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Ratch_

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Posts posted by Ratch_

  1. 11 minutes ago, WindDemon21 said:

    OK, so it can proc, mid patch? does that mean it'l proc on both patches? lets say at the 7s mark for example.

     

    edit: I can't begin to understand how it could proc mid patch? maybe a lasting "buff" that occurs every 10s so it gets carried over to the patches?

    When you toggle on the power, the moment that first patch drops, procs will be rolled. And then they will roll again every 10s onward

  2. 49 minutes ago, InvaderStych said:

     

    This is the only part of IG that was problematic; that it would previously check for chances to proc at twice the rate of every other dmg aura in the game. It was absolutely not WAI in its previous state and was deservedly fixed.  We went through this during Retail when Interface was first released and it proc'd on every tick of damage - all auras get a chance every 10s. IG was proc'ing every 5 seconds.  Broken.

     

    Should some of the other powers in RM get reviewed after this change? Absolutely. Proc-Bomb'd IG carried the set.

     

     

     

    This is overkill.  It should have standard dmg aura stats in terms of size and target cap. Relative damage to other auras should be commensurate with existing standards. Auras that lack a debuff do slightly more damage, ones that do do slightly less.  Unless I am mistaken the standard number of targets affected should be 10.

     

    This is exactly where I stand with it and my whole drive for making the thread 👍

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  3. On 10/6/2022 at 5:39 PM, Brigadiar said:

    I'd be really interested in seeing the slotting on that fire/fire. I've never been able to build one I'm satisfied with.

    Here's the data link for the build. There are some changes being made to burn in beta right now, so just keep that in mind. I think this build overall is highly functional, maybe not quite necessary for a lot of things. I enjoy slotting like this for blaster soloing a lot. In teams I think a decent amount of what's being done here in slotting could be trimmed for more offense/recharge. Hope you can land on something you like!
     

     

  4. 7 hours ago, Sanguinesun said:

     

    Its a completely different mechanic and for a completely different set with a different functioning theme that I'll address later in the post.


    [...]

     

    So if you want to view this a different way, Radiation's power set is more offensive(contanimation mitigating the general lower damage output of the set and the -defense to help it more). 

     

    Spines is more of a defensive oriented set with -recharge and -speed but more readily seen straight up damage.

     

    In other words, they're two different sets with differences in functions. That makes sense as the real live devs originally designed sets with different functions like that.

     

    But these AoE toggle damage output/function isn't really any different in a larger scheme of their activations with the balances of their sets and in balances with other sets with similar functions too.  The changing of IR thus is lacking more transparent reasoning.


    [...]

     

    My recommendation for irradiated ground then:  due to the static nature of the power's mechanics and its differences with procs in conjunction with the rng of contamination, and its place with damage in the set wholistically, there's nothing that needs to be changed as -again- this has been the way its played since live.  Its not a power, proc, or set/set combo issue or balance one.  It's a contrived one from opposing mindsets of game play which needn't exist.

     

     

     


    I appreciate the detailed write on the power dichotomy here. The one thing you touched on and something that I would like to expand is the power's gimmick, contamination.

    For anyone that has leveled a radiation character from the ground up I hope can resonate with this sentiment too, but pre-IG this set is really rough. Rad Siphon doesn't do a lot of damage, it heals sometimes, eventually you can contaminate your targets and start to churn out a bit more reasonable damage. You don't have access to the big hitter's until much later in the set. For the most part you are just relying on Contaminated Strike spam to put in work. The turning point really doesn't occur until IG is unlocked (and no, it's not because it can be proc bombed). Something that I think is really being lost in this decision is just how harmful it is for the set's holistic feel. IG at 10 targets is the sole power allowing for frequent wide contamination. Rad Siphon finally starts to reliably heal. Contamination procs more naturally, and the damage of it's attacks start to catch up to match other sets. This target cap change is severely hurting Radiation Melee in more ways than I think is apparent until you go out and start playing with the set vs larger groups. I really dislike the use of "spawning burn pets" that's been brought up in this thread since I think it's rather a loaded insinuation and what this power is creating vs what that power is creating are two different beast entirely. The delivery vessel may be the same or have similarities, but the output and function are not. Let alone the major design difference that one is activated vs one is toggled/passive. Just look at the activation period difference between these two entities being created and the damage being done between them.

