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Everything posted by EnjoyTheJourney
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Question about a concept build... A nuke less blaster
EnjoyTheJourney replied to KaizenSoze's topic in Blaster
Fire blast and water blast offer 3 AOEs, aside from their respective nukes. Being able to cycle three AOE attacks should put AOE damage in a good place for either of these sets. Fire blast would do more damage. But, water blast has a heal and it allows for force feedback +recharge IOs. -
A seismic / energy blaster might also work with Magneto. Energize from energy manipulation can be paired with the leaping pool (combat jumping, super jump, acrobatics) and power boost to provide decent mez protection against all but sleep. Since Magneto's helmet is quite good at protecting him from mind controlling effects, having mez protection can make sense for a Magneto-like character. Plus, Magneto can apparently heal himself, which energize offers. Finally, Magneto doesn't seem to easily get winded. The endurance discount in energize could reflect that. Although for most characters taking at least one of the blaps is a good choice, for a Magneto-like character power thrust might be a good choice instead of the blaps. Stun might also at least somewhat mimic Magneto's ability to interfere with others' ability to normally function. Finally, boost range could make sense for Magneto because he can apparently affect metal from a very long distance away. More generally, Magneto seems to be able to do a lot of damage. That may fit with a blaster better than it does with a defender or corruptor, at the end of the day.
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Kheldian Inherent Revamp
EnjoyTheJourney replied to Whitest Light's topic in Peacebringer & Warshade
In case it's interesting, here is a link to a relatively recent massively OP web article looking at the popularity of each AT on COH homecoming. It's just a 30 day snapshot. Still, the VEAT update seems to have had at least some positive effect on their popularity. Or khelds dropped a bit in how appealing players find them. Not sure which might apply. https://massivelyop.com/2024/03/07/over-42000-people-played-city-of-heroes-homecoming-in-the-last-month/ Not sure this is a "front and center" issue for discussing inherents. But, trying to understand the extent of the lack of popularity of HEATs may be relevant to HEAT revision discussions. -
Kheldian Inherent Revamp
EnjoyTheJourney replied to Whitest Light's topic in Peacebringer & Warshade
Khelds were designed to be the jack-of-all trades AT with form shifting being the way they do that. One could reasonably argue that khelds should have the ability to function at times like a sentinel, rather than trying to design that out by withholding mez protection from any non-dwarf form. For that matter, many (or more likely most) changes likely to be made to khelds will bring them in some way closer to one AT or another, or a set of ATs; the case for taking special care to avoid at times resembling a sentinel seems obscure. Also, for the kheldian revamp to go well khelds probably need to be both more powerful (without resorting to changeling) and to involve less complexity and friction than they currently do. That's the gateway to getting more players to be excited about playing them. Otherwise, future kheld revision discussions are likely to be attended by the developers having to ask themselves "How much time should we spend revising an AT which continues to have such a small portion of the population interested in it?" And, the inherent suggestions being bandied about (including my own, to be fair) run the risk of making the AT even more complicated by adding at least one more thing that needs to be actively managed (or at least monitored) to play the AT near the ceiling of its capabilities. Regarding friction, here are some sources already present in the AT: Managing a set of binds to get changeling to work so good damage can be achieved Power tray swapping so powers for each form are easier to manage that needs binds / macros to be efficient Get slept or stunned just after shifting out of dwarf, thereby putting a power (perhaps the nuke or eclipse for a warshade) on cooldown before it activates Form shifting itself, which takes animation time and, as was pointed out, which is both a bit noisy and visually a bit over-the-top Can be very challenging to slot, very slot starved because there are up to three forms to which to allocates slots, instead of one Human form toggle drops when shifting to non-human forms has thankfully been addressed. But, what's above is probably just a partial listing of sources of friction associated with playing a kheld that make playing them less enjoyable than it could be. -
Something that may (or may not) matter to you is that illusion / cold won't be strong for AOE. If soloing GMs / AVs is your only goal then that's probably not as much of an issue. Warning: a bit of a "love letter" to illusion / TA / psy follows ... An Illusion / TA / psy controller is one of my most played and enjoyed characters in the most recent year of gameplay. It would, of course, at times be nice to have a heal. Still, as a hover-blasting debuffer / summoner who is almost always invisible at the start of fights, the build is quite survivable. Phants are "on paper" 0.54 seconds away from being perma. But, using psionic tornado, which has a +recharge proc IO in it, means that phants are effectively perma. Psy mastery also provides access to indomitable will, which is a mez protection clicky power that is also nearly perma in the build (again, though, effectively perma when using psy nado). That makes it easier to take barrier core as the destiny incarnate, which provides a good "peak survivability" option when aggro gets to be a bit too much for your controller. In addition, teams tend to love T4 barrier, especially when doing hard mode content. Overall, it's quite helpful to have mez protection which only has the cost of one mouseclick about every 90 seconds. Finally, EMP arrow is an excellent skill that debuffs / controls enemies and boosts and self resistances and mez protection for teammates in the bubble, including your controller; it is a very, very nice skill for fighting GMs / AVs. I also have an illusion / poison / psy controller. She is very capable and can make fights go even quicker than my illusion / TA / psy controller. But, her need to be in or near melee for peak effectiveness and her presence on the ground make her harder to keep alive when teaming in 4* content than my illusion / TA psy controller.
