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Redlynne

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Everything posted by Redlynne

  1. That's assuming you've only got "permanent" recharge buffs helping you get there and no Force Feedback procs. Light Form is a 300s recharge on a 90s duration. 300 / 90 = 3.3334 = +233.34% recharge buffing from all sources to perma. However, each Force Feedback proc (functionally) applies a -5 to the 300 before dividing by 90 in order to compute recharge needed. You can then generate a matrix of possibilities for how many Force Feedback procs are needed within the 90s duration to be able to perma Light Form so as to "close the perma gap" due to insufficient recharge. Note that since it is not possible to get Force Feedback to (usefully) proc more often than once per 5 seconds, there is a theoretical upper limit of 18 Force Feedback procs per 90s that can make a useful difference in how quickly Light Form recharges. Number of Force Feedback procs per 90s to make Light Form perma at various total recharge values from all sources: (300 - (1 * 5)) / 90 = 3.2778 = +227.78% (300 - (2 * 5)) / 90 = 3.2222 = +222.22% (300 - (3 * 5)) / 90 = 3.1667 = +216.67% (note: this means 1 Force Feedback proc every ~30s on average every 90s, which is pathetically easy to achieve) (300 - (4 * 5)) / 90 = 3.1111 = +211.11% (300 - (5 * 5)) / 90 = 3.0556 = +205.56% (300 - (6 * 5)) / 90 = 3.0000 = +200.00% (note: this means 1 Force Feedback proc every ~15s on average every 90s, which ought to be routinely achievable) (300 - (7 * 5)) / 90 = 2.9444 = +194.44% (300 - (8 * 5)) / 90 = 2.8889 = +188.89% (300 - (9 * 5)) / 90 = 2.8333 = +183.33% (note: this means 1 Force Feedback proc every ~10s on average every 90s, which can be difficult to sustain) (300 - (10 * 5)) / 90 = 2.7778 = +177.78% (300 - (11 * 5)) / 90 = 2.7222 = +172.22% (300 - (12 * 5)) / 90 = 2.6667 = +166.67% (300 - (13 * 5)) / 90 = 2.6111 = +161.11% (300 - (14 * 5)) / 90 = 2.5556 = +155.56% (300 - (15 * 5)) / 90 = 2.5000 = +150.00% (300 - (16 * 5)) / 90 = 2.4444 = +144.44% (300 - (17 * 5)) / 90 = 2.3889 = +138.89% (300 - (18 * 5)) / 90 = 2.3333 = +133.33% Since Light Form is a minimum Level 38 power, it can only be accessed at Exemplar Levels 33+ ... and the Scaling Modifiers for enhancement levels does not begin to drop until reaching Level 1-31. This means that if you slot 50+5 IOs into Light Form then Light Form will ALWAYS gain the benefit of the maximum enhancement value at all Exemplar Levels relevant to Light Form (because you lose access to the power before getting low enough to start losing enhancement value). So don't attune frankenslots in Light Form/Eclipse (unless if you're slotting for set bonuses) ... boost them! Light Form can be 3-slotted with Resistance/Recharge set IOs from Titanium Coating, Aegis and Unbreakable Guard for +94.56% recharge enhancement and 81.81% Resistance (just shy of the 85% cap). With an additional +105.44% global recharge from set bonuses (so total +200% recharge on Light Form) you would only need 6 Force Feedback procs per 90s in order to be able to perma Light Form WITHOUT NEEDING HASTEN. Being able to rack up 6 Force Feedback procs within 90s sounds like a reasonable assumption when using AoE attacks with Force Feedback procs slotted into them. And yes, you better believe that this analysis is making me question my slotting priorities for my own Kheldian builds (Peacebringer in particular!) since if I can manage to pull Hasten OUT of my Kheldian builds and still have an expectation of being able to perma Light Form/Eclipse I would totally do it.