    Because no word is given on this change, we as a community can't provide direct feedback on it or have a dialogue on the reasoning behind the decision. At the risk of putting words in your mouth, I apologize, but I need to plea for this change to not go live. If the decision for this change is a part of some design standardization, ie. Ignite from AR & Burn are creating entities at 5 target max, this one is doing something similar but is at 10 target max, therefore it's straying from standard design, then I ask of you to please take a second look at the set individually. It's not atypical for powers to break standard design constraints even outside of the damage formula, just look at Crowd Control from War Mace, a cone with 10 targets, or even all the recent 15ft radius AoEs that scrappers/stalkers have been getting access to with recent additions. Irradiated Ground is the power that glues this set together, it's more than just a damage aura, it's the set's engine. Please reconsider this target cap reduction.
     

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  5. 1 minute ago, Yomo Kimyata said:

     

    Based on my understanding, a normal damage aura checks for proc activation on trigger and then every ten seconds.  I think the chance of activating is something like 30.7% for a 3.5 PPM.

     

    IR summons a pseudo pet every 5 seconds (or that is what I have been told), so every five seconds it is "activated" and checked for procs.  I do not know if it then checks for proc every ten seconds after that -- I don't think so.

     

    But I am stating, not suggesting, that this power on auto checks for activation twice as often as a standard damage aura.

    Okay, then yes, you are correct...it used to work this way. It does not work this way anymore.  Hence my concern for this power's target cap reduction.
     

    • All/Radiation Melee/Irradiated Ground: This power can now only proc once every 10 seconds and hit up to 5 targets.
       

    It's now using similar tech to enflame, and all this really ends up translating to is that this power no longer checks for procs on a pet/entity creation. Proc checking is agnostic to the pets, and instead is tied to the activation group for IG. Once every 10s a proc will check, just like every other toggle in the game.

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  6. 1 minute ago, Yomo Kimyata said:

    Like I said, the game is about IOs.

     

    Slot Fury of the Gladiator, and enemies are exposed to a -res debuff twice as often.  Slot Achilles Heel, and enemies are exposed to a -res debuff twice as often.  Slot Analyze Weakness and get a +10% to hit bonus twice as often.  Slot Avalanche or Overwhelming proc and knockdown people twice as often.

     

    Then there are damage procs, I guess.  There is a reason it doesn't take ATOs.

     

    If the argument is, "We need to balance around SOs" then that is a BS argument.  If the argument is "We tested and IG is stronger than Blazing Aura!!! OMFG" then ok, buff up the rest of Radiation Melee.  I'd suggest cutting animation times mostly -- only two powers have activation times 1.5 seconds or less.  Extend range of Radiation Siphon, which feels like it has a 5 second animation time and a 30 degree cone, but doesn't since it's range is so short.

    Can you elaborate a bit more about the "twice as often"?

    Are you suggesting this power is proccing "twice as often" as other damage auras?

  7. Just now, Yomo Kimyata said:

    The advantage that IR has traditionally had over other damage auras (IIRC) is that procs get checked for triggering every 5 seconds rather than every 10 seconds (which I think is due to the summoning every five seconds).  If they are balancing due to "everything needs to be balanced as if everyone is using SOs" then that's nonsense, since only IOs make this a better power.

     

    I said this in another thread:  IR is overpowered but almost everything else in Radiation Melee is underpowered.  I thought that was by intention.  In my opinion, bringing IR back from overpowered levels is fine, but you would need to bring some/all of the other powers in Radiation Melee up to snuff.  In my opinion.

    I don't think it's overpowered anymore since that traditional advantage is gone. Yes, if you are standing in a single spot and not moving at all it will do more damage than a similar counterpart (Quills), but really how often is this happening for us in live play to where the current small (potential) damage advantages this power has would really warrant a halving of it's target cap?

  8. 6 hours ago, Major_Decoy said:

    It summons burn style pseudo pets, unlike all the other damage auras.

    Sure, but it is not doing more damage than the other damage auras. It summons burn pets at a rate of 5s and each one with a lifetime of 10s. They have an activation of 2s.
    This ends up meaning after a 5s duration and you are getting the 2 pets ticking permanently, a dmg tick will occur once every second.

    • 4.8937 fire damage

    Death Shroud

    • 10.5659 neg damage

    Irradiate Ground: 4.8937 * 10 = 48.937 fire damage
    Death Shroud: 10.5659 * 5 = 52.8295 neg damage

    *Tanker values

    I'll edit my post as Quills is what I stated as being the most similar and I think this is more of the reality. Not sure why I was brain farting above and looking at Death Shroud.

