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InvaderStych

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Posts posted by InvaderStych

  1. 52 minutes ago, Bopper said:

    Incorrect. The chance to trigger is calculated independently on each target. So if you have 5 targets, you get 5 hit-rolls. The range of outcomes is it can proc 0, 1, 2, 3, 4 ,or 5 times. It requires binomial probability to determine the probability of each of those outcomes.

     

    I can help with that. I'm assuming we're talking about Dark Regeneration? If so, I'll need to look up the radius and I'll edit this post with the answer.

     

    Edit:

    With no recharge slotted and no alpha that does +recharge, you get the following chance to proc on each target (independently).

    Prob = 3.5*(30+1.17)/60/(1+.75*.15*20)=55.95%

     

    So if you have 9 targets you hit with DR, on average you'll get 5 procs of ToE (50% of max endurance)

     

    Thanks for the correction.  I'm still wrapping my brain around PPM details.

     

    At the risk of derailing, Rad Therapy has a base recharge of 60s with a 1.03 cast.  At a glance using the Google Doc PPM calc that's well over the 90% clamp.

     

    Enhancing recharge there to 41s (ToE Heal/Rech and Touch of Nictus Heal/Rech) seems to drop the chance to around 75% if I am using the G-Doc version of the PPM calc correctly.  Using only one of those enhances recharge to 48 secs, resulting in 88% chance.  Any of that sound right?

     

  2. 14 minutes ago, Rylas said:

     

    Hmm, maybe I'm just not understanding correctly, but I feel like these are two conflicting statements. If it can only proc once per activation, then ToE wouldn't even overcome Dark Regens endurance cost, let alone ease DA's end issues. What am I not getting?

     

    To hazard a guess- The chance to trigger is calculated once.  If it triggers you get the +end from each target in range.  Again, @Bopper and the other Proc Experts should have a more precise explanation.

     

    6 minutes ago, Doomguide2005 said:

    Well my knowledge is prior to the proc changes but it could refill the end bar back on Live (if my 7y old memories are correct).  If we could invoke Werner ... I'm thinking he'd know for a certainty both post and pre proc changes.

     

    ToE will fill my bar (again, speaking to Rad Therapy, but Dark Regen should be the same) given enough targets in range.  I think the PPM chances were more about frequency than number of targets, again hazarding a guess here.

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  3. Can't speak to Dark Regen specifically, but I've been running Theft of Essence in Radiation Therapy (targeted AoE heal from /Rad armor) and it (effectively) procs per target.  That is to say I get the +end per target.  I don't know if it calculates the proc once and applies it to all targets in range, or if it calculates individually per target (Proc Experts will know), but I do know that more targets = more endurance gain.

     

    In theory it should work the same in similar powers.

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  4. 2 hours ago, AboveTheChemist said:

    If this is addressed to me, I have no idea what you are trying to say here.

    Sorry for the confusion.  Not addressing you per se, just referencing your list for some light forum humor.

     

    Expand 'ZFG' to something that rhymes with Zero Ducks Given, and well .... nevermind.  Just something that would be funny (to some) as a tag under char names.

    • Like 1
  5. On 4/21/2020 at 12:58 AM, Carnifax said:

    <snip>

     

    If you wanted to go full Proc Monster on Rad/Spines you could look at Spine Burst, Ripper, Ground Zero (including the Achilles -resist) AND Rad Therapy. 

     

     

    FWIW: Beta Decay can take 3 dmg procs and Achilles -res.  I'm still figuring out all the PPM details, and I know that toggles aren't the really a great place to Proc, but it's been an interesting experiment on my (currently leveling) kat/rad scrapper to add damage to a power that otherwise has none - provided one has the slots to spare.  Low returns on the scrappy I imagine as damage from primary powers is already nice and high, so ultimately I'll likely one-slot-wonder it with something.  Mostly I wanted to fiddle around with -def, -res, and -regen baked into a scrappy for soloing big game - the procs are just for fun at this point.

