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Sovera

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Everything posted by Sovera

  1. There are two advantage in using powexecauto. - One is that if we place teo powers in the macro only one will go off. The auto works around this. - The second is just QoL which is that if the power is not yet recharged we get the 'whoom' sound that can get tiresome pretty fast. The auto does not cause this. If you prefer to only tap W the first is no longer a problem and the second can be removed with the auto moder or or in the sound silencer forum thread. Other than that, yep, glad you got it working 😄 Toggleoff needs its praises sung more. Things like double clicking the Jet Pack and putting it on cooldown by accident, or being able to just spam a key to activate Flight and Afterburner without having to be careful to untoggle Fly or, heaven forbid, put Afterburner in cooldown as the team hares off. I have my Fly set up like this for example: BUTTON4 "powexectoggleon afterburner$$powexectoggleon fly" Can just spam button 4 on my mouse and it will only toggle on those two powers. CTRL+BUTTON4 "powexectoggleoff afterburner$$powexectoggleon hover" Can spam this and Hover will toggle on and stay on. No need for a toggleoff for Fly since Hover does this automatically.
  2. That part is definitely the keypress down/keypress release issue. Try to test in game and press your key deliberately. In my experience this is how the skips happened since I would tap movement, Hasten would light up briefly, but before it could go off I would release the key and the bind would move on.
  3. Mind that it's not the key press down activating a bind and then releasing the key activating the next bind. It's why I have an 'empty' file as explained above.
  4. I have re-done the tests with more attention to start with Interface and Hasten recharged. A simple one time test. Not the best but sufficient for my purposes. No inspirations, only Hybrid Assault use on CD: 7:20 - Degenerative 75% chance for -HP. 7:20 - Reactive 75% chance for -res 6:20 - Reactive 75% chance for DoT. 6;25 - Reactive 75% DoT + Double Hit Hybrid assault. I guess I shouldn't poo poo on the DoT? Though we don't spend 6-7 minutes hitting anything in the game and when/if we do it's an AV. Just like the Fire/Claws test both doublehit and +damage Hybrids ended being a wash. I might just go for doublehit on the rare occasion I play with a Kin. I should probably test against an AV to see the difference between Reactive 75% DoT and Degenerative 75% -HP since a pylon does not serve for this in particular. Found an AE mission with Mako and used him as a test subject. Not the best since he keeps on Placating, but it will have to do. Wailed on the guy for 5 minutes and got: 23.5 out of 30.6k with Reactive 75% DoT 16.3 out of 30.6k with Degenerative 75% -HP 22k out of 39.6k without interface slotted. ...Yeah, it's a large difference against AVs to the point of the -res and DoT being pretty much nullified as the 'no interface' run showed. What about running the farm map with no Interface? Not that farming is an important metric but it somewhat measures 'normal' gameplay versus lower HP mobs. 7:20 7:25 ... Game, y u do dis to me? Okay, apparently the effect of Reactive and Degenerative is negligible outside of big HP pools and the DoT impacts more. I guess? I don't even anymore.
