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Ratch_

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Posts posted by Ratch_

  1. On 1/14/2024 at 1:07 PM, cbr7598 said:

    Is there a way in Mids to understand the damage output trade-off? Like, if I build for capped S/L def and res, how much potential damage am I losing? 

     

    In `View Totals`, I see `Damage` but unsure if that's what I want. I understand that builds can benefit from multiple procs in various offensive abilities but I don't really know if there is a straight-forward way to model that and compare to a more defensive-oriented build

    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

  2. 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.

  3. 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.

  4. 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. 

    • Like 1
  5. Something quite a bit different today from past post I've shared, I got a regen brute today. It's certainly not setting any records today since the number #1 goal is to be a really durable tank which this build has definitely checked off the list. I'm very happy with it's performance tbh.

    Averaging in the range of 6:30s-6:40s pretty consistently.


    Posted the pylon time for this character as well in the respective thread. Getting around 4minutes 20 seconds on those.

    • Like 2
  6. 11 hours ago, Booper said:

    This is not a balance pass for Assault sets, only Blast sets. While we're on the topic, VEATs, Epics, and any other powers that share the same name from Blast sets are also not a part of this pass and won't be considered for this page.


    Each patch that does this adds a bit more confusion and inconsistency to me. When a power is changed (powers that share the same name is a interesting way of putting it), that says something about that power that got changed, and having powers of the same name be left out of what those changes are attempting to address doesn't feel good. If the name isn't the indicator for how I can expect a power to consistently behave between all sets that use it, then what attribute is? I assume this is why powers are renamed to begin with in these balance passes.

    • Thumbs Up 1
  7. From what I have seen of some blazing fast pylon runs, given the conditions listed of the thread, I imagine it'll be a pet class like a mastermind. Maybe the capped damage doesn't extend to the pets? Either way the capped recharge should help a lot in stacked cold domination debuffs to shred resistance/def/regen to let the primary eviscerate the single target. 

    In terms melee/ranged ATs, that's a lot tougher. I'd probably give it to fire melee scrapper since it's DoTs would radically do high damage from being capped dmg and a lot of the set having generally high dpa attacks with no gimmick added eating into rotation time. It'd be super boring after awhile just cycling through GFS, Incin, Cremate, and Snipe though.

    • Like 1
  8. On 11/2/2022 at 11:58 AM, aethereal said:

    Guys.  The deal is you get a taunt aura if your armor set gives you a benefit from having lots of enemies close.  So like the stacking defense from invulnerability or the healing from willpower.

     

    Edit: very specifically

     

    Invul gets +def per close opponent

    Willpower gets +regen per close opponent

    Energy gets +recharge per close opponent

    Bio gets healing or absorb power close opponent from two different powers

    Shield gets +damage per close opponent

     

    And those are the five scrapper sets that get taunt.

     


    Sorry for nitpick, you are correct in this post, but Bio gets +res per close opponent. DNA siphon has the description tag of taunting but it has no inherent ability despite the description text. Evolving Armor is it's only way of taunting enemies. 

    There are two consistency concerns with taunt auras between all these sets though (invuln, willpower, energy, bio, rad, shield) that I would like to be addressed because 2 of the six get the short end of the stick. They all have mag 3 taunt, but the duration is the concern.

    Willpower has the "weakest" taunt aura, with it's duration only being 1.25s. 
    Energy Aura has the second "weakest", with a duration of 2.25s.
    The rest are 13.6s, more than tenfold the duration of Willpower's. 😞

    Willpower and Energy aura have the ability to keep enemies close to you once they are in range, but the other 4 gives you better ability to actually herd a bit because of the longer duration. You can give enemies the taunt affect and then move through the enemies and group them better while the taunt wears off and doesn't let you do this as consistently with Willpower and Energy Aura.
     

  9. On 10/19/2022 at 2:08 PM, Ston said:

     

    Great to see this combo didn't need the Burn nuke to melt things. Looks like you didn't miss a beat and the addition of Achilles & Fire Sword was a good trade! 

     

    Do you think Combustion would be better than Rain of Fire with the animation buff?

    I went ahead and did the runs with combustion for you.


