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Everything posted by Sovera
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It has both which is even worse since the game has gravity and inertia. So the KB is done with the character being pushed away at the same which further increases the distance travelled. It's horrible. And yes, the fire melee changes were not the best work of the HC team, bless. It was a slapdash boost to damage with a nonsensical reasoning. There's something we can say such as the fire melting armor and thus lowering defense? But it's out of place. Increasing damage numbers would have served best but the dev team is tied to their spreadsheets and the set was probably already at maximum budget for pure damage and thus proc damage was a way to increase the damage as a sideways upgrade. It worked, Fire Melee needed it, so we can't argue with the results and only with the lack of elegance of how it was done.
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Summer Block Buster, 4 Sentinels, Vulnerability makes all AVs run
Sovera replied to MsAligned's topic in Bug Reports
One day the devs will bite the bullet and delete the fear code(s) but that day is not today. -
Fire/Claws is the dragon build in my signature. You can get some slotting ideas from there if you'd like. I can't condone picking Spring Attack though some room could be made for Phoenix Rise. I'm from the camp that tankers are tough enough naturally (especially with the godlike +res ATO) and thus don't need extra special attention so offense on, brothah! (Consider the Turtle build too as it is surprisingly offensive)
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Accursed Mids! Fix'ed.
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I have the same exporting problem. In fact I've taken to just drop the build's file into the forums because people can't even click on the export link that Mids generates. I recently came from testing an Elec/Rad after being tempted by Tson's results with their Fire/Rad and I wasn't super impressed though dual nuke was nice. Ground Zero is slow and does damage slowly, but, I paid attention to it and by Moonfire and fully slotted it did kill a +2 minion on its own which is rather promising despite the subjective view of it being slow and killing slowly. So ultimately there is probably a good reason to swap from Bio to Rad. Now in turns of slotting defenses I had a devil of a time. It is much easier to achieve S/L on a melee character since they are chockful of those bonuses, and while I've built Corruptors/Controllers/Defenders with 45% ranged defense I confess that my results were not impressing me. So I ended up stacking defense as a sidequest and then worked resistances up since that's Rad's thing anyway. Even solo this worked decently though I do feel squishier than defense based builds. I too have a Storm/Rad as my next project and feel this squishyness will be mitigated by the mitigation that Storm brings. Extra Aoe from the second nuke will help Storm's anemic AoE and Storm will help Rad's perceived weaker mitigation. The downside will be spending something like 11 seconds doing prep time before starting to damage a group which will be untenable for full teams (though we can always look at ourselves as Controler lite who does better damage and is less aggravating than Controllers). For what it is worth here's the Elec/Rad in case you can lift some slotting ideas, though the philosophy is quite apart from your goals. I haven't worked on my Storm/Rad yet but once I do I'll come back so we can compare pointers. Sentinel (Elec Rad).mbd
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15 seconds difference without and with Interface is really telling on how little impact that thing has. I found all three results so close together that misses might well just explain the discrepancy, but, more importantly, it was not the clear cut result that I had with my own test. I'll remove my suggestion and temper my future advice with this new piece of data.
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Listen, I love ya, but, you seem more interested in arguing than showing the results you got. Take 10 minutes and hit an AV for 5 minutes with Degen (or kill it if you want) and 5 minutes with Reactive. And if you are feeling energetic still do one without Interface slotted. I am very willing to change my mind but I need some common ground.
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What is this about ablative being tied to a damage bonus? The rest is valid, but Bio is good enough for a Sentinel who stays out of melee. I did Trapdoor with an elec/bio who had 33% and did not need to use inspirations despite the tunnels not allowing to stay at range. But everything you say is true in that someone who values recharge or whose theme does not fit has good reason not to go Bio.
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That's a weird thing to say. I find math to be the lead cause of misinformation. Math often does not account for under the hood sub-math, or plain bugs, or some sort of dev imposed rule also running under the hood. People will think that their math is correct, because math is always correct, but the rules governing the math are subjective to coding. And yes, a single 5 minutes is not enough, but 5 minutes is the customary cut off point where RNG has smoothed out things. Most importantly the number difference was large enough to remove doubts: This is what I got. If someone wants to do some actual tests of their own and present results I would be pleased pink to have something to compare with and see what diverged. Possible swapping 75% chance for -res instead of chance to DoT would make the difference?
