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shortguy on indom

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Everything posted by shortguy on indom

  1. side note: 4 posts mysteriously disappeared from this discussion. two of them were mine. ------------------------------------------------------------------------------------------ so, based my math on the number of ticks. (i wanted to know for my own amusement)... and total HP at full. i can do the my math any way i want to have fun. lol. the only thing that matters, is HP/sec....thats the goal. its what the game uses. figuring out seconds by itself means nothing, same for solely figuring out HP regen rate. so if it's the HP (regen rate) or the interval seconds that changes, it does not matter can use either. ex.: HP = 4, sec. = 2; 4/2 = 2 HP/sec. or ex.: HP = 6, sec. = 3, 6/3 = 2 HP/sec.
  2. No, it's indicative of one or more powers or set bonuses increasing your maximum HP. It isn't possible to have a HP Regeneration rate of 10.25 seconds unless you have -Regen on you because you have Health. Base is 12 seconds, but Health knocks that down to 8.57 seconds (12 / 1.4 = 8.57). No archetype has a HP Regeneration rate slower than 8.57 seconds, due to that inherent Health, which means something else increased the displayed HP/s total. The only thing that could be, if the rate hasn't been reduced by -Regen, is +MaxHP. I only used the 10.25 sec tick interval, calc and result in case the info I found on C.O.D. was in fact the tick interval. In agreement with the 8.57 sec tick interval as being correct. First verified that the 12/240 sec to full regen rate at 0%, then once knew that was ok... then used the 40% regen rate. Please see above.
  3. We are just looking at it differently. Same result, differing ways to get there. Think this is your way? Please see below. lvl 50 zero enhancements: 0.40 x 1 = 0.4; 12 / (1 + 0.4) = 12 / 1.4 = 8.57 seconds 1338.6 x 5% = 66.93 HP 66.93 HP / 8.57 sec. = 7.81 HP/sec.
  4. ...think last paragraph finally sunk in. lol.
  5. @Luminara Following along, but you lost me on the last paragraph. i mathed the first chart using the typical 12 second tick interval. check is below. used units of HP/sec. since its what the game uses. Basic formula: scrapper base 1338.6 5% 66.93 hp 1338.6 66.93 20 ticks 20 12.00 240.00 sec. to go from 1 to 1338.6 HP 5% 40% 7.00% new % using inherent +40% regen 1338.6 7% 93.70 hp 1338.6 93.70 14.29 ticks 14.29 12.00 171.43 sec. to go from 1 to 1338.6 HP (actual 40% base regen). 1338.6 171.43 7.81 HP/sec. So, if the 'combat attributes' for a base HP lvl 50 unenhanced Regen show 7.81 HP/sec then its 12 sec. tick interval. If it shows 9.14 HP/sec. then it's 10.25 sec. tick interval. (not shown, but is the same). I cannot check. M$oft laptop still broke. The 12 second calc looks cleaner than the 10.25 sec calc.
  6. checked a few things in COD: -looks like it may be 5% +regen every 10.3 seconds instead of 12 seconds? (chart above uses 12 seconds). -looks also like the incarnates (alpha, destiny, hybrid) health boosting powers only affect the base 5% (enhancements look locked out). -must be the set-bonuses and globals are the the same as both lines above.
  7. made a chart. scrapper panacea very viable. spoke too soon. with all this HP/sec. regeneration available in base HP .....for some archetypes can see why health +regen not such a big deal. scrapper chart below uses HP/sec. but i left the HP/min. values there, because its easier to see whats going on. Would not take very long to regen at all if you add the HP/min totals together. Scrap base HP=1338.6 and max Hp=2409.5
  8. @tidge I thought that I was done thinking about this. But you just got me thinking again. lol @Yomo Kimyata Scrappers, Tankers, Brutes and Arachnos may possibly be better served with something other than Panacea and others. With the super high base and max HP, it does not look as good as other potential proc choices for 'Health,' but if your chasing End may be worth it?
  9. Yes. I would think you are. lol!!!!!!! The only constant in my Time/Rad builds for almost 20 years. lol!!!!! Not easy for an old dog to learn some new tricks. Am willing to try to change my ways. Thanks everyone. Appreciated.
  10. Super-cool! I do like all the spinners myself. Do not think I even have 17 toggle choices in my chosen power-sets. lol. The 'Epic of Toggle Man.' This should be required reading!!! Awesome. It would work for sure! Most of my builds over the years have been very similar. It would be difficult to screw screw up a Time/Rad, and I have tried. lol. Very versatile combo, so I have tried just about everything. -------------------------------------------------------------------------------------------------------------
  11. Cool to see all the different thinking/slotting yall have.
  12. Great write-up! All seem close when at ED. Maybe just a small difference when incarnate boosted due to their different Pre-ED values.
