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Arbegla

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  1. Ignoring the snark here, I did do a search, and the 'latest' post about it was almost a year old. So, making a new post to let the devs know its still an issue seemed appropriate.
  2. As of today (March 2, 2021) he's still bugged. Any update on this?
  3. I keep tinkering with it. Please make me stop. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Arbegla Respec: Level 50 Magic Mastermind Primary Power Set: Robotics Secondary Power Set: Traps Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Presence Ancillary Pool: Mu Mastery Hero Profile: Level 1: Battle Drones -- MarofSpr-Dmg(A), SvrRgh-Acc(3), MarofSpr-Acc/Dmg/EndRdx(3), EdcoftheM-PetDef(5), SvrRgh-PetResDam(5), SlbAll-Build%(46) Level 1: Web Grenade -- EnfOpr-EndRdx/Immob(A), EnfOpr-Acc/EndRdx(7), EnfOpr-Acc/Immob/Rchg(7), EnfOpr-Acc/Immob(9), EnfOpr-Immob/Rng(25) Level 2: Pulse Rifle Burst -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(9), Apc-Acc/Rchg(11), Apc-Dmg/EndRdx(11), Apc-Dam%(13) Level 4: Triage Beacon -- Pnc-EndRdx/Rchg(A), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(15), Pnc-Heal/+End(17) Level 6: Equip Robot -- EndRdx-I(A) Level 8: Caltrops -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(29), PstBls-Dmg/Rchg(33), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dam%(33), Ann-ResDeb%(40) Level 10: Acid Mortar -- TchofLadG-DefDeb/Rchg(A), Ann-ResDeb%(21), TchofLadG-DefDeb/Rchg/EndRdx(23), TchofLadG-Rchg/EndRdx(25), AchHee-ResDeb%(27) Level 12: Protector Bots -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg(23), SprMarofS-Acc/EndRdx(29), SprMarofS-EndRdx/+Resist/+Regen(37), ExpRnf-+Res(Pets)(37), LucoftheG-Def/Rchg+(39) Level 14: Super Speed -- BlsoftheZ-ResKB(A) Level 16: Force Field Generator -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(27), ShlWal-ResDam/Re TP(45) Level 18: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 20: Poison Trap -- UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(46), UnbCns-Acc/Rchg(50), UnbCns-EndRdx/Hold(50), UnbCns-Dam%(50) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45) Level 24: Hasten -- RechRdx-I(A) Level 26: Assault Bot -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(34), SprCmmoft-Acc/Dmg/EndRdx/Rchg(34), SprCmmoft-Rchg/PetAoEDef(34), CaltoArm-+Def(Pets)(46) Level 28: Seeker Drones -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(40), CldSns-ToHitDeb/EndRdx/Rchg(43), CldSns-Acc/EndRdx/Rchg(43) Level 30: Provoke -- PrfZng-Taunt/Rng(A), PrfZng-Taunt/Rchg/Rng(31), PrfZng-Acc/Rchg(31), PrfZng-Dam%(31) Level 32: Upgrade Robot -- EndRdx-I(A) Level 35: Charged Armor -- GldArm-End/Res(A), GldArm-Res/Rech/End(36), GldArm-ResDam(36), GldArm-3defTpProc(36), StdPrt-ResDam/Def+(37) Level 38: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(39), AdjTrg-ToHit/EndRdx(39), AdjTrg-ToHit(40), AdjTrg-ToHit/Rchg(45) Level 41: Electrifying Fences -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(42), GrvAnc-Hold%(43) Level 44: Electric Shackles -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(48), BslGaz-EndRdx/Rchg/Hold(48), BslGaz-Acc/EndRdx/Rchg/Hold(48) Level 47: Assault -- EndRdx-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Supremacy Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- RechRdx-I(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Heal(A), Mrc-Rcvry+(17), NmnCnv-Regen/Rcvry+(19) Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(19), PrfShf-End%(21) Level 1: Prestige Power Dash -- EndRdx-I(A) Level 1: Prestige Power Slide -- EndRdx-I(A) Level 1: Prestige Power Quick -- EndRdx-I(A) Level 1: Prestige Power Rush -- EndRdx-I(A) Level 1: Prestige Power Surge -- EndRdx-I(A) Level 4: Ninja Run Level 50: Reactive Core Flawless Interface Level 50: Rebirth Core Epiphany Level 50: Agility Radial Paragon Level 50: Support Core Embodiment Level 50: Banished Pantheon Core Superior Ally Level 50: Ion Core Final Judgement Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve Level 1: Battle Drone Level 26: Assault Bot Level 12: Protector Bot ------------
  4. With the new PPM, and the way some procs don't work very well with pets (and pseudo pets) is the -tohit debuff proc worth putting in the seeker drones for a /traps? Does it even work?
