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Uun

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Everything posted by Uun

  1. Drowning in Blood Trial
  2. Rain of Fire and Caltrops are location-based, not target-based. Life of the pseudo-pet has nothing to do with life of a target.
  3. The mechanic you're referring to only applies to toggle debuffs, not click debuffs. All the powers you're referring to are clicks (and also do damage). I could see having it apply to Darkest Night when cast by Dark Servant, but I'm not aware of any toggle debuffs used by Controller/Dominator, MM or Lore pets.
  4. As a complete set, I think Critical Strikes is slightly better than Scrapper's Strike. Both have the same recharge buff, one getting it at 5 slots and the other at 6, but Critical has a substantial accuracy buff. Ultimately you're going to want both and getting the influence isn't that hard. Be patient in bidding - put in lowish bids and let them sit for a day or two. I wouldn't put the Critical proc in EC. The critical bonus effects the next attack (or two) you use, not the one it's slotted in. I've got it in Cobra Strike on my MA/Inv and Ground Zero on my Rad/Rad. There's some complicated math based on recharge rates that determines how often it goes off (see link). With Ground Zero on a long recharge, there's a 100% chance for it to proc every time I use it. https://www.reddit.com/r/Cityofheroes/comments/c5ub58/all_about_ppm_procs_per_minute/
  5. If I'm reading the descriptions properly the difference between core and radial is 120s duration vs 90s duration plus range/secondary effect buff.
  6. So I ran Market Crash yesterday with my SR/Staff tank (lvl 46 running at 49). I had no problem until the Crimson Prototype. My build has 55-60% defense to all positions (plus 15% melee/lethal from Guarded Spin) and about 50% S/L resistance. With buffs I was running above 90% defense. Nothing touched me through the entire TF except for getting detoggled once by a Super Stunner. I was going toe to toe with Crimson for quite a while, and while I occasionally took some damage, I stayed above 80% in the green. Then BLAM! - one shot by Energy Transfer. I didn't get a good look at the combat log, but it hit for 1,000-1,500 hp, possibly more (I wasn't monitoring my hit points, so not sure how much they had been debuffed). FWIW, I ran Sutter the day before and had no issues, even against the War Works and IDF (where the Stone tank went down to psi damage).
  7. Quick search of the patch notes indicates the martial arts animations were updated in I2.
  8. Yes please. As I see it, the options are a) allow sharing of salvage account wide or b) allow salvage to be converted to Empyrean merits.
  9. I like them and take them on all my controllers and dominators. Sets up containment, mag 4 immobilize will stop a boss or AV in one shot, and I believe all of them have -fly (which the ST holds do not). I generally slot them for damage.
  10. If you use Time Wall before Time Stop, it adds 1 mag to the hold, so will hold a boss or an AV when the purple triangles are down.
  11. So much for my reading skills...
  12. According to Paragon Wiki, "It does not increase the strength of your Knockback effects. That part of the power description is outdated."
  13. That's basically what I did (Time Wall), although that may be responsible for some of the variation in damage due to Defiance.
  14. I thought the animation for Spinning Kick was Storm Kick's. It's an interesting power - a non-targeted cone. It hits whatever is in front of you.
  15. I didn't realize there were 6 separate pseudo-pets, but that makes total sense in light of the power description. Is each pseudo-pet supposed to make a single to-hit check and then apply 8 ticks of damage to each foe it hits? If that's the case, I would expect to see 6 to-hit checks (if there was only one foe in range), not 8 or 9. I'm clearly not getting the correct number of ticks of damage and the amount of damage per tick is a fraction of what the game says it should be in the power description.