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In case it matters I recall seeing data presented on these forums that measured the damage from the psy proc compared to assault hybrid. The psy proc did quite a bit less damage, overall. Edit: Found the link, it's a post by Jayboh and it's visible further down in this forum, still on the first page ...
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What are some of your most effective weird builds?
EnjoyTheJourney replied to EniEni's topic in Archetypes
When people think "dominator" they think "strong controls." Making a dominator with a different key strength is possible, though. For example, a gravity / dark dominator can take both wormhole and fold space. It would be the indisputably best character for deciding where mobs will be when fighting them. That would probably offer the most utility when teaming. But, there could also be a zen-like feeling from soloing with that kind of character, as you could head to the center of a room and then "invite" all the spawns in the room to a place, one after another, in which you'd like to fight them. Dark assault offers a self-heal and some to hit debuffs that help for coping with damage that trickles through defenses. It also facilitates having a "mobile doom portal" theme to a character that would be focused on managing where mobs will be when fighting them. -
Kheldian Inherent Revamp
EnjoyTheJourney replied to Whitest Light's topic in Peacebringer & Warshade
The OP's suggestions are inventive and a good starting point for re-thinking the kheldian inherents. As some other thoughts, since the forms can all be activated through the same body there's a reasonable case to be made for cross-form benefits and synergies. For example, there could reasonably be limited buffs that accrue to human and nova form from merely having taken dwarf form, and other buffs gained by spending a fair amount of time in dwarf form and by using dwarf form abilities. The same could be true for nova form. Some really helpful and cool stuff can happen by allowing more synergies across forms than now exist. A handful of possible examples of always-on passive benefits from having more than just human form for a kheld ... - After choosing nova form gain a small bonus to recovery and ranged damage for other forms. Can fly for up to 30 seconds before an unmodifiable 4 minute cooldown happens when not in nova form. - After choosing dwarf form gain a small amount of unenhanceable passive resistances (say, 3.75% or 5% to all but psionic damage) in non-dwarf forms. Also, after choosing dwarf form a kheldian can teleport 3 times before a 90 second cooldown starts for that skill when not in dwarf form. Also, dwarf mez protection can be applied to non-dwarf forms, but perhaps with somewhat smaller values and in the form of a toggle that costs endurance when not in dwarf form. ... there are undoubtedly other creative ideas that could be explored. There are actually a lot of things that could reasonably be introduced. Human form benefits could also be made applicable to other forms. On a related note, perhaps time spent in a form and actually using the form to do things both contribute to a mechanic called "acclimation", "adaptation", or "attunement", rather than fury or "kheldian shift." Thus, as time in a form increases and as more things are done in that form the kheldian becomes more "attuned" to that form and there are buffs that end up being applied because of that. A decay mechanic could also reasonably be framed around the length of time not spent in a given form. The team buffs would make khelds more like VEATS, except it seems that khelds wouldn't need to devote power picks and slots to those buffs. If team buffs were to be added to khelds then their values should perhaps be carefully weighed in light of how much investment others need to make to bring similar benefits to a team. Edit: Almost forgot to mention that khelds are mostly resistance-based for their defenses. And yet, they are at a substantial disadvantage given how the game has evolved after their introduction early in the game's history compared to a number of other, later-developed resistance-based power sets because resistances to the wide variety of debuffs mobs can now inflict are typically incorporated to some degree for later-developed resistance-based armor sets. Not khelds, though, and they pay the price for that against a fair variety of different enemy factions. The ability to withstand enemy debuffs will hopefully get some attention as part of any kheldian review. Dwarf form would probably get the highest amount of debuff resistances. Nova form could reasonably be given some recovery debuff resistance, which could perhaps be additive with any dwarf recovery debuff resistances. In the end, hopefully some passive debuff resistances and/or "attunement" debuff resistances will also be available to khelds that take dwarf form, as part of a reconfigured kheldian inherent. -
As long as resistance debuffs are subject to purple patch effects then it's quite complicated to try to convert pylon defeat times against higher level pylons into DPS totals that would be generated from using the same build to defeat even level pylons. Because resistance debuffs in a build are fairly common with skills and/or -res IOs it would be best to save combat logs showing -res activation data, then do some spreadsheet calculations to account for purple patch effects for -res activations, and then calculate some kind of normalized-across-different-pylon-levels DPS from there. It's probably not worth the bother. It's probably best (or at the very least, it's definitely simpler) to just treat defeats of level 54 pylons / training dummies as their own thing, distinct and separate from defeats of level 50 pylons / training dummies, rather than trying to normalize DPS calculations across all different pylon levels.
