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Everything posted by Redlynne
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T1 Thunder Kick … animation: 1.056s … recharge: 1.14s (base 3s) T2 Storm Kick … animation: 1.056s … recharge: 2.25s (base 6s) T3 Cobra Strike … animation: 1.848s … recharge: 5.3s (base 10s) (T4) Warrior's Provocation … animation: 1.848s … recharge: 5.97s (base 10s) (T6) Focus Chi … animation: 1.32s … recharge: 40.82s (base 90s) T7 Crippling Axe Kick … animation: 1.848s … recharge: 5.83s (base 11s) T8 Dragon's Tail … animation: 1.716s … recharge: 5.81s (base 14s) T9 Eagle's Claw … animation: 2.772s … recharge: 6.36s (base 12s) Total animation of all of the above in arcanatime = 13.464s Exemplar Levels 23-29 Melee Single Target (T1 > T2 > T3 > T1 > T2 > T7) Exemplar Levels 30-32 Melee plus PBAoE Mix (T1 > T2 > T8 > T1 > T2 > T7 > T3) Exemplar Levels 33-41 Melee Single Target (T1 > T9 > T1 > T2 > T7 > T3) Exemplar Levels 33-41 Melee plus PBAoE Mix (T9 > T1 > T2 > T8 > T7 > T3) Exemplar Levels 42-50 Melee Single Target with Assault (T1 > T2 > T3 > T1 > T2 > T7) Exemplar Levels 42-50 Melee Single Target with Assault (T1 > T9 > T1 > T2 > T7 > T3) Exemplar Levels 42-50 Melee plus PBAoE Mix with Assault (T1 > T2 > T8 > T1 > T2 > T7 > T3) Exemplar Levels 42-50 Melee plus PBAoE Mix with Assault (T9 > T1 > T2 > T8 > T7 > T3) Melee Single Target attack chain rotations Damage per second comparisons: Endurance per second comparisons: Damage per endurance comparisons: Melee plus PBAoE Mix Damage per second comparisons: Endurance per second comparisons: Damage per endurance comparisons: Eagle's Claw damage buff duration: Ideal timing for use of Focus Chi during repeating attack chains:
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Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Set Bonus Totals: Set Bonuses: Proc Chances: My build planner seems to have problems loading this build from file or from import, so just in case, here's the .mxd file and a screenshot of the build in my copy of the build planner. Tanker - Super Reflexes - Martial Arts.mxd
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Yes ... it's that time again! Time for another in my continuing series of ... WALL OF TEXT CRITS YOU!!! For those who want to see what the v1 form of this SR/MA build, it can be found here: SR/MA ... NO GET HITSU!! So ... what's changed since the previous build plan? Well, among other things I've learned how to use Proc Fu thanks to the work of @Bopper, @Sir Myshkin and @SmalltalkJava (among others). Additional research since then has proven out that although the "Taunt aura" of the Gauntlet inherent power is a (small) AoE effect with a maximum of 5 $Targets (except for Dragon's Tail which has a maximum of 10 $Targets) ... despite that fact ... slotting a Perfect Zinger proc into secondary powerset attacks will not allow the Perfect Zinger proc to affect any additional $Targets beyond the one(s) that are directly hit by your attacks. In other words, Punchvoke does not "carry over" the Perfect Zinger proc into the Gauntlet "Taunt aura" of your secondary attacks (unless those attacks are already an AoE type by default, like Dragon's Tail is). So even those the Taunt effect of single target attacks can affect multiple $Targets, any Taunt proc(s) slotted into your secondary powers will only affect what you hit, because the Punchvoke spread of the "Taunt aura" will not "carry" those Taunt proc(s) to additional $Targets. So that sucked. I'd been hoping to use the Perfect Zinger proc in all of the secondary attacks as a sort of backdoor way to achieving a mild (very mild) AoE damage boost ... but sadly it was not to be, because of how Gauntlet is spaghetti coded into the game (in a way that breaks all too easily!). I've asked @Captain Powerhouse about the possibility of enabling this "feature" in private messages with the changes that were being made to Tankers on the Test Server and the response was ... not favorable towards the implications (partly because it would then put pressure on ALL Tankers to fit Perfect Zinger procs into ALL of their single target secondary attack powers, which would upset the apple cart of legacy balance points a bit too much!). So ... what I'd been hoping was a Clever Use Of Game Mechanics in the v1 build turned out to not work the way I'd been hoping it would. The other thing I've discovered since then was a superior way to slot Health+Stamina (that you can find in my other build updates I've made) to dramatically increase endurance recovery, but which required more slots (that had to be cannibalized from somewhere) so the build would need to be "rebalanced" to maintain performance through an alternative means of achieving that performance. What performance? 