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HelenCarnate

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Everything posted by HelenCarnate

  1. That is odd with 14 misses vs 11 mobs. No idea what the issue there is. Rain of arrows seems to not proc as often but I am normally seeing at least 1 proc pretty regularly but missing that often will certainly throw off the results. That one I would only recommend a proc if you need it for a 6th slot set bonus. Glue Arrow on the other hand seems to proc far more often. Even the initial first damage ticks seem to hit more often with the same group but still not as often as a normal AoE attack. Also stuff will likely be dead fast enough with usual attack chains to not allow the full time to get the maximum number of procs.
  2. Just leave pet damage off and leave on only your damage remove all the other clutter like to hit rolls and rewards. Then change the chat tab on the bottom window to only shows pet damage. Fire an attack and you can figure it out by which window the damage shows up.
  3. Yes, I hit several groups just to make sure I didn't just get super lucky. Sometimes it proced a little more often, sometimes a little less. I think the issue may be that the numbers are hard to see in large groups and people also forget that it is pet damage and they forget to include that in combat log as it is not normally on by default. With Glue Arrow, it will show the proc on the initial hit, but because all the other damage is done by pets. Those procs do not show in the combat log unless you include pet damage. With Rain of Arrows, all the damage is pet damage so those procs will never show unless you include pet damage. Edit to add Oh and if you manage to get enough global recharge for perma hasten that can get Glue Arrow recharging in around 15 seconds. And also add. Also there are not 12 opportunities to proc. Since the power lasts for 30 seconds that is 36 (2 procs, x 6 targets x 1 chance every 10 seconds). Some of those were from the middle and end of the list of damage ticks.
  4. No recharge slotted, only global. This can be done while still using 5 slots of Positrons Blast as only 1 of those has recharge and instead of that IO use Impeded Swiftness Proc. All the mobs in the Rain of Arrows AoE were hit at least once as the only ones left standing were damaged but I did not bother to look at the to hit logs to see if there were any misses.
  5. Vs 6 mobs from combat log on test. This is only 1 shot, not multiple and leaving out all the tics for the sake of space. 2 Damage procs with smashing and energy damage. Not sure why the Impeded swiftness proc doesn't list the target but here is what came up. Your target takes 157.84 points of bonus smashing damage! Sticky Arrow: Your target takes 157.84 points of bonus smashing damage! Sticky Arrow: You blast Champion Swiper for 205.2 points of bonus energy damage! Sticky Arrow: You blast Juicer Freak for 205.2 points of bonus energy damage! Sticky Arrow: Your target takes 157.84 points of bonus smashing damage! Sticky Arrow: Your target takes 157.84 points of bonus smashing damage! Sticky Arrow: Your target takes 157.84 points of bonus smashing damage! Sticky Arrow: You blast Champion Smasher for 205.2 points of bonus energy damage! Rain of arrows vs a large spawn of freaks (13). Only room for 1 damage proc but threw in KD for fun. Actually I could have put in the ATO in there but forgot until after the test. Rain of Arrows: You blast Metal Smasher for 214.52 points of bonus energy damage! Rain of Arrows: You blast Juicer Freak for 214.52 points of bonus energy damage! Rain of Arrows: You knock Juicer Freak off their feet with your Ragnarok: Chance for Knockdown! Rain of Arrows: You blast Stunner Freak for 214.52 points of bonus energy damage! Rain of Arrows: You knock Juicer Freak off their feet with your Ragnarok: Chance for Knockdown! Rain of Arrows: You knock Stunner Freak off their feet with your Ragnarok: Chance for Knockdown! Rain of Arrows: You knock Metal Swiper off their feet with your Ragnarok: Chance for Knockdown! Now they do not proc as often as the same procs in say Explosive Arrow but they proc a lot more often than 1 time vs 10 mobs.
  6. That is why I like Soul mastery for SS Brutes. During rage crashes, Darkest night and Dark Obliteration mostly make up for the big defense hit.
  7. You would have to rework that whole build to fit in instant snipe currently. Either that or only use it when you use either Aim or Build up. The only way without using those powers solo without constantly chewing yellows would be to add enough +To Hit to be at 97% or +22%. This means Tactics would be required in the build with at least 3 slots at lvl 50 with IOs boosted to +5 along with the Kismet +To Hit IO. Also if you do lower level content and lose some of your enhancement values, that means you instant snipe goes away too, unless you are in a group where others have tactics on as well to get you past +22%.
