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Everything posted by Booper
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Focused Feedback: Robotics Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
Thank you. I love that you went through and provided this detailed breakdown of your Live test results. There are certainly some good tidbits here in how gameplay can impact performance. The death of the pet will certainly result in poorer performance. I am somewhat surprised that over the 4:12 test run that only only 35 seconds had two stacks (14%). I would have thought that would be better, but again, I'm sure pet deaths play a part in that. Normally, this goes without saying whenever someone shows math on one thing and try to apply the same math to another thing where purple patch plays a part. However, this is not the case. Re-read what I was calculating and you'll see that other than the value of the regen debuff after resistance (600% became 90%), everything I calculated was simply a comparison of when does Assault Bot overtake the MM in debuff. Purple patch does not play a part in that. You still need 2 debuffs stacked from the Bot to overtake the MM, and when that happens would still be roughly after 7 attack cycles (on average). Now, what is different when it comes to the purple patch is how much stronger the Bot becomes once it gets two or more debuffs on the target. That is certainly a valid point to consider, however that point was never stated as being a part of my calculations. I would highly recommend testing against a Level 54 AV on Live and compare it to a Level 54 AV on Beta to see what the performance truly is. Based on @gameboy1234 test results above, perhaps we can expect the in-game performance to perform slightly worse than initially thought. But I won't be making that statement as fact. Test it, and provide results. -
Focused Feedback: Robotics Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
This depends on many factors. For the MM on Beta, it is straight forward as you have complete agency over the debuff(s) and where it goes and when it goes. For the assault bot, you'd having to analyze a random process. We know the recharge and cast time of the power, but there is no guarantee as to when the Assault Bot will choose to use the power(s). There is also the variable on how many powers the Assault Bot has that it may cycle through. By default the Assault Bot has one -regen power and two attacks. This scenario will likely result in the highest -regen uptime as the other attack has a longer cooldown and you are less likely to run out of endurance. If you equip your Robots, the Assault Bot will gain two more attacks (one of which is another -regen power) and, if you upgrade your Robots, the Assault Bot will gain another two attacks. This results in numerous variables, all impacting when a -regen attack may happen and if it happens. This is very difficult math to solve if you're hoping to calculate an expected uptime. This is why testing changes is important. Instead of understanding advanced probability concepts, we can simply take a Power Analyzer and test against a target. If you monitor your combat logs (always show time stamps with seconds) and/or video record your tests, you can see what is the total regeneration debuff on a target over time. If you do multiple tests, you build up a sample size that can be used to analyze the distribution of performance. There are other factors at play to consider as well. The first thing is...how much -regeneration do you need? Once a target is at 100%, there is no need for additional debuffs. In such a case, the only real applicability is AVs. Against a +0 con Level 50 AV, they will have 85% resistance to debuffs. So the 600% that the MM can do on Beta will result in 90% debuff in 4 seconds. But that is their cap. Once you hit that mark, the AV will be regenerating their health once every 150 seconds (typically). On Live, the Assault Bot will be able to achieve a higher debuff, but it will typically take much longer to reach the same 600% the MM can achieve. But once it gets two debuffs on the target it will win out. For simplicity, let's assume the Assault Bot uses its -regen power once every 6 seconds. Let's not include the other -regen power because it has a 29s cycle time and also the once every 6 seconds feels overly generous already. With an attempt every 6 seconds we can do some math on how long on average it would take to get 2 successes with a 30% chance to success rate. In this situation, you can expect it to take 7 attempts to achieve 2 successes (2 divided by 0.3 = 6.67). Assuming the 1st attempt is at time 0s, then the 7th attempt would be at 6x6s = 36s. I'd say we shave that down to 30s to account for the other debuff power getting one attempt inside of that window. I hope that helps. I strongly recommend testing over assuming my math is representative. My numbers suggest you will get better performance from the Assault Bot over the long run, but it would take roughly 30s to reach that better performance in a best case scenario (where your Bot never misses). -
Focused Feedback: Robotics Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
The power info doesn't show the requirements check for the regeneration debuff effect. From City of Data you can see how it's 30% chance: The "ToHitRoll / ToHit <= 0.3" is basically an over-complicated way of saying 30% chance. -
Focused Feedback: Robotics Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
Correct. It was a 30% chance for 500% regeneration debuff on two of its attacks. -
Focused Feedback: Irradiated Ground
Booper replied to Ratch_'s topic in [Open Beta] Focused Feedback
This is correct -
It's known and intended. Amp Up was designed to buff your defense debuffs and your DDR (if affected by strength buffs). It purposely does not buff positional/type defenses.
