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Sovera

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Everything posted by Sovera

  1. I'm not a coder, and in any case I'm not in front of CoH's code. Obviously it cannot be a simple answer or it would have been done already. I mean, it seems obvious that if removing Brawl is bad, then create a basic attack with Braw's endurance, recharge time, active time, and substitute that for the MM pets. But *because* it is is so obvious there must be something under the hood stopping it from happening.
  2. You guys really need to read the thread before rehashing questions that were already asked, and answered, and asked again, and asked again, and asked again, and now asked again.
  3. There is one over the Guides part of the forum. Farm Builds.
  4. It adds burst in actual gameplay. Throw a blast and instead of doing 100 damage it suddenly does 250 (100 from the blast, then two procs go off usually at 70 damage a piece). In pylon terms changing from 'normal' slotting to triple procs on my Sentinel shaved two minutes. That's a lot of extra damage.
  5. No need for a screenie but I'll accept a data chunk. I suppose alternating Rune of Protection with something else then.
  6. ... you do realize he popped his T9 to take that screenshot... right?
  7. A respec costs 200k in the AH, so not exactly a big problem. It might be a bigger problem if they want the old T1 because it does something special or the recharge/animation fits their needs and now they need to find a power to discard so that they can fit the old T1 back in. Also, 30 minutes? My man, hyperbole much? 5 minutes, tops? A one time thing?
  8. Well, thank you forums for not letting me know people were replying to my posts 😛 Archery is cheapo in endurance. It's a matter of trying and seeing how you feel the endurance drain to be a problem or not. 3 seconds to cast Bonfire is glacial. We could make good use of it even so but the mass Hold arrow achieves the same end result of holding everything still while we pewpew, *without* losing defense or 3 second long animations. Personal taste though, and we could argue for your case that 45 seconds of mobs flopping helplessly beats the need for defense 😄 Intuition.
  9. I tried making that build on Justin since I'm not used to making melee. Turns out I had some ass-umptions going. Parasitic Aura is not a toggle for example 😅 Yep, I'm a noob. Hero Designer just treats Bio as it having all adaptations running at the same time. So, to achieve the numbers it requires: be in Efficient, use DNA on ten corpses, run to the next pack, use Parasitic on ten living bodies. My best ended up being 124 HP per second when I tried this. It went to 159 HPS with Ablative, Efficient Adaptation, and Parasitic Aura. Doing that with Offensive Adaption gave 100 HPS and 9 EPS. But since Parasitic Aura isn't always available, and we will most likely be in Offensive all the time and, say, we are not bothering with stance dancing, then in Offensive, using DNA Siphon on a *dead* pack while we have Ablative running it, we reach 75 HPS. remember the caveat of being used on corpses. So, yeah, don't expect to run around all the time with 100 HP per second but for regular play you can use it on a dead pack and bounce to the next pack and have 15-20 seconds of regenerating while mad. This is with me running with base 21 HPS, 40 HPS with Ablative running. Ultimately I did not find all of this necessary or having an impact in the gameplay. Things I learned (as a br00t newbie): - DNA Siphon grants Regen and Recovery if it eats *corpses*, not if it hits live bodies. Hitting live bodies it heals and grants endurance, hitting corpses it grants regen and recovery. It also grants more HP&Endurance if using defensive, and more Regen&Recovery from eating corpses while in Efficient. Stance dancing before DNA Siphon has its worth, but in the end not really mattering. - I don't like to rely on defensive T9s so I dismantled Parasitic aura and added the slots to DNA Siphon and Inexhaustible . - Started a +4x8 ITF to test the build and it handled the romans just fine after a few false starts. Barrier giving a ton of defense serves as an absorb shield to the romans and kheldian's debuffing defense. - I was simply unable to cope with the ambush after saving the oracle. I had to restart the TF and then skip killing the first spawn at the ramp that triggers the ambush when we reach the oracle. - On the other hand destroying the cysts went fine. Using Barrier before each pack of kheldians ensured I was not debuffed to death. - Despite poopooing about defensive T9s I found it worthy to keep Parasitic Aura even with just a single +5 recharge slotted for the kheldians pack where Barrier had not yet recharged - A few endurance problems in long fights with only one enemy. - No point in using Barrier for the last 5% with regular non debuffing mobs since they couldn't get past the regen. Ablative Armor, Barrier, Parasitic Aura, and DNA Siphon ended up being used only when needed or as panic buttons and not used on CD.