  6. On 3/4/2020 at 7:30 PM, AboveTheChemist said:

    There are four, actually. The details are in the attached screenshot. There are also a number of currently disabled badges for rejecting specific inspiration types, which only show up via the settitle command, but who knows if those badges will ever actually become active.

    insp_reject.png

     

    How does this not have a ZFG tier or accolade?  Shouldn't need more than the abbreviation to deliver the message.

  7. +1 for Spines/Dark.  Towards the end of my time on Live that toon ended up basically curing my alt-itis for quite a while.  IIRC had the normal endurance issues while leveling that comes with /DA, but felt beastly once kitted out.

     

    Now that scrappys can get /ice I might try spines/ice at some point.  The damage aura in /ice comes rather late, but there looks to be potential synergy there with the -rech -spd from quills, chilling embrace, and regular attacks.  Might have interesting slotting options too.

  8. On 4/11/2020 at 2:31 AM, Frostweaver said:

    Savage leap is one of the best things to come along for brutes in a long time. ESPECIALLY stone armor brutes.
     

     

    This. So. Much. This.

     

    Can't speak to Stone Armor, but if Savage Leap isn't the single best movement/positioning tool available for a Brute, then idk what is.  Works more simply and much faster than Spring Attack or Shield Charge, and recharges faster than both by quite a bit.  40s for Leap, vs. 90s for Charge, and 120s for Spring. I ran SA (from the leaping pool) on my Svg/Will Brute for a while before and after getting Leap.  Now that I've built for some recharge - still lvl47 atm - I dropped SA a while ago because it was a clumsy interruption in an otherwise very fast/smooth chain.  I haven't finished my "Pre-Incarnate, No Purples L50" build yet, but the work-in-progress has Leap every 12.5s inside Hasten.  At that point Rending Flurry is recharging so fast you are basically Taz with Teleport.

     

    Leap does need Procs do do any significant damage, but it's utility for a Brute (losing less fury moving mob to mob, among other things) is amazing.

     

    Can't speak to Staff, but I am considering paring it with Rad on something.  Can't decide which AT though.

  9. Some random thoughts from a "build-as-you-level" budget character in case anyone might find that sort of thing useful.  This Svg/Wp Brute will probably be my first 50 on the HC servers; that means trying to be tricky with some budget building, but it's also a good chance to remind myself how the system works, lol.

     

    I ran with the -rech proc in RttC for a while, and just took it out for the respec at 37.  I'll likely revisit the -rech idea as I get more slots.  This combo seems to excel at extended fights with big groups, and having played to 38 without it I can tell a minor difference.  With the -rech proc mobs would start to disengage from melee when they ran out of things to do, only to get hit with a taunt and come running back.  Maiming Slash will take Slow sets, which could add another -rech proc in a frequent attack.

     

    I know, objectively, taking the fire Epic pool is probably numerically superior, but Arctic fits the character theme better, and feels more "heroic" than Energy Mastery.  Though the latter would probably simplify slotting later on.  Interestingly Ice Storm will end up being another source of -rech.  I have a feeling that with a Brute the better choice is max damage, but I'll probably revisit stacking -rech as a form of mitigation on the next respec.

     

    I discovered that Zinger Psi Dmg pieces are dirt cheap and went a little slap-happy with them in the early 20s.  Like dirt cheap.  The recipes go for a few thousand, so you're basically getting them for the salvage and crafting costs.  Highly recommend them for some cheap extra damage while leveling.

     

    37ish feels like a good level range to start dropping extraneous attacks - in my case Shred and Spring Attack.  SA is useful filler until Savage Leap is up more often, and the KD mitigation is good for soloing big groups while you level, if you're doing it the old fashioned way, lol.  At this point though, even without LoTGs, the moderate recharge in this build showed me what I have to look forward to later.

     

    Here's where I landed at 37; moderate budget.  Representative of what can be done with just resources from the one character and a little crafting on the cheap. Next few steps are to work on the usual suspects; LoTGs, Miracle/Numina 2-pcs/ea, Steadfast +Def, etc, etc.  Basically the sort of stuff I can keep after 50.  Also, that Zinger set will get replaced pretty quickly, most likely with ATO pieces as I get more of them,

     

    I tried to focus on cheap recharge and cheap regen at first, then sacrificed some of the regen (Perfect Zinger Sets have both) to get more dmg enhancement on attacks (CI's have recharge, no regen).  I haven't done any runs with the two Perf Shifter procs yet, but without them I was running into some end issues if I left Tough, Weave, and Sprint running.  That should improve sharply over the next several slots.