59% (or higher) Defense vs Melee, Ranged and AoE (with 10s Storm Kick defense buff) for protection against AV/GM and Incarnate scaled combat adversaries Repeating attack chains that contain Thunder Kick (for 10s Bruising debuff) and Storm Kick (for 10s Storm Kick defense buff) which cycle in less than 10.3 seconds to keep those buffs refreshed Increased chance to proc Stuns in order to "neutralize" Bosses and other $Targets that need to be "shut down hard" in a hurry Improved Medicine pool performance to dramatically increase survival options in continuous and heavy combat scenarios Reduction in demand for recharge buffing (down to only what is "needed" to close the loop on repeating attack chains) in exchange for increased global endurance reduction Improved Scaling Resistances performance as well as single target attack chains oriented around increasing resistances via Might of the Tanker proc in Thunder Kick More Exemplar friendly progression of power picks to take Cobra Strike earlier (Level 10 instead of 20) and move Leadership pool powers later in the build (41+ instead of 28-30 and 47-49) Ensure all "critical" powers are taken "just in time" to be relevant to Task Forces at various Exemplar Levels (all defensive powers needed for 45%+ Defense are engaged at Exemplar Levels 15+) So one of the questions I wanted to answer with this rebuild was one that I've seen repeatedly asked in different contexts for Scrappers, Brutes and Stalkers ... is Eagle's Claw "worth it" to get on any of the Archetypes that can use Martial Arts? I've seen arguments and analyses done for the (original) Scrapper version of Martial Arts, where the conclusion people came to was that use of Eagle's Claw is a net loss compared to the alternatives available within the Martial Arts powerset ... but that was using Scrapper performance modifiers and metrics. Martial Arts is "different enough" for Tankers that I considered the possibility that what might be true for Scrappers might NOT be similarly true for Tankers, but in order to test that theory I needed to have a build and do an "end to end" cross comparison of the damage output (not throughput accounting for Bruising debuffs and so on, just merely output) in the proper context of the repeating attack chains you'd want to be using. The answer that I got for my troubles was NOT the one that I'd been expecting(!). You'll be able to see the details and breakdown in the build post, but to summarize here ... using Eagle's Claw in the attack chains makes the chains LONGER (not surprising) and does incur a loss of damage per second output in the context of a purely single target repeating attack chain ... but that loss is so marginal (barely -2.2%) that the "cost" to damage output is for all intents and purposes almost a rounding error. However, the flipside to that is that ironically, for Tankers at least, Eagle's Claw winds up making attack chains CHEAPER to use in terms of endurance costs for producing the damage of those attack chains. In other words, the way that Eagle's Claw is structured and formulated for Tankers (and how I wind up using it in my attack chains), I found a way to make Eagle's Claw basically "break even" on damage production but actually yield that very similar performance at a lower endurance cost over time. Needless to say, this was a result that I had NOT been expecting to see! You'll also be able to see that the inter(re)action of Leadership: Assault with the damage output of attack chains with Eagle's Claw relative to the ones without it is somewhat curious, since it actually "breaks both ways" depending on the context (and Exemplar Level influencing how the Attuned Tanker ATOs behave in those attack chains). Ironically, use of Eagle's Claw with Assault toggled on magnifies the downstream buffing of Eagle's Claw in a way that shows up most dramatically in how Eagle's Claw can buff the damage output production of Dragon's Tail for a Tanker. One other thing to mention about Eagle's Claw and it's damage buff is ... the duration forces some rather interesting choices, due to the arcanatime of animations for the other attacks. Thunder Kick and Storm Kick have animation arcanatimes of 1.056 each, meaning you can Click both of those powers and only spend 2.112s of the 3s damage buff duration following Eagle's Claw. Due to the 2.772s arcanatime way that Eagle's Claw animates, and the 2.5s delay on starting the 3s duration damage buff of +33% (that happens EVERY TIME without an RNG proc chance, so it's not a "critical hit" game mechanic happening here) you've really only got 3-(2.772-2.5)=2.728s of buff duration to rely on being able to use, which honestly isn't a lot of animation time. If you use either Cobra Strike (1.848s arcanatime) or Crane Kick (1.848s arcanatime) or Crippling Axe Kick (1.848s