    Quills

    • 7.9245 lethal

    Irradiated Ground: 4.8937 * 10 = 48.937 fire dmg
    Quills: 7.9245 * 5 = 39.6225 lethal dmg


    On this merit alone I can see the target cap reduction to (in theory) have the powers match...but in practice IG does not pull ahead until 10s+ of standing in that specific patch. As you are moving through the game you can expect to not be having more damage because of patch dropping vs a following dmg aura
    Irradiated Ground: 4.8937 * 8 = 39.1496 fire dmg
    Quills: 7.9245 * 5 = 39.6225 lethal dmg

    In the "golden" scenario at max target caps for each respectively:
    Irradiated Ground: 48.937 * 5 = 244.685 fire dmg
    Quills: 39.6225 * 10 = 396.225 lethal dmg

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  9. Since no thread has been made for this power going to take it upon myself to try to get some feedback on it from others. Personally I am in acceptance with the proc change, but am completely puzzled why this power is deserving of a target cap reduction. No other damage aura does this, and as Quills (in my mind) being it's closest counter part, what is this power doing that others are not that would justify this target cap reduction?

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  10. Is there anyway for the inherit clicky to be able to be activated DURING a power use?

    Overall, the changes are noticeable to the sentinel I have on 'live' and is the one I copied over and been using on beta does have a somewhat difference, but nothing that is extremely game changing either. I am basically still playing the same character more or less and don't feel incentivized any more than before to use the inherit outside of bosses+. The rage meter seemed to be recharging plenty fast for me in regards to when I wanted to actually use the inherit, it was for the most part always available. Gonna keep echoing that the feedback of the Vulnerability inherit power feels rather lackluster and I don't like dedicating a procedurally click order just to fit it in. If I can activate it during an attack that would ease my woes since I'm not actually doing anything during an animation anyways.

  11. Yeah, nothing about FM itself has really changed much but GFS having a shorter animation time does wonders to me for the general flow of the set. Breath of Fire sticking around as is and only having some long DoT gimmick added is incredibly displeasing to me. 

    I am personally cool with the set feeling somewhat generic, it's what I know and love for the most part. Just being able to choose a set that will do what it says on a box and not really have anything else special going on with it is something I'm happy to see retained. There are quite a few with special mechanics now on other sets and having options that just do damage with no complications is still a good option for players to have imo.

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  12. 19 minutes ago, aethereal said:

    That's nice.

    I've only had a very limited time of playing it...however a large part of me wishes it could be more like activating the vulnerability inherent and then next attack you use will carry the vulnerability with it & apply it. Right now it feels a bit awkward to cast the inherent individually on a target (which has no animation) and then proceed with 'normal' gameplay. It's overall minor and might just be a personal thing, but it would feel a bit more natural to me as I think the overall existing idea/execution of an attack applying the debuff itself felt good, it was just dragged down by being locked to specific power use. If it could be more like a clicky with a very small vfx that would modify your next attack to have vulnerability I would find that very cool.

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  13. 12 minutes ago, aethereal said:

    If I'm understanding correctly, we lose the -5% resistance debuff that we used to get on all attacks, and also lose the offensive/defensive opportunity procs (so the heal/end heal of defensive opportunity and the damage proc of offensive opportunity).  And vulnerability is -15% resistance while the old Opportunities were -20% resistance.  Is that right, or do I misunderstand?

     

    That seems like a lot to lose for what cashes out to like a sub 10% damage improvement when solo and probably a net loss of damage when on a team.  QoL and ease of play seems better, but doesn't feel like it comes close to fixing Sentinel damage underperformance.

     

    What's the cast time on Vulnerability?

    0 cast time

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  14. 1 minute ago, Killerhawk said:

    I don't know that there's much need for specific feedback on it.  It's pretty busted when used with procs on the live servers.  This brings it in line with other toggles, in that procs will only check every 10 seconds, as opposed to every time a new patch drops (5 secs).

    Agree, with the exception of the target cap change. 10 -> 5 max seems unjustified.

  15. Burn

    • This power should no longer summon multiple burn patches.
    • This power should now hit 5 enemies instead of 4.
    • Up-Front damage radius increased to 15ft.
    • Procs should no longer trigger multiple times per target when using this power.
    • Burn Flames should now inherit the power Accuracy enhancements.
    • Burn Flames now inherit AT classes, caps, and modifiers.
    • Burn cast time lowered from 2.03s to 1.47s

    Burn also has a recharge change, can this please be included in the patch notes for transparency.