  5. @Bopper, I invoke you again. Without a DPS meter to help I am forced to rely on math and you're our current guru. I was testing the different Interfaces and found very little difference between them their two T4 versions versus a pylon. Degenerative 25% HP debuff or 75%, a wash. Reactive 25% chance for resist or 75%, same. I was expecting the DoT chance to make more of an impact when it has 75% chance of going off but this has not been the case so far. Now CoH is a fickle game to get any empirical testing done since the chance for missing messes things. The way around it is doing extensive testing, something like a hundred tests at least, but even then randomness is involved if the test is something like clearing a map since mobs may flock to us or spread out, etc. One versus the other (instead of the same but choosing left or right side T4) it did surprise me that on a pylon test the Degenerative 75% was only slightly better than Reactive 25% chance for -resist (I know this doesn't apply to AVs since they resist the already small -res numbers of Reactive but please correct me if I say something wrong). At the time I ass-umed it was because the 'medium fire DoT' played well and brute forced things. But I recently did a test on a farming map and there was almost no difference between Degenerative 75% chance for -HP and Reactive 25%. It seemed to me that the shaved HP and a minor DoT on lower HP mobs such as lieutenants and bosses would make much less impact that the 'medium DoT' and -res, even though it is known the -res proc is pretty small. After testing on a farming map I expected Reactive to take a comfortable lead, both for the 'bigger' damage from the Dot and the -res, but they ended so close together. Of course this is difficult to test without more instances being ran. As I recall Reactive is -2.5% stacking 8 times, correct? Things I've tested: - Reactive's DoT does 10.7 base on my build. - Reactive's DoT is not affected by damage buffs such as reds or Assault. - Reactive's DoT IS affected by -res. It went to 10.97 under it's own -res. 12.84 under its own (I assume) -res and Achilles. It reached 14.98 under Achilles, Fury of the Gladiator and, I assume, it's own -res. - Degenerative hit for 8.56 under its own power. - 10.27 with Achilles -res - 11.98 with both. You're quite correct that these numbers are so low as to be inconsequential. With the DoT being so low it is better to maximize the chances of the effect we are after, be it -HP or -res. With all the damage procs in my usual builds the -res seems to take the lead for usefulness, but after having run the farm map with near identical numbers it seems like the -HP has more of an impact on lower level mobs than I thought making it viable for general play.
  6. SR has a taunt aura for Tankers. It's baked in Evasion. Check Effects on Mids.
  7. I meant the resistances, but I'm just goofing around. It looks great o/
  8. I love me Claws. Best thing ever. But the Brunker title demands the best all rounder that fits it. And MA it is. (IMO)
  9. Replaced the OP with a spruced up version of the new Brunker champion. Fare thee well, Claws.
  10. Just shy of three minutes. Which is my Claws average. MA is not as good as Claws. And Spin does twice of Dragon Tail's damage. But the FF procs mean more of everything so it turned out a bit better than the Claws in clearing a farm map as well despite that. And you'd never guess but 45% to M/R/A also makes it sturdier than Claws with just S/L at 45% 😛
  11. Storm Kick itself gets extra crit chance. Should do the same for Stalkers.
  12. Dat overcapped S/L makes my teeth itch 😄 My Fire Armor/Martial Arts with Storm Kick on and one stack of tanker proc: Barrier = 5% to defense and resistance, so 45% to Melee/Ranged/AoE, and S/L resistance becomes 83.95%. E/N becomes 82.54%. Second stack makes it 90%+ S/L and E/N becomes 89% and change, 90% once HP dips to 90%. If it does. I've been leveling this and its a beast.
  13. Martial arts. 45% to melee, ranged and AoE 😄 I just finished tweaking my FA/MA and managed to reach capped S/L resistance without Tough. That's one less toggle (I still have to pick Tough to grab Weave but it's a mule).
  14. ^_^ I found my new baby, Fire/Martial Arts. I get to roleplay Xena meet low level Shazam while pulling my best all rounder.
  15. Still don't see it o_o; Where do you mean?
  16. I did? Where was this? It's been a while 😄
  17. Sovera

    My build

    A few tips: Drop as many procs as you can into Burn and thank me later when you test the difference they make (don't just base yourself off what Mids says in this matter). Six proc slotting Irradiated Ground is the same. Try to slot your Might of the Tanker +res proc in an earlier attack so you can use it while leveling (if you still do that) or when exemplared lower than. Full Synapse's Shock in Consume has great bonuses for a fire tanker. Place the -20% slow resist in Super Speed for some extra. I have a thread with fire armor builds (one of them Fire Rad) in my signature if you want pick up some slotting ideas.