    It's not as poor as my skeptical impressions were of it...though it's definitely being carried rather hard by procs. And a larger departure from Combustion vs Rain of Fire is that Combustion needed 6 slots while Rain of Fire works really well with just 1 or 2. My favorite part about rain of fire is actually the slow, but I'd say if you prefer combustion it's definitely a worthy pickup still if you want to give it all the slots it needs. Thanks to procs, it also packs a bit more oomph compared to Rain. (My build generally took semi-decent QoL hit to run it, losing about ~4% s/l/e/n res, some recovery, and a bit higher end consumption. Nothing too drastic though.)

    Averaging around the 3:35-3:50 range consistently. Still never breaking above the 4 minute mark.


    Since I was going to do some runs anyways, I went ahead and meta-gamed the mission a bit and the build, and crafted one that uses both those AoEs. I still am very happy with my personal build (I need my ss+sj), but doing something like this gives you a higher potential clear time. I'll attach the mids file for it if anyone wants to peek under the hood and potentially take some inspriation from it.
     

     

    Caustic Soul Trapdoor Metagaming.mxd

    • Like 4
  10. 52 minutes ago, Ston said:

     

    Great to see this combo didn't need the Burn nuke to melt things. Looks like you didn't miss a beat and the addition of Achilles & Fire Sword was a good trade! 

     

    Do you think Combustion would be better than Rain of Fire with the animation buff?


    I can't say exactly, other than my minimal anecdotal experience with it. I'm a bit skeptical, but I'll hold off on that though since I wouldn't mind doing a few runs with it. I've been plenty wrong before on my perception of powers vs power performance in game.

    I'll copy my blaster onto the beta though and swap out RoF with combustion and give it a go. Do you have any particular way you'd like to see it slotted?

  11. Fire/Fire blaster trapdoor update/refresh since Burn got fixed and fire sword can now slot achilles. Another small adjustment, ring of fire can now be skipped.


    Hard to substantiate this claim, but from my experience of running trapdoor missions a lot and piloting this blaster through them, I really don't think much, if any time is really being lost since this change. The burn proc fix obviously hurts, and Achilles being able to be slotted into fire sword obviously helps....but at the end of the day the core is so strong the results I'm getting are not surprising to me at all. Essentially minimal changes is what I'm getting at. I'd guesstimate at most a 5-10s difference from losing proc'd patch burn, regardless - in the 10 runs I did I never broke above the 4 minute mark at all. 3:40-3:50 very consistently.

    • Like 1
  12. 20 minutes ago, arcane said:

    So is there a new consensus on best way to slot Burn? For a farmer. Damage set now or are procs still somewhat effective?

    Probably still depends on AT, rules still apply with lower damage scale ATs wanting procs more than dmg enhance...but for blaster and scrapper I'm seeing best damage with:

    arma dmg+5, arma fireProc, FoTG proc, 3 other dmg procs. (though I switch one of those out for an ACC/DAM personally since my build doesn't have enough toHit as is)

    • Thanks 1
  13. 17 minutes ago, SomeGuy said:

     

     

    I normally ignore post like this, but this is in the Fiery Melee revamp thread. I think a lot of people dismiss how much just ONE person proccing -RES can contribute to a team's overall DPS. Fiery Melee went from just being DPS or Vengeance fodder for the team it's on to also that (cause everyone is), and contributing a boost to everyone's DMG on a team.

     

    FM got a super nice team contributing change with it being allowed to do this. Not to mention the Def Debuff it can apply on a target now increases a team's chance to hit 1:1 for how much debuff is applied. FM didn't just get a ST/AOE boost. It got a team buff.

    fire manip blasters eating good

    • Haha 1
  14. 8 minutes ago, WindDemon21 said:

    Regarding what I said, again don't forget about how it interacts with build up too, but just the sheer discontinuity of how little it does in any fight that you aren't just standing in one place the entire time. This alone makes it pretty bad as I've recently mentioned without at least offering better damage in the long run and other stuff.

     

    Since they can now differentiate which patch gets the proc, I'd say at least a start to fixing that may be also to at least have it proc a patch every 2 seconds (proc every 5th patch) and have it do 20% instead of 50% damage). Same damage output but actually matters more often, and would contaminate more. (def debuff could go down a little given more patches).

     

    In any regard though, in most normal gameplay, it's still much worse than a standard damage toggle. Dont forget, even if you're standing there post 10 seconds, that you'll have always missed that initial 5-10s worth of lost damage, so that should always be calculated, and that's even in it's best case scenario of like a long duration AV fight. Again, in most standard play, its pretty horrid by comparison when you move around a fight.