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  16. On 9/24/2022 at 8:25 AM, brasilgringo said:

     

    @Ratch_Were you ever able to post this?

    It's taken me a very long time to get to this point and hope that maybe this could be of some use to you and others. I really am not certain if I'm over complicating things here, cuz really as a scrapper, we just want to wack things anyway 😆

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  17. A Brief Overview:

    Titan Weapons mechanically is an interesting set, it's gimmick is called Momentum. Momentum can be gained by either: A) Use an Attack B) Use Build Momentum. Once you have gained Momentum, all your attacks become incredibly fast for a short period. In the instance that you A) Use an Attack to gain Momentum, you should be aware that the attack used in this manner is slow. You get access to the fast version(s) while you are in Momentum. Notably, the power set also has a few attacks that cannot be used until Momentum is active.

    One last important note about Momentum as a mechanic, there are essentially two different durations. Going back to that A) Use an Attack B) Use Build Momentum scenario, if you do A) Use an Attack then you will have 5 seconds of momentum. If you do B) Use Build Momentum then you will have 10 seconds of momentum.

    From this point onward, I may refer to Titan Weapons as TW.


    Touching on the Titan Weapons Revamp (nerfs + QoL adjustments/buffs):

    Above are the patch notes for all the changes, but there are a few things that I want to bring up (namely 1 misconception I still seen thrown around).
    "Titan Weapons has redraw" - TW did have redraw, it does not anymore....not really. TW has redraw 2.0, which is covered in the patch notes, but for clarity essentially this boils down to: You will only draw your weapon if you are not in range of your attack, not in combat, or the attack is recharging. This also means that yes, you can use non TW attacks and instantly pull your Weapon out with no animation time cost. This is a buff and a welcome QoL thing.
    The second notable buff to the powerset, one that I think is incredibly valuable, is that momentum is gained even on miss. Before if you missed your attack (it's fairly slow btw, 2+ seconds of animation) then you did not gain momentum, which meant you had to do it again. I don't think it should be understated just how valuable of a change this was.

    On the other side of the changes, the power set took on a variety of damage nerfs and cast time increases. One other large change was Whirling Smash going down from 15ft radius -> 10ft radius. I was fine with this at first since it was definitely abnormal...but seeing how Stone Melee for scrappers has a 15ft radius melee AoE now, I can't help but feel slighted by this change. Tangent aside, all this ends up meaning you spend less endurance and do less damage than before. Depending on who you were, the lower endurance cost may serve you better than how hungry the set was before. Just from pure pylon testing, the damage nerfs seem to be at least around a 20% loss from where it used to be in a sustained DPS scenario.

    There is one last change that I want to touch on that is not covered in those patch notes, as they were actually released rather recently. Sheathed Weapons have been added as a costume option and it's totally badass. You can now walk around CoH with a BFW ( a big fucking weapon ) on your back and I couldn't be happier.


    Choose your weapon, it won't matter which. Even the swords do smashing damage:

    From here on out I will be referencing specific powers in the set. As a sort of legend I will list out some acronyms and what they stand for.
    TitanWeapons_CrushingBlow.png CB = Crushing Blow
    TitanWeapons_FollowThrough.png FT = Follow Through (usable in momentum only)
    TitanWeapons_WhirlingSlice.png WS = Whirling Smash (usable in momentum only)
    TitanWeapons_ShatterArmor.png RA = Rend Armor
    TitanWeapons_ArcofDestruction.png Arc = Arc of Destruction
    TitanWeapons_BuildUp.png 
    BM = Build Momentum

    The biggest key to mastering this set is through maximizing momentum windows. The amount of damage you have access to is incredibly high during it (momentum), and that is by design. These dps phases are meant to be offset by downtime (ie. not have BM up for an extended Momentum duration). Being forced to use the slower versions of these attacks (which by no means are bad) still don't quite hold a candle to the dps that can be accomplished in a 10s momentum window. To simplify the flow and pattern of titan weapons it can be broken down quite simply. Going back to that original breakdown:

    A) Use an attack - 5s of momentum duration
     - In 5s momentum durations, you should be doing 4 attacks.
    B) Build Momentum - 10s of momentum duration
     - In 10s momentum durations, you should be doing 7 attacks.