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First time putting together a draft of a dark / stone sentinel build. A bit out of practice, as well, not having made any new sentinel builds in months. It seems that it might be somewhat light on single target damage with a basic single target attack chain of abyssal gaze, antiumbral beam, life drain, repeat Also wondering whether defenses will be in a good place, especially with both (dark) energy defense and resists looking a bit low. The healing powers, regen, and ability to run at maximum hit points should help to compensate for some lowish resistances. Not sure how well it's likely to go, though. Also, defense debuff resistance seems a bit low at about 33%. Is that all that stone armor gets, or does slotting need to be re-thought? Suggestions for improvement welcomed, thank you in advance. Sentinel (Dark Blast - Stone Armor - No mastery).mbd
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Let's talk about DPA and MA (What's wrong with Brawl?)
EnjoyTheJourney replied to djharr's topic in Scrapper
Actually, fighting pool synergies produce modest debuffs that apply to mobs, and not more damage. This is a simple case of the in-game UI giving a player bad information. Good detective work by Uun to look that over. -
Let's talk about DPA and MA (What's wrong with Brawl?)
EnjoyTheJourney replied to djharr's topic in Scrapper
Just checked Mids to see the stats for brawl and did a bit of experimenting. The TLDR conclusion is that brawl does modestly more than 20 DPA without slotting or incarnates. It does modestly more than 100 DPA when slotted to maximize damage, after the incarnates most often included for pylon testing purposes are brought into consideration. More information below, for those who would like to review the details ... (Looked into this hoping that stats for brawl would match up with the OP's description. But, that was not the case. Currently am confused.) ---------------------- Mids lists brawl as having a base of 22.52 damage for a scrapper with an arcanatime casting time of 1.056 seconds. It does not crit. Took T4 musculature core as the alpha incarnate and T4 reactive radial as the interface incarnate in Mids. Then six-slotted brawl and inserted the following IOs ... Hecatomb - damage, boosted to +5 Hecatomb - damage / endurance reduction, boosted to +5 Hecatomb - damage proc + 3 more damage procs for melee attacks (Mako's bite damage proc, gladiator's strike damage proc, and touch of death damage proc) All of this added up to 128.4% added damage (derived from 152.66% added damage before enhancement diversification) + damage procs = 123.1 damage. That's modestly above 100 DPA after slotting to maximize damage. -
You can directly purchase the purple set recipes at a kind of vending machine using merits gained from running content that provides such rewards. Check your "special" salvage to see how many merits your character has. You can also convert merits into "hero merits", which contain 50 merits. Then you can email those hero merits to your own account as an attachment (one hero merit attached per email). Another character on that account can open up any emails you've sent to your own account, then convert any hero merits claimed from such emails back into merits at the same vendor that allowed you to purchase hero merits in the first place. Then that character can use those merits to make any wanted purchases.
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Does that mean damage resistance debuffs are subject to purple patch effects? So, for example, would the -20% resistance debuff from an achilles heel be subject to purple patch effects and thereby reduced in its efficacy against higher level mobs than the character applying the debuff? Looking back, my wording was probably imprecise.
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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.
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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?
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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?
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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.
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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
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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.
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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).
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[HELP] Best archetype and power combo for psychic flavor?
EnjoyTheJourney replied to aquaria's topic in Archetypes
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. -
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.
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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.