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Everything posted by Maelwys
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Issue 28: Page 1 Farming Microguide (Maps + Builds)
Maelwys replied to America's Angel's topic in Guides
With your toggles on (except ROCK ARMOR and SPRINT) that looks like this: It's just on the survivability line. Get your +HP accolades and Boost the Defense Set IOs in Stone Skin, Combat Jumping and Weave to +5 (you can leave the Shield Wall global in Stone Skin as-is). That should get you to above 45% F/C Def and an additional ~6 HP/Sec; plus about 300 higher MaxHP. That said - you shouldn't be dying every single time you farm. Are you sure you're not simply running out of endurance; causing you to detoggle and crash out? Leaving Atom Smasher on Autofire in that build would consume an additional ~1.58 Endurance per second; but you only have a net recovery of 0.88 End/Sec. (I don't see any Incarnate options listed... it might be you're running Musculature Radial, BP Radial Lore Pets and Ageless Destiny to make recovery a lesser concern...?) -
Issue 28: Page 1 Farming Microguide (Maps + Builds)
Maelwys replied to America's Angel's topic in Guides
Why would you be fighting +4s? On the current Live servers the maximum mob level in AE is level 54. So just equip a T3 Alpha Slot and make them into +3s. Looking at the AA build you're linking to, it's got 90% F/C resists, 45% F/C Defense and 40.77HP/Sec passive regeneration before accolades (48.3 HP/Sec after accolades). The minimum survivability threshold for AFK farming vs +3 mobs is 90% F/C resists, 45% F/C Defense and >35 HP/Sec passive regeneration. Against +4 mobs that'd rise to roughly >38 HP/Sec Passive Regeneration. So yes, in theory it should cope OK vs +4 mobs; but it'd be a bit tight until you get your +HP accolades. Anything over the minimum HP regeneration threshold will help stop you occasionally faceplanting to "unlucky" streaks of hits (which can happen pretty often IME). My AFK Farmer RadM/Stone Brute has 45.73 HP/Sec Passive Regeneration plus 4x Healing Procs (3x Power Transfer and 1x Panacea) and hasn't faceplanted in months. -
A possible solution to the kheldian revamp
Maelwys replied to FlammeFatale's topic in Peacebringer & Warshade
The issue isn't about switching between forms. It's about what happens whenever you switch to a different form whilst you currently have an attack animating. Form switching currently allows Kheldians to activate a new attack regardless of whether their previously-activated attack's animation has fully completed. The "Changeling" (good grief I hate that stupid moniker almost as much as I hate the graphical vomit they spew) binds simultaneously swap a form and queue up an attack power; so if you get the press/release timing right it's possible to activate several attacks every second, resulting in a drastic increase to your damage output. This bypassing of regular attack animation times is an exploit and as such, it needs to be addressed. However the Developers are apparently intentionally holding off on disabling this exploit until such time as they can spare the time to bring baseline non-exploit Kheldian performance up to a level that is deemed "acceptable". -
Issue 28: Page 1 Farming Microguide (Maps + Builds)
Maelwys replied to America's Angel's topic in Guides
Nope. But it can be different from PC to PC depending on where you've installed CoH Homecoming. <COH_INSTALL_DIRECTORY>\data\texts\<LANGUAGE>\Menus\ Create the subfolders of "data" if they're not already there. See https://homecoming.wiki/wiki/Popmenu_(Slash_Command) You can also make a few macros/keybinds that do the same thing; as long as you're careful about the character limit. The default FARMPRO menu essentially just does the below. (Note that REZ and BREAKFREE insps are ignored - if you want to combine those rather than disable them at the START vendor, add appropriate commands): (i) COMBINE/EXECUTE SMALLS "inspcombine insight enrage$$inspcombine luck enrage$$inspcombine catch_a_breath enrage$$inspcombine respite enrage$$inspcombine sturdy enrage$$inspexecname enrage" (ii) COMBINE/EXECUTE MEDIUMS "inspcombine keen_insight focused_rage$$inspcombine good_luck focused_rage$$inspcombine take_a_breather focused_rage$$inspcombine dramatic_improvement focused_rage$$inspcombine rugged focused_rage$$inspexecname focused_rage" (iii) COMBINE/EXECUTE LARGES "inspcombine uncanny_insight righteous_rage$$inspcombine phenomenal_luck righteous_rage$$inspcombine second_wind righteous_rage$$inspcombine resurgence righteous_rage$$inspcombine robust righteous_rage$$inspexecname righteous_rage" etc. -
Should be on the first post here:
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It's an uninterruptable self-and-allied-targets AoE heal. Even leaving aside "teaming" and summonable Controller/Patron pets... there are enough escort/protect the NPC missions out there that it comes in handy. And since it's a T1 pick, the other option is a -Def AoE... which, yes, can take a fair few procs; but there are often better places to stick an Achilles Heel -res.
