The Beta Account Center is temporarily unavailable
×
-
Posts
2009 -
Joined
-
Last visited
-
Days Won
23
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Maelwys
-
Right, have just spent a few minutes in PI stress testing various Soothing Wave binds/macros. I positioned a targeted teammate directly behind me before attempting each of the below: (i) MACRO with both "face" and "powexec" commands in a single line macro HEAL "face$$powexec_name soothing wave" --> Both commands fire simultaneously. When clicking the macro you will turn and face the target and simultaneously fire off Soothing Wave. --> Sometimes the heal will actually affect the target; but often it won't (I imagine this is to do with server ticks and ATBE) so at best this is unreliable. (ii) REGULAR KEYBIND with both "face" and "powexec" commands in a single line bind z "face$$powexec_name soothing wave" --> Both commands fire simultaneously. When pressing the key you will turn and face the target and simultaneously fire off Soothing Wave. --> Sometimes the heal will actually affect the target; but often it won't (I imagine this is to do with server ticks and ATBE) so at best this is unreliable. (iii) KEYUP/KEYDOWN KEYBIND with both "face" and "powexec" commands in a single line bind x "+$$face$$powexec_name soothing wave" --> Both commands fire simultaneously. When you press the key down you will turn and face the target and simultaneously fire off Soothing Wave; and then when you relesae the key again it will turn and face the target and simultaneously fire off Soothing Wave AGAIN. (although it's highly likely that Soothing Wave won't have fully recharged in the split second it takes you to release the key; so you'll just queue it up again and it'll end up with a red circle around it!) --> Sometimes the first heal will actually affect the target; but often it won't (I imagine this is to do with server ticks and ATBE) so at best this is unreliable. (iv) REGULAR ROTATING KEYBIND with "face" on one keypress then "powexec" on the next keypress [c:\Games\coh\binds\hc\marine_face.txt] NUMPAD0 "face$$bind_load_file_silent c:\Games\coh\binds\hc\marine_heal.txt" [c:\Games\coh\binds\hc\marine_heal.txt] NUMPAD0 "powexec_name soothing wave$$bind_load_file_silent c:\Games\coh\binds\hc\marine_face.txt" --> You always FACE on the first keypress and activate the power on the second keypress. --> The heal will always affect the target. Extremely reliable but needs two keypresses. (v) KEYUP/KEYDOWN ROTATING KEYBIND with "face" on keydown then "powexec" on keyup [c:\Games\coh\binds\hc\marine_key1.txt] NUMPADENTER "+$$face$$bind_load_file_silent c:\Games\coh\binds\hc\marine_key2.txt" [c:\Games\coh\binds\hc\marine_key2.txt] NUMPADENTER "+$$powexec_name soothing wave$$bind_load_file_silent c:\Games\coh\binds\hc\marine_key1.txt" --> You always FACE when you press the key down and then activate the power upon releasing the key. --> The heal will almost always affect the target. Extremely reliable and just needs a single keypress. The issue with (iv) and (v) is that sometimes the bind execution order can get out of synch - and that's particularly troublesome on (v) because it'll start activating the power on keydown then facing the target on keyup! So you'll likely need to "reset" things by performing bind_load_file_silent c:\Games\coh\binds\hc\marine_key1.txt every now and again (I typically append this to my travel power activation keybind). I've also found that very occasionally in areas of major lag (like Mothership Raids) if I press and release a key too quickly then a power might not end up being activated properly; which is why I tend to use a regular rotating "double-tap" bind for allied heals instead of relying on a keyup/keydown bind... but for regular gameplay it'll be perfectly fine. As an aside... for keyup/keydown keybinds if you just use "+$$" at the beginning then currently it should work as expected on HC. However in the past it's been a bit temperamental from patch to patch. You can also use "+down$$-down$$" (the "+down" gets cancelled out by the "-down"; so nothing untoward happens!) - - - - - - - - - - Finally... if you really hate keybind files then there is an alternative option: append "$$face" after your teammate targeting binds. e.g: /bind numpad1 "team_select 1$$face" /bind numpad2 "team_select 2$$face" /bind numpad3 "team_select 3$$face" /bind numpad4 "team_select 4$$face" /bind numpad5 "team_select 5$$face" /bind numpad6 "team_select 6$$face" /bind numpad7 "team_select 7$$face" /bind numpad8 "team_select 8$$face" That way you can press a button to SELECT AND FACE a particular team member; then press another button to reliably heal them. You can do something similar for cycling between non-teammate allies e.g. "target_friend_next$$face" (The problem with this setup is that occasionally you may need to target things manually with the mouse!)