    It does interact with build up, any patch that drops during Build Up's duration is getting the dmg enhance. While I can't ever disagree that you won't be standing in a single spot for a long time in normal play, I don't find it true that you will never be standing in a similar area for over 10s+. Patch stacking does and can happen in normal play. It happens often in solo play, and in team play it can occur in a lot of TF content like ITFs. It does not really happen in +0 speedrunning content or radio missions...so impact of the power is less there but I don't think this is unique to IG itself. Damage auras here really aren't carrying lot's of value at this group clearing speed. I understand your concerns for the power but I think we will have to agree to disagree that the power needs help.

  15. 1 minute ago, WindDemon21 said:

    But that's what I just pointed out. It doesn't do more EVER, until both patches are layed down. and always does less when build up and other buffs are involved.

     

    So at BEST it's equal to damage auras after standing there for a minimum of 5 seconds, to a maximum of 10 seconds. This is NOT fine as is without being compensated elsewhere.(and that tiny defense debuff is not it btw).

     

    The power easily needs that 50% damage increase.

    Well, it's better than other damage auras since it essentially equivalents blazing aura ( which is the strongest dmg aura available to any melee AT set. It does more than other similar auras I assume just by nature of it being considered Fire ). I'm really not sure what more you are wanting this power to be doing? 

    IG is also contaminating targets for you and it compared to quills which is the only other dmg aura in an actual melee set, quills doesn't even begin to hold a candle to it by this point in regards to just pure damage output. 

  16. 2 minutes ago, WindDemon21 said:

    Except, in most normal play, this never actually factors into it's whole use. And As I just showed again, in most instances ALWAYS means it's less damage until after 5 seconds minimum.

     

    Very good, actually means very bad without those extra proc bonuses. Also note, that as a pet as well, this means that it will not get the tanker radius increase either, that other damage toggles get, so yet another drawback of the power. It also means, it's not going to crit on scrappers, which is a HUGE drawback on them, and means on brutes, that the damage it does will decrease over time too as the fury on the patch wears off.

     

    The power, in general in almost all play, is bad. Without giving it other advantages of doing more damage when staying there for a long duratoin by giving it 50% more damage than it does now (ie 75% damge per patch versus 50% per patch of a standard toggle), then the power is honestly still pretty crappy compared to just being a regular damage toggle.

    The instances where only 1 patch is down and ticking is my stance on why this power is fine as is. It does not get tanker radius buffs, a drawback of being a pet as well as it being dmg cap limited to I believe 400% (only really harming brutes), but this does actually crit on scrappers. 

    I heavily disagree that this power is bad by any stretch. I like the flavor and think it does it's job very well in the set. The idea of it doing less compared to other auras in certain situations and doing more in other situations is something I welcome personally. 

  17. 1 minute ago, WindDemon21 said:

    Ok so again then, every other patch that's created it procs. Number Six did just say "not every time a patch is dropped". So then, it will proc every OTHER patch that is dropped, but again, only when that patch is dropped, not mid-patch.

     

    Also regarding other issue that I mentioned above right before Number Six's response. As it lays patches, instead of staying on you, this still leaves lots of influx where, there are times where the patch is not on the mobs as you move around, and certainly, that it's only at half damage with just one patch instead and you have to stand there for 5 seconds just to get it to EQUAL a standard damage aura. This also means as mentioned earlier, that buffs like build up do not get it's full extent on the patches based on when the patches proc.

     

    With this procability function being reduced, the power still seems to lack oomph compared to other damage toggles. So could we please get a compensation for, especially it being a melee damage toggle that should be better than an armor one, via either each patch doing 75% instead of 50% of a standard damage toggle, so you get benefit when sitting in one place for longer, versus much less when you move around, and/or at least guaranteeing it puts contamination on the targets.

    I do share a bit of this opinion in some regards but @Bopperpointed out to me that IG for tankers has the older damage scale so the picture I painted earlier, while not entirely incorrect, isn't quite right. If you compare it on other ATs like a scrapper (which can crit) or a brute, then under those circumstances where two patches are down and ticking on targets, then it equals to Blazing Aura which is very good. I do definitely think the mechanics of patch laying and stacking still has implications on the overall strength of the power, and it being a pet comes with it's own drawbacks as well....overall though the power is very strong and anything that the set needs at this point is beyond IG's reach.

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