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Redlynne

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Everything posted by Redlynne

  1. Easy to say/post. Stupidly absurd in difficulty to try to implement as a developer/programmer without breaking something/EVERYTHING.
  2. Hmm. According to City of Data the buff effect only counts Teammates ... so it might not be as easy as just going to Atlas Park and using the cluster around Ms Liberty for "testing purposes" without them knowing/noticing. Conversely, standing around a TF NPC waiting to fill up a team ought to provide an almost ideal opportunity to test this, where you've got 2-7 people idling within range of your Tactics Aura for "a while" ...
  3. I might have found an excuse for the poor performance you've reported here.
  4. Tactics 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 Set Bonuses: Gaussian's Synchronized Fire-Control (Tactics) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 19.08 HP (1.88%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold) Using Level 27+21 Proc IOs: Endurance Discount: 58.98% Recharge Time: 58.98% ToHit: 52.89% Using Level 50+21 Proc IOs: Endurance Discount: 73.78% (Pre-ED: 74.20%) Recharge Time: 73.78% (Pre-ED: 74.20%) ToHit: 57.52% (Pre-ED: 70.13%) Prob = PPM x ActivatePeriod / (60 x AreaMod) AreaMod = 1 + Radius x (11 x Arc + 540) / 40,000 Gaussians proc PPM = 1 Minimum probability is confirmed at 5% + PPM x 1.5% = 6.5% Radius: 60 Activation period: 2s for Tactics, but the activation period used in a toggle is set to 10s Max Targets: 255 PPM * ActivatePeriod / (60 * (1 + Radius * (11 * Arc + 540) / 40000)) 1 * 10 / (60 * (1 + 60 * (11 * 360 + 540) / 40000)) = 2.15% (!) Due to minimum proc chance clamping, the chance to proc Gaussian's in Tactics is 6.5% every 10 seconds. With 6 chances to proc every minute this results in a 1 - (1 - 0.065)^6 = 33.18% chance to proc (at least) once per minute. Congratulations! By putting a 1 PPM proc into Tactics you've turned it into what amounts to a 1 PP3M …!! This then explains why a PPM governed Tactics is kind of terrible(!) … for a soloist. I'm reasonably sure that when Gaussian's procs, it only buffs the caster and doesn't proc "for" every Ally within the radius. However, this brings up the intriguing prospect that Gaussian's proc might receive 1 proc chance per Ally within 60 ft of the caster, which then benefits the caster if it does proc (limit 1 proc per 10 seconds, so it doesn't stack). In that case you're looking at the following matrix of possibilities … Team-1: 1 - (1 - 0.065)^1 = 06.5% chance to proc every 10 seconds Team-2: 1 - (1 - 0.065)^2 = 12.5% chance to proc every 10 seconds Team-3: 1 - (1 - 0.065)^3 = 18.2% chance to proc every 10 seconds Team-4: 1 - (1 - 0.065)^4 = 23.5% chance to proc every 10 seconds Team-5: 1 - (1 - 0.065)^5 = 28.5% chance to proc every 10 seconds Team-6: 1 - (1 - 0.065)^6 = 33.1% chance to proc every 10 seconds Team-7: 1 - (1 - 0.065)^7 = 37.5% chance to proc every 10 seconds Team-8: 1 - (1 - 0.065)^8 = 41.5% chance to proc every 10 seconds League-16: 1 - (1 - 0.065)^16 = 65.8% chance to proc every 10 seconds League-24: 1 - (1 - 0.065)^24 = 80.0% chance to proc every 10 seconds League-32: 1 - (1 - 0.065)^32 = 88.3% chance to proc every 10 seconds League-34: 1 - (1 - 0.065)^34 = 89.8% chance to proc every 10 seconds League-35: 1 - (1 - 0.065)^35 = 90.0% (90.4%) chance to proc every 10 seconds Needless to say, you won't see this kind of performance profile while trying to solo a Pylon for testing purposes … provided this assumption about how multiple Allies receiving the Tactics buff will increase the quantity of proc chances every 10 seconds when the proc is "allowed" to check for a successful proc. Also, this is assuming that Gaussian's is coded to proc off Allies the same way that Force Feedback is coded to proc off Enemies (it may not be). Tested? No … not yet. This is pure theorycrafting, but with predictions like these ought to be relatively easy to test. Part of this may depend on how Tactics is coded to handle procs like Gaussian's (since there might be extra "nerfing" going on in there we don't know about).
