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Everything posted by Yomo Kimyata
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Over a dozen.
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You're going to hate my upcoming guide then for SO MANY REASONS.
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I think this should only be happening if you are stacking knock* from other sources as well. The knock* from the Sweep is 0.67, which in and of itself will cause knockdown. However, if you have enough knock* from other sources to get that magnitude over about 0.75, then they will get knocked back instead. I did some testing on this a long time ago and I don't remember exactly what the upshot was. The Sudden Acceleration proc takes total knock* and divides it by ten IIRC, which should almost always get you under 0.75 and this knockdown rather than knockback. The Power Overwhelming proc also divides by ten, but when the proc activates I don't remember if that is before or after the divide by ten part. Needless to say, there are absolutely times when some foes get knocked down and some get knocked back and that almost certainly has to do with whether a proc gets activated or not.
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Every 6-12 months I pull one of these out and try to make them work, and then I reshelve them. I don't find any of the combos all that worthwhile, certainly not enough to go out of my way to make them happen. I'm generally going to be AoE oriented, so Sweep and Attack Vitals are probably my overall focus, but that's a drag when you are down to one hard target. But the real problem for me is the animation for Typhoon's Edge. I can't stand it. And to me it is too crippling to skip the key AoE.
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That's my whole point. If you had Water Jet slotted with 2x A/D hammi and 4x 3.5 damage procs, based on the proc calculator you'd have about a 2/3 chance of each proc going off, but if you save Tidal Power for it you get it up instantly again, and I think the proc chances should be roughly the same.
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Someone set notoriety at +0 and /0
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I'm happy to be pointed in the right direction, but I'm having troubles finding anything accurate from this decade, so I figured I'd throw it out there. I'm mostly a melee player, but I've got a bunch of water/*** alts, mostly corruptors, and I've really never bothered to level them up. I'm slow levelling a water/cold right now (currently at 32), and answering some of my own questions as I go, but wanted to check the pulse of the group mind such as it is. 1. Does "+Wet" actually do anything yet, or is this a placeholder for a possible future dynamic? 2. What powers are people skipping? I'm picking up some dislike for Steam Spray but I personally find it indispensable, properly slotted and with some extra range. So far I've only passed on Aqua Bolt, but as I progress I may look to drop something else as my recharge picks up. 3. What's the consensus on which power to save for Tidal Power? I don't feel the extra healing from Dehydrate is worth waiting on; both Water Burst and Geyser use up all stacks and give extra damage (which is great) and extra % for knockdown/stun (which is less great -- I'll get that from other sources). I've been using it for Water Jet, and this is one of the rare instances where I will stack procs like mad since you get to use the power twice in quick succession.
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Aw, thanks for asking! No.
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Did someone say they wanted some money?
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Finally made it to the big leagues! :)
Yomo Kimyata replied to Nostromo21's topic in General Discussion
You ain’t seen nothing yet, if I ever get around to it. -
Just so you know, you are the reason why no one can have nice things. I don't mind you gaming the system, but I resent you trying to change the system so you can game it better.
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Avoiding Sloppy Writing in Alignment Tip Missions
Yomo Kimyata replied to mechahamham's topic in General Discussion
I am hardly the first to boldly split infinitives. -
Avoiding Sloppy Writing in Alignment Tip Missions
Yomo Kimyata replied to mechahamham's topic in General Discussion
A preposition is a bad thing to end a sentence with. -
A billion and ten.
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IO Sets with Level Caps... Do you ever use them?
Yomo Kimyata replied to ThatGuyCDude's topic in General Discussion
And interestingly enough, there are some IOs that provide both attribute enhancement and proc effects. Two that leap to mind are the Steadfast Protection Res/+def and the LotG Def/+rech. If you run the same analysis on these that I did above, you will get better resistance and defense numbers respectively from the Steadfast and the LoTG if you +5 them at top level, but you lose the proc effect at more than three levels below the stated level. If you frequently exemplar below 47, I'd use an attuned LotG, and if you frequently exemplar below 27, I'd use an attuned Steadfast. But for my purposes, I might be willing to pony up for the 5 boosters to put in a Steadfast Protection Res/DEF lvl 30+5 and get a little more resistance. Might. -
IO Sets with Level Caps... Do you ever use them?
