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tidge

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Posts posted by tidge

  1. The clock (or calendar, since it is almost 7 days real time) for the SSA repeats is per character. As you have discovered. The first time you run the SSA story you can do a repeat immediately.

     

    I want to say that once you have done a weekly repeat of any SSA, the clock has started for repeats of the other SSA, but not for the first time rewards of those SSA. I can't honestly remember it being different than this, but considering how often I solo run SSA I want to believe if there was a 20 merit weekly option for each different SSA I probably would have been running more than just Theoden's mission over the bast five years.

     

    Theoden's arc (either side) is pretty quickly completed, so even without the bonus merits it isn't a terrible thing for a solo player to do. The default merits/time are pretty much in line with rewards for other content.

  2. On 3/13/2024 at 5:08 PM, Marshal_General said:

    Yes and I am also very familiar with how screwed up the RNG is in this game.

     

     The RNG is a pseudo-random number generator that fills the space between 0.0 and 1.0 "flatly", so I can totally believe that if 8 players are on a reward roll for a mini-pet recipe, the chance for seven of them to get a 10% roll are less than 10%.

     

    BTW, does anyone know if either 0.0 or 1.0 are allowed values per the CoX RNG? I am more likely to believe that only one of these boundaries is an actual allowed value, but I'd like to definitively know for future precision.

     

    Spoiler

    It makes little practical difference, but I have an intellectual curiosity about what boundaries would have been chosen, and if there is something like a scale-invariant prior used to guarantee the "flatness" of the RNG values. Without putting too much thought into this: If a scale-invariant prior is chosen, it makes less sense to allow 0.000 because the null value is meaningless for a scale-invariant prior.

     

  3. I wouldn't support this suggested change, but I would like it if AT with the equivalent of Provoke or Pacify had the option to take the version from the Presence pool and have it work like their AT power.

     

    IMO the Presence pool has two GREAT powers gated behind having to take either/both Pacify and Provoke.

  4. On 3/1/2024 at 8:35 AM, unstatusthequo said:

    When I use Starless Step, I always wonder if it's worth it. Why not just jump into the middle of the mob? Is it worth burning a power on that? I suppose it's to pop the ToHitt buff on the mires and nukes?

     

    I am working on leveling a Warshade, and at my level 25 respec I put Starless Step into the build:

    • I didn't have another Warshade power I wanted at that level (I don't need another single-target power(*1)), or I wanted in the final build, also...
    • I didn't feel like taking a pool power, because per my plans it won't be until circa level 35 I can take another pool power.
    • I like Combat Teleport, so this was a natural choice for me.

    For the final bullet point, I have macros ready to jump into a targeted enemy's face. Less necessary for the blasts, but definitely needed for the PBAoE. I like the +ToHit, and even if that effect isn't buffed, I find myself eyeballing all the different travel powers for the 20% Slow Resistance global piece.... there are obviously a lot of options for it, but I find myself enhancing all those other travel powers in somewhat specific ways for Quality-of-Life reasons (Accuracy, Range, Endurance, ToHit, etc.)

     

    It is possible that I find myself not using Starless Step so much, but I expect human form to get a lot of play. My approach is to go tri-form, but I can see myself leveraging a second build focused entirely on the human form. In that case, I may drop Starless Step, as I will be able to mimic it with the other Warshade powers.

     

    (*1) I am using Gravitic Emination as a human-form attack. It's too good of a source of non-Negative AoE %damage to pass up IMO. Right now I have both Ebon Eye and Shadow Bolt for set bonuses and extra attacks for the non-human forms.

    • Like 2
  5. 2 minutes ago, Timeshadow said:

    I'll add one thing to what the others have said. Sometimes, the game can get hung up on a macro if you're in the middle of an animation. Normally, this would have the opposite effect of what you're describing (The tray would change but you wouldn't change form) but it's something to look out for. 

     

    I have my form-shifting macros configured such that the trays always change, but occasionally the form does not toggle off. I address this by putting the Nova/Dwarf toggles in the "human form" tray. This requires an extra click/button press to detoggle, but it is right there.

     

    FWIW, I only keep the rapid-recharging powers in the human tray (the one that gets replaced by Nova/Dwarf). The longer recharge human-form powers I may want to use are in a separate tray so I can keep an eye on them.