  5. I have not tested (my Corruptor is only Level 10) but I'm pretty darn sure that the Stun proc will "work" in Heat Loss. This was more a "concept first" type of character, rather than an attempt to min/max beyond the bleeding edge. I basically wanted to make a "water mage" type of character, and this looked like the best way to accomplish that goal.
  6. Try 5-slotting Decimation with the Build Up proc into Pistols. 😎 THAT'S your (poor man's) Build Up that you can proc more than once per minute.
  7. Granted. But I'm not the one who gets to make those decisions if ideas like this get developed. ^_~
  8. The PPM formula just absolutely brutalizes the Gaussian proc in Tactics. I don't have time right this instant to run the computation, but my "math senses tingling" assumes that it basically floors the proc chance at around 6.5% (the minimum for a 1 PPM) and then checks it only once every 10 seconds (uh ... lol?) so as to yield a combination that basically "never procs" (or as your experience found, only does when you do NOT need it!). The PPM change to Gaussian's proc basically means that slotting it into Tactics is wasteful. You're FAR better off slotting it into an Aim/Build Up type power on a 90s recharge timer, where it will proc "reliably" rather than "usually never" in Tactics.
  9. That's why I posted the Time/Dual Pistols/Dark version first. 😎 A LOT of what went into that build wound up informing what I've been doing with the Time/Dual Pistols/Soul version here. I put them into two different posts for what I hope ought to be obvious reasons. ^_~
  10. I'm just going to leave this LINK here for your consideration, Sunsette.
  11. Would the source code be able to verify for us the (true?) PPM setting for each of the enhancements that can proc?
  12. The pizza run/fedex missions that drag you around the map for no other purpose than to waste time (and make you wish you had a different travel power) still exist, and can be ridden. They're tedious, but they're more a nuisance than a crisis.
  13. Back on Virtue, I ran a Storm/Dual Pistols Defender who was incredibly fun to play ... once I got the hang of how to use a well slotted HERDICANE. A story that I've told before was how I was invited to a Moonfire TF and showed up with my Storm/Dual Pistols Defender and people were kind of surprised. Didn't take long before there were some snide comments from the melee monsters about how they'd need to "carry" me through TF since I couldn't be counted on to produce much damage ... yaddee yaddah ... you know the drill. I just let them build up their smug overconfidence, because I knew better what I could do than they did. So we get rolling on the Moonfire TF eventually, and we start crunching wannabe Nazis ... and the front line fighters are having a "little bit of trouble" handling everything. They were leaking aggro and it was threatening the squishies and it was being a little borderline (see above: overconfidence). Point being, it wasn't exactly smooth sailing, and people were starting to point fingers (never a good sign) and lay blame (you know how THAT goes) and I just simply asked if they'd mind if I started ... "helping" ... in the next mission. Overconfident melee monsters scoffed (naturally), but everyone else welcomed any relief they might get from the near constant close calls they were having with Debt, so they took me up on my offer. Next mission, I enter the mission door ... toggle on HERDICANE ... and just started PWNING everything in sight. It wasn't even a contest at that point. I was debuffing stuff SO HARD with my HERDICANE that it sent them to the ToHit floor, effectively giving everyone around me the power of NO GET HITSU!! and the squishies finally had a "safe" place to attack out of. So I gave everyone a mission or two to get used to the idea that I could "cloth tank" using HERDICANE for them ... and then I started getting RUDE™ (to my $Targets). Because it's not the "size" of the HERDICANE you bring to the team ... but how you "use it" that makes ALL the difference. Scatter. Clump. Pin into the corners. Keep 'em off balance (and not attacking). Debuff 'em into the ground and just keep on pushing. Sometimes you're a "pillbox" holding a choke point. Other times you're a PBAoE Torrent shoving everything out of your way as you advance and "break" the enemy formation. Pay attention to your surroundings and stay aware of the situation and set out to systematically Ruin The Day for every $Target