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From testing, not math. I hit several +4 (+3 with alpha) AVs in the AE and tallied their HP after 5 minutes. Degen had a significant impact and Reactive had none. Ditto on the -res aspect and the DoT of Reactive. The 75% DoT was better in clearing maps than the 75% chance for -res. As always if someone has more data please correct me. And if we really want to be min maxey we can also have one of each tier as the Degen/Reactive does not stack, true, but only for its according tier. So if someone has T4 but the other has T3/T2/T1 the effects will stack.
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Degen works on AVs and visibly reduces the time needed to kill it. Works on the pylon as well. Does little for regular missions except if using the 75% chance for DoT and then it shaves some time off kills. I use it as a middle ground choice good for either AV bashing or clearing missions. Reactive does not work on AVs (or should I say it has no visible impact on AVs due to -res resistance) but works well on a pylon due to it being considered +0, hence the similar times it gets compared to Degen in pylon tests. But it also is what has the best results for regular missions. This is not from the -res but rather the DoT so I'd go around picking the version with 75% chance for DoT. If someone has run their own tests and have different experiences please correct me.
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A dirty test with turning off Offensive Adaptation gives a taste of what it is to play with other armors, and it was an extra minute on the pylon. Considering Bio is reasonably defensive and Sentinel is safe and sturdy I really can't advocate for other armors other than Rad (eat all the damage, but have extra nuke) and Bio (defensive enough and extra damage. I feel like a Storm/Rad might be something to try with Storm protecting the player as it goes into melee to detonate stuff while Rad adds some damage the set lacks, and I'll test it once the new patch hits live. But Storm already suffers from prep time and the pairing would add a THIRD long animation skill. I feel by the time a Storm/Rad has placed Storm Cell, Cat, 5, used Intensify, and finally detonated Ground Zero, that the fight is over already (2.2 + 2.6 + 1.3 + 3.1 = 10-ish seconds. Average full team fights are in the 15 ish landmark)
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Simple enough to resolve though: stop making sentinel nukes normalized and have AR and RoA on 60 second timer as they were designed for.
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I have run a few tests on -res procs because they have become something of a pet peeve of mine due to how they skew pylon tests and make tier lists separate the haves (can slot -res procs) from the have nots (has no place to slot a -res proc), when in practice the difference is not 20-30% but rather much smaller or even a wash between have and have nots. This leads to some sets being considered weak and some being considered strong, or even balance changes (such as the recent Fire Melee pass that gave the possibility to slot -res as a 'boost to damage'). - In practice against AVs (+4, +3 with the shift) using different opponents in the AE the difference between slotting a -res against slotting a damage proc was in the order of 4%. Bopper is our mathmagic wizard and would use different numbers or terms but I tested by wailing on the different AVs for 5 minutes with the -res and then with a damage proc. Then I saw how much HP it had in both cases, used a calculator for the percentages, and 4-5% difference between the two was the average. - For clearing maps there is no difference between -res procs and damage procs (with the notable exception of the old Radiation Melee power Irradiated Ground. The power has since been 'fixed'). More data is always welcome though if someone would like to chime in. But the few others who did chime with results from map runs (Trapdoor for example) have coincided with this. In conclusion: - On a pylon two -res procs can shave the time by 20 to 30% because the community uses the open world pylons existing in Rikti War Zone. If the community would start using the pylons in the instanced mothership raid these numbers would change. It is not terribly important to change targets though since the idea of the pylon test is not to brag or puff one's chest but to see what numbers the build has. But, because the pylon is +0 it skews things. MMs get mindblowing numbers, -res effects have a huge effect, etc. This is not a problem either until these results are touted as bona fide uncontroversial facts regarding certain ATs or sets. - Regular gameplay the -res effects has no visible effects. This is not a bad thing though as it means slotting damage or -res makes no particular difference in clearing a mission of the minions/lieutenants/bosses. With the caveat that if someone else is running the same -res proc they will not stack. - While the effect on a +3 AV is small it does add 4% damage compared to a damage proc. With 8 players all doing 4% extra damage the AV dies faster. This is a bit academic since AVs always die fast anyway due to the large amount of firepower aimed in their direction. There are some anecdotes on how a full 8 person team could not defeat an AV but this is due to a large level disparity and/or low damage team (and even then). - The lower level the content (which is run at lower difficulty settings such as +0 or +1) the more useful the -res procs, but paradoxically the less troubles a team has anyway against such content.
