Arbegla
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Everything posted by Arbegla
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Imma have to agree. Both acid mortar and triage beacon can get their recharge enhanced to the point of being double or even triple stacked.
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So it's additive, not multiplicative.
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While true, there are set IOs that give +Max % endurance, and Superior Conditioning that also gives a % boost. I do understand that base endurance is 100, so 5% of that is 5, but percentile stacking should be multiplicative, not additive. Therefore, if you have both accolades, you should have 100 * 1.05 * 1.05 = 110.25 max endurance, not 110. Unless everything is really just addictive, and percentile increases are just misleading.
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Looking at the description for the Marshal, Born in Battle, Portal Jockey, and Atlas Medallion powers (all of the +end ones, on the various sides) it looks like there is a typo, and/or a wrong implementation. Marshal says it gives 5% end (but only gives +5 max end) Portal Jockey says 5% hit points and 5% end (gives 5% hit points, but only gives +5 max end) Atlas Medallion says it gives 5 end (and actually gives 5 max end) Born in Battle says 5% hit points, and 5% end (gives 5% hit points but only gives +5 max end) Should the accolades be giving 5% max endurance, or just 5 total? With set bonuses, and some +max end powers available to certain ATs and powersets, there is actually a big difference between a percentage based increase, and a flat rate.
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So, having two currencies for the Alpha slot, and then not using shards for the other slots is a tad confusing, especially for new folks who don't realize or understand that Shards aren't really as useful as they could be, and that you can use threads to craft everything. I know on live, Shards were meant for alpha slot, and threads meant for the other slots, but now that we're homecoming, can we consolidate the Incarnate crafting items into one group?
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Definitely not confusing at all. But the point is, the Combat Attribute is the most reliable value. So that's good to know.
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I have 1 +3 SO slotted in it, and no other global bonuses that should affect Defense.
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So, this is the Protector Bots Force Shield power, on my Mastermind. I've right clicked the buff icon (says 9%), I looked at the Detailed Info (says 5.63%) and I pulled up the combat attributes (says 9.23%) What value is right and why are they different? Screenshot is attached.
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I've been cutting off xp at 4, 9, 14, 19, 24, etc and trying to do all of the contacts available to me in those level ranges. But, certain contacts don't show up on the 'find contact' button. Like the ones I quoted above, cape/aura, the store ones, etc. How many of those are there?
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Another effect that gives the shields graphic is the Mastermind Pet Aura IO powers. Interestingly enough though, Supremacy, the Mastermind Inherent buff, doesn't display the Tohit/Damage effect when the pets are in range. Consistency would be really nice.
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I'm in this picture and I like it!
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So I'm on this insane quest to do every single contact H side. And I do mean Every. Single. One. And this got me thinking, what contacts H side are 'hidden?' I know the stores in Founders Fall, Brickstown, and PI require a mission before you can use them, and then you obviously have the Cape/Aura mission, and the Tailors. Is there any more that I've forgotten over the years?
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I'm currently solo-ing missions running at 0/6, and every once in awhile I run into groups where there was 3 bosses, and 1 LT in the group. No other groups seem to spawn like that, and while I don't mind the experience from clearing the group, its definitely surprising. Should DE be spawning groups like that?
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Does "Improves the Damage of all your powers" Include Pets?
Arbegla replied to Clave Dark 5's topic in Mastermind
I will agree to disagree. -
Does "Improves the Damage of all your powers" Include Pets?
Arbegla replied to Clave Dark 5's topic in Mastermind
Which is a shame, because one of the Mastermind ATOs literally gives a % Damage boost. Which is a complete wasted set bonus on MMs. 😞 -
This might've been suggested already, but can there be a way to check what active events are going on? Especially with the Zombies, and Banner events, its hard to log in and find out what zones are currently under attack. Plus it'll help to know what the timers/rotation is for certain spawns.