  2. Since the recharge of 240 is approximately 6.5x the duration ... if you wanted to lockstep proportionally move the recharge and duration of Mass Confusion you'd wind up wtih 120s recharge when duration drops to 18.625s where you cut both recharge and duration both in half. A compromise alternative would be to reduce recharge and duration by 1/3 each ... to 160s recharge and 24.83s duration. Moving to a 145s recharge would proportionately move the duration to 22.5s ... which is a pretty good (sweet spot?) compromise too. Coming at it from the other direction ... how long of a duration on Mass Confusion is "useful" before it becomes superfluous? I would argue that a duration of 20s (or slightly longer) would suffice for most purposes and result in a slightly "sweeter" spot than other alternatives (not too long, not too short). 20 / 37.25 = 0.53691275 240 * 0.53691275 = 128.859s Round it off to 130s of recharge and you wind up with: 130 / 240 = 0.5416667 37.25 * 0.5416667 = 20.177s If it gets us a Mass Confusion we can USE more often, I'd be all in favor of 130s base recharge for a 20s base duration. At the very least, it would seem that the "sweet spots" to choose from amount to 130/20 or 145/22.5 or 160/25 as the recharge to duration ratios to move to without making any other changes to Mass Confusion. All that would be required is the editing of TWO fields in the power ... and that's it for the Mind Control Controller version. The change could even be proliferated to Dominators at minimal risk to overall game balance (so that's another 2 fields to edit). I'm thinking most of us could implement those changes in about 3 minutes (including search time to find the 4 fields to edit on 2 versions of the power). S imple E asy E ffective ... not being done ... ... yet ...
  3. Prologue post updated again with the fungible exchange between Soul Drain and Dark Embrace. I would honestly consider the Dark Embrace option more "viable" on a Superior/Purple 50 build, to be honest, since dropping Soul Drain for Dark Embrace will mean losing 5% of global recharge. However, a cross-pollination side effect of doing this is that now I'm looking at my Peacebringer (and Warshade) build(s) and wondering what might be possible if attempting to leverage multiple sets of 2-slot Bombardment would do for them in terms of being able to outrange $Targets for hover blasting in Nova form.
  4. If so, the mechanism would be via some sort of "does not stack from same caster" which then has a loophole on the Electrical Chain powers since the psudeopets that are doing the procs are technically "not the same caster" even though they're all "caused" by the same power(s).
  5. Lazy section: It's all good, yo.
  6. /em Soapbox Mastermind: Alright you LOSERS! You're all dying TOO MUCH! Stop it! How many times do I have to tell you to DIE LESS if you want to live??
  7. I think it's fine in a vacuum. However, given the current state of the game (and its legacy codebase), implementation of the idea would require NEW TECH be developed for the game engine. New Tech is both expensive (in terms of man-hours to produce, develop, test and validate) and also risky (do other things break because of it) ... which are factors that cannot and should not be blithely and/or glibly overlooked, let alone hand waved away as being non-issues. As pie in the sky wishful thinking ... it's fine. As a reasonable expectation of what CAN (let alone SHOULD) be done ... it's still pie in the sky wishful thinking. Or as I like to say ... a bird in the hand is safer than the one overhead.
  8. All of those points are reasons why I continue to assert that Ninja/Time/Mace is a near perfect synergy for a Ninja Mastermind, whereas Ninja/Electric would be wonky but work out okay when playing a "longer game" where a significant portion of your protection scheme relies on sapping to neutralize the danger factor(s) to both your Mastermind and your Ninja pets. With Ninja/Electric you'd only need to be able to soak the alpha strike via Bodyguard mode, and then once the battle is joined you'd be sapping endurance from everything around you so your opposition couldn't fight back while the Ninjas dismantle them unopposed. Given the time needed to set the strategy in motion, and see it realized, it would work out really well (and Faraday Cage would help you both absorb the alpha strike via Bodyguard mode and build Static charges going into the fight, with the intent to recast Faraday Cage once the battle is repositioned after the alpha strike). Ninja/Electric simply needs a different working theory of how to engage in terms of tactics and strategies, but it would have the advantage of being able to make ranged pulls almost at will without needing to resort to use of the personal attacks in the primary like I do with Ninja/Time/Mace, or even need Power Boost and Hasten at all(!), thanks to Energizing Circuit being all you need for recharge buffing in that regard to be able to sling around ranged attacks that notify mobs as your alpha strike (and honestly, you're better off using Shock and Discharge to grab attention since that initiates the sapping you need to prevent incoming damage to yourself and your Ninjas). So a very different philosophy in how to solve the problem of keeping Ninjas alive long enough to be extremely dangerous/damaging.
  9. So use of Levitate by the caster of Telekinesis "disables" the Repel function for {insert duration here} seconds? If you can do that, I'd rather reverse it ... such that the Repel function only happens for {insert duration here} seconds after using Levitation, otherwise no Repel.
