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Everything posted by Ston
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Purple IOs for Heal, Resist Damage, Defense Sets, ...
Ston replied to Papias's topic in Suggestions & Feedback
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Fire / Rad Corruptor @ 4:58 T4 Musc Radial, T4 Cognitive Core, T4 Ageless Core, T4 Assault Radial (Passive) It’s been a goal of mine lately to get a sub 5:00 trapdoor run with a defender or corruptor. I tried a lot of combos on the test server and finally found the one that had everything I needed: Fire/Rad. I think the keys to a fast def/corr run are: - High damage (Fire was hands down the best here) - Active and Passive mitigation (CC, Tohit debuffs are the best sources IMO. This is crucial for avoiding getting mez’d while using Ageless) - Preventing runners (Slows, CC, burst damage) Fire/Rad checks all those boxes… - Fire Ball + RoF is a ton of AoE damage - Choking Cloud is 15ft of hard CC to prevent runners and mitigate damage/mez (passive mitigation) - Radiation Infection is a good opener to apply a heavy tohit debuff (active mitigation) - Accelerated Metabolism will help with damage (+rech, +recovery, +dmg, +speed) - Heavy burst damage with Blaze, BB, Inferno - Lingering Radiation is one of the best AoE slows in the game. Combined with RoF, nothing is escaping except wolves Notes: - Used Cognitive Core for another layer of mitigation. Confused mobs won’t hurt you. - Dark Mastery is amazing. Psy Mastery is close behind. - Had good results with Musc Radial and Vigor Core depending on the combo I was using. - Had to use Ageless on most attempts, which makes things very dangerous if you get mezzed Honorable Mentions: Blasts: Water, DP, Rad Support: TA, Time, Nature, Kinetics
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To be fair, I think this is only possible on Rad Armor. I tried Fire/EA & Fire/Bio and they were both about 30-45s slower on average. Still much better than other ATs though. And I've gotten decent pylon times with them. They are definitely a lot better than most people say. But they could still use larger target caps and get rid of the weird nuke radius damage falloff. Rad Armor is special because it has Ground Zero which will knockdown more targets than the typical Sentinel target cap. Any KDs & Immobs make their clear speed so much faster. But also to be fair, the top times for Scrappers/Tanks/Brutes are only happening with Rad & Bio.
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This would then also need to apply to: - Genetic Contamination - DNA Siphon - Death Shroud - Dark Regeneration - Lightning Field - Blazing Aura - Burn - Consume - Phoenix Rising - Icicles - Shield Charge - Mud Pots - Rad Therapy I don’t think Ground Zero alone should be a bug for not critting. I don’t think it’s a bug anyway: The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to Double Damage. The higher the rank of the target, the greater the chance for a successful Critical Hit. I don’t think secondary attacks count as “melee” attacks. Epic powers are an exception since even the ranged attacks are categorized as melee attacks.
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Yes. I didn’t have that much recharge (80-90% before hasten i think) and didn’t slot any recharge into the attacks. RoF only has a 10s recharge, so it fits really nicely into the chain and maintains a good proc rate. BF is 12s and SS is 11s, which is perfect for RoF. A note on how I look at attack chains: Attack A (Crit Strikes): 10-12s Attack B (CS Window): 8-14s Attack C1 (CS Window - Snipe): 24s Attack C2 (CS Window - Pool): 8-12s Attack C3 (CS Window - Primary): 6-14s Attack D (Filler): Any *Attack D can sometimes be in CS window, like Sweeping Strike is in my DB/Bio* Most powersets follow this pattern where you have your crit strikes power (A) at around 10-12s recharge, a follow up attack (B) at 8-12s recharge, and then a pool power or third primary power attack (C). RoF is nice because it allows the chain to repeat so you can just do A>B>C>D. But more commonly, you could use a snipe and rotate between your snipe and a pool/primary attack as your chain finisher. Which would be A>B>C1>A>B>C2/C3. It all depends on your global recharge and the cd time of your optimal attacks. Examples: Claws: FU(A)>Focus(B)>Snipe(C1)>FU(A)>Focus(B)>Shockwave(C3) Martial Arts: EC(A)>CAK(B)>Snipe(C1)>EC(A)>CAK(B)>SK(C3)>CP(D) Stone Melee: SS(A)>HM(B)>Snipe(C1)>SM(C3)>CP(D)
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Sentinels still suck 👀 Fire/Rad/Elec @ 4:12s
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energy blast / melee / aura radiation blast / melee / armor luminous blast / aura illusion control psychic blast / psionic melee These sets are pretty contrasting to the dark sets for now IMO. Especially if you color them with bright colors. I don’t think it’s a stretch to ask for a new light set though since the assets already exist in the game. I know Carnival of Light have some powers that will probably fit what you’re interested in: https://cod.uberguy.net/html/power.html?power=carnivaloflight.brilliance.brilliance&at=minion_pets Just gotta cross fingers that the devs would be willing to repurpose them into a new set!