arcanatime) or even Dragon's Tail (1.716s arcanatime) you'll only be able to animate 2 of those powers in succession before the buff duration expires. But here's the kicker ... you can animate ONE power from the Cobra Strike, Crane Kick, Crippling Axe Kick, Dragon's Tail pile of choices along with BOTH Thunder Kick AND Storm Kick and be able to fit all 3(!) attacks inside the available 2.728s buff duration window ... and at that point you have to ask yourself if Thunder Kick plus Storm Kick combined yield a greater damage output than Cobra Strike, Crane Kick or Crippling Axe Kick in almost the same amount of animation time ... and ironically the answer is ... NO. Thunder Kick = 37.37 base damage Storm Kick = 58.72 base damage Thunder Kick + Storm Kick = 96.09 base damage Cobra Strike = 87.2 base damage Crane Kick = 87.2 base damage Crippling Axe Kick = 94.31 base damage Dragon's Tail = 52.5 base damage (per $Target, max 10) So you wind up with this curious dynamic in which if you're going to use Eagle's Claw as a Tanker, your best/most efficient use (exploit?) of the 2.728s duration of the +33% damage buff AFTER Eagle's Claw is either: Single Target ... Thunder Kick > Storm Kick > Crippling Axe Kick ... where Crippling Axe Kick initiates with 0.616s remaining on the buff (which is all you need due to resolve first/animate after). PBAoE ... Thunder Kick > Storm Kick > Dragon's Tail ... where Dragon's Tail initiates with 0.616s remaining on the buff (which is all you need due to resolve first/animate after). In other words, by starting the attack animation before the buff duration expires, you "capture" the benefit of that buff for that attack power even though the damage will "land" after the buff has already expired while the attack is animating. That's because City of Heroes uses a resolve first/animate after scheme inside the game engine, which is why you can sometimes get projectiles to "chase" you by moving while they're in flight towards you, since the "hit" (and damage from it) is already predetermined at the time the attack was activated, with everything after that (the animations and so on) all being window dressing to help aid/break immersion in the action unfolding on screen. Bottom line is that if you're using Eagle's Claw for the temporary damage boosting buff on subsequent attacks ... the BEST follow up attack powers are Thunder Kick, Storm Kick and then "something else" ... mainly because Thunder Kick and Storm Kick as a 1-2 combo is superior to every other option available to you, since with Thunder+Storm+One More you can use the Eagle's Claw damage buff on THREE powers instead of just merely TWO(!) ... which is really ODD when you think about it in an overall balancing of the Eagle's Claw power in the context of the rest of the powerset. I mean, Thunder Kick being part of an attack chain is ADVANTAGEOUS because it increases damage output relative to the alternative(s)? Yet, sure enough, that's what my research consistently found as being the most damaging option when chain sequencing powers after Eagle's Claw in a way that maximized damage output. Needless to say, using Dragon's Tail as the "One More" after Storm Kick in that context means that Dragon's Tail gets the benefits of a predictably reliable +33% damage buff every rotation helps supercharge the PBAoE damage output of the build, so that speaks to a level of versatility in how to make use of (exploit?) the Eagle's Claw damage buff element. So I found THAT (unexpected) synergy between Eagle's Claw, Thunder Kick (of all things) and Storm Kick ... Another difference came about because I realized that ... really ... the 45% defense vs Melee, Ranged and AoE was reached relatively early (Exemplar Level 15 I believe with a fully slotted build). Maneuvers was necessary to reach 59% defense vs Melee, Ranged and AoE (as was a fully slotted out Tactics), but the higher defense values are kind of only "necessary" when dealing with Incarnate content, meaning that it was "safe enough" to delay all of the Leadership pool powers until the Level 41-49 power picks. This then opened a "slot" earlier on for Focus Chi (now the Level 32 power pick) and Field Medic (the Level 30 power pick). I figure that the endurance gain from use of Aid Self with Field Medic in the build will basically "solve" any heavy combat long term endurance recovery issues (particularly since you'll probably need to be using Aid Self intermittently anyway to heal what damage leaks through your defenses). And of course, with Field Medic in the build, it simply makes too much sense to take Aid Self (even as a One Slot Wonder power) over Injection as the prerequisite to unlock Aid Self. So that's why those powers were chosen. But enough of my babblings on this topic ... on with the build plan!
