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Everything posted by macskull
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The +HP bonus from Panacea uses Heal (0.67 * Melee_Heal) points of damage (all affected targets) where "melee_heal" is a modifier table that changes based on AT and isn't based on a percentage of HP or anything, like some other +HP procs are.
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When I want to run tests like this I run an AE mission in test mode on something like the asteroid, make myself invincible, and put the attack in question on auto. I'll set up the game to log all my chat and then go back and look at the generated text file, doing a quick search in the word processor of my choice for the stuff I'm looking for. I did this overnight as a test for someone and on 2732 attacks I saw a 95.02% hit rate. EDIT: I'm also a bit confused what exactly you are trying to say. Streakbreaker isn't really there to improve averages but rather to prevent long strings of misses, though by its very existence it does improve actual % of attacks that land. The amount of improvement varies depending on the final hit chance. @Bopper and I had a discussion on this a while back and I don't remember the exact conclusions but they were basically "streakbreaker does result in higher-than-expected hit percentages but not significant enough to really matter."
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There is no "invisible tohit check" to turn on. When the streakbreaker code determines the next hit is going to be forced, there's no check - it simply forces the power to hit (unless I'm misunderstanding how it works).
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If I had to venture a guess I’d say you were playing in the arena without disabling PvP travel suppression (which disables teleport powers while active). Not sure how/why you managed to do that since travel suppression is off by default in arena matches and is disabled in PvP zones.
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Can I slot Freebird+Stealth in Mystic Flight?
macskull replied to Vulpoid's topic in General Discussion
Yes, but the stealth is only active when Mystic Flight is toggled on. -
It'd still end up favoring the Tanker because of their higher base damage modifiers. Any damage buffs are going to favor the Tanker until reaching that breakpoint where the Brute's higher damage cap allows them to pull ahead.
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Let's start with the Brute side of the equation. Brutes have a damage cap of 700% (or +600%, since base damage counts as the first 100%) so you could realistically expect something like Greater Psi Blade to deal 673.788 damage at cap - 1010.6946 if you have Insight. If the +8 NPCs have no resistance that would deal 50.53 damage. The cap for -res is -300%, so at that point 50.53 damage becomes 202.14 damage (enemies at the -res cap take 4x damage). That seems okay, right? But how much -res actually needs to get applied to reach that point? Purple patch to the rescue again - with debuffs at 5% effectiveness you'd need to have 6000% -res stacked on a target to actually reach -300%, and that's assuming the NPCs in question have no inherent damage resistance. On a good day, a Cold Defender with Burnout can probably achieve -182.5% -res on a target (3 stacks of Sleet, 2 stacks of Heat Loss, and Annihilation and Achilles' Heel procs), and they can realistically only do that once every 5 minutes or so. If you assume all 7 support characters were Cold Defenders, well... you see the issue here. You're nowhere near the 6000% you'd need to actually be at the -res cap against +8s.
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This is pretty much because once you start factoring IOs into things you can make a Blaster almost as survivable as a Sentinel while dealing way more damage.
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6 Fire/Fire Blasters, a Fire/Kin Corruptor, and a Fire/Cold Corruptor.
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The problem with Power Surge is that standard tier 9 rant applies - it's good while it's up but the penalty for using it is too severe, and I'm pretty sure the other armor sets with in-set KB protection also get extra KB protection/resistance in their tier 9 powers. I think the only exception there is Scrapper/Sentinel Ninjitsu. The lack of knockback resistance also means there are a few NPCs that will routinely KB you. Lord Recluse from the last mission of the STF is the prime offender there. Pre-I9 this was the only way to get KB protection on characters who lacked it (short of teaming with a Kin). It was still at least a little useful until I11 when it got nerfed from 100 points to 9 points. The extra hold protection/resistance are nice but not worth 3 power picks in a pool that has little to offer aside from Combat Jumping. For most builds the power picks are more valuable than the 2-3 slots you might have to devote to KB protection.
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I think that only applies to enemies in incarnate trials. I haven't noticed anything out of the ordinary on tinpex or in DA.
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To put this in perspective, you'd be fighting +8 enemies, which means all the enemy debuffs/attacks/mezzes/etc would have about twice their normal effect on you. Your powers, on the other hand? Those would be 5% as effective as when fighting an even-con enemy. You'd be looking at a base hit chance of 5% for your attacks as well, while the NPCs would have a 1.5x accuracy multiplier due to level difference (actually 1.725 for lieutenants, 1.95 for bosses/EBs, and 2.25 for AVs) as well as a 15% tohit bonus. This means you'd need 60% defense to be at the softcap and even then most mobs would still have almost a 10% chance to hit you. Is it possible? With a team, probably, but it would be extremely slow going. Solo, almost certainly not. You'd probably get stuck on the AVs because you wouldn't be able to outdamage their regen. Realistically with a stacked team you should have no problems surviving but you'd be doing so little damage and hitting so infrequently that it wouldn't really be a challenge but more of a slogfest. EDIT: Some actual numbers here - if you take Blaze (considered to be one of the best and highest-DPA Blaster attacks) and include all DoT ticks, you will deal 944.678 damage to an even-con target if you're at the Blaster damage cap (base damage x 5). Against a +8 that drops down to... 47.2339 damage. Woo. Procs will boost that though - but by like 5 points for a purple proc and like 3 points for a non-purple proc.