  6. 5 hours ago, DMBLaan99 said:

    So, can someone who's better at understanding maths than me clarify something? Is it actually THAT much better to run normal missions with a difficulty setting of -1 and group size of +4 vs. a normal +0/+1 set up? For grinding XP.

     

    For solo play, higher multiples of critter spawns are better for XP (and drops, don't forget the drops!)

     

    Ultimately, the one thing I suggest a solo player avoid is setting the difficulty such that map clear times become unreasonably long. This may not matter for an AFK farmer, but it can be extremely tedious to work through "defeat all" maps at +4x8.

     

    I usually don't go above x2 until I have some AoE, if I really don't have AoE then I will usually turn up the level if I want more of a challenge. I don't want to have to click a few single-target attacks 100+ times to clear a room.

     

    There is a real balance, because larger spawn sizes will require more "survivability", whether that be more AoE damage, more Res/Def, more control.

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  7. Are the new camera controls the reason my character has started turning 180° when I execute a command like this?

     

    /macro_image "FortunataTraining_TelekineticBlast"   "Back" "powexec_location Back:25 Shadow Step$$powexec_location Back:25 Black Dwarf Step"

     

    Previously, this sort of macro would leave me facing the area I just teleported from, allowing for quick ranged attacks (e.g. cones)

  8. I haven't done the math. I have it in T1, mostly because that power is muling pieces I don't want muled by the T3 (or T2). Partially because I want the T1 to have better ToHit chances.

     

    The one thing that could convince me to swap (aside from 10+% improvement in DPS) would be this: when the T3 is rocking, it has no pause between attacks to accept Damage inspirations (other than Team versions), so having 'self apply' a damage buff would be a good thing.

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  9. Is the obsession with Achille's Heel due to some particular -Def primary or secondary? I've been long advocating for the Annilation %-Res in multiple AoE powers, specifically for MMs. Robotics would get a bum rap (pre rework), but stacking %-Resistance made a hide difference in x8 clear times... But MMs are not like solo play.

     

    Writing for myself, after I saw the huge improvement in map clear times with the MM, plus the ability to chew through GMs (-Regen), I reworked several Rad ATs (mostly support classes) to pile up that Achille's piece... and the results were disappointing.

     

    My advice remains: if you want a resistance debuff, take a reliable one from a power pool. Weaken Resolve is tailor made for this, and it accepts the Achille's Heel set, and it demonstrates (via animation) that you are applying a debuff to the target.

  10. On 3/8/2024 at 12:28 PM, skoryy said:

    Between the ability to delete bosses, the crit chance bbnuses you get for sticking around the team, and that even at low levels you still get crits and assassination, stalkers are possibly the most all-purpose non-EAT in the game: Solo, team, hard mode, or exemp!

     

    I agree that Stalkers can be surprisingly x8 team-friendly. My experience has been that a Stalker leveraging just a couple of AoE attacks in addition to their single-target damage speeds up standard, grindy content.

     

    On 3/8/2024 at 4:00 PM, BurtHutt said:

    I'm not surprised the Khelds have such low numbers. I might be wrong in this but when you make one WS and one PB, why would you make more? You can use alternate build options on the same toon. You don't get a wide variety with Khelds. I enjoy playing mine but I don't see the point in making more than one of each.

     

    I definitely feel that because of the power options (so many primary/secondary powers, no epics, earlier power picks on HC so fewer reasons to use pools(*1)) limits the design space of those characters. Three different builds on a single character allows for plenty of room to explore different N-form builds... my guess is that most players settle on a play style with whatever N-form they like, so there isn't much incentive to try different combos.

     

    (*1) I'm work-shopping a Kheldian right now and I don't see a reason to pick a power pool before level 32. At first glance, thinking about a "level 50" build I would have only one available "non-Kheldian pick" before then on a tri-form... if I go 1-form I guess I could have two more.

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  11. 1 hour ago, RelativeQuanta said:

    That's unfortunate.  A separate to-hit roll is mathematically the same as a lower PPM count but computationally expensive.  😕  If it exists, it should be removed IMHO.

     

    So based on some searching and visiting City of Data (which has had some changes in the way data is represented over the recent years) I think the ToHit roll for %procs was made part of the %proc themselves with the primary(?) purpose of making sure that %damage didn't automatically hit when slotted into an autohit power.

     

    I'm ok with this, as there is a often stated feeling that %damage is overpowered to the point of needing to be revisited(*1). Requiring a ToHit check for %damage is a completely reasonable mechanic (on top of the %proc formula), and I don't think it is unreasonable to ask players to slot powers for Accuracy if they want to leverage this extra source of potential damage.