-
Prefacing a bind with + makes the entire bind activate on both keypress and keyrelease. If you stick multiple power activations in the same bind (like "+$$powexec_name mystic flight$$powexec_name translocation") then yes it'll only trigger one of those powers at a time, because CoH can't trigger two powers simultaneously, so the rightmost power call supercedes the rest. However "Face" is a movement command. It doesn't clash with "powexec", meaning that each time you activate the bind you will both simultaneously face the target and trigger the power. I'll admit the last time I personally poked at this was prior to i28p2... but on my /Marine MMs often a Henchmen is too far off to the side or directly behind me. And I found that if I tried to call both "face" and "powexec_name soothing wave" simultaneously then it would appear as though I faced them and then triggered the heal, but they were not actually being hit by that heal according to the combat log (and their HP bar didn't move). However whenever I called "face" FIRST the target always got successfully healed. Personally I prefer double tapping a button (rather than triggering different functions on keypress/keyrelease) for important functions like heals as it gives me more leeway for server lag, but either should work in practice.
-
Mids Reborn for Windows 7? Or Online?
Maelwys replied to Ultimo's topic in Tools, Utilities & Downloads
IIRC the last supported version of the .NET Framework on Win7 was 4.8 https://support.microsoft.com/en-gb/topic/microsoft-net-framework-4-8-offline-installer-for-windows-9d23f658-3b97-68ab-d013-aa3c3e7495e0 AFAIK most of Mids Reborn functionality uses the v4.8 framework plus .Net 8 Desktop. You might be able to get a working copy cobbled together as long as you don't mind not being able to take database updates. Maybe as a first step try installing the above framework, then downloading https://updates.midsreborn.com/full_updates/mids_3.7.14.3%2Bdb_25.6.1082.zip and extract it + see if it opens. If it doesn't work then you'll need an older version of Mids which can run on the older Win7 compatible .Net 6 Desktop instead of .Net 8 Desktop (looks like the last version using that older code was Mids Reborn v3.7.5.31). Providing you can get a reasonably recent copy of the app to open, then all you should need is the current copy of the Homecoming database to manually download into the right subfolder. EDIT: Looks like there's still an older copy of the main program available at https://github.com/LoadedCamel/MidsReborn/releases/tag/3.7.4.8 if the above doesn't work, which might at least get you going on Win7 (assuming you have the DotNet 6 desktop installed!) and should be able to patch itself up as far as v3.7.5.31. After that you'll likely want to ignore program updates but manually replace the database with an updated version from https://updates.midsreborn.com/full_updates/hcdb/ (back up the original contents of your \Data\Homecoming subfolder first!!) -
-
Soothing Wave needs you to face the target BEFORE activating the power. If you simply include both "face" and "powexec_name Soothing Wave" in the same single-line bind/macro then the game engine will simultaneously activate Soothing Wave in whatever direction you're currently facing and THEN you'll turn to face your target. So quite often its heal won't affect them. What you want instead is a rotating bind that triggers "face" whenever you hold down a key, then triggers "powexec_name Soothing Wave" whenever you release that same key.
-
I was wondering what the "Wet" condition in the Water Blast set does?
