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Ratch_

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Everything posted by Ratch_

  1. Enflame dmg should match the new 1.1 scalar this AT got in a previous patch. Instead Enflame is doing the same amount of tick dmg scalar as a tanker.
  2. Would you be able to share a arc # for this so I can give it a few runs and see? The office sim map I have grown to really dislike due to spawn randomness and all the corners/runners that hide one off. This looks more promising. In terms of enemy variety, I'm not too picky...but I would prefer if it could keep a similar survival metric as trapdoor. Nothing too difficult but far from packs of punching bags 🙂
  3. Can we please lower the knockback on this power to be in knockdown range? I really like having spirit shark as a competitive option to choose over a snipe since it's SOOOO nice to be able to switch it up. Power Mastery > Energy Torrent has already gotten the kb -> kd treatmeant, can Spirit Shark get the same thing? It's very asinine that my powers knock enemies just out of melee range when I'm a melee character.
  4. Force Feedback proc'ing being very favorable to you ahahahaha. Gotta love fishing for that
  5. This run doesn't fit within the criteria of this thread's runs, but it was fun to do this. For those interested in seeing another side of pylon runs and/or what will probably become a form of new trapdoor runs, Koopak is running a new thread of criteria and data sheet collection.
  6. I could go for one after I manage to scrounge enough inf to get my char reslotted. Still working out the kinks to the Rend Armor Chain and the recharge breakpoints for it before I'm ready to sink the $$$ into it. To your point about categories of sustainable vs burst that could be somewhat useful. I think having a category of one that is as is and a new one that disallows the use for temps/destiny/insp/accolade powers/lore/judgement could reel in some of the obscenity of mostly unrealistic builds (this was one advantage of the old pylons and why I wish they still attacked you on beta. In that same vein it's partially why the runs I've tried on the office map felt rather flat. Needing some survivability for these clears helped me a lot in my process of determining build makeup). Ageless in particular while powerful, and definitely carries pylon times, often isn't as nice to have in regular content compared to barrier imo. It'd be nice to come up with some model of what a build can do with "some" support to have a semblance of performance in live were someone to grab a build here and port it on live and start joining Task forces.
  7. Not sure if this should really count since this build is not functional at all in normal content, like at all lmao. But I had a fun time getting this run and playing around in mids trying to squeeze out performance. Run Type: Pylon Archetype: ScrapperPrimary Powerset: Titan WeaponsSecondary Powerset: Bio ArmorTime in seconds: 28 secondsHybrid: Assault Radial HybridVersion: Issue 27 Page 7 Open BetaVideo Link: Notes: Geas Accolade + Offensive Amp is used. stupid.mbd
  8. Always loved seeing the st power of illusion 😎 nice run!
  9. Since Crit Strikes proc bug has been fixed in startup momentum powers been messing around with crit strikes RA chain. I think it's the higher damage option compared to slotting it in FT, but the recharge requirements are higher and therefore lead to more inconsistencies and potential annoyances. Also it can feel a bit sluggish due to using longer out of momentum attacks, however it's not all downsides. After playing the Follow Through chain for over a year this has been a nice switch to enjoy the set again. Post Edit: I've ended up doing a lot more experimentation and do really enjoy the play pattern of CS in Rend Armor. All the key downsides I mentioned above still ring true, but there are definitely some strong advantages to being able to CS with Rend Armor instead of Follow Through. Rend Armor's biggest benefit is leading with your best attack first, this is the attack that does the highest damage, holds achilles -res proc and has innate -res, and all following attacks (including teammates) benefit greatly, in addition you can slow rend into an almost guaranteed Crit Strikes proc which can be heavily utilized in AoE chains (arc, whirling, titan sweep, ball lighting). I'm really enjoying the sensitive nature of the chain relying on Force Feed procs, as I find the need to adapt to circumstance quite fun. I am mainly choosing ice for aesthetic reasons since the ice infernal sword is cool as fuck! But the end management + 100% slow res doesn't hurt either 😛 For those interested in trying this, the relevant breakpoint to aim for is ~330% recharge in Rend Armor (higher is better for more consistency). What does this look like? I personally recommend slotting ~46-50% recharge in Rend Armor and getting global recharge to ~185-200. My tw/ice build has 187.5% global recharge + 46.38% slotted recharge. The last 100% comes from Force Feedback proc 🐟ing. Tw/Ice: -> No hybrid or destiny slotted = Avg. 1m47s -> Hybrid Radial + Destiny = Avg. 1m22s Bludd Scrappah Final.mbd
  10. Run Type: Pylon Archetype: ScrapperPrimary Powerset: Titan WeaponsSecondary Powerset: Bio ArmorTime in seconds: 40 secondsHybrid: Assault Radial Hybrid (offensive amp as well from p2w vendor)Number of Runs: did bout 10 runs in total, just submitting my best one.Version: Issue 27 Page 7 Open BetaVideo Link: Notes: Offensive Amp is used. Just a silly pylon build. I might rethink how I do my TW char in the future, just depends on my mood.Build: (attached) Damage.mbd
  11. Here, I did more testing and captured footage. Whatever change was added seems to be a duration ally buff, and 99% certain is from the Tarantula Mistress (maybe other variations within arachnos that share similar powers as her). I cast Mass Confusion with domination active and no effect happens. Eventually whatever ally buff is given to the mobs wears off and the confusion takes place. With multiple more attempts I am able to confuse them sometimes...for very short durations - maybe ~4-6s. This tells me that the protection they have is greater than 5 and that the only time you're confusing them solo while the buff is up is from the Purple Confuse proc rng for stacking higher mag. When the proc duration wears off so does the confusion until the buff subsides.