     

    (*1) For the record: I don't believe %damage is overpowering; I consider the opportunity to slot %damage one of the more democratizing design choices the game offers.

  12. 1 hour ago, ZekeStenzland said:

    I reserve the right to be grumpy that there's a secret additional to hit check for procs though.

     

    Some back of the envelope calculations... if you want to see if there is a slight difference between %proc rates (which could be attributed to a "secret additional check")... let's say 88% instead of 90%... I think in order to have 95% confidence with 80% power if you saw at least 5239 successful procs out of 5842 you could "disprove" the 88% hypothesis (at those levels)

     

    This is a somewhat difficult experiment to construct because of what gets logged. We aren't concerned with actual hits, just hits that trigger %damage, so it isn't impossibly tedious.

     

    If the secret additional check had a larger effect, say 0.95 (the 'always miss' threshold) times 0.90 (%proc ceiling) = 0.855, then the numbers for a 99%/95% confidence/power are smaller... something like 748/847 to 'disprove' the 0.855 fraction. I don't really like this construction because it's the 0.90 we are trying to disprove... if it were possible to reverse the problem and easily record number of No Procs (which would never be logged!) the experiment takes less data: 75 no results out of 572 possible results would be enough to tell the difference between 1 10% no-proc chance and a 15.5% no-proc chance at 99/95. The logs would have to be translated to go this way.

     

    Smaller difference require lots more data... so that last construction would require almost 15K total proc chances to tell the difference between 10% and 11%.

     

    I guess take that Tanker to Perez Park and start spamming Taunt with just Perfect Zinger %damage and Recharge IOs? I don't remember if hits of Taunt get logged. If they do, just make sure no other Taunt effect is in play (like an aura, or attacks). If you don't care so much about type two errors the experiment could probably stop after about 400 hits of Taunt. If 48 chances to apply %psi damage turned out to not do damage out of 397 chances, that would be a 90%/50% result.

  13. I have used both... my old VEAT builds leverage the Presence pool, I'd go Confront, unless there was a complete shortage of power picks and you needed to take Provoke.

     

    Provoke needs to be slotted, for those times you want to use it. I was typically trying to use it to help out squishy teammates... and so the ToHit requirement can hurt.

    The AoE is somewhat laugahable, for those times you want to use it (again, a Squishy teammate with a whole angry spawn will not be saved)

     

    My experience with using pool Provoke (on both VEATs and Scrappers) was that with some slotting I could use it and my damage to pull (single-target) aggro off of just about any other AT except for Tankers who were trying to keep aggro. I remember making changes to my Provoke slotting (and giving it up on a Scrapper) because I thought it was absurd that I'd be teaming with Brutes (for example) and have the ability to steal their aggro with a power I had taken nominally to help protect softer allies. The only times I felt good about the choice of the AoE Provoke was when I would PUG with a Tank or Brute that would "leave behind" a mostly undamaged pair of bosses for the squishies to deal with.

     

    Those sorts of players inspired me to see just how much effort it took to get aggro from them when they nominally ought to have been trying to hold it. I didn't like walking the line between griefing and anti-griefing so I mostly avoided that power pick! I was letting that playstyle live in my head rent-free!

  14. I have always 6-slotted both of the Scrapper ATO sets. Generally I don't think they lend themselves to 'franken-slotting', but if

    • I didn't want the 6-piece bonus from Scrapper's Strike, and
    • There was a long-enough recharge power I wanted to fire faster

    Then I would consider franken-slotting that longer recharge power with the Scrapper's Strike Recharge/Global Crit Bonus. So maybe Mass Levitate?

     

    The only thing working against my considering it for Greater Psi Blade is that I would almost certainly 5-slot Greater Psi Blade with some set, and add the very rare Unbreakable Constraint %Smashing piece as the final piece for that attack.

  15. Sharing my final build for a Psi/Invuln/EM Stalker. I played this up to 50, and made some modifications along the way.

     

    I think there is a better Stalker to be made with this Primary/Secondary choice, but I like where this one landed with respect to the specific powers I wanted to have.