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Same! I’m gonna try to use RoF in other sets now because I like having one chain rather than the alternating you do with most snipe chains. I think this is also more fun than the “god chain”. Pushing 1>2>3>2>1 was so boring IMO. It’s nice to have a ranged attack to use against runners. And this one doesn’t require ridiculous recharge.
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Staff is bad on a Scrapper, so you’re not experiencing anything out of the ordinary. It doesn’t have a good attack chain. Sky Splitter has abysmal DPA even when it is enhanced by form stacks. The AoE is alright. And you do get really nice passive buffs by keeping stacks of your forms. But that’s all it really has going for it. Another nice thing is that you get 10ft range on attacks vs the typical 7ft. But aside from that, Staff leaves a lot to be desired. Sky Splitter really needs an animation reduction. But since that probably isn’t something that the HC team can do, the set might just be bottom of the barrel forever. The redraw adjustment was at least a good QoL improvement.
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No patron pools? No problem! DB/Bio/BLAZE @ 0:49s T4 Musc Core / T4 Ageless Core / T4 Degen Core / T4 Assault Core (Active) The BU procs in BF and RoF are carrying a lot of this DPS. But either way, Blaze Mastery is a great option if you're too lazy to get the patron powers for both AoE and ST contributions.
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The precedent that OP’s suggestion would set would mean that almost every cone in the game would need to change. There’s way more narrow cones than wide cones. Jacob’s Ladder is fine. Cross Punch is fine. Proton Sweep is fine… You’re asking for a lvl 2 power pick to be way more valuable than it needs to be. You already have Thunder Strike, Lightning Rod, and Chain Induction for 360° AoE. There’s really no reason JL need to be, too. If you treat it as a ST attack with some AoE bonus, you’ll have a much better time. And besides that, it is definitely able to hit more than one target reliably. Have you tried jumping before using it? That can help you get enemies in the cone.
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My other concern with this is that stalkers have sets like Martial Arts with zero AoE. I can’t imagine how awful it would be to try to clear groups of 16-20 enemies without any AoE in your primary set 😅 Survival isn’t an issue since my test parameters allowed orange/green inspirations to be used. I don’t use purples so that incoming debuffs would be a factor. Like you mentioned, some sets would be better at mitigating incoming debuffs, but I wasn’t too concerned with mitigation of incoming damage. One snipe power alone wouldn’t be enough to deal with runners in an efficient way. They will run in opposite directions, so you can probably spend up to 10-15 seconds chasing two minions who ran opposite directions at 5% HP. I can look back at the builds, but most of them used the same ST chains in Trapdoor as they did in the Pylon test. And then AoE chains would open with Ball Lightning (Scrappers) or Dark Obliteration (Tankers/Brutes) and would be followed with as many PBAoEs/Cones the set had. And in between those I would use the ST chain on priority targets. Examples: SS: Dark Oblit > Foot Stomp > CP Claws: Dark Oblit > Spin > Shockwave Rad: Dark Oblit > Atom Smasher > CP
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@Sovera Re-ran some Brute tests with a "no -res procs" rule and changed up some attack chains to try to make up some damage. Interesting to see how some sets moved up or down the list (and dark melee was actually faster without CP, didn't expect that). You can definitely see which sets were getting a big DPS boost (MA, Katana, Stj, BS, Rad.. all sets that could keep up 2 -res procs consistently).
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Thanks for reading! So for the Trapdoor tests, I did a minimum of 3 runs for each set. I didn’t have a standard sample size because I needed more practice with some sets than others. I would also scrap any runs that had obvious outliers in terms of runners. There weren’t any deaths because I used orange and green inspirations. The goal was to record DPS and clear speed, so I wasn’t concerned about durability. Sets like Dark Melee should still reflect their secondary effect since the -tohit should mean less incoming debuffs (which is why I didn’t use purple inspirations). And yeah, this was a straight DPS test that ignored any secondary effects that improve your own survival. But I’d still put sets like Psi Melee, Kinetic Melee, & Staff Fighting at the bottom because even with their survival benefits, their value is still pretty awful because of their low DPA. Sets like Ice Melee and Battle Axe arguably increase your survival more because they have secondary effects that can both mitigate damage (holds, knockdowns) and increase damage output. This along with their faster animations makes them better sets overall IMO.