you come across. I switched from DEFender mode into OFFender mode and started REALLY bringing the HERDICANE to bear on almost every fight where I was actively diving in to herd Nazi wannabes around while the melee monsters got relegated to Mop Up Duty. My $Targets were already defeated when I got close to them ... they just hadn't gotten the memo yet. Meanwhile, I'm gunning down almost everything in sight, and I'm effectively CONTROLLING THE FLOW OF BATTLE the entire time, and everyone else is just riding on the coattails of what I'm doing, exploiting the opportunities I was creating left, right and center on every mission. The squishies on the team LOVED what I was doing, since it made their lives so much easier! The melee monsters grumbled, since they weren't the stars of the show anymore simply owing to the fact that they weren't "leading the pack" around by the nose at their own pace anymore. But everything I did was EXTREMELY VISIBLE thanks to Herdicane and Dual Pistols visuals and sound FX, so pretty much everyone on the team knew it every time I "kicked it up another notch" and got even more aggressive with what I was doing than I had been just moments ago. Suffice it to say ... it was glorious. 😎 By about the time we were 2/3rds of the way through the TF ... people were in AWE of the build that I was playing, since it was such a literal game changer for how the TF was playing out. They'd never seen anything like it(!), or even considered the strategies and tactics they were seeing me use in all those Council Bases. Some people openly mentioned it in team chat how impressed they were. A couple others didn't want to let on in front of the team how much of an impression I was making on them, so they sent me tells saying that now they were going to have to try playing a Storm/Dual Pistols Defender too! Best part was how once the Moonfire TF was over, NO ONE was making snide remarks about needing to "carry" me through the TF because I was playing weak damage powersets that couldn't do much. If anything, I was getting thanks for saving them from Debt multiple times during the run after I started "helping" by bringing my OFFender game to bear with my build. If memory serves I had like 3-4 people on the TF nominating me for MVP before we got to the end of the TF. And then I ran another Moonfire TF the next day, with a different group of people ... and the same thing basically happened again ... including more "converts" who wanted to know more about my build, and who wanted try out the combination themselves since the results it produced were so dramatic and impressive. Again, I had like 3 of the other 7 people on the team saying they wanted a piece of my action for themselves and that they were going to have to try playing a Storm/Dual Pistols Defender themselves. The funny thing is that I created my Storm/Dual Pistols Defender like month or so before Time Manipulation was announced, and by the time the new powerset came out, I was already "too committed" to my Storm/Dual Pistols Defender to reroll as a Time/Dual Pistols Defender. So I made do with what I had (and had made) and made the best of it. It was fun to play (and surprise entire teams with what I could do to keep them alive and steamrolling). Good Times™.
  14. I was actually going to recommend testing Distortion Field loaded with procs on Monkey Island to the north of Portal Corp if you wanted to do mass target testing ...
  15. Your choice of font colors makes reading your build difficult.
  16. "targetcustomnear enemy alive$$targetcustomnext enemy alive Quantum$$targetcustomnext enemy alive Void$$targetcustomnext enemy alive Cyst$$targetcustomnext enemy alive Sapper$$follow" Use that as your "Jackie Chan" keybind.
  17. Skyway. It's going to be in Skyway. Of course it is ...
  18. Um ... I think you're just inserting the links into your posts wrong. Use the ... Insert other media v ... button in the bottom right of your post editing WYSIWYG window.
  19. By the way ... not to knock everyone off the topic of the Decimation proc (but) ... Has anyone tried to slot a Gaussian's proc into Farsight? I'm presuming this would mean that the Gaussian's proc would function like a "poor man's" Aim/Build Up (90% chance to proc) as a side effect of using Farsight. The question that I've got though is ... would the Gaussian's proc only affect the caster ... or would it apply a Build Up effect to every Ally (max targets 255) affected by Farsight (for 5.25s)?