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It's not really based on scaling unless you're talking about level differences, but rather based on the magnitude of knockback an NPC's attacks have. 4 points is enough to stop about 80% of all NPC knockback. 8 points brings that up to about 95%. This difference is because there are a lot of powers that do mag 4 KB or less and way fewer that do greater than 4. Keep in mind that's only true for even-level NPCs and if you are routinely fighting things 3-4 levels higher than you you should look for about 50% higher. According to the wiki page there are something like 1300 NPC powers that cause knockdown/back/up, and most powers that will punch through 4 points of protection are found only on bosses/EBs/AVs/monsters. There are certain things you might want to build more though - if you're doing lots of Hami raids on a Fire/Dark you might want to build for 12-16 to deal with the KB from the yellow mitos. It's also worth pointing out that the 10(ish) points most armor sets get in their mez protection toggle/click is a bit of a lie since they also tend to include 10,000% knockback resistance, which reduces incoming knockback to a magnitude so low that 10 points is more than enough. Dark, Fire, and Stalker Ninjitsu get no in-set KB protection or resistance, Scrapper/Sentinel Ninjitsu get a smaller amount of KB protection and a much smaller amount of KB resistance (like 130% to 180% I think, which realistically cuts incoming knockback magnitude more than in half), and Elec Armor gets KB protection but no resistance and only while on/near the ground.
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Posting this from another thread where Sonic Resonance came up: Things Sonic Resonance needs: Nothing, it's a pretty solid (haha!) support set and is very underrated. It's the only support set with a set-it-and-forget-it -res power. Things that would be nice: Significantly reduced activation time on Sonic Siphon along with an added secondary effect or two Significantly reduced cooldown time on Liquefy. This power is an easy skip which makes builds nice, at least? Some debuff resistance added to the shields. TL;DR: Sonic Resonance is an extremely underrated set because it isn't as new and shiny as some of the more recent support sets. The VFX/SFX are annoying to some and that could stand to be reworked but mechanically the set is sound (see what I did there!?).
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Is Level 50 your start, your end, or a foreign land?
macskull replied to Gentoo's topic in General Discussion
I feel the same way. PLing is so quick that if I decide I don't like the character after leveling and IOing it, it isn't a big deal and I haven't sunk that much time into playing it. There seems to be a mindset that you are somehow less able to play a character if you've PLd it instead of leveling it the "normal" way but if you're even somewhat competent at the game it's pretty easy to briefly read over power info and figure out how to play something. I'd argue I could jump onto a random character on a random player's account and the hardest part would be figuring out why they put powers in their tray the way they did and wondering why their keybinds are all weird. -
Not every piece in a set has the same going price - how would the system decide what to bid?
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https://hcwiki.cityofheroes.dev/wiki/Issue_25#Badges
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Resistance Debuff Enhancements/IOs
macskull replied to SeraphimKensai's topic in Suggestions & Feedback
It's why resistance buffs are flagged to ignore enhancements and other boosts - using Fade as an example here. Until last year sometime, Fade was bugged and was missing that flag, so any damage bonuses you had when you cast the power would increase the amount of resistance the power granted. -
Resistance Debuff Enhancements/IOs
macskull replied to SeraphimKensai's topic in Suggestions & Feedback
IIRC this isn't a thing because of how closely damage and resistance are tied together in the game engine, i.e. any buffable +/- res would be affected by damage buffs/debuffs. -
Things Sonic Resonance needs: Nothing, it's a pretty solid (haha!) support set and is very underrated. It's the only support set with a set-it-and-forget-it -res power. Things that would be nice: Significantly reduced activation time on Sonic Siphon along with an added secondary effect or two Significantly reduced cooldown time on Liquefy. This power is an easy skip which makes builds nice, at least? Some debuff resistance added to the shields.
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The one drawback here is if you have multiple accounts. I made the mistake of opening a bunch of super packs on one account so now that account has a huge list of character items but my other accounts have almost nothing.
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Correct, you can't use any of those "teleport to zone" type powers if you're already in the zone you're trying to teleport to. I forget the exact reasoning for it but it has something to do with the tech that actually makes those powers work in the first place.
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Looks like they get about 30% extra tohit, which would match what you were seeing in your combat logs.