     

    Spoiler

     

     

    Primary Power Set: Psionic Melee

    Secondary Power Set: Invulnerability

      Power Pool: Force of Will

      Power Pool: Teleport

      Power Pool: Leadership

      Power Pool: Leaping

    Epic Pool: Energy Mastery

     

    ------------

    Level 1:                 Psi Blade             

     (A) Superior Assassin's Mark - Accuracy/Damage

     (*) Superior Assassin's Mark - Damage/RechargeTime

     (*) Superior Assassin's Mark - Accuracy/Damage/RechargeTime

     (*) Superior Assassin's Mark - Damage/Endurance/RechargeTime

     (*) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime

     (*) Superior Assassin's Mark - RechargeTime/Rchg Build Up

     

    Level 1:                 Hide      

     (A) Kismet - Accuracy +6%

     

    Level 2:                 Resist Physical Damage

     (A) Steadfast Protection - Resistance/+Def 3%

     (*) Aegis - Psionic/Status Resistance

     

    Level 4:                 Mighty Leap      

     (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50+5

     

    Level 6:                 Assassin's Psi Blade        

     (A) Superior Stalker's Guile - Accuracy/Damage

     (*) Superior Stalker's Guile - Damage/Recharge

     (*) Superior Stalker's Guile - Accuracy/Damage/Recharge

     (*) Superior Stalker's Guile - Damage/Endurance/Recharge

     (*) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge

     (*) Superior Stalker's Guile - Recharge/Chance to Hide

     

    Level 8:                 Project Will        

     (A) Apocalypse - Damage: Level 50+5

     (*) Apocalypse - Accuracy/Damage/Recharge: Level 50

     (*) Apocalypse - Accuracy/Recharge: Level 50

     (*) Apocalypse - Damage/Endurance: Level 50+5

     (*) Apocalypse - Chance of Damage (Negative): Level 50

     

    Level 10:              Dull Pain              

     (A) Preventive Medicine - Heal

     (*) Preventive Medicine - Heal/Endurance

     (*) Preventive Medicine - Endurance/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime/Endurance

     (*) Preventive Medicine - Chance for +Absorb

     

    Level 12:              Placate

     (A) Mocking Beratement - Threat/Recharge

     (*) Mocking Beratement - Threat/Recharge/Range

     (*) Mocking Beratement - Accuracy/Recharge

     (*) Mocking Beratement - Threat/Range

     (*) Mocking Beratement - Recharge

     (*) Mocking Beratement - Threat

     

    Level 14:              Wall of Force     

     (A) D-Sync Guidance (Accuracy/Range): Level 53

     (*) Javelin Volley - Chance of Damage (Lethal)

     (*) Positron's Blast - Chance of Damage (Energy)

     (*) Bombardment - Chance of Damage (Fire)

     (*) Explosive Strike - Chance of Damage (Smashing)

     

    Level 16:              Unyielding         

     (A) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - Resistance/Endurance

     (*) Unbreakable Guard - Resistance/Endurance/RechargeTime

     (*) Unbreakable Guard - +Max HP

     (*) Unbreakable Guard - RechargeTime/Resistance

     

    Level 18:              Concentration  

     (A) Gaussian's Synchronized Fire-Control - To Hit Buff

     (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge

     (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance

     (*) Gaussian's Synchronized Fire-Control - Recharge/Endurance

     (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

     (*) Gaussian's Synchronized Fire-Control - Chance for Build Up

     

    Level 20:              Environmental Resistance           

     (A) Gladiator's Armor - Resistance: Level 50+5

     (*) Gladiator's Armor - End/Resist: Level 50+5

     (*) Gladiator's Armor - Resistance/Rech/End: Level 50+5

     (*) Gladiator's Armor - TP Protection +3% Def (All)

     

    Level 22:              Greater Psi Blade            

     (A) Hecatomb - Damage: Level 50+5

     (*) Hecatomb - Accuracy/Damage/Recharge: Level 50

     (*) Hecatomb - Accuracy/Recharge: Level 50

     (*) Hecatomb - Damage/Endurance: Level 50+5

     (*) Hecatomb - Chance of Damage (Negative): Level 50

     (*) Unbreakable Constraint - Chance of Damage (Smashing): Level 50

     

    Level 24:              Invincible            

     (A) Luck of the Gambler - Recharge Speed

     (*) Shield Wall - +Res (Teleportation), +5% Res (All)

     (*) Shield Wall - Defense/Endurance: Level 50+5

     (*) Hami-O Cytoskeleton (Endurance/Defense/ToHit): Level 53

     