Maelwys replied to ConcreteDragon's topic in Defender
Very little. It's a mostly unused mechanic. Essentially at one point the Devs had big plans for it... but they never amounted to anything and/or got reverted. However the effect itself stayed in place and for a long time was completely unused. Recently in i28p2 "Dehydrate" from the Water Blast set got tweaked to deal a bit more damage to wet targets... but AFAIK that's the only thing it actually works with currently.- 5 replies
-
- steam spray
- whirlpool
-
(and 1 more)
Tagged with:
-
You might be waiting a while for a reply since @Croax was apparently last active on the forums on 3rd May 2023. IMO Regen is better now than it used to be on all ATs. However on Stalkers the addition of +Recovery to Fast Healing alone would bump it up from D tier IMO. Reactive Regeneration is awesome; but it's operating on Stalker's low MaxHP pool. And outside of MoG the set still hasn't got very much going for it in terms of Resistance or Defense (you can reach about 50% Res to S/L with Tough; but pushing higher requires hefty build compromises) so by the original list logic the updated version would likely only be B tier at most. However... it synergises greatly with the primaries that have +Def-buffing powers (Ninja Blade, Broadsword, Staff) and even on the other powersets you can nab Rune of Protection and/or keep Melee Core Hybrid handy (and maybe think about taking Shadow Meld) if you want maximum mitigation.
-
True. But my point is that the current additional critical hit damage Haemorrhage deals is still extremely high. It deals the same as a T9 attack (Headsplitter) and notably more than a Snipe (Moonbeam clocks in at a maximum of ~127.9 base; compared to Haemorrhages' ~144.6) And it adds an Assassin's Focus stack. And it consumes Blood Frenzy Stacks for more damage (AS>H>MS>S means Haemorrhage activates with 4 Blood Frenzy Stacks; so you're never getting locked out!) And because it has a substantially reduced recharge time; it also gets to activate after EVERY Assassin's Strike; so there is no danger of the Stalker's Guile proc lockout period getting out of synch and causing your autocrit to kick in on a different less-effective attack. Haemorrhage's regular DPA is however pretty bad, which is why IMO it's only normally viable in a Stalker's regular attack chain. Stalkers gain one extra predictable crit from Hidden via their ATO1 proc (and get more at-will via Placate) every 10 seconds. That's time gated, not animation gated so DPA has little impact on it. On Stalkers you can therefore put a viable chain together where Haemorrhage is used after every AS, or where it's used after one AS and a Snipe is used after the next AS. I know of some players who won't don't include it in their normal attack chain at all but will still manually activate it after they enter a hidden state; because its additional crit damage is still that good. IME one of the more optimal chains on a SM Stalker is to just cycle AS, Hemorrhage, Maiming Slash and Shred. Technically using a Snipe will give more raw damage, but working Shred in opens up Achilles' Heel proc opportunities (which raises average damage over time) and using Hemorrhage after each AS makes the autocrits more consistent. Some sample chains from my Savage/Psi are below: In addition to this, on Stalkers you don't have the issue of getting 5 Blood Frenzy Stacks (automatic lockout!) whenever you activate your "damage buff" clicky. ...all of which is why I consider Savage Melee best on Stalkers by a country mile.
-
It's still extremely high. 144.5904 base, inflicted as a spike rather than as a DoT. https://cod.uberguy.net./html/power.html?power=stalker_melee.savage_melee.hemorrhage&at=stalker For comparison that's exactly the same as Broadsword's Headsplitter gains from a stealth crit (but with a 100% chance for activation instead of 50%!)
-
FWIW, on a Stalker working Hemorrhage into the chain is actually viable, as Hemorrhage grants an extremely large amount of additional damage whenever it's critting from Hidden. e.g. AS (with "chance for Hide" ATO) > Hemorrhage > Maiming Slash > Shred (with an Achilles Heel) Stalkers also benefit from Build Up rather than Blood Thirst, so you'll never have to deal with the 15 second Blood Frenzy lockout period.