Yomo Kimyata replied to ThatGuyCDude's topic in General Discussion
There are two aspects to sets below the level cap: enhancements (how much it adds to a given characteristic) and set bonuses. The rules are pretty clearly set out in the wiki, but I will paraphrase: set bonuses are good until you exemplar more than three levels below the level of the IO, and enhancement bonuses are like turtles all the way down -- still good. Here is an example of a 4-slotted Cloud Senses that I checked for one of my 50s at exemplared levels 50, 39, 29, 19, 9. For each of the stated levels across the top, I went to Ouro and selected a mission from that level range and I checked the enhancement % from the Enhancements/Manage page. The four slotted were To Hit Debuff; Accuracy/To Hit Debuff; Accuracy /Recharge; Accuracy/Endurance/Recharge. Reminder that Cloud Senses is a level 10-30 enhancement, so that an attuned will be good throughout that range. I measured three different types: attuned, level 30, level 30 +5 (5x enhancement boosters for each piece). Here is my sheet: Level: 50 39 29 19 9 ATTUNED To Hit 34.0% 34.0% 31.7% 13.3% 7.4% Accuracy 60.9% 60.9% 56.2% 23.8% 13.3% Recharge 39.2% 39.2% 17.4% 6.8% 3.8% Endurance 17.4% 17.4% 17.4% 6.8% 3.8% % Recharge 6.25% 6.25% 6.25% 6.25% 6.25% LVL 30 To Hit 34.0% 34.0% 31.7% 13.3% 7.4% Accuracy 60.9% 60.9% 56.2% 23.8% 13.3% Recharge 39.2% 39.2% 36.8% 15.3% 8.6% Endurance 17.4% 17.4% 17.4% 6.8% 3.8% % Recharge 6.25% 6.25% 6.25% 0.0% 0.0% LVL 30+5 To Hit 42.2% 42.4% 39.7% 16.6% 9.3% Accuracy 75.5% 75.5% 70.3% 29.8% 16.7% Recharge 48.9% 48.9% 46.0% 19.1% 10.7% Endurance 21.8% 21.8% 21.8% 8.5% 4.8% % Recharge 6.25% 6.25% 6.25% 0.0% 0.0% In the enhancement screen, to hit is listed twice due to how the power works, so I only listed it once. The percentage numbers are the percentage enhancement, not the percentage of effect. The final row is basically the four slot set bonus of 6.25% global recharge and whether or not it is in effect. All these numbers are from the screens and I make no promises that they are taking effect in actual combat. If you look at attuned, you see that all enhancement levels are in effect across all the given levels. At level 50 you get the same effects as you get at level 39 because it is capped at level 30. At level 29 you see some reduction. At lower levels if drops off dramatically since that's how enhancements work at low levels. Note that the set bonus is in effect at all listed levels, because every level I tested are greater than three levels below the set minimum. If I exemplared to level 6, then the set bonuses would go away. I found it interesting that the endurance enhancement did not drop from level 39 to 29 and offhand I don't know why that is. If you look at level 30 IOs, you see the exact same level of enhancement levels across the board. The only difference is that the set bonuses go away at levels 19 and 9 (and should do so at levels 26 and below since that's more than three levels below the level of the set. If you look at the boosted 30+5s, you have enhancement levels above the level 30 numbers. This is interesting because you are getting level 35 enhancement levels from a level 30 set. However, since the set is still at level 30, you lose the set bonuses at levels 26 and below. In short, hell yeah use sets with good bonuses that cap below 50. Just make sure you cap them and +5 them and understand you will lose set bonuses below a certain point. Practically, however, it shouldn't matter because every enemy at a very low level is extremely trivial. EDIT: Attuned lvl 29, 19, 9 Recharge should be 36,8%, 15.3%, 8.6%, I transcribed it incorrectly -
It seems to me that all seeded items have been put up for sale as the equivalent of one million offers of ten at the seeded price. This means that people can pay more than the seeded price; people can put the item up for sale at either above or below the seeded price; people can buy them at less than the seeded price is someone else is willing to sell them at less than the seeded price. The only difference between salvage and super packs (to my knowledge) is that you can only obtain super packs by buying them on the /AH. What you do with them afterwards is up to you.
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I tend to do the whole Faultline arc on my blue alts, and normally I will use the find contact tab to teleport to Jim Temblor (Angry Young Man). But sometimes that glitches so I go to Skyway South via tram, pick up an exploration badge in Skyway, and take the tunnel to Faultline. There I fly through the doughnut so I can use LDT in the future
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The ol' shard vs thread debate - resolved
Yomo Kimyata replied to Ukase's topic in Suggestions & Feedback
Well, sure, *I'll* buy them all but what about the potato-loving masses? -
Ugh, Brickstown and St. Martial. I could look up how to get in there, but ugh, I just don't feel like taking that thirty seconds.