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I was on a MM, but CoDv2 is showing the same "cast time/radius/arc" setup across all of the ATs in both the UI and raw JSON code. I know Proc rate can occasionally get a bit weird though and be very different to what a power's apparent AreaFactor is (e.g. Ground Zero's proc rate was bugged to about a quarter of what it should have been for a few weeks after i28p2). FWIW, it is a bit odd that it has an Arc listed yet is flagged as a "true" Targeted AoE rather than as a ranged cone. Off the top of my head I can't think of any other powers that are the same way, even in the newer zanier powersets. It's possible that Shoal Rush was originally designed as a standard Cone at some point on Test and later changed to a TAoE and they forgot to remove it. All that said... regarding the OP, I think Shoal is probably a decent pick if you don't have anywhere else to stick an Achilles Heel Proc. But I'd still consider it the most skippable power in Marine Affinity. It'd take me a lot to give up Brine, let alone Whitecap... but I'd drop Shoal in a heartbeat.
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And yet; that's exactly how it's currently coded: It certainly wouldn't be the first time that a power was glitching in practice somehow, but the above is how it's set up. I don't currently have Shoal on any of my Marine toons (because I rate Soothing Wave higher and something's got to give!) but a quick test on Brainstorm vs some trash mobs in Crey's Folly is suggesting a higher than 30.82% proc rate. 7 foes hit, 15 proc activations out of a possible 28. 53.6% Proc Activation Rate. 7 foes hit, 13 proc activations out of a possible 28. 46.4% Proc Activation Rate. 13 foes hit, 27 proc activations out of a possible 52. 51.9% Proc Activation Rate.
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Nice. Might be worth highlighting that unlike Brine, Degenerative Interface's debuff value depends on the target's MaxHP rather than just inflicting the same flat value vs everything. And it's -3.5% (capping at -1000HP for AVs and GMs) per stack.
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Yes, it's a Targeted AoE, and it has 20ft radius and 15s base recharge. But it's also only got a 90 degree arc (e.g. "Garden Hose") not a 360 degree one (e.g. "Water Balloon") The reduced arc is why proc chance ends up at 56.75% rather than 30.82%.
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Proc rate = PPM × ((Enhanced Recharge Time + Time To Activate) / (60 × Area Factor)) Cone Area Factor = [1 + (0.15×Radius) − (0.011×Radius×(360−Arc)/30)] × 0.75 + 0.25 On Shoal, that's [1 + (0.15×20) − (0.011×20×(360−90)/30)] × 0.75 + 0.25 = [2.02] × 0.75 + 0.25 = 1.765 Which makes the activation rate of a 3.5PPM Proc in Shoal (without any local recharge) = 3.5 x ((15 + 2.17) / (60 x 1.765)) = 3.5 x (17.17/105.9) = 0.56746931067 = 56.75%
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Level 50 AV Hitpoint count (without any extra buffs like Shadow Hunter's Earth's Embrace) is 28271.7 You can technically shave ~5400 off that, sure... but if you apply -MaxHP whenever the target has already taken damage then their actual HP won't drop by the full amount (if they have 50% HP left then applying another -540 MaxHP would only drop their CURRENT HP by 270). Therefore -MaxHP debuffs become less impactful as the fight wears on. It does still have a constant non-negligible effect on passive regeneration though.
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Meh. Yes, apologies, the HP debuff is 60s duration per stack. The 15 sec is the amount of recharge time shaved off per stack of Shifting Tides. (Note to self: Don't browse CoD in the middle of a CAB meeting...)
