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Everything posted by Yomo Kimyata
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I'm quite sure it's Arcanatime, since the next power cannot begin until the current power's Atime expires. Kinetic Melee actually has a bunch of powers that have effect times come very late in the animation, meaning that time after effect is pretty short. It's another reason why people don't like the set!
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Well, any damaging power from your primary or secondary. Very useful and thank you for making this clear! The part that I've missed in the past is the italicized bolded part about the animation time before effect of the proc, which is entirely different from the power where it is slotted. That animation time before effect is most certainly going to eat into the "dead time" between the remaining time after effect. I've never bothered really testing this out because I don't particularly want to and also because you need a fair amount of data to determine whether or not a given Critical Strikes! is due to just regular chances or from the enhanced chance from the proc. But that animation time for all intents and purposes is going to extend the window of how many powers you can get in during the proc activation. Let me give an example just to exercise my fingers and let me know if you agree with my math. Let's put Critical Strikes in Radiation Therapy from the Radiation Armor secondary. Radiation Therapy has an Arcanatime of 1.188 seconds, and an animation time before effect of 0.733 seconds. So you activate Radiation Therapy and 0.733 seconds later the effect is checked to see if the proc activated at least once (this is why I like to put it in AoE powers since you can get proc activation well over 90% since it only needs to activate on one of your targets). Assume it activates. There are now two counters running: the 0.500 animation time of the Critical Strikes proc and the remaining animation time of Radiation Therapy which has (1.188 - 0.733) = 0.455 seconds. When you activate your next power, let's say it is Whirling Sword and you had it queued up so there is no wasted time. Whirling Sword has a 2.904 Arcanatime animation time, and 1.200 second animation time before effect. So I activate Whirling Sword and: a. 0.045 seconds pass and now the Critical Strikes proc is in effect; b. 1.155 more seconds pass and we hit the time when effect is checked -- the proc is in effect so the power has a bonus to crit and the proc is in effect for 3.25-1.155 = 2.095 more seconds c. we wait out the dead time of 2.904 - 1.200 = 1.704 seconds for Whirling Sword to finish and when it is over the proc is still in effect for 2.095 - 1.704 - 0.391 seconds. If you activate another power that has less than 0.391 seconds of animation time before effect, the proc will still be in effect, but as it turns out there are no other powers in broadsword that fit that bill. My experience differs a bit, but that's my quirk. I like to put the Crit Strikes proc in a power that is going to activate a lot, and that means that other procs will also activate a lot in that power. I rarely 6-slot Critical Strikes, and usually either 1-slot the proc or 3-slot the proc + 2 other pieces for the accuracy bonus. With Scrappers Strike, I usually split the set 3 and 3 because I rarely play pure defense builds and I want the doubled defense bonus. If I'm playing a pure defense build, then I'll 6-slot the set in a low level attack. Also, I'm generally always looking for slow resist, and since I am made out of inf I will try to 5-slot Blistering Cold in my T1/T2 attack and I will try to 5-slot Avalanche in a PBAoE if I can. For snipe powers from the epic pools, I'm currently a fan of 5-slotting Winters Bite and throw in a Decimation proc, you know, for the effort.
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Looks like in CoD that Defensive Sweep from Titan Weapons also stacks defense for tankers.
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This proc In savage leap may also be an error, since I don't think it takes kb sets. My generic 6-slotting for UP is: Lotg proc, lotg D/R, panacea H, H/R 50+5, then either Shield Wall D, D/R 50+5 or two HO E/R
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Thanks for posting this, and particularly thanks for posting it in this format, which makes it easy for me to investigate on my own. I really enjoy seeing other peoples' builds, but MIDS is so fubar for my purposes that mostly it's useless to me. I also find myself questioning some of my long-held build beliefs. Most of them are still correct, of course, but I question them! I've only got one Savage Melee (SM/Stone) scrapper at 50 and a small number of Energy Aura scrappers at 50, and I still haven't really gotten the hang of either. I'm also not a fan of the "enough accuracy then the rest damage procs" thought process, but hey, it works! Some thoughts I have (and these are in no way suggestions, your build is yours!): It would be really difficult for me to give up the fighting pool, at the very least for Tough. My instinct is usually to split Scrappers Strike for the defense, but this secondary should have plenty of defense. I'm surprised you slotted/picked powers that are so endurance friendly. Savage and Energy seems like free blue bar. It gives me the heebee jeebees to have less than 50% slow resist on any 50. I'm a big fan of the Force of Will set, and I may need to try out a procced Wall of Force. I'll use a 50+5 accuracy in Weaken Resolve over a Lyso. Unleash Potential is almost an unfair power, but I generally frankenslot the hell out of it.