  20. Speaking just for myself here, what I'm doing is pure theorycrafting building on the work of others (such as Bopper) in their research into procs. Okay, so this means that if you are doing a rotation of ... 1 2 1 3 1 2 1 3 repeat ... if you proc on the first attack of that rotation, the Build Up proc would affect the following attacks in that chain ... (1) 2 1 3 1 2 1 3 repeat ... because the Build Up proc lasts for 5.25s starting AFTER the animation of the attack that successfully procced Build Up completes its animation. In the context of this discussion, attacks 2 and 3 have a 1.848s animation time each, while attack 1 has a 1.118s animation time. 1.848 + 1.118 + 1.848 = 4.814s Because Build Up has a 5.25s duration on the buff, you can still get the buff on an extra Pistols attack (so long as you aren't pausing between attacks), which then stretches the total animation time out to 5.932s of arcanatime for how long the "usefulness" of Build Up lasts, even though the buff itself only lasts 5.25s.
  21. If you're taking the "long view" of averaging out the damage increase over spreadsheet analysis nigh infinite time frames, it's true that statistically speaking the Decimation Build Up proc isn't adding that much over the long haul. However, since I am chasing the set recharge bonus, that means the alternative is either all 5 pieces of Entropic Chaos (so swap a chance to heal self for a chance to build up, basically) or to drop the proc for the "other" Decimation set IO, which is an Accuracy/Endurance/Recharge that does absolutely nothing to increase damage throughput "usefully" in the single (or multi) target attack chain I'd outlined above. So in THAT context, I'm making the best lemonade I can out of the lemon(s) I've got to work with (so to speak). The other point is that the long haul infinite time leveling statistical analysis you've provided, while perfectly valid, also points out that ... when looked at from a different perspective ... the use of Build Up in this way winds up being far more "bursty" in terms of damage production than use of a straight damage proc might be. That's because most (non-purple) damage procs would deliver less than half the damage increase that this Build Up proc does in this single target attack chain. 157.312 / 71.75 = 2.19 So the Build Up proc, when used in this build configuration, delivers 2.19x the raw damage output onto a single target compared to a straight up damage proc (and the only non-purple damage proc available to Ranged sets is Gladiator's Javelin, the PvP set). 1.3 * 2.19 = 2.847 PPM "equivalents" to a damage proc with a 3.5 PPM So does it proc for lower damage in a single target attack chain using Pistols > Executioner's Shot > Pistols > Dual Wield than putting a damage proc in there instead? Yes, the damage output averaged out over time is lower, as you cite. It's not "terrible" ... but it's also not "great" either. Ah ... but here's the difference in the context of a Dual Pistols build. What if you're doing the AoE version of the chain instead? So instead of doing Pistols > Executioner's Shot > Pistols > Dual Wield > repeat ... Instead you're doing Pistols > Empty Clips > Pistols > Bullet Rain > (repeat if Force Feedback procs from either Empty Clips or Bullet Rain) Taking just the AoE portion of this and using the methodology you just provided (so I'm copy/paste/replacing what you did) we get the following, because the animation times are exactly the same(!): Attack Chain duration: 6.072s (1.188s+1.848s+1.188s+1.848s) Probability of at least 1 proc in 1 attack chain: 1 - (1 - 0.065)^2 = 12.5775% Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) Expected Added Chain Damage: 7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) So ... looking even more lackluster at this point ... but only because the above are the single target numbers using AoE attacks. Empty Clips has a max targets limit of 10. Bullet Rain has a max targets limit of 16. Meaning ... those numbers for damage output can multiply thanks to a Build Up proc from a single target attack ... which I'd call a Clever Use Of Game Mechanics. 