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No, it applies a flat -267.7 MaxHP (before enhancements on a Defender) regardless of whatever your target is. That means it can practically one-shot a minion, but it'll tickle an AV unless you stack it. The -res debuff on the other hand, is excellent versus AVs. It stacks with itself as many times as you want. Each stack only lasts for 15 60 seconds though. Not sure about the hot garbage. WoC really isn't great. The time between its ticks is considerably longer than the maximum enhanced duration. And it's only Mag2. You can kinda-sorta get it to a worthwhile state via a Contagious Confusion proc if you also stack it with another AoE Confuse effect like Ice Control's Arctic Air (and/or an AoE with the Cupid's proc). But it's a lot of work.
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Nope. That's a 56.75% chance to proc per Shoal. AH lasts for 10s and you can typically get two Shoals off in that time; so a ~81.2% likelihood of proccing its -20% res at least once.
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https://cod.uberguy.net./html/power.html?power=boosts.crafted_achilles_heel_c.crafted_achilles_heel_c&at=defender
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3 3 3 3 ...better? 🙂
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And inflicting that extra -3 means that you deal 30% additional damage on that enemy compared to what you were previously able to.
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FWIW, I've found a BA/FieryAura Brute to be pretty decent. Axe Cyclone pulling things into Burn Patches lends a bit of synergy; and Consume meets my Recovery requirements (although just barely when fighting a big Single Target!) There's no minimal effect option on the flame auras, but you can tone it down a LOT by opting for darker shades - one of my cossies just has a very faint grey glow.
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No it won't/isn't. Regular with just Sprint and Fly: Suppressed with just Sprint and Fly: Suppressed with Sprint and Fly and Combat Jumping: Suppressed with Sprint and Fly and Ninja/Athletic/etc Run: Suppressed with Fly and Ninja/Athletic/etc Run (no Sprint): In each case my Suppressed Flight Speed was exactly the same value. Without either Combat Jumping or Ninja/Athletic/etc Run; you won't have any additional "MovementFriction" or "MovementControl" buffs in place; so it takes your character a bit longer to decelerate down to reach their listed Suppressed Speed. But after the suppression wears off it takes them a bit longer to accelerate again, so it cancels out.
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FWIW... there are a few methods to implement stuff like this without breaking the rest of the game. But they're typically rather convoluted. One such example that springs to mind: each KB-inducing attack in Super Strength could be tweaked to perform a check to see if the owner is currently effected by "Rage"; and if so then it can check the MOB TYPE of the current target of that attack. Depending on the mob's listed type (Elite Boss? AV? Turret? etc) the power could inflict a greater Magnitude Knockback effect than usual; in order to directly counteract the inherent protection of only specific types but not the inherent protection of other specific types. That's a heck of a lot of work for multiple conditional checks in multiple SS power across multiple ATs. But it's possible. (even if personally I very much dislike the idea of SS being able to reliably KB/KD AVs through Purple Triangles!)
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IMO it's not a huge waste to stick the Tanker Res Proc in a foe-affecting Toggle, because it persists for 20s. So if you keep sufficient mobs around you that means you'll typically have it double stacked. It's still less efficient than running an attack chain which can reliably TRIPLE stack it... but it's not too bad. And it doesn't care about recharge debuffs. Regarding more basic Aura of Insanity Slotting... the below is what I go with currently:
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They're all useful - personally if I was to skip any of them it'd be Memento Mori as (to me) it's by far the least frequent button push. Aura of Insanity/Confusion is an odd fish in that it has a lot of different CC effects and enhancements and resistance affects its magnitude, not its duration. This means that the most efficient slotting is to use Generic "Mez" Enhancements, such as Acc/Mez HOs. Full breakdown here:
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/Cold is pretty good at force multiplication. Sleet (with lots of recharge to get multiple copies out) by itself would be worth a slot. Throw in Heat Loss plus the +Def/+Res bubbles and Arctic Fog? Its -res debuffs are also fairly fire-and-forget. And they mesh very well with 'Rain' powers like Blizzard; Rain of Fire, Whirlpool, etc. to exploit Scourge. All that said... other Corrs (like /Marine) are pretty damn good too. So my final answer is "Nah, Corrs just tend to be really good in general".
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Beta Testers Needed for Xbox Wireless Controller Setup
Maelwys replied to BlackSpectre's topic in General Discussion
FWIW, it was trying to play my old PS1 and PS2 games (mainly FFVIII and FFX) on the PC with an original controller but no force feedback that proved frustrating enough for me to jump through the hoops of sourcing a proper FF-enabled driver. Slicing something with a sword and getting the "BZZZZZZZZ" kicking in at the right place is 100% worth it.