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Doom's Kheldian Builds [ARCHIVED] No further updates.
Redlynne replied to Doomrider's topic in Peacebringer & Warshade
DISAGREE. Gaussian's Build Up is a 1 PPM proc. Dark Nova has a 0.5s activation and a 1s recharge and affects only self. With zero recharge slotted into Nova you get the following performance profile: 1 * ((1 / ( 1 + 0 / 100 )) + 0.5) / 60 = 6.5% proc chance (Pre-clamp: 2.5%) upon toggling on Nova form 1 x 10 / 60 = 16.67% proc chance every 10 seconds while toggled on Compare that to the standard performance profile you can get out of Tactics while toggled on ... Tactics: Gaussian's Synchronized Fire-Control (1 PPM) 1 * 10 / (60 * (1 + 60 * (11 * 360 + 540) / 40000)) = 6.5% (Pre-clamp: 2.15%) Team-1: 1 - (1 - 0.065)1 = 6.5% 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-40: 1 - (1 - 0.065)40 = 93.20% chance to proc every 10 seconds League-48: 1 - (1 - 0.065)48 = 96.03% chance to proc every 10 seconds League-50: 1 - (1 - 0.065)50 = 96.53% chance to proc every 10 seconds Note that when in Team-3 or higher conditions, you'll get more procs out of Tactics than you will out of Nova form (and in League play there's just no contest).- 145 replies
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You know ... after all of this time, I kind of expected the CastTime to be better defined than your guide currently has it @Bopper because there's "more than one cast time" to choose from. Does the CastTime parameter use arcanatime for the animations ... or not? For a powerset like Martial Arts, this can make quite a difference ... since the game reported cast time is 0.83s for Thunder Kick and Storm Kick, but these two powers have an arcanatime of 1.056s (which is a 1.27x increase over 0.83s) for their animations. So in the interest of using the "correct cast times" for the formula, which cast time ought to be getting used? Would be nice to remove the inherent ambiguity on this point.
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One theoretical idea for how this could happen is a matter of "sorting" which bids get first chance to fill. Mind you, this is PURE theorycrafting on my part. So the basic notion is that if a bid to buy EXACTLY MATCHES the sell price, then that bid gets "first dibs" on being fulfilled. It's only AFTER there are no matching buy/sell numbers that the algorithm starts checking highest current bid numbers to determine if the highest bid is larger than the requested sell price. Since most high priced items "rarely" have exact matches for bid and sell prices, this exact matching rarely appears ... but is still theoretically possible.
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Cavern of Transcendence Trial no simultaneous click required, bug?
Redlynne replied to Heliopause's topic in Bug Reports
Simultaneous clicks in the Cavern of Transcendence (from 8 people on low level characters no less!) was perhaps the most brutalizing feature of that Trial. It was BY FAR the most hostile thing the Devs could have done (and they did it). Once people figured out that you NEEDED to have Stealth AND Recall Friend just in order to be able to do the simultaneous clicks in time to have a CHANCE of finishing the Trial successfully, people started using Stalkers deliberately specced for that purpose. Think of it as a Taxibot service for the Trial if it helps. -
And yet there are plenty of sets which have -def for the whole set ... hmmm ...
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https://forums.homecomingservers.com/forum/43-archetypes/
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There's also the "infiltrator" angle, in which you do the Power and Crusader arcs and then BETRAY that side at the end of the arc (by switching to the opposing loyalty). You can justify that to yourself as "defeating them from the inside" if you like.
