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If I can turn off Hasten's glowing hands, I should be able to turn off anything else.
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I'll answer the Hail of Bullets question: No. For this particular power, a SO Damage Enhancement is slightly more powerful than a Damage Proc. Once you enhance the damage up to 95%, then add a proc or two. Something like 5 of the Scirocco's Dervish (including the proc) and then the Obliteration proc. That way you still get 5 of the Scirocco's Dervish set bonuses. If you went with a ton of damage procs, your average damage might be similar but very streaky as sometimes you miss a lot and others you hit a lot. Plus you lose the set bonuses. But I will say the nice thing with damage procs is that if they hit, you get the damage immediately as opposed to the power's DoT. For most powers, you can use Mids Reborn to play with proc chances and average damage, just be aware that some of the entries have bad math... most notably if a pet or pseudo-pet is summoned.
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In my head, Sentinels are about 85% of Blasters when it comes to inflicting damage, for all the reasons mentioned above (Defiance, damage multiplier, damage cap, secondaries, AoE limits...). But Blasters have to worry about things like being Mez'd where Sentinels don't. And while a Blaster can get its defenses beefed up via set bonuses, it's work and costs time/influence. I'm a fan of both classes, and go back and forth on which I'd rather play.
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Hmph. You'd think an off switch would be simple to implement.
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Is there a way to completely turn off the visual effects of Stone Armor? Not crazy about how they look with my costume.
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One thing you could do is add a couple more procs to Suppressive Fire. (Gladiator's Net and Gladiator's Javelin.) That's five procs, and just throw an Acc in the six slot. That will raise the average damage from 236.7 to 361.3, or a 52% increase.
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Out of curiosity... the Electrical Blast set has the ability to shock targets for extra damage. As I understand the formula, it takes the target's Endurance, applies a factor, then compares it to a random number. The lower the target's Endurance the more likely for Shock to apply damage. How did you address that in the spreadsheet? Just apply an average number? (And I think I found a typo... Rotation Sheet tab, cell M10 (damage total) refers to the Buffs tab, cell M20. M20 is blank, I believe it should be M21.)
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Thank you both for the responses. My casual testing indicated it was all the time but I wanted to be sure.
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Offensive Adaptation has a chance to add Toxic damage to your attacks. Anyone know what the chance is? City of Data has the following for the damage: Magnitude Expression: 15.293 * (0.16 * minmax(power.base>rechargetime, 0, 20) + 0.36) / power.base>areafactor and Magnitude Expression: 15.293 * (0.7 * power.base>activatetime + 0.04 * minmax(power.base>rechargetime, 0, 20) + 0.4) But I'm trying to discern the odds of it happening.
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Just stumbled across something amusing with Dark Armor. If you're out of combat, Oppressive Gloom is suppressed. I'm running two sources of stealth (Cloak of Darkness and the Celerity enhancement) and can stand in the middle of a group with nothing happening. As soon as I attack, the stun effect kicks in for everyone in range. I'm curious if Cloak of Fear does the same thing. Will test it after I level up a bit. --Edit-- Yep, CoF does it too.
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The Defiant Barrage proc gives a Mag 1 status protection for 10 seconds and can stack up to three times. Question: if it's slotted in /Device's Gun Drone, would the player get the status protection?
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Out of those three powers, only Sniper Blast will accept a FF+Recharge. The two melee attacks don't have knockback.
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kheldians The (Almost) Complete guide to Kheldians
Mack008 replied to Laucianna's topic in Peacebringer & Warshade
Go right ahead. That's why I put it here. -
kheldians The (Almost) Complete guide to Kheldians
Mack008 replied to Laucianna's topic in Peacebringer & Warshade
I have a few notes about a Peacebringer’s Knockback to share with folks. Yes, PB’s have a lot of powers with Knockback, but there’s large variety of KB magnitude among them. The below info is intended to help players know which powers they need to be careful of, and which ones they can safely let fly. The following list is the powers with KB, in order of most powerful KB to least. - Dawn Strike, 100% chance of 18.7 KB. If you’re going to mitigate the KB of only one power, this is the one. At 18.7, this power will absolutely scatter mobs and really frustrate your teammates. - Solar Flare, 80% chance of 4.1 KB. While not as bad as Dawn Strike, this will still scatter everything around you. Highly recommend some mitigation. - Luminous Detonation, 50% chance of 3.8 KB. Now we’re getting to a power where you might choose to not mitigate the KB since it will only affect half the targets. The magnitude is still fairly high though. - Bright Nova Detonation, 50% chance of 3.7 KB. Same as Luminous Detonation. - Radiant Strike, 60% chance of 2.0 KB. At this point, you may not feel the need to reduce the KB since this affects only a single target and it won’t fly that far. Just be prepared to finish them off with a ranged attack if they survive. - Photon Seekers, 50% chance of 2.0 KB. Another judgment call on this one. The KB from a single seeker isn't bad, but all three going off simultaneously can be unpredictable. Especially if one lifts the target a bit and the second or third one goes off a moment later. - White Dwarf Smite, 100% chance of 0.7 KB. No mitigation needed. - White Dward Flare, 80% chance of 0.7 KB. No mitigation needed, unless you’re fighting a lot of low-level targets. - Incandescent Strike, 80% chance of 0.7 KB. No mitigation needed, especially since you’re probably using this against a Lt/Boss/EB/AV who’s not going to be easily tossed around. - White Dward Strike, 30% chance of 0.7 KB. No mitigation needed. - Bright Nova Blast, 10% chance of 1.9 KB. No mitigation needed. This happens so rarely that you’ll forget it can happen but may be annoyed when it does. - Gleaming Blast, 10% chance of 1.9 KB. No mitigation needed. Same as Bright Nova Blast. One more thing to keep in mind when you’re thinking about what powers to mitigate is the level of opponents you’ll face. If you’re routinely fighting evil doers who are above your level, then KB will be less pronounced. In which case you can get away with not mitigating the KB of some powers. -
Part of this depends on playstyle. I prefer to keep my blasters at range, so I avoid PBAoE attacks. Powersets like AR become a solid for me with Buckshot, M30, Flamethower, and Full Auto all keeping be a bit back from the action. Also,, Full Auto recharges in only 60 seconds by default, which nicely offsets the lethal damage and 10 target limit. YMMV.