     

    Anyone know if placing the ATO Proc in Rending Flurry does what I think it should - chance to fire/target like a dmg proc - or is it some unusual "1 shot/activation" and thus better off in a faster ST attack?

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 49 Mutation Brute
    Primary Power Set: Savage Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Savage Strike -- PrfZng-Dam%(A), PrfZng-Acc/Rchg(3), PrfZng-Taunt/Rchg(3), PrfZng-Taunt/Rchg/Rng(5)
    Level 1: High Pain Tolerance -- Heal-I(A), UnbGrd-ResDam(23), UnbGrd-Max HP%(23)
    Level 2: Maiming Slash -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/EndRdx(5), CrsImp-Acc/Dmg/Rchg(7), CrsImp-Dmg/EndRdx/Rchg(7), CrsImp-Dmg/Rchg(25), PrfZng-Dam%(31)
    Level 4: Mind Over Body -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(9), ImpSki-EndRdx/Rchg(11), ImpSki-ResDam/EndRdx/Rchg(21)
    Level 6: Combat Jumping -- DefBuff-I(A)
    Level 8: Super Jump -- Jump-I(A)
    Level 10: Indomitable Will -- Ksm-ToHit+(A), EndRdx-I(11)
    Level 12: Blood Thirst -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(13), AdjTrg-ToHit/EndRdx/Rchg(13), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit(37)
    Level 14: Vicious Slash -- PrfZng-Dam%(A), CrsImp-Acc/Dmg(15), CrsImp-Acc/Dmg/Rchg(15), CrsImp-Acc/Dmg/EndRdx(17), CrsImp-Dmg/EndRdx/Rchg(27), CrsImp-Dmg/Rchg(37)
    Level 16: Rise to the Challenge -- HrmHln-Heal/EndRdx(A), HrmHln-Heal/EndRdx/Rchg(17), HrmHln-Heal(25), HrmHln-EndRdx(27)
    Level 18: Rending Flurry -- PrfZng-Dam%(A), Obl-Acc/Dmg/Rchg(19), Erd-Acc/Dmg/Rchg(19), UnrFur-Acc/Dmg(21), UnrFur-Dmg/Rchg(29), UnrFur-Rchg/+Regen/+End(33)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 22: Fast Healing -- Heal-I(A), Heal-I(33)
    Level 24: Quick Recovery -- PrfShf-EndMod(A), PrfShf-End%(39)
    Level 26: Kick -- Acc-I(A)
    Level 28: Heightened Senses -- RedFrt-Def(A), RedFrt-EndRdx(31), RedFrt-Def/EndRdx(31), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def/Rchg(36)
    Level 30: Tough -- EndRdx-I(A)
    Level 32: Savage Leap -- Erd-Acc/Rchg(A), Erd-%Dam(33), Obl-Acc/Rchg(34), Obl-%Dam(34), PrfZng-Acc/Rchg(34), PrfZng-Dam%(37)
    Level 35: Weave -- EndRdx-I(A)
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Qck-EndRdx/RunSpd(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTss-Regen+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 1: Blood Frenzy
    ------------

     

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  10. So, I dropped Hemm (good riddance) for the t1 attack, and just as a test because it was cheap dropped the -rech proc in RttC.  Some thoughts at 30:

     

    I can see dropping the cone when there's more recharge in the build.  I was comparing the cone size to Shadow Maul on a Scrapper, and might have been a little generous in the comparison.  Even that aside, there animation time really isn't worth it ultimately if you're looking to optimize.  Even without any recharge from sets it's almost better just waiting and dropping the PBAoE (rending flurry, iirc?) instead.  With enough recharge you can just use that anytime you would want the cone.

     

    The proc is hard to measure, but at best it's probably a relatively cheap way to get a minor boost against big groups while leveling.  I can't quite tell; haven't run it long enough yet.

