Jump to content

Sovera

Members
  • Posts

    4632
  • Joined

  • Last visited

  • Days Won

    2

Sovera last won the day on September 29 2021

Sovera had the most liked content!

Reputation

3967 Excellent

Recent Profile Visitors

6459 profile views
  1. One chance per cast. I tested with auras and even surrounded by enemies it would just go off once. Keep in mind in ST scenarios you're not going to be using your AoEs so you won't have the +res then. Even in AoE scenarios we usually have to fill with something while waiting for the AoEs to recharge. Try to pick one of those.
  2. Marine X has already posted the info, but to break it down: - The raw stats will always work, no ifs or buts. - The raw stats are tied to your current level. At level 50 a one stat IO will be 42%, but at level 25 it will be around 32%. Exemplaring counts for this. - The raw stats stop at the level the IO set stops. If it only goes to 30 then it will always be around 33%-ish and never grow to 42%. - The bonuses are cut off downwards but not upwards. There is a three level grace allowance though. A level 20-40 will not work at level 16 but will at 17. It will work anywhere from 40 to level 50. - As a rule it is best to always slot attuned so that the bonuses can travel with us if we exemplar (within its range) while slotting unattuned (or boosted) IOs will only work within its 3 level range. For example slotting a level 50 crafted or boosted set will have its bonuses turn off at level 46. - Boosting IOs we don't care about is a good way to fix the missing raw stats a power is missing. For example if you slot four Kinetic Combat for its sweet 3.75% Smash and Lethal defenses the set gives very weak raw stats with accuracy down in the 20%s. But that can be propped up by slotting a Mako quadruple (acc/dmg/rech/end) and further boosting it to +5. Only do this with a max level IO so it has all the raw stats of being max level then further boosted +5 times. - Purple sets (Ragnorok, etc), PvP sets (Shield Wall, etc), ATO sets (each AT (or class) has two ATO sets that only work for them) and 'event' sets (Avalanche and etc) are immune to the downwards cut off. This even allows to boost them to +5 (with the exception of ATO and event IOs who exist only attuned). Even though this does not bring huge dividends due to Enhancement Diversification that severely clamps down on stats as they approach 100% it can serve to slightly up missing stats. For example five slotting a purple set will end with 89% recharge and 33% endurance reduction. Boosting the acc/recharge and dmg/end IOs of the purple set allows to slightly up those numbers. The benefits are tiny though, but in the late game 5 million is nothing so why not?
  3. I wasn't clear, so my bad. Each -res proc is its own thing and does not stack with itself if you have the same slotted in two powers. But they all stack if the procs are different (Achilles, Fury of the Gladiator, etc). Beta Decay is not a particularly good place for the -res proc. Irradiated Ground is where both -procs used ti gi but after the 'fix' I am no longer sure if this is still the way.
  4. The -res procs don't stack so having multiples of it will just give a better chance at upkeep. As for the +res I always stick it in Storm Kick since it's one I tend to spam as filler and for the defense. A Rad/MA can have capped resistances and also 45% to melee, ranged, and AoE, but it will require some fancy slotting. Since it will not have DDR this is not 100% useful against those factions, but against those without DDR it will shine.
  5. It shouldn't be a problem to make between recharge and increased magnitude.
  6. What you get is: - A big burst of ranged AoE damage which makes it perfect to open combat with before the mobs even notice you. Combined with Aim + Gaussian it will kill most minions while leveling. - A big sapping effect on the mobs (at least half an endurance bar) which helps the Elec melee mechanic of doing more damage the lower the enemy has their endurance bar. Add three damage procs (at least) to the nuke and aim to maximize damage and recharge and it'll boost the power's damage by around 30%. The world will not end if you don't take the nuke, and the mobs will still be defeated, but it will not make sense not to take it and use it as a opener.
  7. Easiest way to test would be going to the Rikti Warzone and test in increments against a dummy both with the mini power toggled on and with it off, and see at which distance the combat log registers the hit.
  8. Aren't procs immune to exemplaring? They aren't bonuses and once it can be slotted it will work at any level. Or am I labouring in error?
  9. Chiming with the others but it sounds like you need a break. I come and play CoH once in a while to level a character even though seldomly all the way to 50, and certainly no longer to even chase incarnates. But since you appear to enjoy RP why not try the advice of going through Orobouros and see all the stories.
  10. It has, yes, multiple times, over a period of many years. I'm on the Discord too. If you want to worry about something that may come for your current build in the undefined future then that's an option. Otherwise using what's available now and then change when the time comes is also an option.
  11. To be fair it's been five years, going on six. The Damocles' Sword only has as much power as you're willing to give it.
  12. *flails and hisses* It burrrrrrns us! ... Reluctant upvote, take it and leave my sight!
  13. I think they stack, but don't quote me. Regardless it comes up so irregularly it is not something we can count on. Same as the absorb from Preventive Medicine. They are both nice to have but we can't count on them.
  14. Defence has it so easy. Just needs to build to 45%. Amplifiers give 5%. Both defence uniques add another 6%. Taking Hover or Combat Jumping adds another 1.5%-ish. Before we even slot anything we're near half way there. In the meanwhile resistance slots all the resist uniques, takes the amplifiers, then triple slots their toggles, and they are something like 50% out of 90%.
  15. Sanguinesun is spot on. Personally I never bother with Fault but your mileage may vary. I find it costs too much, recharges too slowly, and hits like a noddle. I don't need the CC (again, mileage, variance, etc). Because it does all of this Fault needs actual slotting instead of proc bombage. I notice you don't have Stone Fists. Annoying as it is to fit another attack and actually use a T1 the rotation has gaps without it. In my experience with Stone Melee the ST rotation goes something like Seismic Smash, Stone Fists, Heavy Stone Mallet, Stone Fists, Heavy Mallet, Stone Fists. Depending on recharge you can remove one of those Stone Fists. Six slotting the purple in Seismic Smash gives you no dividends. 5% defense to psi? You have no defense to psi so what's 5% more going to do? That's actually 6% to T/P, maybe worth it. But I'd still put in the purple damage proc since it adds to the ST damage that Tankers are lacking. Replace the Damage one for a purple damage proc from the Hold sets. I would also five slot Armageddon in Tremor and the 6th slot a FF. You have WAY too much S/L res so you don't need both 6th slots in Stone Mallet and Heavy Stone Mallet. Replace one for a FF proc. I'd six slot Bombardment into Fault tbh. And of course you're well aware by now that the Tanker ATO adds 13% so no need to aim for 90%. You want 77%. If you want to account for Barrier it's around 73%. You can shave a lot of your slotting away and put those in more useful places.
×
×
  • Create New...