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macskull

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Everything posted by macskull

  1. The values for procs in the spreadsheet are PvP-specific, as that was its original intended audience, so some things like mez durations may be different.
  2. Thanks for the shout out. I'm reasonably sure the PPM values I have listed are correct as it seems like the values listed on the Wiki were current as of the game's shutdown and the values haven't been tweaked since. Most of my leg work in putting that list together came from checking numbers on sets that were added post-shutdown or weren't on the Wiki's list, and then spot-checking the ones that were. I am missing some proc effects just because the way some of the procs work grants their bonus (+hp, +end, and the like) in a way that isn't easily viewable in-game.
  3. Well, every stream of this game that's happened since HC released has been against Twitch's ToS. Also note this isn't the HC team saying "don't stream," this is them saying they "can't endorse" streaming. As far as people getting in trouble for streaming, that'd be on the streaming platforms to police, not the HC team.
  4. Just went back and re-read the OP and discovered my PPM spreadsheet is linked here (fine with me!). As far as the PPM being vetted for Homecoming servers, I got my numbers by checking the information pop-ups for each of the procs in question. I may update my spreadsheet with a PPM calculator that can handle more than just single-target powers as the calculator that's linked in my spreadsheet is limited to only those.
  5. Mez procs as follows: Energy Manipulator (stun) - 5.3 sec, should be 2 Unspeakable Terror (stun) - 5.3 sec, should be 2 Lockdown (hold) - 6 sec, should be 2 Debilitative Action (stun) - 5.3 sec, should be 2 Gravitational Anchor (hold) - 6 sec, should be 2 Pounding Slugfest (stun) - 5.3 sec, should be 2 Devastation (hold) - 6 sec, should be 2 Executioner's Contract (stun) - 5.3 sec, should be 2 Razzle Dazzle (immobilize) - 5.3 sec, should be 2 It seems like the only mez proc that is the correct duration is the Triumphant Insult (stun) proc.
  6. Title says it all, mostly, but... one of the I25 changes that got snuck in kind of under the radar is a slash command to access an SG base via passcode. This command is awesome but can be easily abused in a PvP zone. There's already precedent for making certain powers disabled in a PvP environment (Ouroboros Portal) and for slash commands as well (/ah).
  7. So, just putting this out there - though you could make the argument that the ET nerf was because of PvP, you'd be incorrect. In the entire history of this game only one power or mechanic ever got a PvE nerf solely for PvP reasons, and that'd be Hurricane. ET got nerfed because of its insane DPA relative to every other melee attack power and because even though it had the tradeoff of doing damage to the caster, the developers at the time felt that wasn't enough for what it did. I also saw a post on the first or second page of this thread regarding changing PvE vs PvP animation times - only some power attributes can be changed with a PvE or PvP flag and animation time isn't one of them. It should be noted that I'm not supporting the ET nerf - quite the opposite. I don't like it either. The nerf took a set that was really good at only one thing and turned it into a set that's really good at zero things. The general complaints re: old-style ET animation in PvP stem from people who'd get two-shotted instantly by a Stalker using AS into ET when in reality all people really had to do to avoid that happening was simply move around in three dimensions because most people who played Stalkers in PvP couldn't reliably get an AS off on a moving target, and even if they could you'd be way out of range of ET if you'd been moving the entire time.
  8. Ice is good because it has plenty of secondary effects which give you more ability to slot damage procs. With the changes to the proc system (PPM vs flat rate) you can stuff your heavy-hitting attacks full of damage procs (Bitter Ice Blast and Freeze Ray come to mind) and boost your damage output that way. Psi is still nice because of projectile travel time so you can basically make 2-3 attacks hit at the same time which makes it harder for both your target and your target's emp to deal with. Regarding Plant or TA, it's a choice between damage and utility. Plant has Strangler (ranged hold which does good damage and can be proc bomb'd) and Toxins instead of Build Up which is nice because the extra toxic damage that's added isn't subject to diminishing returns like the +dam bonus would be. Tac Arrow gives you some really good movement control, net arrow, and glue arrow, which is great for disruption and keeping people grounded, but you lose out on the extra damage you'd get from going Plant.
  9. @macskull/@Not Mac @hell's punisher Fire/Psi Tank Ice/Bio Sentinel
  10. Temp's hold is ranged but it doesn't do any damage.
  11. Pulling the information from this Reddit thread. Probability to fire for a click power = PPM * (MRT + CastTime) / (60 * Area Factor) Probability to fire for a toggle or auto power = PPM * Activate Period / (60 * Area Factor) Most toggle powers have an "activate period" of 2 seconds while auto powers have an "activate period" of 10 seconds.
  12. 1. A proc will have a certain % chance to fire, it's not time-based (though part of what goes into the % calculation is base recharge + activation time and slotted recharge time). 2. Generally speaking, yes, though there are some exceptions. 3. Nope, a given proc slotted into a given power with a given amount of slotted recharge will always have the same % chance to fire regardless of how often that power is used. 4. Toggles and auto powers have different rules than click powers. 5. Recharge buffs (Hasten, Speed Boost, Quickness, etc.) are not factored into the % chance calculation so they will effectively raise your proc rate because you'll be able to use the power in question more often. 6. Each power the proc is slotted in will have its own unique % chance to fire based off the PPM calculation for that type of power.
  13. I get my enhancement converters exclusively from reward merits so there's no "sunk cost" other than my time in order to convert things to what I want. It's not difficult to make 200 merits in an hour or so, which will get you 600 converters, and you can do that every day.