-
Whilst i agree that the line of thought "Health Regeneration plus Defense and/or Resistance > Health Regeneration" has its merits... ...I'm not convinced that you're going to struggle if you don't continuously rotate 'GodMode' powers. For the most part my old Regen Scrapper could always get by just fine on +4x8 simply by hitting things hard; using Dull Pain reactively and saving Reconstruction as a secondary top-up heal. Having MoG and Instant Healing to fall back on certainly helped... but it was a very rare occasion where I needed more than a very brief respite from incoming damage (and frankly, in my mind that's what insps are for!). Whilst I do tend to pick up things like Rune of Protection and Shadow Meld on other characters; the former requires three power picks (a tough tax these days on a Regen toon; even if I was to countenance giving up Fast Healing) and the latter's cast time is slooooooow - I can quite literally open my global email, click into one which has a Big Purple Insp attached, claim it and chug it before Shadow Meld's animation completes (and it lasts four times longer!). Before shutdown; IH would set my Scrapper's HP/Sec to about 160 HP/Sec for 90s roughly every 3mins. These days with Reactive Healing that same Scrapper now passively regenerates ~115-140 HP/Sec (depending on incoming wallops) all the time. Which raises their Immortality Line something shocking. Adding Hardcapped Resists and Softcapped Defenses on top of that might be occasionally useful; but IMO for the vast majority of gameplay it's not worth the required build tradeoffs. Especially if you have an offensive powerset that can situationally add to survivability (Divine Avalanche, Parry, Ice Patch, Storm Kick, Guarded Spin, Defensive Sweep, etc.) or can type "/AH". All that said; providing someone has the inf and inclination... keeping a "maximum mitigation" alternate build in your back pocket to situationally swap to might be a good idea.
-
The petcom commands only function if your henchmen are currently in a commandable state, because it triggers their despawn animations. If they're three floors down playing footsie with a ceiling tile it'll likely fail. Releasepets has no such limitation. That said, it does no harm to use both. eg "petcom_all dismiss$$releasepets"
-
The kicker was the level. I could get PVP enhancements no problem on live. But anything below level 32 (whenever Tankers got access to their Self-Rez)? Not a hope. You'd need to manually pilot two lowbie alts and repeatedly whack each other to death in the arena with exp gain disabled. No thanks.
-
As @macskull says; IOs won't "age out" as you level up. That's a legacy thing for Single Origin Enhancements etc. and the prestige enhancements from the START vendor, Some special IOs will however lose their benefits if you exemplar down to more than 3 levels lower than the enhancement. https://homecoming.wiki/wiki/Set_Enhancements_with_Special_Effects Procs don't care about what level you currently are examplared down to. Globals do. So attune your globals (or just save money and buy them pre-attuned from the AH) LoTG +7.5% Rech is a Global. https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements#Special_IOs_from_Sets
-
Darkest Night from Soul Mastery is a ranged toggle that applies Debuff ticks every 0.5 seconds to 10 foes in a 15ft radius around an anchor target. Each enemy debuffed triggers Gauntlet; so procs a 10ft AoE Taunt effect that can affect another 5 targets. Combined with Taunt (the power) it'll hold extremely reliable aggro at range. It's worth pointing out though that the one and only time I've ever found "hover taunting" to be worthwhile is whenever my old INV Tanker used to cheese the STF by slotting Web Envelope and Taunt with Range Enhancements and flying ~81ft directly above Ghost Widow.