  16. I have Enflame on my lvl 50 blaster (it was my lvl 49 pick). The in-game power description indicates that it should do 8 ticks of 13.58 fire damage 6 times, or a total of 48 ticks for 651.84 damage. I believe this is an enhanced figure but doesn't believe it includes damage buffs. The power has 117% in slotted damage enhancements (including alpha slot), and my build has another 37% in damage buffs. The power has 64% in slotted accuracy and my build has another 40% in accuracy buffs. I tested against a lvl 50 Nemesis Colonel and a lvl 50 Posessed Scientist in PI. The Colonel has no resistance to fire damage. The Scientist has 10% resistance if its frozen armor is active (forgot to track if it was). I've got a +1 incarnate shift but no debuffs were in play. I know that Enflame summons a pseudo-pet and tracked via a separate combat log looking only at pet damage and tohit. Against the Colonel the pet had 9 separate tohit checks - 8 of these showed a 95% chance to hit but 1 showed 80%. I got hits on 6 of the 9. I got (in order): 5 ticks of 9.5 fire damage, 1 tick of 6.93, 1 tick of 9.5, 1 tick of 6.93, 11 ticks of 9.5 and 2 ticks of 8.81 for a total of 21 ticks for 192.98 damage. Against the Scientist the pet had 8 separate tohit checks - 7 of these showed a 95% chance to hit but 1 showed 80%. I got hits on 6 of the 8. I got 3 ticks of 8.74 fire damage, 11 ticks of 9.42, 2 ticks of 10.24, 1 tick of 7.67, 1 tick of 10.24, 1 tick of 7.67, 2 ticks of 10.24 and 10 ticks of 9.5 for a total of 31 ticks for 291.38 damage. I can't figure out how the game is calculating the damage or tohit values, but they clearly aren't being applied in 6 increments of 8 ticks each. Not sure if the pet is ignoring enhancement values or ignoring incarnate and IO buffs, but it looks like it's one of the two. I can understand why the pet would do periodic tohit checks against mobs in the AoE, but not sure why it would continue to check against the foe the power was attached to. Once the power is applied and passes the initial tohit check, the foe the power is attached to should receive all ticks of damage.
  17. As far as Musculature for the Alpha, consider going radial instead of core. You give up a little damage, but you pick up -tohit, endmod and run speed. I don't recommend the storm elemental radial support pet. It runs hurricane all the time and aggros everything in sight. I prefer the core pets. For Hybrid, Support is also an interesting option. Gives a substantial league-wide defense, damage and accuracy buff, as well as an always-on endurance discount.
  18. One of my pet peeves is the requirement to rebuild a character from scratch if you only want to replace one or two powers or move a few slots. Not sure if the system could support this, but it would be nice if you could do a respec that started with your current powers and slots with all enhancements in place. If you wanted to replace a power, you would move the slotted enhancements to the tray (or they would be deleted) and the slots would be moved to the unused slots pool. You could then replace the power with another available to you at whatever level you took the power and add back the slots as desired. Moving slots would work similarly, although there would be no level tracking required.
  19. Gorram Ruin Mages in Posi 1
  20. The only one I remade the same was Uun, a MA/Inv scrapper and my original main. Reproduced 2 of his costumes as best as I could remember them. On live, Aix was a Grav/Kin controller and Susanowo was a Storm/Rad defender. They were combined into Uunison, a Grav/Storm controller, using Aix's old costume. Argent Destiny was a Dark/Rad defender rebuilt as Uundertaker, a Rad/Dark corruptor, with a completely new look and costume. Short Charlie was a Claws/Regen scrapper and is now a SR/Staff tank named Uunstable.
  21. I also played SWTOR while CoH was shut down. The combat feel is somewhat similar to CoH, but the roles are much more limited (DPS, Tank, Healer). It was impossible to get a character fully geared for long, as they kept increasing the max level or the armor limit, so the end game became a continuous grind for gear. You couldn't do the top level ops unless you had top level gear. While the class stories are entertaining, almost nobody teamed for them. Teams were limited to flashpoints and heroics (4 player max) and operations (8 or 16 players). I got characters in each class to max level, so the only thing to do was the new content released every few months, which was the same for all classes. I dropped my sub when CoH came back.
  22. After my Logitech G series died an early death, I picked up a Steel Series Sensei 310. Have had it for several years now and am really happy with it. https://steelseries.com/gaming-mice/sensei-310#sensei-310
  23. There was a thread a few months back in which Captain Powerhouse confirmed that the taunt aura for SR tanks was 13.6 seconds mag 4, making it the same as all the other tank armors except invul and shield (17s mag 4) and Willpower (1.25s mag 3).
  24. I rolled a SR/Staff tank a few months ago and he's up to 38 now. SR makes a very solid tank unless you run into autohit defense debuffs. Staff is OK but not sexy. Needs some work on the animations and SFX.
  25. I did some testing but now I'm thoroughly confused. I couldn't find anything in game or Mids that indicates how much bonus damage Envenomed Blades is supposed to provide, so I also tested some of the other powers as well. It appears that Envenomed provides 16.7% bonus toxic damage when applied to powers like Shuriken Throw or Masterful Throw. However, when used with Ice Storm, the bonus damage is about 4.7%, applied with each tick. With Sleet the bonus damage appears similar, but is only applied about every 10 ticks. Percentages are calculated off base damage (backing off the value of enhancements and damage buffs).
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