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The ArcanaTime animation time for Pulse Rifle Burst is 2.112. Using CoD damage, it is doing 50.16/2.112 = 23.75 Damage per Animation The ArcanaTime animation time for Arcane Bolt is 1.98. Using CoD damage, it is 45.2667/1.98 = 22.86 Damage per Animation So, I was slightly wrong that without the Arcane Power proc, Arcane Bolt does more damage. However, with the Arcane Power proc, the damage is doubled, so you get (45.2667*2)/1.98 = 45.72 Damage per Animation. That is also not counting redraw, which might be why I assumed Arcane Bolt does more damage (animation time doesn't count redraw). the DPE calculation is similar, with Pulse Rifle Burst costing 10.66 Endurance, and Arcane Bolt costing 7.7. So for roughly the same damage, you're spending less endurance, doing it slightly faster (a few frames really) AND you have a chance to do double damage. Plus no redraw.
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So, Jurassik Rubble doesn't spawn with the GM code, its set as level 40. Normally that's not a problem, but I solo'ed Jurassik on my level 34 character, and the Rubble was actually harder to kill then the GM itself due to the purple patch. Might not be a bug per-say, but should probably be looked at.
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So, just an FYI, even without the proc for Arcane Power, Arcane Bolt has better Damage per Endurance, and Damage per activation then any of the MM single target attacks. And Arcane Power procs off everything. Plus, no redraw! 😄
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Beating a Dead Horse - Bots Traps - MM builds please
Arbegla replied to Cyrickain13's topic in Mastermind
Here's mine. This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Arbegla Final: Level 50 Magic Mastermind Primary Power Set: Robotics Secondary Power Set: Traps Power Pool: Sorcery Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Battle Drones -- SprMarofS-Dmg(A), SlbAll-Acc/Dmg/Rchg(3), SprMarofS-Acc/EndRdx(3), EdcoftheM-PetDef(5), SvrRgh-PetResDam(5), SlbAll-Build%(7) Level 1: Web Grenade -- EnfOpr-EndRdx/Immob(A), EnfOpr-Acc/EndRdx(7), EnfOpr-Acc/Immob/Rchg(9), EnfOpr-Acc/Immob(9), EnfOpr-Acc/Rchg(11) Level 2: Caltrops -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(11), Rgn-Acc/Rchg(13), Rgn-Dmg/EndRdx(13), Rgn-Knock%(15) Level 4: Arcane Bolt -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(19), EntChs-Dmg/Rchg(21), EntChs-Dmg/EndRdx/Rchg(21), EntChs-Heal%(23) Level 6: Equip Robot -- EndRdx-I(A) Level 8: Triage Beacon -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(25), Pnc-Heal/+End(27) Level 10: Acid Mortar -- ShlBrk-Acc/DefDeb(A), Ann-ResDeb%(27), ShlBrk-DefDeb/EndRdx/Rchg(29), ShlBrk-Acc/EndRdx/Rchg(29), AchHee-ResDeb%(31), Ann-Acc/Dmg/EndRdx/Rchg(31) Level 12: Protector Bots -- SprMarofS-Dmg/EndRdx(A), LucoftheG-Def/Rchg+(17), SprMarofS-Acc/Dmg(31), SprMarofS-Acc/Dmg/EndRdx(33), SprMarofS-EndRdx/+Resist/+Regen(33), ExpRnf-+Res(Pets)(33) Level 14: Super Speed -- BlsoftheZ-ResKB(A) Level 16: Force Field Generator -- Rct-Def(A), Rct-Def/EndRdx(34), Rct-EndRdx/Rchg(34), Rct-Def/Rchg(36), Rct-Def/EndRdx/Rchg(36), Rct-ResDam%(36) Level 18: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 20: Poison Trap -- BslGaz-Acc/Rchg(A), BslGaz-Rchg/Hold(37), BslGaz-EndRdx/Rchg/Hold(37), BslGaz-Acc/EndRdx/Rchg/Hold(37) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(39), ShlWal-Def(39) Level 24: Hasten -- RechRdx-I(A) Level 26: Assault Bot -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(39), CaltoArm-Acc/Dmg(40), SprCmmoft-Acc/Dmg/EndRdx/Rchg(40), SprCmmoft-Rchg/PetAoEDef(40), CaltoArm-+Def(Pets)(42) Level 28: Seeker Drones -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(42), CldSns-ToHitDeb/EndRdx/Rchg(42), CldSns-Acc/EndRdx/Rchg(43) Level 