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For both of these sets, Cross Punch was used for the -res proc. But I’m thinking I’ll go through the tests and replace CP with the next best DPA attack and see how results change. On FM, using Incinerate was getting me less average DPS than CP with -res. Same with MA. The DPA and value of -res in CP was better than Cobra or Crane. But again, I’d have to test these without any -res usage. And for KM, Brutes benefit way more from the -res from CP than they do from the +dmg stacks. This is probably also true for Tankers but I will re-run the test and see how results change. Of course this is all dependent on the value of -res, which seems to be debatable. But against a +0 Pylon, the -res was for more valuable. I’ll try to update tests with -res replacements to see how things would look against a +3/+4 AV where -res is less valuable.
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Each of those only had 1 Achilles and 1 FotG. I only put multiple -res procs in Rad Melee since i threw an Achilles in Irradiated Ground. But the rest of the tests only had 1 of each -res proc if available.
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I only used Concentrated Strike on Scrappers & Stalkers because of its interaction with Crit Strikes & Assassin's Focus. It also has the benefit on these ATs to instantly recharge power siphon (or BU). I ran tests just using the t1/t2/t3 and got worse results. I'll keep trying new chains but that was what got me the best results.
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So I re-ran Battle Axe and Fiery Melee for Brutes: Fiery Melee: 1:40 w/ Achilles + FoTG 1:44 w/ Achilles (-4 seconds) 1:58 w/ no -res procs (-18 seconds) Titan Weapons: 1:38 w/ Achilles + FoTG 1:47 w/ Achilles (-9 seconds) 1:59 w/ no -res procs (-21 seconds) Axe: 1:42 w/ Achilles 1:52 w/ no -res procs (-10 seconds) So there is definitely a DPS loss for each -res procs that gets replaced with a standard damage proc. How much of this is fair to ignore? I guess that depends on what you're fighting in game. But it does look like there's about an average of 9 seconds loss for each -res proc replaced (at least from these 3 tests I re-ran). They would still remain among the top DPS for their class. I would predict that if I repeated this for every set, they would all end up losing a similar percentage of their DPS, with those that have both -res procs losing a bit more. Probably not enough to really shake up the whole list, though. I think average DPA of the attacks in the chain is far more important. Radiation Melee was getting both -res procs consistently on all my tests and had very mediocre results. (And not sure why that column is showing up blank for you, but each row under that column has the number of times the -res procs fired for each set. On Brutes it was 19 for Fiery Melee, 19 for Titan Weapons, 13 for Battle Axe...)
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There’s no problem with that! I’ve spent more time with Kinetic Melee and Staff Melee than any other set because it’s fun trying to get the most out of them. They aren’t THAT far off from the rest, everything can get the job done in this game 😄 Just need a couple buffs to level the playing field!
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I was using -res procs. I would use both if possible. If you look at the table, I made a column for how many -res procs each set had. I understand this is useless if you have teammates with the same proc, but the intention of this test was to measure solo DPS. It might make a set like Katana look better than it really is, but either way it has access to -40% resistance reliably which is pretty significant. A set like Kinetic Melee will have to get it from Cross Punch, but i don’t think it would compete with Katana either way. It might depend on the enemy, but I doubt it’s highly skewed. If i wanted the most accurate results, I’d have to do the math for each set to measure how much of each damage type they’re dealing (including procs) and compare that against the average resistances that enemies have throughout the game.
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Each build had about 90-100% recharge before hasten. I’ll add a .zip for all the builds used soon! I don’t think i’ll have the energy to do non proc tests for all of them, but I’ll do it for a couple sets to see how things measure up!
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This is fair. But yeah I’m pretty opinionated on the test parameters. My goal was to see what DPS each set is capable of. Gloom/Snipe are pretty standard, yeah. But sets like KM and Staff rely so much on CP and Gloom and it’s reflected by their results. You have sets like Katana that can make a full chain without Cross Punch that does really good DPS, and it just isn’t possible on the weaker sets. If a set is carried by Cross Punch and Gloom, I wanted to measure that in this test then see if any improvements are made in the future. If i did just primary powerset powers, the gaps between sets would be even wider. It doesn’t necessarily need to be high DPA attacks either. Eagle’s Claw is relatively low DPA for a T9 attack but the bonuses it has end up making it worth it. Sky Splitter, for example, is just abysmal in almost every way and nothing really makes it worth using.
