting pylons? So, for a 50+3 character, for example, it would seem that such a character won't become higher level than a level 50 pylon or training dummy. Is that correct?
  4. Building off of Psiphon's input, if you stack active defense twice DDR goes into the low 70% range. If you take ageless radial destiny incarnate and bring it to T4, then your DDR goes up into the low 90% range even during the part of the ageless radial cycle that offers the lowest level of debuff resistance. That's very helpful for avoiding cascading defense debuff failures. Ageless radial is also great for the recharge buff and the endurance refill, as well, and so for this kind of character it's a very reasonable pick.
  5. Here's another build to consider. This build aims to have a good single target attack chain and reasonably effective AOE. There are certainly weaknesses being accepted to put this together. Regarding the single target attack chain, the main rotation would probably be seismic smash, heavy mallet, hurl boulder, and stone mallet. If there are quite noticeable global recharge buffs (speed boost or force feedback procs, for example), then the single target attack chain has no gaps. Even with no global recharge boosts, the single target attack chain is smooth for the last three of these powers. But, there's about a half second gap after the other three powers finish up before seismic smash recharges if global recharge isn't being noticeably boosted. That gap can be filled with power up, fireball, fissure, or weaken resolve, or a control power, in accordance with what seems to suit the situation best from what's currently available among those various powers. Defenses might look not so great. But, turn on power up and unleash potential to see how high defenses will go when you cast power up, followed shortly by unleash potential. Barrier destiny incarnate also provides a higher floor for resistances and defense, as well as particularly high peak survivability when at the "max buffs" part of its cycle. Also, melee core hybrid helps to bridge those periods when defenses are in the lower end of their cycle. Force feedback procs will tend to help take global recharge to a better place, which helps the otherwise fairly low baseline of 150% global recharge. Data chunk below, and file attached ... 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 Dominator (Plant Control - Earth Assault - Fire Mastery).mbd
  6. Perhaps vigor core or radial alpha incarnate would probably offer more utility, in the end. As long as cardiac core doesn't prove to be essential for endurance management, that is. Edit: Forgot to mention that increased accuracy and greater endurance reduction from vigor can lead to more damage by allowing for more procs, while still hitting acceptable benchmarks for accuracy and endurance reduction.
  7. Life drain can be frankenslotted to fit into a single target attack chain. If you're soloing a lot that can help a lot because your dom will get a lot more attention from mobs (of course). There's a loss of DPS from making life drain a regular part of your single target attack chain, compared to the most damaging alternative single target attack chain. It's your call as to whether or not you find the tradeoff worth it. It you mostly team then you might want to reserve life drain for when you need life and endurance (with the theft of essence proc slotted); when teaming lower DPS when you're using life drain to recover life in a hurry probably won't be as noticeable as when you're soloing. Then life drain needs fewer slots, perhaps just 2 or 3 (one or two acc / heal D-Synchs plus the theft of essence proc, for example).
  8. Psychic powers could be conceived as some version of an "omnipotence" model. Psychic power could include telekinesis, making others see what you want them to see, influencing their emotions, affecting their metabolism, psychic damage, control over the elements, and so on. If control over the elements was added in then a few ideas follow: mind control / force fields / psi mastery controller (A "classic" mind affecting telekinetic psychic) gravity / kin / psi mastery controller (powerful telekinetic with mastery over own and others' metabolism) illusion / cold domination / psi mastery controller (elekinetic buffer / controller who messes with enemies' minds and bodies) fire / psi / psi mastery or fire mastery dominator (pyrokinetic psychic who excels at controlling others) ... and so on.
  9. Pretty sure the T9 is "Dad jokes", rather than sarcasm. Everybody knows that Dad jokes have a Mag 4 immobilize effect, a Mag 3 fear effect, and they do psychic damage over time. Definitely T9 material.
  10. Hopefully a broad-based effort to look at resistances to debuffs will take place, given that kheld defenses will probably remain resistance-based. Also, hopefully, mez protection that works across all their forms will be given to khelds. Neither of these things would make khelds overpowered. Instead, they would just make khelds more fun to play. On a related note, some ATs have inherents that really seem to fit well with their AT. Punchvoke for tanks, defiance for blasters, crits for scrappers, and so on. Those inherents are usually attached to particularly popular ATs; that's probably not an random association. In contrast, for khelds their inherent that doesn't do anything while soloing and is effectively random in its benefits, ignoring potential synergies between the forms that might arise from having more than one of them available to the same character. Kheldian inherents seem unusually and perhaps even uniquely bad among all AT inherents, which perhaps makes kheldian inherents a good candidate for "from the ground up" revision. The other points Doomrider raises are also important, especially about damage given the premium placed on bringing damage to a group. But, at least for me the three points above stand out for how changing them would make playing khelds more appealing.