  5. There's the problem. He's running a mission solo, that's designed for a group of six. And based on your story, you were able to accomplish it, with just two people. This game is honestly balanced around SOs, running solo at 0/x1. Anything above that, and you're playing outside the balanced equation of the game. If you're having issues soloing +4/x8 content, well, you're not supposed to be able to solo that content anyways.
  6. So I haven't read much of the past few pages, but I'm old enough to remember with the ITF was 'End game content' and people complained very loudly on the beta that it was impossible to complete with a full 8 man team, fully IO'ed with Bloody Bay nukes. Then me (a bot/traps MM) and a grav/energy Dom duo'ed it, without using temp powers. Because we understood the mechanics and how to break them, and just rolled over everything. The ITF was never nerfed, and people just got better at completing it, and now we have speed teams doing the entire thing, without deaths, in less than 20 minutes. The biggest issue with this game, isn't IOs, its the sheer fact its been around for literally 15 years. People who are passionate about the game have broken it, with just SOs. Because they understand how the AI works (or rather doesn't work to be fair) and can exploit that. This comes back to the newbie with an OP build argument. If you strip all of the IOs out of @Bill Z Bubba claws/sr and made him run with just SOs, he would still tear apart missions, that a brand new player, with a max IO build can't even dream of doing. How you do balance around skill? And do we care that the very skilled players, are also the ones to have very powerful IO builds? It kinda comes with the knowledge of a playing a game for 15 years...
  7. I agree to an extent. Stacking the -res procs in acid mortar, and then dumping a bunch of recharge is better then the damage procs. having 2-3 acid mortars, with 2 -res procs is between -80 to -100% resistance (20% per acid mortar, 40% from the procs) Also, I think you mean the Preventative Medicine proc for the +absorb
  8. I'm not sure about the +absorb, as its very much HP based, but I do know that the Panacea +hp/+end proc turns Triage beacon into a AoE Heal over time power (in addition to the massive +regen you get) that affects your pets, and any allys. Double/triple stacking a Panacea proc'ed triage beacon is basically plugging the Sleep hole that /traps has, as heals break sleep.
  9. This seems like an easy enough fix. Just put a hard cap on the PPM... doesn't matter how fast you're firing attacks, you'll never achieve higher then the PPM stated. It'll make burst damage insane (mainly because fast attacks would get all the PPMs right away) but it would balance overall.
  10. I mean, mathematically, is it really that big of a deal? Local and Global recharge affects the powers basically the same, and if you're preventing yourself from slotting up to ~95% recharge in a power just to proc more, does the math really make it proc more often, or is it just a trick on the human brain? By 'a trick on the human brain' i mean, the power comes up slightly more often (due to the global recharge) and when it does come up, it seems to proc almost every time, but isn't there still a check on the number of procs you can have in a minute, and thus you 'waste' chances? I mean, looking at my recharge heavy character builds, I'm seeing a power that have a base recharge of 8, and with all my bonuses its reduced down to 1.8. Animation time is 1.87, so the fastest I can cast just this one power in a minute is (60/(1.8 + 1.87) or about ~16 times in a minute. I have the Apocalypse: Chance for negative energy slotted in it, which has a PPM of 4.5. This gives me a 'proc chance' according to Mids of ~42%. Using the ~16 attacks per minute, and the ~42% proc chance, I should get roughly ~6.8 procs within that minute. Is there a check that caps it at 4.5PPM, or do I really get the ~6.8 procs?
  11. So, this might be a dumb question, but doesn't PPM translate to Procs Per Minute? Doesn't it inherently cap procs to a certain number of 'activations' per minute, and if you were to exceed that rate, you don't actually get the proc? I know the argument for procs is to put them in powers with a high base recharge, and then not slot much for recharge, as you'll reduce your chance to proc on the power each activation, but aren't you still limited by the PPM formula? Basically, take a minute long attack again with a 8 second recharge power. You'll be able to use it ~7 times in that minute. If you're PPM is 3, then roughly half (3 out of the 7 attacks) of those attacks will proc. But use that same 3PPM formula, with a 20 second power, and every single attack procs, but its still only 3 PPM.. and if you're waiting 20 seconds between attacking, is it really worthwhile? Or am I missing something here?
  12. I mean, obvious answer the the Battalion. I've also like to meet Shiva, and the real Nemesis.
  13. I think the root of the issue falls with now -resistance is handled mechanically, and how crazy that could get. Right now, Resistance Resists Resistance Debuffs equally. The numbers are a little messy, but the short and sweet of it is that a -20% resistance debuff, increases your overall damage by 20% (even though it might not be a straight reduction of 20% resistance to the thing you're debuffing) Because of the fact that -resistance is a straight 1:1 increase in damage done, it would be quite insane to enhance -resistance further than it already is.
  14. Did only the tanker primary get the AoE increase? Or secondary as well? I'm specifically thinking things like Damage auras on tankers hitting 16 targets, where the brutes only hit 10..
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