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Ratch_

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Everything posted by Ratch_

  1. 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.
  2. 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.
  3. I should clarify..it has the animation of an inspiration (it's interruptable), just no character vfx but I am mainly just looking for a bit more feedback feel I guess is what I'm mainly wanting to say.
  4. 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.
  5. Agree, with the exception of the target cap change. 10 -> 5 max seems unjustified.
  6. Gonna echo that I would like for Dominators to also be able to get the combustion cast time reduction. Since it's being touched, could there be a shaving for it's DoT duration? Meaning all it's damage could come out faster than the 7.1s that it does currently.
  7. 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.
  8. Closest thing coming to my head would be Street Justice / Super Reflexes (maybe willpower ?) + Mace Mastery for Web Cocoon πŸ˜„
  9. I didn't even pick up on that when I wrote it πŸ˜‚
  10. 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 πŸ˜†
  11. 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. CB = Crushing Blow FT = Follow Through (usable in momentum only) WS = Whirling Smash (usable in momentum only) RA = Rend Armor Arc = Arc of Destruction 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: 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. 6pc cs 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 πŸ˜…). 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.
  12. Yeah, I've gotten similar results with it. It's undeniable that it does increase your dps, but for whatever factors are at play, the perceived dps increase doesn't seem noticeable much, if at all. YMMV
  13. The build I used in the video is tailored back some as well (hence the super speed) as I'm looking to try bringing it closer to comfort to run around with in CoH. I still need to spend time with CS slotted into RA and Arc, but at the very least I did get FT finished up today. The attack chain seems really stable and solid though, I don't have any recorded difference that suggest RA lead or FT lead for the momentum chain makes any meaningful difference (in the context of CS slotted into FT). Of the other sets you've tested have you felt the spikes to the same degree as this one? I personally can't say I have, at least to this degree.
  14. I got crazy dumb luck rng. For those wondering the avg. currently is 1m11s-1m12s over a spread of 40 runs. 865dps fastest, 665dps average
  15. I'm working on something related to this that just isn't quite finished yet...but I have no problem forwarding you the build and chain that was used. I messaged them directly rather than here in hopes of not wanting to derail the original thread too much into a sharing builds topic. If you don't need it sometime this week then I should have something ready in terms of a write up about TW finished relatively soon (looking to be ready sometime next week or the one thereafter) which would cover the build and chain used (as well as hopefully two others).
  16. Just watching your power bar is pure entertainment on it's own, I'm impressed too. Good shit!
  17. These are some tough questions that I really don't know the answer to. In regards to hard mode, I haven't actually joined any of that so I am not sure of what numbers or tactics are needed for that content. I hear barrier chaining is necessary though? For a more average balanced build 1:30-1:40 seems reasonable to me. It doesn't matter too much which epic snipe you take imo, but ball lightning hasn't improved my cleartimes much if at all on missions so I prefer Shadow Meld ( I also just dislike the electric sounds in this game haha and prefer the sfx of moonbeam ). TW functions well without a snipe, but the chain I'm doing requires it in my opinion.
  18. It is that one, it has undergone a decent amount of minor changes, but for all sakes and purposes the philosophy I had for the build that was being run in that video has not changed. I just optimized the attack chain when you supplement a snipe. I sent SomeGuy my build and times, so hopefully if they get the inkling to try it themselves I can get more times recorded for it and see what the average(s) are like for them if they decide to run it. I don't think any of the caveats or issues that have been stated about the set are in any way evaporated. But if the builds that get the fast times listed are like what I think they are, then anecdotally at the very least I think TW should move up ever so slightly on it's damage output tier.
  19. I went ahead and did 20 runs with the tw/bio/soul I've been perfecting and I did get a 1m13s avg... but I also don't want it to be representative of the set. It entirely depends on what the builds you have listed there are like. And the variance/rng on TW really does exist to such an extreme degree that you need to be extremely mindful of what is going on since at times you will need to adapt your string. It's the furthest thing from comfortable. Thanks for sharing those times though, it really is cool to see the averages and the interfaces + snipe/no snipe. The crab time looks pretty bonkers, is that just the nature of a bunch of pets being OP against a single target?
  20. Out of curiosity, what are the averages you have for: 1. Ice Melee 2. Dual Blades 3. Katana 4. Titan Weapons And additionally, how many runs do you like to do before you decide on your average? I couldn't agree more with the tight attack rotation and the overall unwiedly feeling of the set. Especially if I am experience any notable sort of lag, the set is unplayable to me.
  21. Why is TW B tier?
  22. Probably going to be the last fire/fire blaster update, but I am posting this really more as a proof of concept, rather than a trapdoor submission. However this test is a good conduit for really showing just how strong this kind of blaster can really be. So, going into this I wanted to test 3 things: 1. I want the flexibility to switch the destiny as I please, as my actual fire/fire blaster runs Incan for league teleporting power. 2. I don't run multiple builds, so having a 1 build fits all is generally something I find extremely valuable. Ideally, the toon can solo and team play nicely. A personal need for this toon as well is I want both Super Speed & Super Jump for speedies. 3. Is Oppressive Gloom actually good on this blaster? I tinkered with my build a bit and I got something created that is fitting the bill quite nicely for my needs. So how does a blaster do in this trapdoor environment, which has no destiny use, temps, no inspirations, and has two travel powers? No Oppressive Gloom It does damn fine I must say. With both #1 and #2 checked off my list...what about number 3? Is Oppressive Gloom worth it? Well, anecdotally, as much as I like this power, I'd say no. It's not worth it at all 😞 The power is definitely felt in the clears, and does have advantages...HOWEVER it's value on clear time and overall comfiness has not been shown consistently in my runs when the power is on vs off. The good news is, we now have the option to run Charged Armor over Dark Embrace which is definitely a win imo. The other nicety is we now have a open power slot for really any one slot wonder you could want. Vengeance, Aim, Burnout, Rain of Fire, etc. There's also the other bit about OG probably not having the most impact in team play as well, more of a solo optimization. Cheers!
  23. In regards to the end recovery, we can largely thank theft of the essence proc for that πŸ˜…The build does recover 5.4end/s on it's own though with intuition radial slotted as the alpha.
  24. This was back before we could record and now that we can I figured I may as well go ahead and do that. I first attempted doing this with no def amp but unfortunately only made it through the whole gauntlet once in the 5 times I tried and the rest of the times I died lol. So even though I did clear it at around 4min20s - one clear out of 5 is in my mind negative minutes πŸ˜‚ So I caved and went and bought the OP defense amp and redid my run. I did die once in my runs but I went through consistently with no issues outside of that one time. In the spoiler are my total clear times and the average is 3minutes 48seconds. Here's the recording for my fastest run.. The slowest run is also recorded and on my yt channel. Edit: I was annoyed I had to use a def amp, but I got useful information from using it on what sort of defense numbers I needed to hit in order to clear consistently. Here are my times with Fire/Fire/Soul blaster that is using standard rules. Avg: 3minutes 51 seconds Even with me hitting those numbers though, it's still somewhat volatile compared to having a defense amp, if nothinig else for the constant mez and kb protection. Clarion has downtime and that will definitely show in the runs as lost time and as general annoyance. I did experiment with swapping between musc radial and int radial...and int radial seemed to suggest quite a noticeable clear time difference, although extremely minor. However musc radial ensured I could handle a lot more -recov buffs before detoggling - therefore allowing for more consistency. Anyway, here's the fastest run I had with it. Slowest is also on the yt channel.
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