  10. You'd be watching the Ninjas run out of the Faraday Cage all the time.
  11. No rush. It's nice to know, but not exactly necessary (or in high demand) to know to exhaustive depths of certainty like you're prone to providing. ^_~
  12. Preamble and build posts updated, including a new .mxd file that contains an Attuned 50 build in the Flip To Alternate Slots. Credit to @Bopper and @Xandyr added for discussion and questions that inspired another look at what I had (and what I was overlooking) to find this new balance point you can see HERE. And in case it wasn't obvious enough already ... this is precisely WHY I do these build posts the way that I do. You never know when someone else will challenge your thinking or ask just the right question to give you a whole new perspective on things that allows you to find things you (and all too many other people, usually) never knew or recognized was there all along. And it's those kinds of joint discoveries, that I find most rewarding. Because when we all learn new things, we all profit from the knowledge and experience gained from and shared with our peers. You're welcome.
  13. In a build that never needs to exemplar below Level 23, this would totally be true. However, I'm odd in that I want my builds to be able to Exemplar all the way down to Level 1(!) if necessary and still have not only a useful attack chain but also a travel power (usually Hover or Mystic Flight). That's why in my builds if there's going to be a travel power in it, that travel power always appears in the 4-6 power picks so that I don't have to leave home without it. So far, only my Ninja/Time/Mace build was so tight that there simply wasn't any room (or need, really) for a travel power beyond Sprint+Swift+Ninja Run. So if my decision to keep Dual Wield over Executioner's Shot disturbs you, realize that the two of them can be completely swapped if that's your preference for your own character(s). My motivation is primary with Exemplar to Levels 1-22 on this point, rather than prioritizing Levels 23-50 (and up). That proc chance increase from 14.87 to 36.12% for Build Up ... even if it means way overcapping the 3.5 PPM damage proc chances ... I figure is going to go a long way towards improving the overall DPS output of the set. I'm just trying to be flexible in my thinking about it. The fact that Piercing Rounds can potentially hit up to 3 $Targets with its 4º Cone means that sometimes you'll get bonus damage out of it in ways that do not easily yield themselves to spreadsheet analysis like we're doing here as part of the theorycrafting.
  14. Now I need to make a Praetorian Mind/Poison Controller (who will eventually become a hero?) to my Primal Earth Mind/Nature Villain ...
  15. Cross-posting here since I was responding to the Nature/Dual Pistols thread about proc potentials: The kicker though is that Suppressive Fire can accept Ranged damage sets, which is where the Decimation Build Up proc is to be found. I hadn't even considered the possibility of dropping Executioner's Shot (entirely) in favor of a damage proc monstered Suppressive Fire with the Decimation Build Up proc (sans rest of set) so as to maximize the Build Up proc potential. AND ... since such a configuration wouldn't "need" to slot any recharge enhancement NOR would it benefit from having the attack chain be long enough to "loop back around onto" Suppressive Fire, it would be perfectly possible to alter the single target attack chain like so (I'm writing all of this out as I think of it to make the thinking behind the notion clearer/more obvious): Suppressive Fire (Build Up chance) > Pistols > Dual Wield > Piercing Rounds ... repeat ... = 1.848 + (1.188+1.848+2.64) = 7.524s This would require Suppressive Fire to recharge in 5.676s for no gap in the chain ... which then demands 252.36% global recharge from other sources. The build has 70% from Hasten, 50% from Chrono Shift and 71% from set bonuses for a total of 191% global recharge external to the power ... which is insufficient to close the gap on this attack chain. So it just needs to be padded out, by using Pistols more than once ... like so ... Suppressive Fire (Build Up chance) > Pistols > Dual Wield > Pistols > Piercing Rounds ... repeat ... = 1.848 + (1.188+1.848+1.188+2.64) = 8.712s This would require Suppressive fire to recharge in 6.864s for no gap in the chain ... which then demands 191.37% recharge reduction from other sources ... and I just computed that if losing the 6.25% global recharge from the 5-slot Decimation the build would have ... 