     

    The in-game description claims it will fire "roughly 3.5 times a minute", or some odd description like that. Which, is roughly 17 seconds give or take a repeating decimal.  No idea if that's accurate or how often these things tick these days.

     

    Does anyone know if the -rech status effect (from any power, not just the proc) has a graphical tell?  Similar to how -to-hit has the shadowy reticles, or -def with the purple shield/down arrow graphic?

  11. Rather than start another thread on this awesome combo I'm picking this one out of the search results to jump in with my random questions.  Going to take a closer look at those builds later as my Sav/Will brute is still in his late 20s and it will be a rather long time before I can afford to kit him out with full sets.

     

    Shred's cone is really quite wide and the damage is decent.  Is skipping it more about keeping a faster attack chain by taking the T1 instead?

     

    I'll admit that my knowledge of set bonuses is lacking, but has anyone tried fraken-slotting RttC with pieces from To-Hit Debuff sets?  Something like this:

     

    Dampened Spirits: To-Hit Debuff + To-Hit Debuff/End for +2% dmg and +1.8% End

    DW's Despair: To-Hit Debuff + To-Hit Debuff/End + Chance for -Rech for +1.5% Health, +2.5% Recovery, +5% dmg

    And add one of the usual Numina's (regen/recovery) or similar from a healing set.

     

    Or is slotting it for heal just the way to go?  Though it does look like the set bonuses from Numina's or Panacea might be worth taking the recharge pieces (wasted on a toggle) depending on what other set bonuses are on the build.

     

    The piece of that I find most interesting is the -Rech proc from DW's Despair.  Would that be worth using on its own with more standard slotting?

    • Like 1
  12. 7 hours ago, Razor Cure said:

    Also..WHY oh why does Build Up not give 5 stacks of BF? The same happens in stalker Street Justice. Here, you get 3 from the AS, meaning you need another 2 attacks at least to get to 5, and use Rending/Hem with % stacks AND BU. Which is pretty unlikely. At least at a lower level.

     

    I assume you're talking about the Stalker version of Savage?  Better question might be why do stalkers have Build Up instead of Blood Thirst as on the Scrapper and Brute versions of the set.

  13. 57 minutes ago, Razor Cure said:

    that is a neat idea! Will totally try it out!

     

     

    Let us know how it goes.  Now that I have Hemorrhage (thus 2 attacks that spend BF) it's not as straight-forward, but still works well for me so far.

     

    Also, yeah, unslotted Hemorrhage is fairly lack-luster.  I wonder if flipping the BF effect so that it boosts up-front damage instead of the DoT would be a viable change?

    • Like 1
  14. 7 hours ago, TheOtherTed said:

    Dumbest thing I did was on my first character on live .... <snipped>

    Quoting this intro, because the dumbest thing I did was also the first character I created on Live, during Launch week:

     

    Fiddling around with the character creator I made something I thought "looked cool" without regard to (or really knowledge of) the game mechanics.

     

    Went Broadsword/Dark Armor, with a Tech Origin.  The End usage was brutal enough on its own.  But with Tech as an Origin my contacts kept sending me off to fight Clockwork.  Talk about Hard Mode. 🤣

     

    Didn't take me long to ReRoll that one.  He didn't even make it to his first Travel at 14.

     

    Might be easier these days with all the various perks, but unless you hate the blue bar I wouldn't recommend it.

    • Like 1
    • Haha 1
  15. Curious to hear what others have to say about Hem and Leap.  My Sav/Will Brute is an absolute riot to play but haven't leveled to those powers yet.  I, personally, very much enjoy teleportAoEs, so I'll definitely be taking Leap.  Spring Attack is fun and all, but doesn't seem to do much damage unless I'm at full Fury (ymmv, might be better on a scrappy), so I might respec out of it later since Savage Leap looks to have a decent recharge time negating the need for two similar powers.  Of course fun factor might override that, and on the Brute version another AoE is always welcome.

     

    As far as Exhaustion, I've taken letting BF stack to full, dropping RF, then hitting Blood Thirst to get the stacks of Blood Fury back immediately.  Sort of opposite of Build Up.  This helps keep the end discount and +rech moving along.   Rending Flurry's radius is positively massive when the stacks are full.