1 Target Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 146 Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +116.8 Expected Added Chain Damage: 7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +14.69052 Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +2.419387351779 2 Targets Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 219.7 Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +175.76 Expected Added Chain Damage: 7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +22.103214 Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +3.64068083004 3 Targets Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 293.4 Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +234.72 Expected Added Chain Damage: 7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +29.521908 Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +4.861974308301 4 Targets Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 367.1 Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +293.68 Expected Added Chain Damage: 7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +36.937602 Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +6.083267786562 5 Targets Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 440.8 Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +352.64 Expected Added Chain Damage: 7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +44.353296 Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +7.304561264823 6 Targets Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 514.5 Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +411.6 Expected Added Chain Damage: 7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +51.76899 Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +8.525854743084 7 Targets Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 588.2 Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +470.56 Expected Added Chain Damage: 7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +59.184684 Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +9.747148221345 8 Targets Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 661.9 Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +529.52 Expected Added Chain Damage: 7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +66.600378 Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +10.968441699606 9 Targets Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 735.6 Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +588.48 Expected Added Chain Damage: 7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +74.016072 Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +12.189735177867 10 Targets Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 809.3 Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +647.44 Expected Added Chain Damage: 7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +81.431766 Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +13.411028656 So if the Build Up proc happens "within" the Pistols > Empty Clips > Pistols > Bullet Rain > (repeat if Force Feedback procs) attack chain, it doesn't require hitting all that many more $Targets within the AoEs to seriously exceed what you could potentially get out of a damage proc that only affects single targets from a single target attack such as Pistols. And just as a side note, all of this analysis makes me wonder how putting the Decimation Build Up proc into Snap Shot in Archery (and the Ninja Mastermind Tier 1 power) would be able to help an Archery powerset.
  22. Makes me wonder if that castle has a ... treehouse ... somewhere on the grounds ...