191% global recharge external to Suppressive Fire in this build ... which then yields an actualized performance of 6.873-6.864=0.009s worth of gap time (which I'm going to call "Close Enough™" for this purpose). In the event of a Decimation proc, it would buff Pistols, Dual Wield, Pistols and Piercing Rounds and expire before the repeat to Suppressive Fire can happen. And what would the proc chance for the Decimation Build Up be then? 1.0 * ((20 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 36.12%(!!!) The downside to making this exchange (drop Executioner's shot, move all those slots into Suppressive Fire, make room for Soul Storm!!) is that Suppressive Fire has a shorter range than Executioner's Shot (60ft instead of 80ft base) ... but I've already rigged the rest of the build for global range enhancement through set bonuses, so that's actually less of a concern than it otherwise could have been. Note also that such a change would mean that the AoE rotation would also (necessarily) need to shift, but it would become: Suppressive Fire (Build Up chance) > Empty Clips > Bullet Rain > Pistols > Piercing Rounds ... repeat ... = 1.848 + (1.848+1.848+1.188+2.64) = 9.372s This would require Suppressive Fire to recharge in 7.524s for no gap in the chain ... which then demands 165.82% recharge reduction from other sources which the build will have since it has 191% recharge from Hasten, Chrono Shift and global set bonuses combined. An interesting side note about this configuration is that the range for Suppressive Fire and Empty Clips would be almost equal to each other, due to the increase in Range enhancement slotted into Empty Clips, making for a relatively seamless amount of "reach" for the combination. Okay, as soon as I hit upon the 36.12% chance for Build Up in Suppressive Fire I was pretty much SOLD on this as a viable alternative. Realizing that I can "afford" to lose the 5-slot Decimation global recharge set bonus in order to delete Executioner's shot from the build and replace it with Suppressive Fire so as to do more damage per activation, have a higher proc chance for Build Up(!) AND do Stun or Hold all at the same time (so keeping the HO for Acc/Mez is a must!) ... AND be able to fit Soul Storm into the build(!!??!!) ... all in the same move? Yeah ... thanks @Bopper ... I wouldn't have been motivated to explore the possibility if it hadn't been for you and @Xandyr posing a thought in the Nature/Dual Pistols thread. THAT is worth doing a respec for! Heck, I may even wind up with something that can beat out your Apocalyse slotting choice in some scenarios, with that kind of a proc chance on Decimation Build Up (36.12% vs 14.87%) ... Please excuse me. This may take a few hours.
  16. Yes. Well, Time Stop is a known proc monster power, provided you don't slot (much) recharge reduction into it. 3.5 * ((16 / ( 1 + 20.67 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 89.997853% @ 20.67 recharge reduction slotted. So what happens with Suppressive Fire, which can slot all the same Hold damage procs (plus a few more sets)? 3.5 * ((20 / ( 1 + 45.37 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 89. 996648% @ 45.37% recharge reduction slotted. Hmmm ... you can put more recharge enhancement into Suppressive Fire (hello Entomb proc) and still achieve a 90% proc chance on 3.5 PPM damage procs slotted into Suppressive Fire. 4x 71.75 = 287 damage when 4 damage procs hit, which is 2.88x the damage production of Executioner's Shot (and is 2.16x the damage production of Executioner's Shot if only 3 out of 4 damage procs hit for 71.75 each). Hmmm. I might need to do a respec of my own Dual Pistols build now ... And ... yes I am going to need to look at doing a respec of my own Time/Dual Pistols/Soul build. This is yet another example of how asking the right question(s) can sometimes lead to new discoveries.
  17. The context was Telekinesis, which is an AoE Hold ... that is unique to Mind Control. Because Telekinesis is unique to Mind Control. I shouldn't have to point this out to you. They're used because they have CLICK AoE Immobilizes that recharge quickly. I shouldn't have to point this out to you. I fail to see how mag 3 is higher than mag 3. The one thing that Click Immobilizes can do that a Toggle Hold like Telekinesis cannot is stack with self when cast before the expiration of the previous cast. Note that doubling the Immobilize mag does not double the Containment value. I shouldn't have to point this out to you. So ... you've got nothing but a nebulous not going to happen as your comparison point and you're going to hang your entire argument on an almost certainly not gonna happen rather than deal with what's actually here right now, let alone what's likely to happen or even reasonably possible to happen. Yeah, uh ...
  18. People like that are going to demand it anyway, whether or not you can deliver on their demands. People are funny that way. Welcome to the internet age.
  19. Okay, you're not arguing in good faith. You're just arguing to argue. Welcome to ignore.
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