  10. Sovera

    Pure Regen

    I tried making that build on Justin since I'm not used to making melee. Turns out I had some ass-umptions going. Parasitic Aura is not a toggle for example 😅 Yep, I'm a noob. Hero Designer just treats Bio as it having all adaptations running at the same time. So, to achieve the numbers it requires: be in Efficient, use DNA on ten corpses, run to the next pack, use Parasitic on ten living bodies. My best ended up being 124 HP per second when I tried this. It went to 159 HPS with Ablative, Efficient Adaptation, and Parasitic Aura. Doing that with Offensive Adaption gave 100 HPS and 9 EPS. But since Parasitic Aura isn't always available, and we will most likely be in Offensive all the time and, say, we are not bothering with stance dancing, then in Offensive, using DNA Siphon on a *dead* pack while we have Ablative running it, we reach 75 HPS. Remember the caveat of being used on corpses. So, yeah, don't expect to run around all the time with 100 HP per second but for regular play you can use it on a dead pack and bounce to the next pack and have 15-20 seconds of regenerating while mad. This is with me running with base 21 HPS, 40 HPS with Ablative running. Ultimately I did not find any of this having an impact in the gameplay. Regenerating or using DNA to heal up to max is the same if our bar is full, and when we would like to regenerate is when mobs are alive and kicking us and that's when they are, well, alive, so DNA Siphon does not trigger regen.
  11. Other than what Knottewe said the biggest thing he did not mention is the heal. The absorb shield is nice, but it's not a heal, and I, at least, noticed its lack in gameplay since Aid-Self could not keep up. That said it's personal choice
  12. You're assuming to be man-YEARS! Lets not forget once upon a time we were given a hard NO about coloring powers because colors were hard coded into the spaghetti code. So there was nothing that could be done, sorry guys. One or two issues later we could color our powers.
  13. I've just finished making a build for one. It's meant for brute, but with the incoming changes I'm considering tanker. But because it's brute it favors quick animations (Contaminated Fists, Radioactive Smash, Gloom) instead of big attacks, though it's a mater of simply changing power picks and placing the same slotting on them. It only has two AoEs in Atom Smasher and Dark Obliteration, but plays with the br00t's strength in pumping the two damage toggles. On the br00t it has native 40% defenses and then relying on Barrier for the last 5%. With both DNA Siphon and parasitic aura it has 4.68 recovery (not accounting for Panaceia&Performance procs) with just one target, as well as 569% regen with Ablative Shield. The numbers turn completely idiotic the moment we ignore that single target scenario and go into normal play of jumping into a spawn. Then hitting 10 mobs with the generous 20y radius of DNA Siphon turns into a 30 second buff that pushes regen to 800% and recovery to 7 per second. And it can be made perma. But wait, since we have Parasitic Aura this shoots up to 1700% regen (or 152 HP per second) and 9 .20 EPS even though this does not last as mobs start dying. Good luck killing the guy through the softcap. The build feels a bit basic still. No fancy footwork or lots of procs slotted. It might be smarter to replace one of the damage procs, maybe in Radioactive Smash, for an Achiles Heel -res. I just don't play melers to really be more aware of the nuances. Edit: Since I was considering making it a tank build I made the tanker version. Almost the same deal. Endurance with one enemy in range is lowered to 4 EPS not counting procs. If this isn't good enough take the Kismet and throw it somewhere for the Miracle unique, or a +5 end mod on Stamina. But for regular play hitting a spawn with the 20y (larger radius even depending on what changes come through for tankers) DNA Siphon makes for 800% regen and 7 EPS. With Parasitic Aura and the same ten mobs in range it goes up to 1693% regen and 8.63 EPS (more, if the 20 endurance bonus in the new tank changes come through, but moot once we reach these numbers). Said increase in radius will affect Proton Sweep which makes it a lot more interesting for tankers and thus it was picked.
  14. If you go to a tram station it lists areas by level.
  15. Sovera

    Pure Regen

    I'm working on a /Bio brute, but it works on a tank too, that when surrounded by ten mobs has something like 1700% regen and 500% recovery. Combined with softcapped defenses and I'm not sure if regular play can even kill it.