  14. It wouldn't be so bad if it, I dunno, auto-loaded the next page as you scrolled down but I'm sure that functionality doesn't exist. Other than how... inefficient in terms of screen real estate the current software is, the only other complaint I have is that I can't use a php script as my avatar anymore.
  15. Updated: no longer available.
  16. For winter IOs, the normal and superior versions are bucketed. For ATOs, they are not.
  17. As far as I'm aware the current version doesn't support that.
  18. Hydra, Titan, Hami, and synthetic Hami enhancements all share a pool but each level is independent. So if I want a level 50 acc/dam I can bid on any of the four and I'd get the one I wanted. Unlike regular IOs you can't have the market change enhancement level for you, otherwise people would just be running Eden or Abandoned Sewer trials instead of a Hami raid.
  19. There's still some amount of Stalker hate but I think part of that is because the Stalker buffs happened near the end of the game's life and people either didn't know or forgot. Stalkers went from an AT with okay AoE and occasionally good single-target to an AT that can do both pretty well. Basically, the buffs were a game-changer, and now the ATO procs are another game-changer.
  20. My Stalker builds have been doing 6 slots of Superior Stalker's Guile in AS. I almost never use AS while hidden - it's either an AoE or my other single-target heavy hitter so I'm not wasting time waiting for AS to wind up. I'll use AS to fill in gaps in my attack chain, or when it's got the orange ring (guaranteed crit), so that's a great time for the chance to hide proc to fire off and let me drop another AoE out of hide. The Assassin's Mark proc isn't a typical proc, per se, it just adds a global flat rate chance to recharge Build Up whenever you use an attack, so it doesn't really matter where you slot it. The builds I've been using have it 6-slotted in my tier 2 melee power (I don't take the tier 1) and it's really random though very useful. I've managed to get a lucky roll a few times and get Build Up triple-stacked for a brief moment, which is even more ridiculous if you have the chance for build up proc slotted in Build Up.
  21. Well, it still is "this proc fires this many times per minute," it's just that it's a theoretical expression because you still need some way to determine a base chance for a proc to fire that isn't a flat % chance. I think I now understand what you're trying to say though regarding slotted recharge. If I'm understanding you right, your issue is that if you slot that 10-second base recharge power with 100% recharge you're basically cutting the proc rate in half, and that's true because if slotted recharge didn't affect the proc rate it would be kind of silly. That's how the PPM system worked on live for the procs that used it - only cared about base recharge time and activation time, not slotted recharge, and there was no 90% cap on its chance to fire. I24 was supposed to change that to be closer (if not identical) to the current system and apply to all procs. Not disagreeing with you on where the sweet spot for procs is now though. That being said, even if you continue to use procs like you would've on live, you're still going to get some benefit from them, though in some cases it might not be as much as before.
  22. Yeah, people always forget about the LFG system (I usually do too) but it's a great way to get to a specific location quickly as long as you're not on a TF.
  23. You're still getting hung up on the "if I don't use a power I waste a proc opportunity" thing here. It doesn't matter if you use a power every 5 seconds or every 5 minutes, the chance for a given proc to go off when slotted in that power will always be the same. Obviously using a power like that every time it's off cooldown will boost your damage output (assuming we're talking damage procs here) but you don't have to. Global recharge helps when it comes to procs because the PPM formula ignores recharge from set bonuses and buffs. To use the numbers from my earlier example, if I'm using a 6PPM proc in a 10 second base recharge time power with no slotted recharge, I should be able to use that power 6 times over a minute and the proc should fire every time I use that power (obviously still capped at a 90% chance). If I have 100% global recharge from set bonuses or buffs, that power is actually recharging in 5 seconds, but it'll still have that capped chance for the proc to go off each time I use it which means the proc will actually fire on average 12 times per minute. Basically, it's easy to make the PPM system work to your advantage, and adding recharge from bonuses or buffs makes it even better.
  24. Yeah this is exactly why Ice Blast is so hot right now. Greater Psi Blade is a great proc-able power too since it's also a hold. You can do 2 acc/dam and 4 procs in Greater Psi Blade.
  25. Procs per minute is defined as the average number of times a proc will fire over one minute if you use it in a single-target power every time that power comes off cooldown. Here's an example: Let's assume activation time is zero because it makes the math easier, and that I use a given power every time it recharges with no delay, and I don't have any recharge slotted into that power. If I have a proc with a PPM of 6, and I use it in a power that has a 10 second recharge time, that proc should fire 6 times over that minute, or every time I use that power. If I use it in a power that has a base 2 second recharge time, that proc should still fire 6 times over that minute, but I used the power 30 times so it only fired 20% of the time. So you can see why slotting procs in your longer-recharge powers, and not slotting them for recharge, can work in your favor. It also means global recharge bonuses and other recharge buffs are more useful. Now, you're probably not going to be only using the powers in the example I gave, but regardless of whether you're using that 10-second-recharge power every 10 seconds or every 5 minutes, the 6PPM proc should fire every time you use it. If you're not using a power for half a minute you're not "wasting" its chance to fire. It is entirely based off the five parameters I listed earlier. Regarding procs if a power misses, procs are flagged with the 'CancelOnMiss' flag which means if the power they're slotted in misses they won't do anything. To calculate % chance a proc will go off for a single-target power, use this equation: % chance = ((Base recharge / (1 + Slotted recharge) + Activation time) * (PPM rating / 60))
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