-
Issue 28: Page 1 Farming Microguide (Maps + Builds)
Maelwys replied to America's Angel's topic in Guides
Without seeing the build stats... (i) Atom Smasher should have more procs and an Achilles Heel -Res in it. (ii) Burn needs some Accuracy aspect. Keep the Fury of the Gladiator -Res in it. (iii) Irradiated Ground is pointless for procs on an Active build. Use it for Purple/Winter set bonuses unless you're already hitting your Global Accuracy and Recharge thresholds. (iv) Electrifying Fences and Ball Lightning slotting look a bit wonky - ensure they've got 95%+ Hit Rate vs +3 foes. Positron's Blast, Javelin Volley, Bombardment are the three main damage procs. Elec Fences can take Trap of the Hunter as well, Ball Lightning should have an Annihilation -Res. That's 4x Slots each. The other two should be some combination of Accuracy, Damage and Endurance Reduction (typically Lv50+5 Acc/Dam Positron's Blast + Lv50+5 Dam Bombardment) Personally I'd also lose the Leadership and Fighting Pools (you don't care as much about +Def on an Active build; and Concealment gives you more LoTG +7.5% mule opportunities); slot a full Preventative Medicine set in Healing Flames; and maybe take Wall of Force (procbombed + with a FF +Rech) from the Force of Will pool; depending on how your AoE chain is panning out with global recharge. And if you're doing anything other than Asteroid map farming (e.g. where enemies come to YOU) then Combat Teleport may prove useful. I find Fold Space a bit overrated; but if you leave it unslotted for Accuracy aspect (so just 2x Lv50+5 Rech IOs) then it can help pull multiple far-away groups to you and keep your Burn patches packed. Whilst Rad Melee isn't the most efficient powerset for active farming (ideally you'd want something with AoE KB to exploit Force Feedback +Rech); Burn + Mu Patron AoEs + reliable Achilles' Heel -Res activations will carry a lot of weight by themselves; and the second damage aura will at least tickle a bit. So you should be good there. Edit: Also I noticed you didn't take Consume. Even if you're running Ageless Destiny (most do!) it can still be decent if you have a spare power pick - it increases your MaxHP by a decent chunk, keeps your blue bar topped up; and can be useful as a set bonus mule or an occasional AoE procbomb or even a one-slot wonder (Acc/Heal HO). -
You need to take either the T1 or T2; but you don't need to take Power Crash. I imagine Energy Punch is a "filler" there - Barrage can sometimes be useful for the Regeneration Debuff whenever you're fighting a GM... but vs everything else (including AVs) it's typically better to use your Energy Focus stacks to make Energy Transfer "quick" instead. On my own EM Scrapper; the attack chain is always TF > BS > ET (fast) > Snipe > BS > ET (slow or fast depending on TF crits) And the ATO2 proc sits in ET; because that way it has two chances to kick in and can potentially affect everything in the chain aside from the very first ET. EM needs help with AoE damage, but Power Crash is pants. Whirling Hands plus Epic AoEs and/or Secondary Powerset attacks (Ground Zero, Burn, etc) is the way to go IMO.
-
At least it gets 20% from Ailment resistance now. It's measly, but it's there... and it lets my Kat/Regen slot a few more Procs now instead of Winter sets (before getting the rest of the way via Ageless like a real boy...)