  12. I'll get back in game later and check again just to identify which critter that has been updated...I believe it is from the Tarantulas Mistress yes. The spawns I was getting often has 1 or 2 of them in the pack. Testing at 4/8 solo. I get they have been confused Resistant, but they have confuse protection now when before I never witnessed it. I know because on Beta my Mind Control T9 has absolutely no effect on entire mob when on live they do at least get confused for a bit.
  13. I see no mention of this in the patch notes, but the arachnos have been changed. Confuse from Mass Confusion and Seeds of Confusion from both a dominator and controller aren't working against them anymore, so I assume one of the critters is now granting a HUGE confusion protection buff to the entire mob. This feels like a giant "F U in particular" change targeted towards the sets that utilize these methods of control.
  14. I don't see anything in the patch notes about this but Greater Fire Sword was changed also in this epic pool adjustment. In addition, could it be updated to also do the -def that the Greater Fire Sword power does for Fire Melee. This "new" Greater Fire Sword is already taking upon the dmg profile and animation time of the one found in Fire Melee, it missing the -def component seems like an oversight.
  15. It's hard to get the clear dps difference from the pictures you provided but from what I'm seeing it looks like Rend is slotted with all procs and no damage enhance vs Rend being slotted with 5pc Blistering Cold...and there is also a difference of Critical Hit Chance. The one with all procs is showing 66% chance vs the one with 5pc Blistering Cold is being a guaranteed Crit. In mids, if you go to the critical hit Inherit and set it to 1, then that would mean you are forcing a crit and showing the damage for that, which is what I believe is happening in that screenshot. They way I built my TW/BIO is a bit of a lean into the offensive side as I have tankers or brutes to play if I am really wanting to have that true survivability. My thinking for the build is to be able to live long enough to do my damage and eliminate threats. I've been running this build for over a year now and haven't felt any desire to change it but there are plenty of awesome secondaries to go for like ENA to pair TW with if the clicky button nature of bio doesn't suit ones playstyle. Quite a long time ago from now after TW got it's nerf, I was looking into how to get a lot of use out of it's changes and recognized with the new recharge breakpoints and being able to leverage epic powers without incurring a redraw animation penalty I discovered you can do a ~19-20s power rotation. With high enough recharge and weaving in Moonbeam (or some other snipe) after momentum finished you can basically get into a pattern of Build Momentum 10s dps window + Moonbeam on momentum exit. Re-enter momentum using attack for 5s momentum window + Moonbeam on momentum exit. Build Momentum is recharged again so you just restart from the beginning. You can put Critical Strikes proc in Arc or Rend Armor, but I found that I dislike that in there because those powers have variable recharge. I prefer the consistency of it in Follow Through. The actual rotation I use for ST is this one, it's not set in stone and sort of alternating based off of a condition. You'll notice that I sometimes opt for Rend Armor instead of Crushing Blow to activate momentum, and the reason for that is If I get the critical strikes proc to go off, then I will use Rend Armor, else I will use Crushing Blow. I've just found that I get more consistent times with this and also anecdotally (maybe take it with a grain of salt) I notice that the damage from crit Rend Armor does vs crit Crushing Blow hits more HP thresholds providing kills and saving me from further animation time on that enemy. I attached the build I used on this post and this is me killing mobs in the mission called Trapdoor. Bludd - Scrapper (Titan Weapons - Bio Armor).mbd
  16. MIDS and this game in general is a giant monster to learn and understand. MIDS has gotten a lot better at providing the correct % but is still sometimes incorrect. This is the go to post that really cleared a lot of understanding up for me in regards to procs: The first link in that post "CoH Tools and Formulas" will link you to a google doc spreadsheet you can make a copy of. In it you can put in the power information (like ppm of proc, activation time, recharge time, area of effect, etc.) and it will put out a number to give you what % chance that proc will have per the power it is slotted in. It is super useful, and if you have the time or desire, I do recommend or at the very least gleaning over that long Procs Per Minute (PPM) Information guide.