  8. Blues do nothing for your recharge and would be even less needed if your recharge is floored as you would not be attacking. Purples however would at least potentially reduce getting hit with more debuffs unless you are at the soft cap already.
  9. Against some mobs your recharge can get totally floored. You use every single regular attack you have and are staring at a bunch of tiny dots waiting for them to get bigger. At those times I'll take a small chance at having the proc hit.
  10. There are other ways out there like binding to movement keys and such but I went by this. Ageless solves all endurance issues once. At tier 3 you should be fine as you only have 1 damage aura to worry about. For a fire farm you may still need an occasional luck for the times when bosses pile up. I found that right around 40% defense is about the spot where I can start combining purples and greens and being able to rely only on my own powers to survive. Assuming you are running at +4x8 anyway.
  11. Normal level 25-50 IO set crafted for level 50 (LotG recharge is its own set bonus). Below 47 you lose the set bonus but still keep the enhancement values but they scale down as you get lower in level. That same set attuned lets you keep the set bonus all the way down to 22 even if you no longer have access to the power they are slotted in. Scaling for enhancement values acts the same. PVP, Purple, Winter and ATO sets keep the set bonus at any level. As others have pointed out, you first have to slot the enhancement before you can attune it unless you buy the attuned version from the AH. There are ways to get that lvl 50 recipe into an attuned IO for a lower level, but the most cost effective is normally to sell it, or craft it and then sell it and buy the attuned version. Otherwise you need to craft it, slot it, use a catalyst, burn a respec or use an unslotter then you can put it on your lowbie.
  12. The buff pets are untouchable but the Banished one has rain of fire like attack which also has the benefit of drawing aggro so with him, your aggro buddy cop and yourself you can end up with some crazy large groups.
  13. This is where I am right now. Enough S/L defense that a small luck gets me at 45% and a decent amount of S/L resist was my secondary goal after capped Fire defense and tons of recharge. Planning on dropping the 2 extra slots in Stamina and letting Ageless take care of my end issues and adding -resist procs to Ball Lightning and Atom Smasher. May swap the proc in Burn as well but not sure on that one. First working on getting more Emp merits to change around my Incarnate stuff a little. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Radiation Melee Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Mu Mastery Hero Profile: Level 1: Radioactive Smash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(7) Level 1: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(7), Ags-ResDam/EndRdx/Rchg(9) Level 2: Blazing Aura -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(9), SprBrtFur-Acc/Dmg/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(11), SprBrtFur-Acc/Dmg/EndRdx/Rchg(13), SprBrtFur-Rech/Fury(13) Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(21) Level 6: Fusion -- RechRdx-I(A) Level 8: Super Jump -- BlsoftheZ-ResKB(A) Level 10: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(21), ShlWal-Def(23), ShlWal-ResDam/Re TP(23), ShlWal-Def/EndRdx(25) Level 12: Temperature Protection -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 16: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(27), Ags-ResDam/EndRdx/Rchg(29) Level 18: Irradiated Ground -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(33) Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(33), MckBrt-Taunt/Rchg/Rng(33), MckBrt-Acc/Rchg(34), MckBrt-Taunt/Rng(34), MckBrt-Rchg(34) Level 22: Boxing -- Empty(A) Level 24: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(36), Ags-ResDam/EndRdx/Rchg(36) Level 26: Weave -- LucoftheG-Rchg+(A), Rct-Def/EndRdx/Rchg(36), Rct-Def(37), Rct-Def/Rchg(37) Level 28: Burn -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(37), SprUnrFur-Acc/Dmg/Rchg(39), SprUnrFur-Dmg/EndRdx/Rchg(39), SprUnrFur-Acc/Dmg/EndRdx/Rchg(39), SprUnrFur-Rchg/+Regen/+End(40) Level 30: Stealth -- LucoftheG-Rchg+(A) Level 32: Atom Smasher -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(42), Arm-Dam%(50) Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42) Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Rchg/ImmobProc(45) Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46) Level 44: Mu Lightning -- Apc-Dmg(A), Apc-Dmg/Rchg(48), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(50), Apc-Dmg/EndRdx(50) Level 47: Grant Invisibility -- LucoftheG-Rchg+(A) Level 49: Invisibility -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(15), Pnc-Heal/+End(15) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(42), PrfShf-EndMod/Acc(48) Level 50: Agility Core Paragon Level 50: Reactive Radial Flawless Interface Level 50: Ageless Core Epiphany Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Assault Radial Embodiment ------------
  14. My Rad/Fire which is build more for all purpose and is lacking the -resist procs and needs to work on Degenerative and went Agility is at 2,085,811 per min and 125mil per hour roughly.