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If we simply move Seeds of Confusion to the Regeneration power set, we can nerf it with impunity. Make it so.
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???
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It hasn’t been power creeped yet.
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I did testing with a bunch of different procs, including things like the Stupefy proc. Also, it’s worth noting that knockUP is a different mechanic, and you can absolutely stack knockUP and knockBACK on the same mob
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Now when you start adding other procs that affect KB, it starts to get screwy, and that’s partly because I don’t remember exactly when effects are measured. But let’s take your example and assume you have both of these procs in something like a damage aura. If neither activates, nothing happens. If one or the other activates, your enemy gets knocked down. But if both activate then the KB is additive, over 0.75, and knocks the enemy BACK. Although the KB to KD is supposed to eliminate that, it doesn’t to the best of my memory, presumably because of when the divide by ten thing happens and when it is just additive. I tested a lot of this years ago but never wrote everything down so if I’m wrong or it’s changed let me know. tldr stacking knockdown will often accidentally cause knockback
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In CoH, knockBACK and knockDOWN are the same power, but it has different effects based on magnitude. Anything over about 0.75 results in knockBACK, which scatters mobs and often annoys teammates! Anything below about 0.75 results in knockDOWN, which takes the enemy out of action and leaves them in their initial spot. Easy enough, right? It is worthwhile noting here that the mechanism by which the Sudden Acceleration and the Overwhelming Force procs convert knockBACK to knockDOWN is that when the proc activates it checks the current level of KB, divides it by ten, then passes it on. This works great since generally knockBACK is almost always below 7.5, but things can get screwy when you add more things to the process. gotta hop for a few, but will finish this shortly.
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They stack, but not in a good way. I'd be happy to go into details but in my experience choose only one for a given power.
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I think the most important pro scrapper thing you can do is to understand how the Critical Strikes ATO proc and where it is going to fit into your attack chain. And once you figure it out, let me know! I’ve never been able to get exact confirmation on the exact timing on when the window for the CS bonus is open, and I’m not currently willing to gather the data…
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Electric Armor is one of the few cases where I will try to take it on a brute, since even with criminally poor slotting you are going to bust way above 75% on energy resistance (and probably some others as well) and that feels wasteful.
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Lots of experience with those sets on scrappers. You mention endurance drain and fear, but consider adding stun/disorient to your thought process as well. Electric Melee/Dark Armor has a lot of synergies both outright and with wise proc usage. In terms of plain old fear, there is not a lot of options out there outside of Dark Armor. Dark Melee Touch of Fear only applies Fear on the main target, so if you really want to Fear it up you'll need to go into the Presence Pool. With Endurance Drain, I'm generally not going to slot for it on melee types, but Radial Paragon Musculature is going to help you with both your endurance drain and personal endurance recovery, and the Energy Manipulator proc is very useful to stack stun mag. I'd probably skip Lightning Clap on a Elec/Dark scrapper, since you can get plenty of stun elsewhere (but it's key on my ridiculously powerful Elec/Bio scrapper). As far as scrapper v. stalker, I don't have much experience on high end stalkers but I'd imagine you get a much better ST experience and having fear/end drain/stun in play to neuter the minions maybe you are better off!
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Help me pick the best at and armor set for psi melee!
Yomo Kimyata replied to Octogoat's topic in Archetypes
I like but don't love psi melee -- I feel that the minute you get Mass Levitate then that becomes the defining mechanism (at least how I play!). That said, this thread has me interested in a Psi/Stone scrapper and a Psi/Fire brute now. -
I've been revisiting Praetoria and just picked up Resistance is Futile and Resistance's Useless and was mightily surprised.
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Nope. Aliens.
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I'm not going to say this is the best thing ever written about the /AH, and I'm not going to say it is NOT the best thing ever written about the /AH. What I will say is that although demand and prices have changed, the song remains the same. For example, yellow and orange salvage are currently wicked high. Is that because of a shadowy cabal manipulating prices, or because people are out there running trick or treating and not getting salvage drops to put on the market at 5 inf? Personally, I blame aliens. Keep Earth for Earthlings and all that.
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Selling Rare Salvage At A Vendor
Yomo Kimyata replied to Oklahoman's topic in Suggestions & Feedback
No I'm not questioning your motives, it was entirely meant to say: Oklahoma! reference, and that I don't think anyone needs any help in the inf department! -
Selling Rare Salvage At A Vendor
Yomo Kimyata replied to Oklahoman's topic in Suggestions & Feedback
It is entirely a bit from Oklahoma!