  18. Originally the term was Scranker which was a mix of Scrapper and Tanker. I've since coined Brunker, Brute and Tanker (also bunker, yes). Do as much damage as possible without hindering survival. I'm going to ramble through the post since it explains things for new players who may find this. As for the second question, oh heck yeah 😄 Martial Arts is an okay set. Not too fancy, not too flamboyant. It does two things though. One is adding a flat 10% to all defenses (non stackable) when we use Storm Kick. The other is two reliable and early knockdowns. With a Force Feedback in each we can push recharge, and recharge boosts survival. Healing Flames comes up more often, Consume comes up more often, Build-Up, Fiery embrace. Most importantly a maximized damage Burn has no recharge so it drinks up all that extra recharge we toss in with the FF procs. So while it's not super fancy it's actually turbo charging the build. More Build-Ups, more Burns., it all equals more damage which is how it catches up to better damaging sets. Then those 10% defenses can be leveraged with some exotic slotting to reach 45% and then even psi attackers, or recharge debuffing enemies, need to get past that to hit in the first place. It's by no means an immortal build. Without defense debuff resistance those 45% defense can be stripped fast, and due to the fancy slotting there is just a token 35% recharge debuff resistance, but, the 90% resistances to the important damage is there, and the extra damage means killing stuff fast. But, and this is important to me, the build starts early. Running Positron part one and melting enemies that are usually my bane (Fire Armor has terrible toxic resistances and it is too low a TF to have enough recharge to spam my heal, both for the heal and for the toxic resistance it brings). Then at max level and still get just 30 seconds slower than -the- current ST beast that is Energy Melee with the pylon test -and- faster AoE than Claws (addendum: my Claws does not use Shockwave. If I did it would do the same turbo acceleration and also help survival with KD. But I don't have infinite slots).
  19. Holy crap I found my new baby and it's Fire/Ma. But lets start from the beginning. I first tested a Shield/EM... I was spent after that slog, but today I made the Fire/MA since it tested so well at max level. But what about leveling? Well, it takes the crown as Brunker. Claws, step aside, you're past history. In summary Claws is dethroned and I'll change the OP to reflect this as well as adding a leveling build.
  20. The thing is... no one played a Tanker other than for funsies or theme, or because they played one in another game and are a fresh arrival. Tankers were dead. Low damage, bad endurance costs, why would anyone play one when a Brute (or a Scrapper) could do the tanking of a TF, survive, AND do better damage? Now there is choice. And if some like Bill or myself will be very min maxed oriented and see all the advantages of a Tanker no one is going to be gimped if they pick a Brute because they like Fury or the theme of getting stronger the longer they fight, and Scrappers and Brutes will still tank 90% of the end game with the team backing them up or something as measly as eating 50 inf inspirations. Even if Brutes were completely dead and useless... so what? Tankers were dead for years and the game played on just fine. It would simply be the Brute's turn to take a break and sip their pina colada as the Tanker's moved in. I mean, yeah, if we choose the right sets, then min max with three quarters of billion build, then juggle the proc mechanics, then a Tanker can catch up with the rest of the damage dealers. But on the other hand if the other damage dealers also pick the right sets, and sink three quarters of a billion in a build, then juggle procs, then they blow a Tanker out of the water. Edit: Just the fact I bring my uber mind maxed Tanker characters out and the average joe goes 'omfg, I didn't know Tankers did that much damage' shows that the regular Tanker damage out there in the wilds is not the god like creature parading in the top 1% builds posted on forums.
  21. I'm partial first to biggo damage, and survival second. I feel like he AoE will be most mediocre but... when I went to test the Fire/Ice Ice Patch in Yin that damn Clamor killed me 😛 Ok, it was her, her debuffs, plus two packs of Freaks, plus being a mid level TF without part of my toggles. But still.
  22. Yeah. I was answering the person above who said trying to AFK with Rulaaru would puncture a Shield Tanker. I've only just begun leveling it but from what you've been saying and what I'm seeing in Mids it needs some auto hit recovery debuff or something in order to be stopped. I decided to try it because you've mentioned yours down a pylon in three and a half minutes, which I thought was okay considering no Burn, but someone else said their Rad/EM had two and a half which perplexed me since no Burn or FE. So I decided to level one myself and see how it played.
  23. Not as a tank. I'm putzing with one who has 90% to S/L/E/N on top of 45% on top of DDR. I'm going full damage so went EM but DM would have a small heal to help recover what little damage goes in.
  24. I can't say anything about that, but I noticed mobs flopping a good step away from the patch's circle as they tried to approach me. Could be a fluke, but...
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