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The thing you have to recognize, which I saw far too many people NOT doing when Praetoria came out, is that all of the Hero vs Villain stuff is running on the Good vs Evil alignment axis ... and then people started trying to do exactly the same thing to the Praetorian content and is just wouldn't work because both the Loyalists and the Resistance were doing things that could be classified as Good AND Evil ... The problem with that approach is that the Good vs Evil alignment tension is the WRONG way to view Praetorian content. You need to view the Loyalist and Resistance alignments not through a lens of Good vs Evil (or right versus wrong even) ... but rather from from a perspective of Order vs Chaos. The way I see it, the Loyalists are oriented around ORDER ... regardless of whether that Public Order can be thought of as "good" (in the liberating sense) or "evil" (in the oppressive tyranny sense). Almost everything the Loyalists do is aligned with maintaining ORDER, whether that be beneficial in the altruistic sense or in the very selfish sense. Even the entire "Drink Enriche!" campaign you see everywhere in Praetoria is part of this attempt to maintain ORDER and hold back the forces of chaos (and independent thinking). It's why there is a psychic network and Seers everywhere guarding against "wrong thinking" ... because it's all in service of maintaining public order. By contrast, the Resistance is all about CHAOS ... and disrupting the "order" that is being imposed (from the top down by Cole and his Praetors). This is especially true for the Crusader arcs, which are all about disrupting the power structure and getting the sheeple to "wake up!" so as to throw off the yoke of the Tyrant ... Marcus Cole. The Resistance has a LOT of anarchists in it, especially in the Crusader arcs, who simply want to "burn the world down" and then rise from the ashes (good luck with that one, Hamidon is right outside the sonic fences you idiots). Some members of the Resistance take their "crusade" to overthrow Cole to the extremes simply because nothing else they do is working for them ... and so they evolve themselves into extremists who only want to WIN, regardless of the consequences. Once you start looking at Praetorian content through an Order vs Chaos perspective, rather than a Good vs Evil one, a LOT of things click into place and make a lot more sense (and become a lot more internally consistent). The problem was that Cryptic Studios didn't make this shift in perspective an explicit thing ... and since everyone had been conditioned to think of everything in a Hero vs Villain way involving Good vs Evil, everyone tried to shoehorn Praetoria into that framework (and watched the framework fail spectacularly because it was the Wrong Tool™ for the job). Trust me ... once you start looking at Pratoria as a battle of Order vs Chaos things get a LOT easier to comprehend ... especially since that then makes it possible to see a "tyranny of good" as well as the "spitefulness of evil" for what they REALLY are when what truly matters is ... Order versus Chaos.
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You've got it. Dwarf form has built in mez protection, and you can toggle Dwarf form on while mezzed. Dwarf form doesn't "remove" the mez, per se, so you'll need to ride out the remaining duration in Dwarf form ... meaning if you revert back to Human form too fast you'll just resume being mezzed ... but Dwarf form is your anti-mez form since it gets Melee Monster(ish) levels of protection from mez effects while you're in Dwarf form.
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Back on Virtue, when Crey Paragons would use their MINUTES OF GLORY power, I would just grab their aggro and do /em newspaper on my defense softcapped MA/SR Scrapper and give everyone a laugh until their buff duration expired, at which point I would just "flip out and kill them" ...
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Here's an ironic idea for rebuilding the Hasten pool power Flurry ... and ONLY Flurry ... so this wouldn't necessarily carry over into the Shadow Maul and Sands of Mu versions of the power (until after playtesting and "popular demand" for the change passes a verdict on the option). Right now, and ever since Issue 0 basically, Flurry has been a Click power. Click to animate one attack that does a multiple hit damage over time effect for the duration of the animation (or misses for the duration of the animation). Change that. Instead ... turn Flurry into a Toggle power(!) ... with a 0.25s activation speed and a hit check required for each activation ... which will "lock" all other powers aside from Flurry until Flurry is toggled off (so while using Flurry you can't activate any other powers, but other toggles that are on continue to run). This would then allow the Player to decide how long they want to remain "Flurry Locked" before toggling off Flurry. Recharge time remains 3 seconds once toggled off and endurance cost would be set at 0.44 per activation (which computes to ~5.4 per 3 seconds so as to keep near parity with current performance). While Flurry is toggled on, the PC will be rooted and unable to move (so toggle Flurry off to move) because Flurry is an attack power. Use the current damage scaling for Flurry normalized for a "per activation every 0.25s" performance profile. The biggest thing that this change would do is make "missing" with Flurry something that stops being a problem, since the miss would be for a single activation and not the entire animation after a Click. So individual damage ticks wouldn't land, but other damage ticks in the chain would roll their tohit independently, because Toggle Flurry would check tohit every activation over time (which could vary) rather than checking once as an all or nothing for a 3.07s duration Click attack power. Keep Flurry as a single target required melee power, rather than turning it into a Cone (like Sands of Mu or Shadow Maul) so that none of its enhancement slotting needs to be changed. Basically ... turn Flurry into a "budabudabuda" fast fist punching power that allows the Player to start and stop the Flurry of rapid fist punching, in effect, On Demand. Pegasus Ryu Sei Ken
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Counter-proposal. When Stalkers were created (went live with Issue 7) ... it simply wasn't possible to do what powers like Mystic Flight can now do ... which is to say, activate 1 power in order to access another power (with the second power being one that can't be enhanced at all). And now that I've said that, I'm pretty sure you know where I'm going with this ... Remove Placate from Stalkers as a power pick so as to "move" Placate into being a "sub-power enabled by" Hide. In other words, while you've got Hide toggled on, you gain access to Placate ... albeit a Placate power that cannot be enhanced (and honestly it never needed to be). With Placate removed from the tiers of power picks, simply put back the AoE power that Stalkers lost in their primaries to make room for Placate. DONE.