  17. It was a collaborative effort in my mind that I'm happy to have been able to participate in, most of what I did really was just building off the foundation of what you and a few others had done previously
  18. None that I know of unfortunately, the best way I can think of in my head at the moment to capture that comparison is to record rotations. In mids, you can look at Damage Per Activation as the damage metric and then like the post says Arc - Follow - Crush - Rend - Follow for single target. Moonbeam comes in between the momentum we can look at this as an example of what a rotation would be. Not wanting to get too bogged down in specifics of damage numbers since that's the variable I'll just use scrapper base numbers according to MIDS. Let's say: Rend = 142.6 dmg / 1.3s cast time = 109.7 dpa Arc = 93.35 dmg / 1.37s cast time = 69.6 dpa Follow = 122.6 dmg / 1.1s cast time = 111.5 dpa Moonbeam = 111 dmg / 1.33s cast time = 83.49 dpa Crush = 82.58 dmg / 1.2s cast time = 68.82 dpa (note: DPA = Damage Per Animation Time. This metric gets used a lot and you can get this number by dividing the total damage versus the animation time) Arc - Follow - Crush - Rend - Follow | (leave momentum} - Moonbeam 93.35 + 122.6 + 82.58 + 142.6 + 122.6 = (563.73) + 111 = 674.73 1.37s +1.1s +1.2s +1.3s +1.1s = (6.07s) +1.33s = 7.4 563.73 / 6.07 = 93.2 dps 674.73 / 7.4 = 91.179 dps You can just reconfigure powers you desire to use in rotations like this and add up the time it takes to do it all before it's inevitably repeated and then divide that against the total dmg. The fun part is figuring out if the chains are even possible, so you need to make sure the recharge of powers being used is actually recharged otherwise what you're trying to calculate is impossible. The only two sticklers that gets really into the weeds is considering the Critical Strikes ATO and looking to avg out the change of that occurring and the averaging out the damage gain and loss when subsequent powers crit or don't crit. The other stickler is considering arcana time, which seems to be an nomenclature whicch references server tick time which is assumed to be an amount but am unsure if that old number still correlates to the actual server tick time of Homecoming servers. YMMV
  19. I don't understand why you are so confident in this? The pseudopets without FE are the exception, not the rule. It's not the other way around. Savage Leap, Touch of Fear, Burn, Fault, Lightning Rod, and Ice Storm all have this. The exceptions are Irradiated Ground, and Phoenix Rising to my knowledge - both powers of newer stature and one of the newer powers being a pseudopet put in place by these devs being given FE support - burn. (Yes there aren't that many available pseudopet powers in the primary & epic to use as reference, so Execute powers are being included here...which is what Phoenix Rising is using now). I highly doubt it's an issue with pseudopets being the factor for why Phoenix Rising is lacking the wiring, and more that it was an oversight which is why I am reporting this as a bug. In fact, all of scrapper epics not having Fiery Embrace support is a longstanding bug that still needs to be addressed. Both brutes & tankers have it baked into their epic powers.
  20. In this same set burn creates a pseudopet and still is wired to get the benefits of fiery embrace. https://cod.uberguy.net/html/power.html?power=scrapper_melee.electrical_melee.lightning_rod&at=scrapper Same thing with lightning rod. This is a bug.
  21. https://cod.uberguy.net/html/powerset.html?pset=scrapper_defense.fiery_aura&at=scrapper https://cod.uberguy.net/html/power.html?power=redirects.fiery_aura.phoenix&at=tanker https://cod.uberguy.net/html/power.html?power=redirects.fiery_aura.phoenix&at=brute Each of these powers for these ATs should have a Fiery Embrace tag. This power can still be cast while alive now, and therefore also while Fiery Embrace is active, and hence it should inherent the extra fire damage from Fire Embrace while it is active. Thanks.
  22. This has been a fun little character run around random TFs with. Has the perfect amount of control & chaos for me to enjoy
  23. Slow & Steady wins the race... Or just gets you a slow time 😅
  24. Regen broot (claws) plyon time. Around 4 minutes 20s range - hybrid off. Designed to be more of a dedicated tank build, very happy with it's performance...however claws is too demanding for me to play for extended periods of time.
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