    Often times, the attack you lead with (meaning the first attack used) in these windows will be the final attack done before the window is finished. As a brief example: Let's say I am doing a 5s duration momentum window: FT is attack #1, RA is attack #2, Arc is attack #3.

    •  Use slow CB to gain momentum -> #1 -> #2 -> #3 -> #1 (momentum is lost)

    As an example of a 10s duration

    • BM -> #1 -> #2 -> #3 -> #1 -> #2 -> #3 -> #1 (momentum is lost)


    The main reason I am chunking information like this into patterns is because it can be a helpful mental note to keep in mind. Not only can it be a sort of guideline to see if you are hitting your mark but also useful should you need to diverge from a standard attack chain. All TW attacks are incredibly similar in animation time, meaning the pattern doesn't need to over compensate should you want to start with Arc of Destruction instead of Follow Through. There is also a side motivation here that I hope this model can help me demonstrate the below more clearly, as the pattern and number of attacks used is what is most important, not the specific attacks themselves. And what I hope to demonstrate is something that I think many could benefit from in regards to helping out their Titan Weapons experience. Using the above model, let's expand upon this pattern and introduce a full "rotation".

    Let's denote Build Momentum as our rotation starter and ender (meaning we've gone full circle in our attack chain).

    • BM -> #1 -> #2 -> #3 -> #1 -> #2 -> #3 -> #1 (momentum is lost) -> Use slow CB to gain momentum -> #1 -> #2 -> #3 -> #1 (momentum is lost) -> Use slow CB to gain momentum -> #1 -> #2 -> #3 -> #1-> BM


    This is a fairly standard situation, and to be precise it's a ~25s rotation. The main attractor to me for breaking the chain down into numbers like this and the pattern is because you can simply just swap around the attacks assigned to the pattern and for the most part still execute it. To explain a bit about how I arrived at that ~25s, I am simply just adding all the arcana times together (you can find these numbers at https://cod.uberguy.net/html/index.html). #1 = 1.32s, #2 = 1.452s, #3 = 1.584s, slow CB = 2.244s.

         (1.32 x 7) + (1.452 x 4) + (1.584 x 4) + (2.244 * 2) = 25.872s

    HOWEVER, if you want to do something extremely similar but do even more damage, then with the introduction of no redraw we can do that. Let's add an attack #4 to the list. FT is attack #1, RA is attack #2, Arc is attack #3, Zapp is attack #4 = 1.584s.

    Build Momentum is once again our rotation starter and ender.

    • BM -> #1 -> #2 -> #4 -> #1 -> #2 -> #3 -> #1 (momentum is lost) -> #4 -> Use slow CB to gain momentum -> #1 -> #2 - > #3 -> #1 (momentum is lost) -> #4 -> Use slow CB to gain momentum -> #1 -> #2 -> BM

    (1.32 x 6) + (1.452 x 4) + (1.584 x 3) + (2.244 * 2) + (1.584 x 2) = 26.136s.

    Essentially what we've done is introduced some animation padding between momentum windows and utilized a snipe which replaced both a #1 & #3. To break down a bit on why this is an important change to consider, just looking at some base DPA ( Damage Per Animation second ) comparisons, fast Arc is doing 69.6 smashing damage, FT is doing 111.5, and Zapp (quick) is 83.49 energy damage. ( 83.49 x 2 ) - (69.6 + 111.5 ) = -14.12 DPA LOSS. Upon first inspection we are actually looking at a damage loss here. However, let's also consider two other important variables, Zapp will scale up in base damage from it's current state with +toHit, and let's see how just adding a single damage proc balances things out. Adding a single 3.5ppm dmg proc to each of these attacks will instead yield: fast Arc = 97.48, FT = 153.7, Zapp = 132. If we compare these side by side: (132 x 2 ) - (97.48 + 153.7) = 12.82 DPA GAIN. So now we are at a ~12 DPA gain through the use of Zapp...and this is just a single enhancement added. The other advantage that is not pronounced here is that FT & Arc will have their proc% go down while Zapp will have it's 3.5ppm proc % capped until it is slotted with 70% recharge. Arguably, what I see as the biggest boon too here is Enhancement Diversity. TW itself has no ranged attacks and getting access to the Apocalypse set in a good usable power is huge for us.