  11. Agreed that defensively speaking EA > SR > willpower once IOs are part of the picture, especially if budget is not a concern. Also, EA can be made noticeably sturdier against defense debuffs by ... 1. having a fairly noticeable cushion of defense values above whatever softcap applies to whatever is being run. So, for regular content having smash / lethal defense in the 50s, for example, instead of just over 45%. That is absolutely doable with EA without necessarily having to sacrifice much on damage. 2. Taking the ageless radial destiny incarnate, which has a very high ceiling of debuff resistance for part of its cycle and even at the low point it offers 21.25% debuff resistance. That adds to 50%-ish defense debuff resistance from EA to take a substantial bite out of each defense debuff received. This has the side-benefit of improving global recharge, which increases the availability of key defensive clickies and can also boost DPS. 3. Monitor how many debuffs are being received in a short time and being willing to back away to reduce or eliminate incoming defense debuffs for a handful of seconds. Knowing when to temporarily back away takes some experience to figure out. But, the build-related choices above will, by themselves, stop most potential defense debuff cascades before they might otherwise begin.
  12. Replacing telekinesis with a power that pulls mobs toward the center of a targeted location for a number of seconds could help the set quite a bit. A re-worked targeted AOE negative repel version of telekinesis could be a good "long cooldown" T9, with mass confusion moving into the T6 slot vacated by telekinesis. Mass confusion could get a shorter recharge and a noticeably shorter duration (shorter than seeds, for example. The shorter duration could, for balance reasons, be reasonable given that mass confusion doesn't notify mobs (and therefore doesn't generate aggro the way seeds does) and because mass confusion is easier to use as a targeted AOE than seeds is as a cone.
  13. Just a bit of a plug for incarnate play ... Delving into incarnates opens up a lot of new options for character growth and for fun content that you typically can't experience without exploring incarnates. It also allows for a longer journey with a character if you really like that character. Not totally sure which would be a better choice if you want to truncate the experience to pre-incarnates only. Controller might work better, especially if everything is being done on a budget. If you'd like to explore incarnates, then a dom could be both highly effective and a lot of fun.
  14. Run Type: Pylon Archetype: Sentinel Primary Powerset: Electrical blast Secondary Powerset: Super reflexes Time in seconds: 217 (3:37, 304.5 DPS) Burst: Sustained Hybrid: Assault radial, used Number of Runs: Several compromised runs, 1 actual run Version: Issue 27, Page 7, 27.7.5964 (Technically beta server, but live is 27.7.5960, so probably little has changed) Notes: Had to carefully manage voltaic sentinel positioning, as otherwise it would start focusing on a different pylon. Build: Attached Run Type: Office Archetype: Sentinel Primary Powerset: Electrical blast Secondary Powerset: Super reflexes Time in seconds: 375 (6:15) Burst: Sustained Hybrid: Assault radial, used Number of Runs: Two runs, had 3 runners that weren't noticed in the first run, best run given Version: Issue 27, Page 7, 27.7.5964 (Technically beta server, but live is 27.7.5960, so probably little has changed) Notes: Runners were an issue in both attempts. Perhaps when mobs have both little life left and little endurance they all think they're Usain Bolt? Build: Attached Wizard of Lightning - Sentinel (Electrical Blast - Super Reflexes - Electrical Mastery),v3.mbd
  15. Pretty sure it's when the pylon is first damaged that the time recording starts. It would be the simplest and most sensible thing to code. Starting timing whenever somebody cast a self buff near a pylon would be harder to code and it would lead the noticeable measurement errors from time to time. Edit: On reflection, perhaps a debuff put onto the pylon could trigger the start of timing. "Doing something adverse to the well being of a pylon" would be a reasonable trigger for starting timing on a pylon defeat. Haven't been starting out with non-damaging debuffs, and so at least from experience I couldn't really say.
