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Sovera

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Everything posted by Sovera

  1. And IG too, lets not forget that one.
  2. Another test with the Claws/Fire Brute. Shuffled things around so I could triple proc Burn in order to squeeze one of those as a -res. No appreciable difference at 5:12. It's interesting that if I went with 'feels' then everything melts. Even bosses are ailing by the time I've stopped spamming Burns and Spin and just need to mop up. But the clock doesn't lie and no particular improvement is noticed. For the heck of it I brought the build to a Pylon and tested it with the extra -res now incorporated: 2:45 2:24 Even with everything toggled on including FA the endurance bar lasted for the whole test.
  3. Tested using Burn. Put it in auto and checked the procs. They always followed the same order of last as the first to go off. This is just a small detail unimportant but for one case: -res procs. They boost a proc's damage so -res ought to always be the last to be slotted so it is the first to go off and boost the damage of procs. This is tested and works as advertized though it's not a huge boost (57 damage from an Obliteration proc turned into 68), but why squander? Edit: read the thread. I picked one of the very few powers where this happens. It may, possibly, boost the damage of the attack itself though testing on this was all over the damage with Burn's initial initial fluctuating between 110 to 125 damage. We don't have RNG in the damage so it should always hit for the same numbers, but the 125 didn't even have -res going off. Edit: god, I'm dumb as bricks. Of course the damage changed, I'M ON A BRUTE WITH FURY! Dunno, but regardless important procs last seems to be the way to go.
  4. Last time I used it was when I got that, twice, in a row. What are the odds?
  5. It does. Only Ablative still makes a carapace.
  6. Tested the venerable Claws/Fire, Brute version: - 5:18. - 5:06 Felt good playing it, and that it exemplars better than 90% of the sets is not to be discounted when I'm going around looking for something that plays well at all levels of the game. Tested on a pylon while at it: - 3:04. - 3:10 Though it does have a -res slotted in. Build used:
  7. A good post, @Linea. A bit like the pylons an offense oriented build tackles down easier content faster since it does not worry about danger, where a build that spends its budget in defense will be able to tackle harder content but be slower in easier content. It is my Brunker philosophy and why I feel that Fire Armor is 'enough' survival for 95% of the game. For someone like you who tackles the hardest content of the game as breakfast the flimsy builds going around must look worrying. But it does make sense to tailor builds to the content. It's also why I've pushed for Tankers not to focus so much on defense since they already had the ability to take the damage and survive without needing to go look for more survival. That said I still dislike being fragile so my builds need to be sturdy. You're just on another level above.
  8. Done another test this time with the damage being included. No accuracy slotted in, but FA on. 9 hits. 17 misses. What I looked at was: IG only uses the procs when the cloud lands every 5 seconds. I looked at all the misses and not one proc happened between the time there was a miss until another roll happened. When three misses in a row happened no procs happened either and the only damage that happened is the DoT from the clouds that had already landed. When IG does hit procs happen. Perhaps not -every- time, but it's when they happen. One more with the accuracy slotted in: 12 hits. 11 misses. There are three rolls missing for some reason but a % can still be obtained. 52% hit chance in this test and 34% for the test above. RNG and small sample does not make this definitive though, but it's not important for this particular sample since it repeats what happened above: no procs happen after a miss until the next roll, where if it misses no procs happen again. If the roll hits procs happen.
  9. True, especially since the whole idea of taking Crane Kick is to slot a Force Feedback proc in it, which isn't the case.
  10. I 'unno, do I? The first test without accuracy and without Kismet where the HP bar of the boss did not budge seemed indicative enough. Go on man, dun be lazy, do some testing if you've thought of something 😛 Then we can compare findings.
  11. My bad then.
  12. That's the problem with 'feels'. People also 'felt' that adding a -res proc to their AoE made their AoE shredding so much better but when tested there was no particular loss or gain from it. I had an idea that fewer hits but more damaging would even out, but damn, look at the first row without ACC slotted and only FA and global accuracy. That's terrible. Come to think of it, @Bopper, wouldn't the 81% roll be from the fact it is a boss? Each rank gets a small % boost in defense and it should have been 85% to begin with, and the 81% was more like, 81.7%
  13. Just test like I did. More testing from different builds is always good data. Pylons skew things like heck because they are +0 though so pick something +4, edit the Pet Combat tab to not show damage so you only see the rolls and then let it roll for a minute and copy from the chat.
  14. Do you think this is the reason why it looks like the psudopet does not inherit the level shift? I'm just assuming it is the level shift, but it could be the FA thing? Dunno.
  15. I've been wanting to test the theory that IG does not require accuracy and six slotting procs is the best. I've been slotting an accuracy/endurance IO in it but was it better than adding another damage proc? According to City of Data the pseudo pet that IG generates has the same accuracy as the rest of our powers. Testing against a pylon (always that one skewing things...) showed that I had a 95% to hit, but without the ACC/END slotted in it still had an 89% chance to hit minimum, sometimes going to 95% (makes sense since IG applies -def). But that dumb thing is a +0 enemy. So I went to find +4 rikti (+3 with Alpha), cleared the spawn but for one single boss and then just stood there and waited for one minute without the IO. 3 hits, 17 misses. Ow. And then with. 11 hits. 9 misses. The Rikti boss had visibly less HP the second test. In both I had Focused Accuracy and at least one purple set slotted. Now the pseudo pet has the same 1.0 accuracy as regular powers so I took a random power (Radiation Siphon) slotted a +5 ACC/DMG and checked the accuracy. In Mids I should have a 90% chance to hit but we see as low at 75% chance to hit. I did one last try adding a Kismet: 12 hits, 8 misses. According to Mids Radiation Siphon now has exactly 100% chance to hit +3, but as we see in the rolls it can still be as low as 81%. Which makes me think that the pseudo-pet is not inheriting the level shift from Alpha. Quick check with mids and lowering the ToHit from 48% (+3 enemies) to 39% (+4 enemies) puts Radiation Siphon at 85% WITH Focused Accuracy AND a Kismet, which seems to explain the numbers in the 80% range, who then grow to 90% and 95% as the -def from IG is applied and increases our chances to hit. Though it does nto explain the 81% roll there in the middle. @Bopper-san? Summary: - Just eyeballing it the HP of the boss was lowered with more accuracy. - Pylon tests continue to skew things since, sure, against +0 enemies not slotting any accuracy and going for 6 damage procs works fine. Not against +3. - IG's pseudo-pet wants more accuracy than the minimum obtained by global accuracy bonuses. The build I used:
  16. Rad/Fiery Armor Brute. Sacrificed recharge, accuracy, recovery and recharge debuff resistance to squeeze in Atom Smasher. 4:47 4:52. Shaved a minute off the run without Atom smasher, but it's not appreciably faster than EM/Fire Armor despite Rad being the 'AoE' set.