  13. Set always for me. Health: Always. (depends on what I currently have more recipes of at the time). 5@Preventive Medicine +1@Panacea Proc or 5@Panacea + 1@ Preventive Medicine Proc Base value = 40% ED value for either set is 80%. Currently my value is 80%. Pre-ED value = not sure atm Stamina: Always 6@Synapse Shock if I need the Mez protection or 6@Power Transfer if I need more Accuracy. (been switching for more Acc lately). Think my 6 slotted value is 40%? Base value = 25% ED = ? Pre-ED = ?
  14. My 3 current builds on my one toon have Regen numbers between 200% to about 290ish% with incarnates off. Like watching the bar jump up after I jump in and aggro a group. For me, just need a few seconds to recuperate before my aggro auras take effect on enemy, and I am good to go. Maybe I am shooting to high of a regen number for my defender. But not so easy trying to be a two-bit tank with my build. What numbers do most shoot for? Not sure what my end mod numbers are, until I can log-on and check.
  15. Going to have to deep dive into this health/stamina slotting thing. With some real numbers. For whatever reason my usual 6 slotting for both works very well. Thinking for now, is that the incarnates are super boosting what I currently have. (windows machine down, so i cannot get actual 'game' values for the incarnates or to make a spreadsheet). In theory, can triple stack incarnates... so I think that is what's going on. *Incarnates for Health: (Regen) Alpha-Spiritual = base 33% = 104.6% or Alpha-Vigor = base 33% = 104.6% or 45% = 127.2% then double dip with Destiny-Rebirth then triple dip with Hybrid-Melee *Incarnates for Stamina: (End Mod) Alpha-Agility = base 33% = 104.6% or 45% = 127.2% or Alpha-Musculature = base 33% = 104% then double dip with Destiny-Ageless then triple dip with Hybrid-Support As far as I know, do not think that 'Procs' gain anything from incarnate powers but unsure of that. For the incarnate system numbers which I calculated for the 'chancetohit' spreadsheet, they inc system uses Pre-ED %. If this is true, could be that filling more slots in these powers is worthwhile in comparison to proccing them out. Looking into this.
  16. Interesting. While in game a couple weeks ago, a teammate messaged that they just 2 slotted each. Was scratching my head, really? From the replies so far can see that just a few slots containing procs are preferred strategy for each. I have always 6 slotted both health and stamina since the 'live days.' Seems to make my melee tanky defender more durable for the first 4 or 5 critical seconds during aggro dive into a mob. Regen and recovery seem almost instant after the initial dive. On one of my 3 builds, the 'toggle build' I run 10 toggles at all times. Had to do some creative endurance red/endurance reduction slotting in other powers along with the 6 slot stamina to make it work, but for the others I guess I can get away with fewer slots. I must be the only one who slots 'em all the way up. lol
  17. 6 slot health and stamina? Pros/Cons Anyone do this these days? What am I missing?
  18. Hey all....here's my 2 inf. Hero Merits is another. Think maybe was a way to earn them directly at one time? Used to like converting: Reward to Hero to Emps to Hero to Reward When I came back to the game after a couple years I can no longer convert my Emps to Hero. I do not use the super duper inspirations, and /ah is a drag.....so my Emps are kinda useless these days. Why was this changed? Was it being abused or hacked some way?
  19. Heyas ? - Does mids use the regular 'ChanceToHit' formula from arcanaville? Is there a way to see the calculation? -Just wondering, because from OP looks like it's for a lvl 50 build going for the 95% chance vs more difficult enemies...sometimes this calc can be a bit misleading depending on archetype, because of the 'DefDeBuff' portion of the formula. Though, it does indeed add to your 'ChanceToHit'... but most of the debuff is resisted by a higher lvl enemy when the attack makes contact. So, numbers may be misleading at times. Things to consider: -Your tolerance to missed/deflected attack clicks. -Archetype -Style of play. -Typical difficulty/team size settings you run for yourself. -Solo, vsmall team, full team. -Pace of play: speed or regular. -What I may think is good may be different from your idea of good... so I like numbers to make me feel good. lol. Have a good day. Peace
  20. Play on Indomitable - you won't have to worry about teammates 😆 Indom rules!! Folks have left, but I will be the last to go. Gotta go where you fit. And heya!
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