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I didn’t use Boggle and wasn’t even aware of that interaction. But I’m gonna retest them all with that in mind because I would like to see better ST times for Psi. GPB was definitely hitting hard. Probably has comparable burst damage to the top sets. But the randomness of insight might have been slowing it down, but I’ll try it out with Boggle!
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My Discord: @Ston#0707 This will be a WIP as long as I'm playing this game, but I've finally wrapped up some initial results for all the primary powersets of melee archetypes. My goal is to get a baseline of how sets compare with each other before any new changes come out (particularly changes to archetypes and procs). All of this testing was done with what has worked best for me. I don't claim to be an expert on each AT & powerset, but I did do several rounds for each and used what got the best results. Hope this can give some of you guys some useful information when it comes to melee ATs! 😄 As I update results, I'll change the screenshots on this post and make a changelog at the bottom. Tests Performed Pylon ST DPS Test A lot of players are familiar with Pylon tests at this point. Basically, a Rikti Pylon offers a stationary target with standard resist/hp that you use to test your ST DPS. *** I do not claim that every attack chain used in these tests are the best possible for each powerset. I tested several for each and used what was getting me the best results. Would be happy to test better chains if suggested. *** Trapdoor AoE/ST Clear Speed Test (Stalkers omitted) A repeatable mission meant to be run solo on +4/x8 notoriety to measure how fast you clean clear large groups of enemies that include bosses and an Elite Boss at the end. Enemy groups are Council and Arachnos with a wide variety of debuffs and resistances you have to deal with. Stalkers were omitted from this test since they don't have a taunt aura to manage aggro and would have too much variance. Just know they would be the slowest by far. Test Parameters All tests use a standard Willpower build that is identical for everything except for primary powerset slotting. This includes all pool powers (Speed, Leaping, Fighting, Leadership) and epic powers. I do believe that pool/epic powers should be included for these tests as they use archetype damage modifiers. Scrappers/Stalkers use Mu Mastery for Zapp & Ball Lightning Tankers/Brutes use Soul Mastery for Gloom & Dark Obliteration All builds use the same incarnate powers. T4 Musculature Radial T4 Degenerative Core (For Pylon tests) & T4 Reactive Core (For Trapdoor tests) T4 Ageless Core T4 Assault Core (Active for Pylon tests, Passive for Trapdoor tests) All attacks had a 95% chance to hit Attacks use the same slotting approaches for Brutes/Tankers and Scrappers/Stalkers. The goal is to maximize the average damage output for each attack. Scrappers/Stalkers use 2 acc/dam HOs + 4 procs. This puts them at the Enhancement Diversification damage cap to get the most out of crit damage and then as much proc damage/utility on top of that with the remaining slots Brutes/Tankers use as many procs as possible. For most builds, this was 6 damage/utility procs per attack. This is the best way to get the most damage out of these ATs since they can't get as much average base damage as Scrapper/Stalkers. Any powers that could not take 6 procs would have a lvl 53 acc/dam HO put in the remaining slot(s). This only applied to a small number of powers. I ran tests where I slotted attacks with acc/dam HOs and they were consistently slower on average than using as many procs as possible. Pylon Test Results Pylon/Tradoor Averages Tier List Commentary on tier list (more emphasis on ST DPS when considering Stalker rankings): S-Tiers: Exceptional AoE and ST DPS. Fast animations. Good proc opportunities. A-Tiers: Very good AoE and ST DPS. Fast animations. Good proc opportunities. B-Tiers: Either very good AoE or ST DPS. Decent animations. Good proc opportunities. C-Tiers: Okay AoE or ST DPS. Slower animations. Decent proc opportunities. D-Tiers: Poor AoE or ST DPS. Slower animations. Lacking proc opportunities. Builds used: tanker_builds.zip scrapper_builds.zip brute_builds.zip stalker_builds.zip
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I've been having a blast testing and recording data. Thank you for the support! And yeah I'll keep editing the OP as I retest powersets. I'll try to make a note of what changed so that it can be referenced later! I think the Radiation time of 1:25 was a fluke on the first round of testing. I must've gotten very lucky with procs. I think the results are getting more & more accurate as I keep testing. I've been using HeroStats to parse combat logs to refine my testing strategy. For example, I threw out one of my Ice Blast tests that would've been the fastest time but I noticed it had 0 misses. I want to try to get each test around 95% accuracy to match what's expected in game.