  16. Agreed that it should have lots of slotting options. At present it only works in powers that offer control. One could reasonably say that's thematic. But, one could also say that such a proc can offer a modest control effect along with a damage bump, be slotted in lots of different powers, and that would also be thematic.
  17. There are a fair number of assault sets that don't accept the +damage proc IO. In those cases I tend to put the whole set, including the +damage proc, into an AOE control that gets used a fair amount, preferably as an opener before using assault set powers. That way there's a fair amount of uptime for one stack of the proc and it will often activate just before delivering a damage alpha on a new spawn. Not ideal, but at least the proc offers a modest buff that way. It would be better if that proc worked in any assault set or control power and that when it procs would add both a modest control effect (mag 2 immobilize, 50% chance, for example) and an increase to damage.
  18. Maelwys put a quote about damage mechanics for melee classes into a post about improving the baseline performance of scrappers. A key part of it mentions that the +50% crit strike proc IO activation period begins ticking down when the power into which it is slotted starts animating (in italics and underlined for emphasis). The quoted timeline for crit strikes proc IO activation (when the power into which it is slotted starts animating) doesn't line up with discussions in this thread. But, it does seem to line up with my own fairly limited experiences testing out how crit strike proc IO activations work in practice. In a sense, if crit strikes proc IO activation period begins when the activating power begins to animate then that may re-open discussion about whether or not there's some kind of 0.5 second delay connected to the crit strikes proc IO activation period and in what manner that might apply. It sure would be nice if there was some definitive answer to the question of how +50% crit strike activation periods work that was backed up with data. If there's an icon that appears when the proc is active and that icon disappears when it deactivates then perhaps that would be one way of measuring it. I'll check that out.
  19. Baseline scrapper DPA is often in the 200 - 300+ range for single target attacks. Without crits scrapper single target DPS would be below blasters, many or most sentinels, most dominators, stalkers, and a bunch of other ATs. Crits are what allow scrappers to top these ATs for single target damage. The OP makes a legitimate point about how there are downsides to having so much of an AT's power attached to crits and the associated AT IOs. Another downside to making crits and the associated AT IOs so important is that it is currently quite complicated to build a high-end damage dealing scrapper, requiring a high level of knowledge about mechanics for crits and the AT IOs. Lots of newer players probably have disappointing experiences with scrappers because of that.
  20. Having pondered the input, might as well offer a couple of thoughts. For my scrapper build it probably makes better sense to put the Gaussian build up proc into the build up power, along with a single level 50 recharge IO that is boosted to +5. Then the full adjusted targeting set goes into tactics. With speed boost active, with the build up proc in the build up power there would be a chance to activate the build up proc close to 5 times per two minutes. It's also helpful to be able to use the build up power just before using the attack that has the critical strikes proc IO in it for a potentially really big critical hit if both the Gaussian build up proc and the crit strikes proc IOs activate. Endurance usage is a bit lighter for tactics with the full adjusted targeting set in it, compared to putting that set into the build up power and going with less slots in tactics. Also, better to hit bonuses in tactics from slotting the full adjusted targeting set translates into more hits for everybody on the team in challenging encounters. FWIW, YMMV to anybody pondering how to choose between build up (or aim) vs tactics as a home for the Gaussian build up proc.