  17. I confess the build looks super messy to me. So many procs in attacks, so many chance-to-heal procs. Spring Attack has a 47 second recharge and hits just a bit harder than Storm Kick. Then you aim for S/L resistances in your slotting but don't take Tough?
  18. Slotting a Theft of Essence proc in DNA Siphon does that, so I slot it for heals myself. Ablative is nice but not enough when there is pressure.
  19. It's been repeated often enough: animations are not particularly snappy, and when we abandon the low/early mid levels we start finding psi resistant enemies which neuter the damage by a hefty amount. The damage of the set is not particularly good either and the mechanic needs a tuning. It does not change that if you like playing it then do carry on of course.
  20. Considering you get +res from your ATO stacks why have S/L resistances at a whooping 114% with one stack? You'll only grow to 120% with a second one and 90% is max. You could put your slots into actually slotting Ablative an-... Ah, I see, you had Hybrid and Destiny toggled up. That explains it. okay. Alright, detoggling everything. You don't really need Ageless since you sweat endurance and have enough recharge going with all the FF procs. It's not great recharge though, but Hasten at 140 is still bearable in my opinion. So I suggest Barrier instead. Messing with things gives you 40% to S/L defense (you had forgotten one of the 3% uniques), capped S/L resistances with either a second stack of the ATO or Barrier (I would personally lower S/L resistances to 77% to account for Barrier -and- a second ATO stack, but you do you). Not sure if you want to double stack Rage but you can scrounge one or two slots from Parasitic, maybe? E/N that whittles defenses or bypasses them will always be a problem but at least your Ablative Shield is now slotted properly to make a nice shield for those occasions.
  21. No, I was specific. It's only Radiation Therapy (and Radiation Siphon, but that's from Rad Melee) that has this. Bright Radiation, choose the darkest dye.
  22. Tried replacing Shockwave for Ground Zero in the name of testing. It did feel burstier with swathes of minions slumping to the ground, but in the end it was still 7:10.
  23. Oversight, you can do on Shockwave for sure. Good catch. The achiles is already in Slash and since the procs don't stack it does not matter much to have it duplicated. Regardless in a toggle it only checks once every 10 seconds with all the other problems it has like a low % chance to go off because it's an AoE. Same deal with all damage procs. Use the toggle for bonuses or ignore it with just an endurance reduction is what I suggest. You exaggerate a bit on Hover + Evasive Maneuvers being slow, though I'll agree it is subjective. When I said I had 'everything on' I included Evasive Maneuvers and the endurance did not dip lower than 70% after 4 minutes of non stop hitting. If Hover + EM feels slow you can always use the Jump Pack (not to be mistaken by the jetpacks) which increase flying speed. It has a 30 second recharge that is subjected to recharge, so between all the LotGs, global recharge and Hasten it's up every 15-17 seconds which is the time to kill a spawn and move to the next. That said you can click on Fly to move from one group to the next. It's not like in combat you need to bounce around when in the middle of a group.
  24. Of course. But it's a matter of positioning. Shockwave is a cone so the best use of it is landing on the edge of a spawn and do that rotation. But that makes Spin hit few mobs. But of the two Spin is the AoE monster so its a waste not having it hitting as many as possible. Landing in the middle of the spawn and going ham with Spin hitting nearly all simply overcomes Shockwave's modest damage. There might be something in still using shockwave to hit as many as possible while still in the middle of the group though that would make it just hit 2-3 enemies since cone. But for that few mobs I'd rather stick to FU, Focus, Spin. I went to test again by replacing Focus for Shockwave while still in the middle of the enemies since it -can- hit 2-3 enemies if surrounded, but it was a was at 7:12. 10 seconds is within variance to say Focus is better than Shockwave, but it does at least say hitting 2-3 mobs with Shockwave did not noticeably improve anything. Now of course Shockwave is great mitigation so I'm not saying dump it. Landing on the edge of a spawn and doing the above AoE rotation will mince them while keeping the player safe.
  25. The system that put it in there. It may not be a good system, but it's what they have. Lets not pretend killing the Joker is ever going to be an option when comic books require villains. A better solution would make better villains. Joker style villains are terrible since they bring exactly this reaction of why-don't-they-kill-him where an adult understands comic books are an industry. Better to have villains we can live with like most of Flash's Rogue villains are like that where they don't kill but rob, and sometimes, sometimes, they help. I went through that phase of saying screw Batman, be a hero and take the burden, but A) I grew up, its obvious popular characters will never be killed. Lock the Joker in an adamantium cage protected by kryptonian tech and inside a black hole, and in three issues he's out because the writers need a villain. And B) comic books are still a message. Don't pick a gun and kill people because you don't like them.
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