-
Aura of Madness/Insanity gets boosted and resisted by Magnitude, not by Duration. It has 0.5 Mag (unboostable) plus 2.0 Mag (boostable). You need it to be >Mag 3 to affect bosses, >Mag 2 to affect LTs and >Mag 1 to affect Minions. 2x Level 53 Acc/Mez HOs (+75.93% enhancement) will increase it to (0.5+(2.0*1.7593)) = Mag 4.0186 against even-level foes. 1x Level 53 Acc/Mez HOs (+38.30% enhancement) will increase it to (0.5+(2.0*1.3830)) = Mag 3.2660 against even-level foes. Therefore a Single Level 53 Acc/Mez HO will get it to the point where it starts affecting Bosses; assuming you're only fighting even-level foes. However typically at endgame, you will be fighting at +4x8 against Level 54 foes as a Level 50+1 character (so they'll be +3 to you!) 3x Level 53 Acc/Mez HOs (+97.23% enhancement) will increase it to (0.5+(2.0*1.9723))*0.65 = Mag 2.88899 against +3 foes. 2x Level 53 Acc/Mez HOs (+75.93% enhancement) will increase it to (0.5+(2.0*1.7593))*0.65 = Mag 2.61209 against +3 foes. 1x Level 53 Acc/Mez HOs (+38.30% enhancement) will increase it to (0.5+(2.0*1.3830))*0.65 = Mag 2.12290 against +3 foes. So without an Alpha Slot or set bonuses helping you out, you can never get it to the point where it'll be kicking in against +3 Bosses. Technically a T4 Intuition Radial Alpha Slot plus 3x Level 53 Acc/Mez HOs (+120.88% enhancement) will get it to (0.5+(2.0*2.2088))*0.65 = Mag 3.19644 against +3 foes. ...but that's only for HOLD aspect; not Confuse/Stun/Sleep/Fear. So "best case" you could get it to the point where it's able to occasionally hold +3 bosses. TL;DR - without set bonus/alpha slot assistance; the breakpoints are: Default Base Slotting: Will let you mez LTs at up to +1; and Minions at up to +4. 1x Acc/Mez HOs: Will let you mez Bosses at up to +0, LTs at up to +3; and Minions at up to +4. 2x Acc/Mez HOs: Will let you mez Bosses at up to +1, LTs at up to +3; and Minions at up to +5. 3x Acc/Mez HOs: Will let you mez Bosses at up to +2, LTs at up to +4; and Minions at up to +5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - "WTF Mael; just tell me how to slot the bloody thing!": For Mez purposes, you should really just stick a single Lv53 Acc/Mez HO in it and call it done. But it has poor base accuracy (80%) so unless you have a sizable chunk of global accuracy... I'd go with: And be aware that Mids' still thinks it's got 1.0 base accuracy instead of 0.8! In reality with the above slotting, my Stalker with 54% Global Accuracy is JUST capping their hit rate vs +3 foes.
-
Issue 28: Page 1 Farming Microguide (Maps + Builds)
Maelwys replied to America's Angel's topic in Guides
As mentioned above, AFK Farming kings are now Brutes. The most efficient is a RadM/Stone (2x Damage auras, +Recharge and Brimstone procs. Rooted lets you easily hit >35HP/Sec HP; and Brimstone plus the +resist globals and a few Winter/Purple IOs will get you to the 90% Fire Resistance cap; so all you really need to worry about is Fire Defense and lots of global recharge!) FWIW whilst maximum kill speed isn't really a vital factor for AFK farmers... my own current AFK RadM/Stone Brute (which is pretty close to the build I posted above - it really just swaps Proton Sweep out for Energy Torrent and Vengeance for Infiltration; then shuffles some enhancement slots around in order to gain a bit more recovery/regen and a mere +2.5% extra global recharge!) tends to clear all the nearby mobs on a +4x8 Asteroid map substantially faster than the 10 minute cutoff. I have a run open as I type this, and I watched just to check. I did what I normally do: Toggles on, Atom Smasher on Autofire; then entered the map + leapt into the middle of a few nearby groups of mobs. Triggered my Judgement Nuke; toggled on Assault Radial Hybrid; summoned my Banished Pantheon Radial Lore pets (using powexec_location) and hit my bind to shift the pets into Aggressive mode; then finally popped Ageless Core Destiny and waited. The last foe that was aggroed to my toon died with about 4:20 left on the timer (although there were still two roaming mobs on the far side of the map). They did get "lucky" and levelled up mid mission so a Large Red Insp was active for part of the run; but that wouldn't have had a major impact on a Brute because of Fury. Edit: Second run, No level ups this time. All but one roaming mob deaded. 