    Level 26:              Mass Levitate   

     (A) Superior Avalanche - Accuracy/Damage/Endurance

     (*) Armageddon - Chance of Damage (Fire): Level 50

     (*) Eradication - Chance of Damage (Energy)

     (*) Scirocco's Dervish - Chance of Damage (Lethal)

     (*) Obliteration - Chance of Damage (Smashing)

     (*) Explosive Strike - Chance of Damage (Smashing)

     

    Level 28:              Tough Hide        

     (A) Defense Buff IO: Level 50

     (*) Luck of the Gambler - Defense: Level 50+5

     (*) Luck of the Gambler - Defense/Recharge Speed

     

    Level 30:              Combat Teleport

     (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50+5

     

    Level 32:              Unleash Potential           

     (A) Reactive Defenses - Defense

     (*) Reactive Defenses - Defense/Endurance

     (*) Reactive Defenses - Defense/RechargeTime

     (*) Reactive Defenses - Defense/Endurance/RechargeTime

     (*) Reactive Defenses - Scaling Resist Damage

     (*) Reactive Defenses - Endurance/RechargeTime

     

    Level 35:              Superior Conditioning   

     (A) Endurance Modification IO: Level 50+5

     

    Level 38:              Temp Invulnerability     

     (A) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - Resistance/Endurance

     (*) Unbreakable Guard - Endurance/RechargeTime

     (*) Unbreakable Guard - Resistance/Endurance/RechargeTime

     

    Level 41:              Physical Perfection         

     (A) Numina's Convalesence - +Regeneration/+Recovery

     

    Level 44:              Maneuvers        

     (A) Luck of the Gambler - Recharge Speed

     

    Level 47:              Combat Jumping             

     (A) Luck of the Gambler - Defense/Recharge Speed

     

    Level 49:              Unstoppable     

     (A) Impervium Armor - Psionic Resistance

     

    Level 1: Assassination    

     

    Level 1: Brawl    

     (A) Empty

     

    Level 1: Sprint   

     (A) D-Sync Acceleration (Endurance/Travel): Level 50

     

    Level 2: Rest      

     (A) Interrupt Time IO: Level 50

     

    Level 1: Athletic  Run     

     

    Level 2: Swift     

     (A) Run Speed IO: Level 50+5

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Health  

     (A) Panacea - +Hit Points/Endurance

     (*) Miracle - +Recovery

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End

     (*) Performance Shifter - EndMod

     (*) Power Transfer: %Heal

     

     

    I rather like how the Force of Will pool matches (graphics-wise) the Psi Melee primary. It wasn't within my specific character concept to use the Psi Mastery Epic pool, but I can see layering that set on top of the primary AND Force of Will to make a certain type of character. Invulnerability fit the concept better than most other choices, as well as being something of an easy set to run with.

     

    My play style choices and slotting preferences are on obvious display. I wanted Wall of Force as early as possible for two reasons:

    • The single-target focus of a Stalker can be frustrating from the perspective of RNG missed attacks, so AoE mitigates that bad feel
    • Runners, or critters otherwise not in melee range

     

    Normally I'd take Combat Teleport much earlier (to mitigate that second bullet point). Specific to the type of low-level content I play, I'd be pretty comfortable swapping the level pick of Dull Pain (level 10) with Combat Teleport (level 30).... as shared above, the progression of my Invulnerability power choices more-or-less allows for "one man stands" in level-appropriate PUG content.

     

    I find Project Will to generally be an inferior pick of ranged attack, but (a) it offered set bonuses I wanted and (b) it was a choice between that or Weaken Resolve. Weaken Resolve is a common choice for me, and takes no more than one extra slot... so if a player is focused more on higher-level content exclusively I would suggest the following changes:

     

    Level 8: Weaken Resolve

    (A) Analyze Weakness Accuracy/Recharge 50+5

    (*) Achilles' Heel %-Resistance

     

    5-slots in either the single-target or cone Epic ranged attacks. I don't think this Stalker needs two cone attacks, but I won't argue against having more AoE for larger spawn sizes. I'd slot Energy Torrent just like Wall of Force, so that would be a loss of some set bonuses for me. If the loss of 10% Global recharge hurt too much, that second slot from Weaken Resolve could be used elsewhere for a fifth LotG mule.

