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Arbegla

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Everything posted by Arbegla

  1. 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?
  2. Which is a shame, because one of the Mastermind ATOs literally gives a % Damage boost. Which is a complete wasted set bonus on MMs. 😞
  3. 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.
  4. 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.
  5. 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.
  6. 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! 😄
  7. 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 ------------
  8. 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.
  9. 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.
  10. But wouldn't the 200 second recharge offset that some? Isn't proc rate based on recharge, and radius?
  11. 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?
  12. Dechs Kaison and I were one of the firsts, back in the day at least. We played similar powersets, but in radically different ways. I went the PvP route (at least until I13) and he went the PvE route. Fun guy for sure though. Tankerminding was something I did just to keep my pets alive, as I realized that if the pets died, I died, but the pets keep me more durable. It was simply a math equation that I wanted to solve. Provoke, I would say, used to be useful, before IOs and Incarnate powers really made things die just too fast. I would vouch that its not needed at all anymore, and Tankerminding is a totally different animal now that we have AoE buffs in incarnates. Its much easier to keep people, (and pets) alive then it used to be.
  13. I needed this laugh more than I realized. So I definitely appreciate reminding you about the Warriors, and getting the update.
  14. I can't believe this hasn't been posted before. This is Fun.
  15. Eh, expensive is relative i guess. They are/were going for about $1,000,000 a pop, but when you need somewhere in the ballpark of 200 of them, they add up fast. I use them a lot on low level sets to get more enhancement value, and on purples.
  16. Why are these things so expensive? Is it because they can only be bought via merits? Are they in super packs?
  17. With the fact that most 5th column spawns either took over, or fight with Council, would it be possible for both groups to count regarding hunt missions?
  18. Well, they are permanent in the fact you can resummon them right away, and the recharge isn't such that it takes any effort at all (the Force Field Generator recharges in about 10 seconds..) Its just the fact they have a duration on them that makes things troubling.
  19. So, the Praetorian Police Departments are all spawning at level 25, in an otherwise level 29 mission. The mission is Infiltrate Cole's Tower from Vanessa DeVore Might be story driven, but most likely a bug.
  20. This suggestion is more QoL then anything else, but would it be possible to turn the 'pseudo pet' powers like the Force Field Generator, Voltaic Sentinel, and Gun Drone, into toggles like the Prestige Pets are? Maybe make them weaker, so they are more prone to being destroyed, so you have to resummon them still, but once you summon them, you aren't trying to beat the clock on various battles before they go boom?
  21. I third this. I legit skip trip mine and time bomb/detonator on any /traps, because its just not a great power at all.
  22. Ah, the run-time processing, vs having a compiler clean it up makes the difference. From my understanding, compilers (and really any regular language parser) uses a stack, so I was looking at it through that lens. But you're right, doing the evaluating at run-time is much faster, assuming you don't get stuck in recursive loops (i/e, POP something that PUSHES the same something onto the stack, which POPs, then PUSHES the same thing so you never actually change states)
  23. But if you can short circuit it, you can cut all of the other calls out, and exit early. For example, if char(level) = 35, the code would evaluate 35 == 50, return false, see the && and then just exit (because && returns true iff both sides are true, so having one side, that is easy to evaluate return false, you can ignore everything else) From what you described of RPN, even if char(level) = 35, you would still have to evaluate everything else before exiting the stack. Even though the answer will still be false after you're done (due to the && operator)
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