     

    If you're habitually using Blood Thirst like a traditional Build Up, then I'd suggest trying it immediately after spending the BF Stacks and see if that works out better.

     

    Agreed that the set lacks a single "marquee" hard-hitting attack, but play-style wise it seems so far to be about rapid damage than damage all at once.  In that respect, not sure it needs one.

  16. 2 hours ago, Uun said:

    I haven't played it on a scrapper, but Staff has 2 cones and a PBAoE. The stance system is pretty simple - each gives a different bonus and after 3 attacks your PBAoE or T9 light up and will trigger a proc when activated.

     

    It doesn't address your AoE requirement, but I had a DM/EA brute back on live that was a blast.

     

    Also had a DM/EA Brute on live which was certainly fun, if slightly under-performing against hard targets like AVs.

     

    Re-Rolled him as a Scrapper for HC, which I expect to do better damage via crits and not needing to build Fury.

     

    Haven't leveled to Dark Consumption or Soul Drain yet, but there's two "moderate dmg" pbAoEs right there.  Also, having two +END AoE powers as well as a heal from both sets works very well for soloing.  The DM heal can miss, but it should be part of your regular attack chain anyway - which makes it sort of like a moderately reliable form of burst regen. The -ToHit from DM stacks nicely with the defense set while levelling, but probably becomes less useful the closer you get to the soft cap.

     

     

    • Like 1
  17. 1 hour ago, Cheapshot said:

     

     

    I have a fantastically awesome backstory for my hero involving pee and an electric fence at a nuclear power plant and the costume I made is exactly what I want. So now the big question is, can I make Elec/Elec a thing?

     

     

    Thanks for that.  I really needed a good laugh this morning.  🤣

     

    Can't help with your build, but giving you massive style/humor points.

  18. 1 hour ago, Obus Form said:

    Could you kindly explain the reference

     

    It was an epic thread from the old boards.

     

    https://web.archive.org/web/20120906164029/http://boards.cityofheroes.com/showthread.php?t=124689

     

    This Gem is not to be missed:

     

    screenshot1_01.jpg

     

    I don't remember if the thread spawned the badge, or if the badge informed the thread.  Someone else might know the history more clearly than I.

     

    https://paragonwiki.com/wiki/Strong_%26_Pretty_Badge

    • Thanks 2
    • Haha 1
  19. 2 hours ago, Replacement said:

    Funny you should mention this...

     

    It was brought up in a Suggestions & Feedback thread, people were interested enough that we spun it out to its own thread where... everyone poo-poo'd on the whole idea.  Where were y'all then?

     

    Speaking only for myself, I didn't know that HC existed when that thread happened. 😁

     

    Maybe it's time for a revisit.  Out of all the suggestions in this particular thread, changing confront into a single-target teleport/charge attack is the only one I really like (and feel is a thematic fit) so far.

     

    I hear there's a beta server for testing such things ....

     

    Question, are there any scrapper primaries that don't have confront? I'm not overly familiar with the newer ones.

    • Thanks 1
  20. In terms of fun factor, /SD.  WM/SD may not be the most min/max combo, but it was one of my most fun redside toons (Brute Version) back on Live.  I'll probably roll another here at some point.

     

    Charge -> Whirling -> commence ST chain.  Rinse, Repeat.

  21. 12 hours ago, Redlynne said:

    <<snip>>

     

    Funny you should say that, because while I've been reading the responses in this thread I've been wondering if a port of Spring Attack (minus the Knock effect), but done as a Single Target "attack" that teleports you to your $Target while still retaining all of the current Scrapper Taunt power effects would be a worthwhile upgrade.  Basically convert the power into a Taunt+Gap Closer, so as to properly live up to the power name ... CONFRONT ...

     

    <<snip>>

     

    This.  So Much This.  All Day, Every Day.  Fits the AT theme, and there's inherent risk in porting yourself into a mob that adds a bit of balance to the power as well.  The similar power from /SD was one of my very favorite things (granted that was on a Brute back on Live) to do.

     

    If there is going to be any change to Scrappers overall, it needs to be this. Stat.

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