     

    Pull one slot out of Unyielding to make the slot math work out. Weaken Resolve will help against some particularly high HP targets, although I am reasonably satisfied with single-target damage (despite the concentration on Psi damage).

     

    Spoiler

    I also feel like noting: This build pretty much was only a direct Inf cost of maybe 200M, mostly for some Hami-O/D-Syncs and recipe crafting fees. Almost every enhancement in the build was a leftover piece, or crafted from earned or otherwise leftover merits/catalysts/boosters. Those leftovers/extras could have been turned into Inf (so "waste" on my part)... but with just a couple of different slotting choices, this build would have had a net cost of well under 100M.

     

  16. 10 hours ago, ZekeStenzland said:

    I'm a fire/ninja blaster. If I swap out Achilles Heel on Lotus Drops for the Lady Grey %dam proc, Mids says my damage should go from ~217 to ~252. On average. The 35pt difference means the proc is going off about 50% of the time. Sweet! Of course, if I'd had Achilles Heel in there instead, also going off about 50% of the time, how much bonus damage should I expect? Well, in 10seconds, I can reasonably expect to dish out maybe 2000 damage? 20% extra on 2000 damage from the -damRes is about 400 damage, take off 50% because the proc doesn't go off all the time, so... I can reasonably expect the Achilles Heel to give me ~200 pts extra damage vs Positrons Blast ~35 pts extra damage.

     

    Even if we accept the math above, my main argument against the blanket recommendation of %-Resistance is that (for this example above) is this: In order to see the hypothetical benefit of "200 extra damage", that benefit won't show up until the next attack. If the critter gets defeated because of %damage, it isn't necessary to make multiple attacks. It makes no difference if a critter with 10HP left is finished off with an attack that does 2000 or 2200.

     

    For giant sacks of HP, this is noticeable. For other critters, less so.

    • Like 1
  17. On 3/7/2024 at 7:27 PM, Yomo Kimyata said:

    I respec early and often, and maybe that repetition has made the process more enjoyable.  I'll make a build, play three missions, then respec again, play three more, then respec again. 

     

    I'm often using a LOT of respecs during leveling. Often I want to try different powers, sometimes it becomes necessary to change up enhancements. There are some non-standard things that can be done with power pools, respecs help explore those options.

     

    Outside of changes to power sets, the most common reason I'll respec a "completed" build is for some quality-of-life adjacent reason... commonly I'll discover that that I have Endurance management under control in a level 50 build, so I pull slots from things like Health or Stamina to put somewhere else.

    • Like 1
  18. 16 hours ago, SuperPlyx said:

    I have wondered if there was another bonus that worked like this. Like the Impervium Skin Psi resist, anybody ever slot 5 of those and Had a IO set with 6%Psi resist. 

    Yes I just slotted a Invul tank, 😛

     

    Even more that Invulnerability, I find that Energy Aura is a set with a bigger "Psi Hole", because the lack of inherent positional defenses. Slot away with Psi resists!

  19. 9 hours ago, ZekeStenzland said:
    1. At no point is a "to hit roll" mentioned for any of the procs. AFAICT, if the attack hits and the proc goes off, then the proc hits as well. This might only apply to procs in attacks. Not sure if there's a to hit roll for abilities that are autohit for some aspects and have a tohit roll for others.

     

     

    The need for %proc to also hit doesn't show up in the logs. IIRC this was confirmed through code review. I convinced myself this was the case when I had a power with somewhat poor native accuracy... I replaced a %damage piece with an accuracy IO and via the logs I could see that %damage was hitting more frequently.

     

    Conversely... IIRC if you collect enough data from an attack with a %damage where the %proc rate is at the ceiling, you can eventually see that you get fewer %damage records (i.e. below 90%) for each hit. This is somewhat painful, because the %proc ceiling chances are in the slower recharging powers. It was with a Tanker's Taunt (loaded with %Psi from Perfect Zinger, and nothing else) where I first noticed that the %damage occurrences were not quite reaching the levels I expected from the %proc formula.

     

    As near as I can tell, not all "autohit" powers are created equal, especially when it comes to %procs. The differences that I observe are in the ones that can accept Accuracy IOs (like Tanker Taunts) and those that cannot.

     

    Auras/Toggles/pulsing pseudopets are particularly bad for %damage (or other %procs), mostly because the way the "tick" affects the %proc calculation but also because those types of powers are often not slotted for accuracy or cannot take accuracy enhancements.

     

     

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