30: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(34), Prv-EndRdx/Rchg(43), Prv-Heal/Rchg(43), Prv-Heal/Rchg/EndRdx(45), Prv-Absorb%(45) Level 32: Upgrade Robot -- EndRdx-I(A) Level 35: Charged Armor -- GldArm-End/Res(A), GldArm-Res/Rech/End(45), GldArm-3defTpProc(46), StdPrt-ResDam/Def+(46) Level 38: Tactics -- HO:Cyto(A) Level 41: Electrifying Fences -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(46), GrvAnc-Acc/Rchg(48), GrvAnc-Immob/EndRdx(48), GrvAnc-Hold%(48) Level 44: Electric Shackles -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(50) Level 47: Burnout -- RechRdx-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 -- Heal-I(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15) Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(17), PrfShf-End%(19) Level 50: Rebirth Core Epiphany Level 50: Banished Pantheon Core Superior Ally Level 50: Ion Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Support Core Embodiment Level 50: Agility Radial Paragon Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve Level 50: Vanguard Medal Level 1: Battle Drone Level 26: Assault Bot Level 12: Protector Bot Level 4: Arcane Power Level 14: Speed Phase ------------ -
Mission: Stop villains' leader, his men Contact: Lorenzo Tate Issue: Clicking on some of the glowies gives this: Should be: Also other actions are missing a period at the end of the sentence: All of those need a period.
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Triage Beacon (AKA that traps power everyone skips)
Arbegla replied to Shred Monkey's topic in Suggestions & Feedback
But why though? Because its a 'aura' power? I have the proc in my Triage Beacon now, and when I first drop it, it usually procs on 3 - 5 targets (I play a bot/traps MM, so minimal 8 targets at all times around.. me, 6 bots, and a FFG) It then procs again after about 10 seconds on another 3-5 targets... sometimes more, if I have Acid Mortar out. Who is the proc master person again? Maybe we can get some deep dives into what actually happens here. -
Triage Beacon (AKA that traps power everyone skips)
Arbegla replied to Shred Monkey's topic in Suggestions & Feedback
But wouldn't the 200 second recharge offset that some? Isn't proc rate based on recharge, and radius? -
I assume you mean HP instead of X
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So, I got to thinking, what order do things actually happen in? And then I realized it wasn't nearly as straight forward as I thought, especially with Absorb going into the mix. I was wondering if anyone had a definite 'order of operations' for combat? Here is what I think happens: Defense -> Resistance -> Bodyguard Mode -> Absorb -> Actual reduction in health. But I'm not sure. Here is a scenario to try to explain it better. Minion level Mob 1 throws Flares at Player A. for simplicity sake, lets say Flares would do 100 damage. Mob 1 has a 50% chance to hit, Player A has 20% defense to fire, 30% defense to ranged, and 35% resistance to fire. They also have an Absorb shield active, that can absorb 75 damage. We all know that the highest defense value is taken first, so the mob has a 20% chance to hit the player (50 tohit - 30 defense = 20% chance) What happens with absorb and resistance though? Does absorb then soak the whole 100 damage? or does resistance kick in next, and reduce the damage down to 65, then absorb soaks it, and there is still a 10 point absorb shield remaining? What would happen if you increase the damage of flares to 150? Does absorb soak all of the damage, and there is no rollover, or does the rollover damage still affect the player? Now, lets assume the player is a mastermind with Bodyguard mode active. Does the remaining damage after resistance get reduced further with bodyguard mode active, and then get absorbed?