  16. Your answer lays in the Pylon thread over the scrapper forums. Despite being in the scrapper forums all ATs have been posting their times there. Since you're not adding enough constraints, like sustain and burst DPS, length of the fight (a 15 second fight will not favor TW, and if we both start from range and need to approach and fight a Blaster will have shot a mob three times by the time a meleer has bounced to melee range) then that thread has your answers. Several scrappers, brutes and stalkers have posted their times so just have a gander. Street Justice stalker and Titan Weapon scrapper are up there, and we're talking *up* there with one minute times and no gimmicks like -regen.
  17. Though the idea did not have traction I still reiterate that things that would make tankers more valued should be something tanking related. A 30y wide PbAoE that does negative knockback (so, knock-in?) reeling every mob in range that was previously plinking from range would be deeply appreciated by any team when it means all mobs in a pack are balled around the tank and being AoEd down by the team.
  18. /Bio's largesse with offering a '30%' buff, which turned out to be much much less than that with actual testing, is completely overshadowed by the strenuously tight power and sloting which was the original reason I had stopped playing with the powerset. To be honest Fire does not feel like all that but it might still work if paired with Ninjutsu which is my go to defensive sentinel set. The enemies already flee like decapitated chickens the moment their HP reaches 25% ish and Rain of Fire just making them start doing so earlier does not help. With a less tight build we can work in the Elec epic pool, get Chain Fences to force the mobs to stay close (who need agro auras anyway?), have Lightning field to aid in the AoEing down, and finally have more slots to increase recovery. So Fire/Ninjutsu might make better use of the bug fix if one wants to explore Fire's beautifully fast animations. Sadly, Sentinel /Bio does not live to the expectations after seeing the preposterous numbers and what it can do with other ATs.
  19. You have too much energy, Obitus my dude.
  20. Charr is 32 seconds, that's too large a CD. I putzed around a bit and changed things to Psi Epic. to have Dominate since it recharges in 16 seconds, but /Bio is so tight in powers and sloting trying to aim for the 40% goal that it just threw everything into disarray. At this point I'm just ah feggadaboutit.
  21. Fake nemesis are easy to find actually, and can be made to spawn as -1 lieuts so they can be two shot. I have a link somewhere about it but it's a TF in Steel that has them right at the first mission.
  22. Odd discoveries as I tested: - Inferno is supposed to do Fire and Smash damage but only does Fire damage if Aim is not used. If Aim is used Smash and Fire happens. In practical terms who cares, we only use Inferno with Aim anyway, but yeah. - As I mentioned to @modest assumptions are an ass. We hear say, we assume, we napkin math, but empirical test is where its at, and as it goes, no, /Bio is not an around the board 30% damage boost as I kept parroting In particular the omfg look at these T9 numbers hue hue hue. Tested on fire mobs, then lethal mobs, then +0 mobs, then +4 mobs, but the damage increase was within a 0.5%: Inferno: 120 smash + 291 fire = 411 128 smash + 310 fire + 8 Offense damage tick= 446 8.5% Blaze: 170 + 20 fire tick = 190 186 + 22 fire tick +17 Offense damage tick= 225 18% Blazing Bolt: 77 + 8 + 104 from 13 ticks = 189 85 + 9 + 122 from 13 ticks + 19 Offense damage tick = 235 24% Fire Blast: 113 134 18% Unless otherwise stated I always included one tick from the Fire's DoT if the damage does a DoT. This is because I was testing for the % and not the damage that each skill did with their variable DoT ticks.
  23. First tests in with Degenerative 75% chance and 25% DoT, Musculature 45%, Hybrid (not clicked): - Endurance is incapable of keeping up with the demands. Even without Tough and Tactics toggled on, even with Defensive Opportunity, I ran dry in two minutes. I had to take some slots from other places to slot a Miracle and add a second +5 slot to Stamina for the build to manage to hold on to the four minute mark when I ran dry again, but since it was the very end of the test I kept on without toggles. - Disappointing performance. At the four minute mark I stopped the test since the pylon still stood and had 1/5th HP. There goes the dream of reaching three minutes thanks to /Bio pushing more than /Ninjutsu.