  15. Does this test track the time if you run to the inspiration vendor in between to get more reds or only in mission time?
  16. ....so far.
  17. Resist sets are the best to cap defense. Every bit of extra resists subtracts the damage you take but more defense divides the damage you take.
  18. Tank version is AoE. Brute version is only the target they are hitting. So unless the Brute is in melee range of everything where their taunt aura will hit or have constant AoE damage to everything, the Tanker will have an easier time keeping aggro.
  19. But you can slot 3 superior in one attack and the other 3 in a different set and double up on the 2 and 3 slot set bonuses if you don't want/need the 4-6 bonuses.
  20. Brutes can be made to tank as good as tanks but they do not start that way. With just SOs a tank will be a lot more durable and the tank will always have better aggro control. However with the abundance of defense and resist available to everyone now in IO sets and Incarnates, you can make some very durable brutes. You cannot simply copy and paste a tank build to a brute build and think it will play the same. The brute will have to focus more on adding defense so their sets may be quite different. The brute may need to take maneuvers while the tank can skip it and still have soft capped defenses for example. Once you get to the point where the brute can handle +4x8 content solo, it does not really matter that the tank is more durable (mostly). If the brute can keep attention on them with plenty of AoE attacks and mostly keep the rest of the group from getting hit, all while staying alive and not needing a ton of healing, then they are just as effective as a tank but they kill stuff faster. Tanks however have a much easier time being durable to a wider range of attacks and have to put much less effort into keeping aggro.
  21. 10% and it is random but does seem to average out to 1.5 per min. Sometimes it will proc 10 seconds after, other times it may take 1 min or more. I just watched my combat log while sitting doing nothing else to see how long it would take to proc 15 times. I started the timer as soon as I saw the first proc and did not count that one. It took 9 min and 20 seconds to proc 15 more times. My sample size is quite small but right around that 1.5 average. The character I tested on has 101.8 endurance and each proc was 10.18. Edit That being said Panacea, although a lower percent popped off far more often, causing it to give even better recovery on average, even though the amount per proc is a little less. 2nd test run. 10 min 10 seconds 15 Performance Shifter Procs x 10.18 = 152 / 610 = .249 22 Panacea procs x 7.64 = 168.08 / 610 = .275 So really would need a much longer test to see which is better (I try to use both).
  22. Yes, it is entirely true. You get the set bonus at every level on purples even if they are not attuned. If you boost them, you also get the boosted stats (scaled to your level) and attuning prevents you from boosting. There is literally no good reason to ever ever ever attune a purple IO.
  23. I mainly play melee and play my blaster the same way (once I cap my defenses that is). I run in before anyone else and throw as much AoE as I can. If my aim and build up and nuke are up and there is not much left of the group I'll truck it to the next group before anyone can get there and blow everything up, then move to the next group. Eventually everyone catches up. I am totally on board with this play style aka Redside Rules. If I am fighting a big group all focused on me and you knock them all away from me, they are yours now and I'll move on to the next group and I hold no grudges for melee that do the same to me when I'm blasting. Side note, when I'm on my blaster I am never so cruel as to target through the tank or brute (outside of specific content that requires it) as that just leaves them running from target to target trying in vain to get there before I kill it.
  24. If you can cap 1 or the other, defense is better. That reduces your damage to 5-10% roughly and avoids many of the debuffs thrown your way. You can get hit though with a few unlucky rolls in a row and take some pretty big spikes, which is the down side. But that little bit that gets through is reduced further by any resists you have so it is good to have a least some resists to the most common damage which is Smashing/Lethal.
  25. I normally farm up a bunch of money, figure out a build I want at endgame and what IOs I'll need. Then I email a few hundred million to myself and while I'm leveling I buy the attuned sets that I will use eventually and slot them as I acquire the slots. For purple sets I normally just replace them with a common set until I hit 50 and can slot the purples. Then at the level 50 respec I mail those common IO sets and use them on the next character I level up.
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