3:30 left on the timer. (No Base Empowerment/Temp buffs used to muddy the waters!) Edit: Third run. This time I treated the AFK-farming-built toon as an "active" farmer by spamming insps (but not combining them into reds); using my Incarnate Clickies on cooldown; using Energy Torrent as well as Atom Smasher and actually moving around. Entire map cleared with 4:50 left on the timer. For Active Farming; it's really now Brutes or Scrappers. Brutes have a slight advantage due to getting 2x large high-DPA AoEs in the Mu Mastery pool. Rad Armor got hit with the nerf bat and needs its slotting adjusted to let Radiation Therapy be even halfway good; but /Stone and /Shield and /Fire are all still fine. You can make a very reasonable farming Brute with any primary that has a Knockdown AoE for Force Feedback proc slotting (Super Strength; for example) plus one of the aforementioned secondaries and Mu Mastery. Scrappers have difficulty getting enough AoEs to chain together; so benefit from a primary that has more AoEs/Cones (e.g. Battle Axe, Claws, DB, Savage, StoneM, TW, War Mace) and/or Burn from Fiery Aura. I only have two Stalkers that can farm: an Electric/Shield and a Savage/Psi (and that's "Active" rather than "AFK" farming, obviously!). They perform decently in terms of kill speed, but the lack of a Taunt Aura can be very annoying... the Savage Melee one in particular becomes far more playable if I use Melee Radial Hybrid instead of Assault Radial Hybrid; which isn't ideal if you're after maximum damage output! Tankers can certainly still farm; and they have a much easier time reaching the AFK-farming survivability thresholds than Brutes... but they're substantially slower than Brutes now. And Rad Armor ones in particular will likely need their slotting poked at a bit in order to stay at all competitive. Also other non-melee ATs can still farm pretty well too. However Dominator efficiency took a major hit with the Plant Carrion Creeper Nerfs. -
That sort of playstyle works just fine vs tough single targets (AVs) that can't fly. But to make it work against larger spawns of enemies you'll need specific AoEs from the Epic/Patron pools. Web Envelope from Mace Mastery (AoE Immobilize/Slow) or Darkest Night from Soul Mastery (rock solid ranged aggro control) are the easiest to work with on a Tanker or Brute. Scrappers can't apply a ranged taunt to multiple foes without the Presence pool (and even that's low duration and requires a ToHit check).
-
"Balancing" the various Archetypes; their Inherents; and their ATOs.
Maelwys replied to Maelwys's topic in General Discussion
You forgot "Nerf Brutes" 😛 (hey, at least we're not still memeing "nerf regen" any more...) -
"Balancing" the various Archetypes; their Inherents; and their ATOs.
Maelwys replied to Maelwys's topic in General Discussion
FWIW, my Energy Melee Scrapper's chain very roughly gains about 29% extra damage output purely from the ATO2 being placed into Energy Transfer. (Part of that is because of the increased chance of 2x stacks from a "Critical" Total Focus; which more often than not will let me use "Fast ET" twice in a row; but still!) Before (Proc chance manually set to 0% e.g. "no ATO2 buffs active"): After: To my mind that is an insane amount of additional DPS from just one IO (and it's very likely still not quite "optimized"; since that toon intentionally sacrifices proc activation rate for recharge aspect to get the attack chain seamless without any incarnate/external sources of global recharge!) 🤯 -
"Balancing" the various Archetypes; their Inherents; and their ATOs.
Maelwys replied to Maelwys's topic in General Discussion
AFAIK the "Regeneration/Recovery" bonus granted by VEAT's Conditioning inherent isn't actually granted by their inherent... instead it's coded as a +5% base value buff. Look at the Attribute Tables for a Widow or a Soldier and you'll see the "Base" value listed as 30% for Regeneration and 105% for "Recovery". Compared to all the other player ATs who each have a "Base" value listed as 25% for Regeneration and 100% for "Recovery". Unfortunately most of the buffs to regeneration/recovery out there (like Health) work off "Melee_Ones" which just adds a flat value rather than being influenced by those increased base values. So swapping the VEAT inherent to grant +5% MaxEnd instead of +5% Recovery (and the same for +MaxHealth/+Regeneration) would indeed scale a lot better. I had a quick look at my current VEAT pile and the closest to reaching the HP Cap is a Crab who sits at ~2208HP (about +18.5% MaxHP below the cap).