  24. A spin-off from the Rad/Bio to embrace our firey overlord (while also enjoying the elegantly fast animations of Fire instead.. of.. posturing... and...shooting.. Matrix slow motion...). Same deal, same idea: With /Bio being so arduous to softcap the defenses are pushed close to 40% and then Barrier takes the slack adding the last 5% (Barrier *always* adds at least 5% defense). Fast animations, Offensive Adaption, KO Blow to accelerate the build and do Inferno levels of damage in single target every 12 seconds. Inferno backed by Aim goes to 646 damage and then Offensive Adaptation pushes it further to 839. In the same vein KO Blow starts at 691 with Aim to then reach 898 😅...that poor boss in the middle of a pack taking Inferno + KO Blow to the face backed by Aim... This is currently a place to write things down and ponder how to best achieve best overall results instead of pure damage in a vacuum. For example Fire Blast allows Defensive Opportunity which pretty much negates endurance woes all by itself (and in actual testing from the Rad/Ninjutsu Defensive Opportunity actually made for better times than Offensive Opportunity), but Fire Blast is a 'long' 1.8 animation steering away from Fire's beautifully fast combo making. So, decisions time. But with Justin the PTS back up it's easy enough to just try the different things and see what works out better. Current questions: - Worth it to lose 10% recharge time to fit the -res in Fireball? Or instead lose a damage proc in Blaze to regain the 10% recharge? Or sacrifice the -KB in Blazing Blast? -KB is mostly 'cosmetic', but pushing and then doing a KB on top of that is incredibly obnoxious since the inertia of being repelled is added to the KB distance. - The endurance seems like it will be a problem. Worth it to slot Fire Blast to make it a non thing? - Accuracy seems low-ish. This makes wanting to run Tactics tempting, but, its slotting is atrocious and the endurance problems rear its head once more. Rotation musings: At first glance simply changing Flares for Fire Blast would allow for Blaze (1.2 animation, 3.11 recharge), Blazing Blast (1.8 animation, 3.44 recharge) and Fire Blast (1.8 animation, 1.4 recharge). 1.8 + 1.8 = 3.6, Blaze has recharged when the cycle starts again. 1.2 + 1.8 = 3 seconds, Blazing Blast has a 0.44 gap before it recharges which can be filled with Fireball (1.2 animation, 4.46 recharge). 1.2 + 1.8 + 1.8 = 4.8 animation which fits Fireball's recharge and Fireball can be fitted with a -res proc so this is practical. But if we add Fireball we can cut down on Fire Blast's 'long' animation and move back to Flares because 1.2 + 1.2 + 1.8 + 1.2 = 5.4 animation which is more than enough to get Blaze and Blazing Bolt back up. So Blaze, Blazing Blast, Fireball, Blaze and Flares, where Flares can be substituted for Haste/Destiny/KO Blow/Aim. Or 1.2, 1.8, 1.2, 0.11 gap, 1.2, 1.2. And now a 2.2 gap until Blazing Blast recharges. With Fire Blast this would become a 1.6. No need to chase Flares quick recharge if it gives a larger gap in waiting, incidentally fixing endurance problems by activating Defensive Opportunity, and instead of substituting Fire Blast for Hasten/Destiny/Aim/KO Blow we use the 1.6 second gap for those. Or we ignore the 0.44 gap since it's so minor. The tiniest bit of latency, Hasten/Destiny going off, etc etc and half a second is gone making the rotation take 1.2 + 1.8 + 1.8 + 0.44 = 5.24 animation + gap. Sort of a wash except in EPS and -res proc chances. With the build having some endurance problems due to being so tight in slots EPS is a consideration. Using Fire Blast is not perfect because Fire primes for the beautifully short animations and we mar it with FB, but Fire Blast does trigger Defensive Opportunity which can be a consideration for some builds because of the endurance recovery, and it also does more damage (121 Flares VS 189 Fire Blast) though it eats more animation time. KO Blow for the Force Feedback proc to accelerate the build (and because T9 levels of damage ST every 12 seconds, sure) can take the place of Fire Blast/Flares, or even Fireblast/Flares + Fireball combined (not counting with Aim or Offensive adaptation KO Blow 2.4 animation and 447 damage. Flares + Fireball 2.4 animation and 243 damage total. KO Blow also has the Force Feedback to make everything recharge faster).
  25. I'm going to move this out since it's derailing the topic of the thread.
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