    Finally, there is one last specific pattern (chain) that I want to touch on, and that is the (almost) recharge cap one:

    • BM -> #1 -> #2 -> #4 -> #1 - > #2 - > #3 -> #1 (momentum is lost) -> #4 -> Use slow CB to gain momentum -> #1 -> #2 ->#3 -> #1 (momentum is lost) -> #4 -> BM
       

    (1.32 x 5) + (1.452 x 3) + (1.584 x 4) + 2.244 = 19.536s. This may seem out of reach but from my experience this isn't as uncommon as one might think. It doesn't happen as often on teams, but in leagues and iTrials this chain unlocks for me quite often so I felt it prudent to introduce should you find yourself in a similar situation. I consider this pattern to be the strongest one available to the set. At true recharge cap, you can drop the #4 and just go right into that next Build Momentum! Cutting out a whole entire 5s momentum chain does real wonders for the set and it becomes incredibly fluid.

    Addressing the CS (Critical Strikes) Proc:

    This is a common conversation topic in the scrapper community. Where do I put it? And how should I slot it? 
    These choices do matter, but I would personally go so far to say it doesn't matter where it's slotted as much as how should it be slotted

    Below is a google doc containing a record of a number of runs that I've done in pylon bashing in an attempt to quantify some questions that I've had ever since I got into scrapping on Homecoming. Anyone willing to review it for me is also SUPER WELCOME TO, let me know if you spot any mistakes! I do also want to provide a disclaimer here: Please don't look at this and see the results as facts. Frankly, CoH has layers of RnG and I can't personally do a large enough batch or sample size of runs to really curb the RnG present in the game and end up with what I would feel more comfortable with in calling "averages". Instead, more of what is in this doc is what I am personally viewing as "perceived averages" or rather, indications of one.
    https://docs.google.com/spreadsheets/d/1Rs0YKR-8L1TtTQn8fR_TDcySNzVpaTmwHaXzmyUqwMo/edit?usp=sharing
             Towards the bottom of that first sheet there is a table listing all the runs I've done that looks like this:
    800881966_allTWruns.png.41e2d49f50d1299a1ddf0f38dea5d157.png

    I don't expect really any of this to make a whole lot of sense until you open it up and follow the links/inspect the builds used and the videos of my runs attached to sort of get a feel for what is being measured, but looping back to the original topic of slotting CS I want to point out one specific thing in this image. I have a naming convention noCS and 6pc cs under the Trial column.
    noCS (this is the acc/dam/end/rech enhancement from the set) Touch of Death, Gladiator's Strike , and Force Feedback are procs.
    1439542980_Screenshot2022-09-30020141.png.7e0074d79c60c8964f3b343250c9eebf.png
    6pc cs
    964920751_Screenshot2022-09-30020158.png.7cb3b6be0640b790fe763769c04f5042.png
    There is only a 3% dmg enhancement difference between these two slottings, 6pc cs is ahead with 101% and noCS is at 98%. The reason for my tangent here is that the testing I did suggest that the biggest disadvantage for 6pc slotting Critical Strikes is NOT the fact you have a lower chance at proccing the Critical Strikes, but more so the opportunity cost for having slotted so many wasted stats. The ED cap is reducing the 20% enhance difference all the way down to 3%. If we take the avg proc chance of those 3.5ppm procs slotted in that power then each would roughly be equivalent to 28% damage enhance (if we also assume some crit chance in there). So if we take that assumption and compare the two powers, the two procs alone are providing an extra 61.1 damage, ~50% damage enhance.

    I can understand if you don't wish to partake in slotting like this, but with the introduction of the Alpha Slot and IO availability, many full builds (pretty much all) can choose one power and not need to take set bonuses in it, but rather would benefit a lot more just taking proc bonuses instead.

     Closing

    I originally was going to break down specific attack chains depending on CS slotting in powers, and while I have done that roughly within the google doc itself, this post has gotten long enough haha. If desired, I can try to relay that information a bit if questions arise about it ( and if I feel I even have the answers to begin with ). Regardless doing all the runs and compiling all my thoughts like this into one has been a TON of work. This has been a solo project and I've tried my best to double check all of the above, but I am human and mistakes are inevitable. If you spot one and see a correction or clarification that should be made, please feel free to point it out or reach out to me so that I can fix it! I hope what I've written in this post hasn't gotten too bogged down and is still plenty readable (and helpful 😅).
    One last thing I do want to mention is that all my runs done in that google doc are still being uploaded to youtube and due to upload limits, it will be a bit before I can have them all uploaded, put into a playlist, and added onto that sheet. They will be added soon. 

     

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