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Not sure which discord you're using. But here you are: https://midsreborn.com/
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Do you have Mids? I can drop the file instead. Sentinel (Elec Energy).mbd
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I no longer remember but did the last AR tweaks trickle down to Sentinel and if so what got changed?
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Electric is fine though. I'm currently leveling an Elec/Rad and soloed Posi 1 and 2 at +0x3. It was a pleasure to destroy the Vhaz AV without a problem compared to my unfortunate Dark/Bio that used multiple Recovery Serums and whittled the AV very very slowly until running out of inspirations. I tried to put an Elec/Energy build together for you. It's a bit cobbled but it should work. You will have the soft cap for defense, a heal, an endurance recovery clickie, decent resistances and an obscene amount of recharge (Hasten at 118 without the build having FF procs), and a very easy/fast and early blooming rotation of Tasla Cage, Charged Bolts, Zapping Bolt, Charged Bolts, repeat. The powers are somewhat in order but there are so many important or useful things that it's difficult to choose what to pick first while leveling. The slots are rearranged by Mids and not to be taken as gospel. [/img] View This Build In MRB This is an end-game(expensive build. If you feel you'd like a leveling build let me know.
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My bad, I had two Mids windows open. Lets try that again: Tanker (Fire Fire).mxd
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First of all welcome back, second of all my condolences, and third check my signature if you've been away for a long time. Elec/Energy is solid but if you're aiming for a nuker then consider an Elec/Rad since you get to nuke twice every 25 seconds.
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Fire/Fire has my vote. EM blooms later and while it has the lead in ST it is nearly TW level of piano play. CoH is not particularly a game of piano play. Fire Armor does compensate for EM's lack of AoE though, and EM's constant barrage of CC helps surviving a little bit better, but CoH is mostly a game of AoE and tankers tend to die a death from papercuts instead of fearing one single tough enemy. In that Fire Melee's AoE will help whittle things down faster. This is what I was using for Fire/Fire. Scorch probably could/should be swapped for Incinerate but I preferred to have Scorch for an easy, simply, early rotation. It is not a min max decision so play around as long as you get a gapless rotation. [/img] View This Build In MRB
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Okay, just a video I found, but the guy only had nice things to say where the title made me watch it just to rip him a new one.
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There is no reason not to always go Bio. The other armors don't bring anything special to the table when Bio is defensive, has a heal that comes with a shield, an endurance clickie that also heals, and comes with extra damage. There is only Radiation Armor for the second nuke at the cost of ST damage. But because Sentinels are so sturdy and (usually) are out of melee range they don't get anything special out of Water either. AoE? Sure, but time gained with Water's AoE is then lost when trying to ST a target. Don't want to piss on your parade though, CoH is not hard enough that it requires the very best. Consider Storm if you want to lean on the tanky angle because all the debuffs do a better job at keeping someone up instead of Water's piddly heal (especially if coupled with Bio who already has two of those). It just doesn't have great AoE... or ST... 😄 Water/Rad could be a nice AoE machine once you nuke, then pseudo nuke, then start moping up with the watchamacallit water fireball power. The already ailing ST will just ail further without Bio and with Water though. Another nice pseudo tank is an Elec/Bio. I found I could very reliably shut down Cyclops/Minotaurs/Paragon Protectors by sapping them dry before they used their T9. And it got a nice 3 minute pylon run thanks to the extra damage from the sapping mechanic, though Trapdoor was bad at 7 ish minutes. Perhaps an Elec/Rad might get the best of both worlds though the ST will still suffer, but less noticeable on regular non AV content since whatever is alive will have eaten two nukes before ST comes into play.
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Do you happen to remember what the Fire/Bio got on Trapdoor and what the Fire/Rad got on the pylon?
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There is no such thing as 'compensating for Granite's debuffs'. Either Rage or IO bonuses the full strength would be exerted without Granite and with Granite we have less. Even if IO +damage could be stacked to 30% we're not compensating for Granite. If we don't have Granite toggled on we do 30% more damage. The last time I built for Stone I remember that there was no great points in using Granite. If I recall correctly the resistances went up, including defense debuff, but losing all toggles dropped defense as a whole so it was a wash or slightly worse in defense even if resistances went up. With all the other debuffs attached to the form I could not see the point.