  23. Well that's ironic. I go back into the build to do the obligatory "what if I had 5 purple sets in here?" alternate slotting theorycrafting ... and come away with a superior 3-slot frankenslotting for Chronoshift than making use of the Performance Shifter proc. That's because the Performance Shifter proc would only provide 10-12 endurance (with up to a 90% chance to proc). However, frankenslotting for End Mod/Recharge (x2) plus Heal/Endurance/Recharge with Level 50 set IOs yields +6.885 endurance over 30 seconds from increased recovery and costs 16.65 endurance to cast, instead of 20.8 endurance ... a savings of 4.15 endurance. Combine the increased yield from recovery with the reduced casting cost and you get ... 11.035 endurance using the alternative frankenslotting, which is comparable to the yield of using Performance Shifter (so not meaningful "net loss" there per casting) ... while at the same time increasing the amount of Healing gained from use of Chronoshift into the bargain. So net break even on the endurance side (with a slightly lower threshold for being able to cast Chronoshift at all due to lowered endurance cost when casting) and a buff to healing. I'd call that a better option, even if you do need to successfully proc Force Feedback a few times every 90s in order to make Chronoshift perma (since it's very nearly perma without the Force Feedback procs). So I'm going to post the slightly tweaked update with the modification to Chronoshift here. But then, I've also got the alternate slotting for the Level 50 purple set "upgrade" so you can see what that looks like. Global recharge buffing from set bonuses goes from +95% to +112.5%, pushing Chrono Shift from being nearly (but not quite at 92.6s) perma without Force Feedback procs to having a less than 90s recharge time (88.61s to be exact, a drop of almost 4s thanks to the purple set bonuses to recharge). At some point, when I have way too much time on my hands (and don't feel like running missions for a while) I'll go ahead and compute what the respective proc chances are for all of the procs in this build, both for the pre-purple and post-purple variants of this build. Anyway, first the non-purple update ... followed by the purple update. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1545;757;1514;HEX;| |78DA6594CB4F13511487EF74A6604B29548ABCDF50A12D532A0F352E4C04351A218| |D1077A6297480D161A6E94C55962E5CBAD1051A5CA81BE346232A185CF92F18E4A1| |2E4D7CA2AE7D8DA7F71CE8249D64F29D9E7B7FE775EF74F4CA88EFD1C9AB4799E01| |FD652A6991C51A6153DAD64BD13CAD4AC6E68C6CC3CCB3FA5F0B6EC2C268FE5A6A7| |E509754E498EA6743593D352966AE88DBBEB6753FA8C92964772292D99504DCBD04| |C5696300C4D3EA1A933B39697DBE319454907B8794ABFA49AEAA4AAA9D6BC0F37AA| |96AE9866C3F18C3A250F1BD96C2E6319D9E4B891D320A96929D9F95AA8290AEF5A9| |0D16333560F884B2C5EB9EB73B30540BDC45CB788B791D222F10EB05662250F24FE| |FB006805D20A61F49544907BA2C45EA45726C690FDA015492B0E004A4456B9C325A| |C6DEF4301F91819BCE6622C28310F0CD92D601FEE6A81D7F42688B3CFC72BFD24F2| |1CC1CFC87D5F885F91B5DF88DBC801A8C5835A7B1DE294616C77D9B28BAFD7AF105| |F201B57892FB19EE6251054496C03B4E534DFF251AC79106257505D154F718ECDCF| |88CF91ADCBC41522F5B909F102A40D1CC1D9B4EDF089C0F7B651EE8E2DD07880BF8| |04D121B82BC55544BD5106AB6205E35FAC4EA35ECA1631DD9B941DC44BE85BD3538| |0757CD20EA3B89219AF93BD85387F184BAD72EDE6FE815D67110F23750ED0D1770C| |EA18BC8FD1A718EA8237B0C643B1C64139D6F53247F173CEC3DE46AA17A5AAE63AE| |9E9BC4319CF521C8D94E39DB69D6619A7598661DA6594769D6D18F229FDF61D0769| |1B6EB37C46D86B53FC8DEBFC47F441B19A373BA0C21BAF9EDB3DDDDA48D913646DA| |3869E3A48D2F4ABCE60F3EC622D46B847A2D8750329D9D4CB3F683AF8F7C7DE46B9| |48ABFE7B0D367C3C3FA8A3CF1224F7F9167C0E9E9C5D8679C3E0FF4E197D858DE87| |F5DB0969F7FF800911D4780ADFB9BDED8575EA55A0983F0A3E97D026F2BBE33B8D7| |7DA774EE077F9BB53D78DBA9F4E5D2BFAFC37F0EEFA17F05CEE060ADFF53D877DDF| |6127BCF9DB8BF679879D72D8930EFB3FE61EF216| |-------------------------------------------------------------------| Level 50 Technology Defender Primary Power Set: Time Manipulation Secondary Power Set: Dual Pistols Power Pool: Flight Power Pool: Speed Power Pool: Concealment Ancillary Pool: Soul Mastery Hero Profile: Set Bonus Totals: Set Bonuses: | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1545;753;1506;HEX;| |78DA6594CB4F135114C6EF74A6604B29545A79963758280C2D6D41446322A8D1086| |984B8334DA14399649C693A5395A50B976E74E1C28DBA316E34F234BAE25F30C843| |5D9AF8445DFB1A4FE71C60924ED2FC4EBE3BDF39E79E7BA71337C63D4FCFDD3CC53| |8EF9892D6F5D4B83427A91929EF9E9666E7554DD1B20BACF894C3AF656F3175BA30| |37274ECB57A5D4445A957305256DC89ADAB4BF7E29AD66A58C385E482BA9A4AC1B9| |AA2B38AA4A629E25945CECE1B6E2B9ECA4952C66785E7D56BB22ECFC88A6C2C78F0| |45D950255D6F3C939367C5312D9F2FE40C2D9F9AD20A0A14D50D29BF50073DF5C16| |FC3CFE831196B00440516ADDED79CACDF61690E9138801422C428B2ECB1007E810D| |8297232F1711702D8A3C34488C21DD71620219032F4F5E3E0E28E359F51E17B1B7C| |34F38E433A4FF16D4F70BCC05437672B80F6700823A81BDF1E3EC8BF9CA3FF1567F| |FECFC8235F885F9175DF88BBC838F4E242AFB909792A30B7B362D561AD37AC115F2| |09B5E125F613FCD8B60A811D816782B69BE9513D873027257515F55319C5F739C98| |40B60E118789B4CF6DC8E723AF6F1467D3B6C7E79CD5431BD5EED8018F0BF80B181| |4D810D4ADA15E6A86D0B303F902A8F1810DDC43C726B2738BB88D7C0BEFD6E21C1C| |B509F47712BB69E6EFE09D7ACCC7D5BFC6DEBBD7B18F61A8DF48BD372EF2B8B6843| |CBA4C5C21AE227BD690ED7090413ADF60B878175CEC3DD46AA17E5A6E63AD9EBBC4| |499CF531A8D94E35DB9798B58FDE65E20A7115D9B746FCC85BF31B016F1779BB463| |06FDF7164FF28F104F1247280CEE93AA40859B7CF74867E83D60C6B7F887F91D17F| |4493781FBF830F1EC6C2B4D730EDB5125289747622CDDA0B5A84B408694D42E9F7D| |C6BD74C7858A444899628B112256E57FA31F745BBE6827D78053659D4B07F3329EC| |FF1F302E8C1ED7C1776EEEBA619DF6CA51CE1F079A836BE3ADBBE3B98077DA7399B| |3EEF277BB2F84BE9F765F2B6ADE3B7877BDF7F05C1EF80EBEEB87B6F8912D4EBA8B| |B717E32BB6386D8B676CF17FBAF2EDFB| |-------------------------------------------------------------------| Level 50 Technology Defender Primary Power Set: Time Manipulation Secondary Power Set: Dual Pistols Power Pool: Flight Power Pool: Speed Power Pool: Concealment Ancillary Pool: Soul Mastery Hero Profile: Set Bonus Totals: Set Bonuses:
  24. Aye, and all of that is true ... if you're building a DPS Offender who wants to solo burn Pylons in the RWZ. Heck, I'd throw Enflame onto that bonfire of the vanities if that's what brings you pleasure. The thing is, I'm going in a different direction with my build(s) here. Instead of being a damage monster, I'm being a debuff/control monster who "neutralizes" opposition ... rather than being a Scraffender (no, I'm not going to call it the inverted name, just no). Why would I do that? Because I like playing Controllers/Tankers who manipulate the battlefield as force multipliers ... and because I like the idea of playing a "No Escape" build like I've outlined here. Also, as I mentioned, the alternative to Decimation (and its Build Up proc) would be to either slot in Entropic Chaos (with its somewhat superfluous Heal proc) or to slot Decimation in such a way as to get the 5-slot bonus without the Build Up proc at all (doable, but is it a superior option to the alternative?). Mind you, the whole Build Up proc notion kind of falls by the wayside if 5-slotting the purple Apocalypse set (drop the Damage IO since it's wasted by ED) which would have a 4.5 PPM for 107.1 Negative Energy (which is more that the Pistols power can output natively with slotting, so each proc is basically a "critical hit" for increased damage). Note that with a 4.5 PPM the minimum chance to proc is 11.75% and requires an animation plus slotted enhancement/incarnate (but not including set bonuses or power effects on recharge) of 1.567s ... and the animation time on Pistols is 1.118s ... meaning that pretty much no matter what you do, you're probably NEVER going to be able to "floor" the proc chance for the Apocalypse proc ... meaning that if you're using Pistols every 3s as part of an attack chain, that Apocalypse proc is going to start going off "like crazy" thanks to the Chuck Lots Of Dice! method of how you'd be using the Pistols power. My point being that while Decimation (and its Build Up proc) might not be the "optimal" choice when looking at longer spreadsheet time frames of analysis, in a very short run sense it can potentially be "good enough" as a damage spike producer that isn't "locked" into providing only a single damage type increase (see: Swap Ammo). That said, Decimation would make a decent stopgap on the way towards obtaining the resources needed to slot in an Apocalypse with proc plus Winter's Bite proc into Pistols as a "higher end" option for future investment and development.
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