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Bill Z Bubba

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Everything posted by Bill Z Bubba

  1. Puttin my inf on Nrg Aura. Elec is a fun set but it's not known for being top tier on survivability.
  2. DA (all incarnate) critters have +13.75% tohit so the actual incarnate softcap is 58.75% and everyone generally rounds up to 59%. I used DA repeatables almost entirely when I was pushing my claws/sr scrapper to vet lvl 666 and never really had any issues, with Mids telling me he only sits at 50.35%, 44.59% and 49.59% for MRA defense. However, all of those values get bumped by the constant +5% to all from a T4ed barrier core at its lowest point in its cycle so that explains pretty much everything since barrier is also buffing resistance. Edit: That said, the tohit debuffs from dark melee should have been helping you out considerably.
  3. No rule against enflame that I know of. 55 sec on claws/bio is insane. Guess my old build has definitely gone the way of the dodo. Just got 1:45 with my claws/bio scrapper with hybrid running followup, focus, slash, repeat. But it's not clean. Needs more recharge. Adding in attacks like moonbeam and shockwave will allow for increased proc usage and thus better DPS but I still won't let myself do it. Too stuck in my ways.
  4. My slotting is all over the place on my various Bio users. The mace/bio scrapper uses 3 different heal/recharge IOs and a ToE CF+End in both dna siphon and parasitic aura. The bio/claws tank has no parasitic aura and dna siphon has 1 50*5 acc and 5 panaceas. The nrg/bio scrapper goes with 1 50+5 acc and 3 different heal/recharge IOs. I'd standardize on something but I haven't been in game enough lately to retest/respec.
  5. All I know is She-Hulk is gonna make my pants fit funny.
  6. I'm in the 3-slot stamina camp as well. As in, at level 5 it gets the third slot. At lvl 17, the SOs get replaced with PerfShifter: end/rec, end and CFend. On almost all builds at some point, the 4th slot and end/acc or a power transfer CFheal get added.
  7. I think dual pistols have cryo rounds. Tons of work but that would have been awesome from day 1.
  8. Testing was done by @BillyMailman "AR/TA toon, I made a chain of Burst, Electric Net Arrow, Slug, Ice Arrow, M30 Grenade, Flash Arrow. Longer would have meant a power with too long a recharge and needing a real build for global and hasten and whatnot, so it stopped at six powers. Total Arcanatime is 9.108s, and after cycling it ten times, I got 92s. If redraw mattered, it was nothing. That 1s is almost certainly me missing queueing things, or just not being perfect with hitting the phone to stop the stopwatch. I then made a spider, and got a ten-attack chain. Single Shot, Mace Beam, Burst, Mace Beam Blast, Wide Area Web Grenade, Mace Beam volley, Heavy Burst, Poisonous Ray, Venom Grenade, Web Cocoon. Total Arcanatime, 20.064s. I stopped after three cycles took exactly a minute. Like, it's dead on. And yeah, the Bane Build Up requires the mace, which means there's no redraw if you stick to Mace powers. (edited) So, definitively, as long as you queue powers, redraw has 100% no effect whatsoever for anyone, in terms of the resulting timing." So it doesn't matter. Someone can follow his testing methodology with anything else. *IF* a discrepancy can be found, it can then be addressed as a bug through the bug forum.
  9. DAMN you for making me do math! DS recharge 5 sec 1.056 cast Incin recharge 12 sec 2.244 cast FA recharge 90 sec 2.64 cast ... Ok, yea, that ain't EVER happening.... but what can we do? FA, DS, Incin, DS, repeat? Get 90 down to 1.056+2.244+1.056 = 4.356 sec or .... yea, that ain't gonna happen. Disregard! Fuckin AR....
  10. Ignoring procs or leaning on epic pools (I know, I'm a heretic, bring on the bolters,) your best 3 attack chain will be Disorienting Shot, Incinerator, Burst, repeat. But DS, Incin, Full Auto would be prettier. I have not tested these chains nor calculated the recharge needed to make 'em happen. Just going off Mids for the halibut.
  11. Last time I had that happen, the only fix was SUARB. (Shut Up And ReBoot.) Cleared it right up.
  12. My high school mullet was GLORIOUS! All business on top and full Firestarter goin nuts in back! None shall dishonor the power of my semi-fro!
  13. O.O Proof that at least one of the inner cabal doesn't have me on ignore!!! 🙂
  14. Let's see if this works. I like banana sandwiches ... with mayonnaise.
  15. The farkabuncha clothes! Fun fact: I weighed the same when I went into the army as I did when I got out but I looked VERY different.
  16. If you'd put on some clothes maybe they'd stop caring!
  17. I loved the Wing Commander and Privateer games but I'm damn glad they never got a single penny from me for that vaporware monstrosity.
  18. I guess I don't understand the problem. Of COURSE there's an inner cabal... it's made up of the devs and their long-time cohorts/friends. This is their playground and they're kind enough to share it with the rest of us. They could just as easily lock it back down, make it invite only and kick out any account they want, any time they want and do so without any guilt. They're the ones doin all the work. But they haven't. So while I won't ignore the facts of how all this came to be, I'm also not gonna throw any rods about it because they DO deserve nothing but thanks for what's been done so far. And if anyone feels entitled to more because you donate money, you should probably go refresh yourself on what donate means and it's not a synonym for bribe.
  19. Which is why the DDR shouldn't stack from AD. Twas an oversight that should be corrected. Shield's extra damage should come at a price to its mitigation.
  20. Bah, Mids needs to fix Musculature so it doesn't buff defense with its defense debuff. Anyhoo.... if I have everything (extra garbage, not talking base toggles) turned off, my Shield tank sits at 68.51% SL, 50.19% FC, 43.44% EN, 35.19% T and 14% Psi resists and 3042.76 HP. My SR tank sits at 42.81% SL, 32% FCEN and 14% TP resists and 2846.17 HP. In order to get up to the shield resist levels, call it +26%, the SR would need to be at 34% health, dropping it to 967ish HP. Course the real problem is that damn tanker proc granting up to +20.1% resists to everything letting the shielder get damn near SL capped while still at full health and softcapped to melee. (Another edit: she's softcapped to everything, almost incarnate softcapped to melee.) For me, so far at least, both are ridiculously strong but shield wins all the time because more damage means faster clears.
  21. I'm a simple man and stuck with Clobber, Jawbreaker, Shatter, repeat with the full set of Sup Crit Strikes in Jawbreaker, 5 Hecatomb (no damage) and Glad Strike smashing proc in Clobber, and 5 Armageddon (no damage) and FotG ResDebuff proc in Shatter. AoE chain is Clobber, Shatter, Crowd Control, so perhaps I should swap the slotting in Clob and JB. Ooops.
  22. Fixed that for ya. Doesn't matter what you pair it with, Shield > SR. The +recharge from quickness does not come near the +damage from aao and that extra 7% DDR means little to nothing in the vast majority of the game. And THEN you add in shield charge to the mix. SR may be able to cap resistances more easily but it takes being at a lessened HP level to get there. Edit: And shield gets an HP buff.
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