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Focused Feedback: Irradiated Ground
Booper replied to Ratch_'s topic in [Open Beta] Focused Feedback
It's not patched yet. -
Focused Feedback: Irradiated Ground
Booper replied to Ratch_'s topic in [Open Beta] Focused Feedback
That will be changing. -
Fire Melee brainstorm bug: X tics of -20.00% chance ..
Booper replied to evetsleep's topic in Bug Reports
Not a bug, but it probably shouldn't be showing in the Info panel. The -20% simply means the power does not do any damage ticks (it's less than 0%, so that is obvious). When Fiery Embrace is active, it gives a +100% chance to those damage ticks, which means it becomes an 80% chance (cancel on miss) DoT -
Focused Feedback: Battle Axe Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
This is a common experience whenever a set goes through a DPA increase. The design formula directly adjusts damage and endurance based on recharge, so you will find all attacks that follow the formula to have a similar Damage per Endurance ratio. So when a power gets a DPA increase, it will also be accompanied with an EPA increase. -
Focused Feedback: Sentinel Archetype Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
This should have been fixed in a recent build. -
Focused Feedback: Sentinel Archetype Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
Just to clarify, the debuffs are not unresistible. However, they ignore level differences and it's auto-hit. -
There is no longer an accessible tool, so there is nothing to pin. The thread is not closed nor hidden. If the tool returns (either from Nope, Michiyo, or someone else) it will get re-pinned.
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Focused Feedback: Fiery Aura Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
When you parsed your combat log, did you record what the ToHit rolls were showing? Also, is Burn just the upfront damage, or is that including the pseudopet as well? -
Focused Feedback: Irradiated Ground
Booper replied to Ratch_'s topic in [Open Beta] Focused Feedback
This part should probably get revisited. Now that the pseudopets don't proc, there should be no reason for not accepting ATOs. I haven't looked at how the power has been mech'd and I won't be able to until next week at the earliest. But if it is mech'd similarly to how Enflame was redone, then I believe allowing it to accept ATOs is appropriate. -
Focused Feedback: Stealth Toggle Exclusivity Removal
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
It is. SS is 35, IO is 30, Stealth is 55, while most enemies have a perception of 54' or less. So stealth by itself is enough, or the combination of the IO with basically any stealth power is enough. There are some exceptions where perception reaches 75-100' but that's typically Guards or Turrets. Of course, foes could get perception buffs too. -
Focused Feedback: Stealth Toggle Exclusivity Removal
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
No, you can't do that. If you run a toggle and an effect is suppressed, the endurance still drains. If you use super speed and you punch a bad guy and your movement and stealth gets suppressed, it still costs endurance. -
Focused Feedback: Stealth Toggle Exclusivity Removal
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
Correct. Everything you described in your post is working as intended. -
Focused Feedback: Fiery Aura Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
You probably meant to post this in the Fiery Melee feedback, not Fiery Aura. As for the power, its working as intended. The 45s DoT (doesn't stack from same caster) was mentioned in the patch notes. -
Focused Feedback: Necromancy Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
And if anyone asks, that is working as intended. -
Focused Feedback: Sentinel Archetype Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
It did not. -
Focused Feedback: Sentinel Archetype Revamp
Booper replied to The Curator's topic in [Open Beta] Focused Feedback
One thing to note that was missed in patch notes (I'll edit them shortly). Vulnerability ignores combat mods. So the 15% debuff will be the same against a +0 or a +4.