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Craft Common IOs in order to work towards your memorization badges ...?
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[v3.0.3] Evolving Tri-Form Peacebringer
Redlynne replied to Redlynne's topic in Peacebringer & Warshade
Part of that difference between Human form Peacebringer and Warshade building is that Peacebringers have Radiant Strike, while Warshades have no equivalent power. Peacebringers also get Solar Flare, to which Warshades also do not have an equivalent power (and no, Unchain Essence is not an equivalent to Solar Flare, not by a long shot). So powers that make it "easy" to fight in Human form on a Peacebringer simply have no corresponding counterpart on a Warshade ... and that's not even including things like Warshades having TWO Mire powers (one in Human form, one in Dwarf form) that can be stacked for a short burst of rather terrifying damage buffing (dependent upon the number of $Targets you can hit with both Mires) ... and so on. The only thing that works the same for both Peacebringers and Warshades is ... Nova form ... and even then, due to the differences between Knockback and Slow sets, you can still wind up with some variances between the two types of Kheldians in terms of what you can slot (and why you might want to). -
Pass the smelling salts! I think I'm gettin' the vapors!
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Leadership: Victory Rush needs more research
Redlynne replied to Redlynne's topic in General Discussion
Curious. I would have thought that a(n up to) 40% uptime on being able to not need to worry about endurance after downing a Boss (or higher ranked Foe(s)) would be relatively useful ... especially as a stopgap counter to endurance drains like you tend to get from Malta Sappers and the like. Unless I'm getting my math wrong, +30% recovery ought to be around +0.48 end/s (more if you have increased Max Endurance above 100), which would "not suck" on a 2 minute duration. I guess what I'm getting at is that a 2 minute uptime with a 3 minute downtime (although, granted, the time between uses will almost always be longer than 3 minutes due to the need for a defeated $Target) really doesn't sound all that bad. I mean, Recovery Aura for Empaths has a 500s recharge (not 300s) and a 90s duration (not 120s) and does +200% recovery (rather than +5% to +100% recovery plus 2.5% to +50% endurance discounting) ... but Recovery Aura can be slotted for recharge and benefits from global recharge buffs, unlike Victory Rush. But just purely in terms of uptime, in order to achieve a 40% uptime on Recovery Aura like you can get with Victory Rush, you need to have +122.23% recharge on Recovery Aura (which is easy enough to do with Hasten and set bonuses, granted) ... and you can only get better than that by spending additional slots on Recovery Aura. Point being that in terms of primary/secondary versus pool power usefulness scaling, I'm getting a pretty strong sense that Victory Rush compares favorably to Recovery Aura for archetypes and powersets that don't have access to a Recovery Aura type power (or Stygian Circle, or...). Likewise, you can compare Victory Rush to the Epic pool Conserve Power ... which has a 600s recharge (not 300s) and a 90s duration (not 120s) and in order to reach a 40% uptime with Conserve Power you'd need to have +166.67% total recharge on Conserve Power (which, again, is "doable" with Hasten and set bonuses and enhancement slotting) ... and on top of that Victory Rush affects an entire team(!), unlike Conserve Power (which only affects yourself). So Victory Rush feels kind of like a half Recovery Aura/half Conserve Power styled power (taking bits of both) which lasts for 120s when used (not 90s) and which requires NO slotting whatsoever in order to reach an up to 40% uptime on its use, making Victory Rush an almost ideal One Slot Wonder™ power if you haven't got any more slots to spend and aren't in "need" of additional set mules and if you're already invested into the Leadership pool. Thanks @siolfir, that's EXACTLY what I needed to know in order to better appreciate the "value" that Victory Rush brings to the table, particularly in a team context, and especially in the context of being faced with $Targets who can drain endurance and endurance recovery. Very good to know indeed! -
Show your work (in the Tanker forum). Please.