  21. Focusing on the minimum base recharge needed for the maximum chance to proc may be a bad bargain, though. What matters more are proc uptime and the number of powers that can be affected by each proc activation, which involves three main considerations ... 1. The chance to activate per attack for the power in which the crit strikes proc IO is slotted 2. The total number of chances to activate that arise per minute 3. The difference between "arcanatime casting time" and "animation time before effect" for each power in the single target attack chain After a fair amount of testing four working hypotheses emerged. First, having more chances to proc per minute can overcome a higher percentage of time to proc, and vice versa. So, comparing both proc chances per attack and also how many times per minute an attack will be available for different global and local recharge amounts helps for narrowing down in which power(s) slotting the crit strikes proc IO might be a good idea. Second, subtract animation time before effect from arcanatime casting time from all attacks. Think of that amount of time as "lost time" because during that time the proc activation period is ticking down, but no follow-up attack can be initiated because the proc and its timer have been activated, but the activating attack has not yet finished animating. These time gaps can vary quite a bit. So knowing the gap in time between the arcanatime casting time and the animation time before effect helps for figuring out in which power the proc IO should be slotted. As a general-but-not-universal rule, it's usually better to slot the proc IO into a power that has an arcanatime casting time and an animation time before effect that are not largely different, as that causes less of the proc activation time to disappear before possible follow-up attacks can have their crit chance increased. Third, to arrive at the order in which to activate follow-up attacks the power with the shortest animation time before effect is likely to be the best choice for the last attack you'd like to have affected by the crit strikes proc IO. Since it seems that the animation time before effect for an attack needs to finish up while the crit strikes proc IO is still within its activation period, having a shorter animation time before effect will usually offer a better chance of getting one more attack to be affected by the crit strikes proc IO. Naturally, if it is the case that only one follow-up attack will have an increased chance to proc then the attack that makes the biggest difference in overall damage done should be the follow-up attack. Fourth, if you like to exemp down for lower level content a lot, then as a final consideration choosing a power that's available in earlier levels will lead to higher damage. Not sure this level of fine-grained analysis is really needed and an exemp'd down scrapper is probably going to do just fine anyways. But, if two powers look about equally attractive to receive the proc this consideration may be a tipping point for choosing one power the other. Also, there probably are some cases in which the activating power recharges fast enough to double stack the crit strikes proc IO. That would also mean many activation chances per minute, which tends to signify a highly desirable situation. But, balanced against these two very favorable conditions it's good to consider whether or not proc activation chances become very small as a result; that may happen if reaching a double-stack state requires lots of recharge in a power that has a short casting time and a very short base recharge time. So, when double stacking is possible the calculations have another layer of complexity to consider.
  22. In other words, since there's no delay in calling the "boost up" buff, it would seem that the actual buff period can be calculated as follows: 5.25 - 0.72 = 4.53 seconds ... because the animation time before effect is 0.5 seconds, but the proc doesn't finish its own animation before the expiration of the arcanatime casting time (1.32 seconds). Roughly 12% of the buff activation period seems to disappear that way. Not a huge loss and it's still worth slotting the proc. It mainly matters for estimating uptime, to get a better developed model of how a build will function with the proc slotted.
  23. The game engine probably checks once every 10 seconds, just like for tactics. The wild card would seem to be whether or not it checks for activation of the proc with every mob that gives you a buff for invincibility or just for that one mob that gives you the highest bonus. Not sure how that might be coded.
  24. City of Data seems a bit hard to read for the Gaussian proc. The City of Data entry for the "boost up" buff(?), pet(?) or pseudopet(?) called by the proc on activation goes as indicated on the following webpage: https://cod.uberguy.net/html/power.html?power=set_bonus.set_bonus.boost_up ... which makes it sound like a 5.25 second buff. And yet, it clearly lists 10 seconds as the duration of the buff in the main entry webpage for the proc. Also, the arcanatime casting time is 1.32 seconds and the animation before power takes effect time is 0.5 seconds. That suggests 0.72 seconds of the buff time will be essentially lost and shouldn't count when estimating uptime for the proc. So, 92.8% of the 10 second activation time is available for buffing attacks. The best guess I can make is that the final power to be affected by the Gaussian build up proc needs to finish up its "animation time before effect" before the 10 second activation time window elapses.
  25. I've heard the following two statements about how the power in which the Gaussian build up proc is placed can affect the proc activation rate. 1. Putting the Gaussian build up proc in build up (or aim) will offer a 90% proc rate. A bit of "napkin math" suggests that build up proc uptime will be roughly a little less than 15% for many characters (unless global recharge and recharge in the build up proc power are quite high or quite low). 2. Putting the Gaussian build up proc into the "leadership: tactics" will lead to fewer build up proc activations when soloing. But, it will lead to more build up proc activations on a full team. IIRC the reason teammates increase the proc rate is that Gaussian build up proc can activate off of any team member, but regardless of who activates the proc the damage and to hit buffs it provides will always be for the character that slotted the proc into tactics. Not sure how to calculate activation rates in this scenario, which makes it challenging to try to estimate uptime for the Gaussian build up proc. Are these two statements true, false, or a bit of both? Has anybody modeled and/or tested proc activation rates when the Gaussian build up proc is slotted into leadership: tactics? If so, what were the results? In the absence of more formal modeling or testing, is there anecdotal evidence of a difference in proc rates (and therefore uptime)? Thank you in advance for any insights / data offered!
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