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Hjarki

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Everything posted by Hjarki

  1. On City of Data, all I'm seeing is a standard pseudopet-generating power. There doesn't appear to be any single target component.
  2. Assuming that the general principles I outlined above apply, Glue Arrow would have 3 chances to proc over the 30 sec duration for both damage and slow. With a 15' area and 2.6875 AF, this would be 71.75 * 3.5 * 10 / 60 / 2.6875 * 3 = 46.72 damage per activation (regardless of recharge slotted into the power). If Glue Arrow were simply a click power that put a 30 sec duration slow on the targets, it would over-cap with about 100% chance on a 3.5 ppm. So a proc would deal 71.75 * .9 = 64.58 damage per activation as long as you kept your internal recharge under 10% or so.
  3. My understanding of the general system is that procs can only go off when the relevant part of the power goes off. So if you slot Call of the Sandman into Sleep Grenade, you'd get a chance to proc when you activated the power (since its a beneficial effect that does not need a hostile target). The chance to proc would be very high since Sleep Grenade has a 45 sec recharge (and internal recharge would modify the chance to proc) and no area of effect (all it does is summon a pet). Call of the Sandman would not proc from the persistent area effects of the Sleep Grenade. While there is a continuously re-applied Sleep field, the proc would actually heal the pseudo-pet (rather than the player) and the pseudo-pet can't be healed. I believe Overpowering Presence has the same issue - a pseudo-pet can't have a pet of its own, so the power is either explicitly blocked from proc'ing due to the ongoing field or it simply 'fizzles' when it realizes it has no proper master. Damage procs from damage sets in Sleep Grenade would do nothing on activation (no hostile targets). Once the pseudo-pet was summoned, they'd get a single chance to proc based on a 10 sec recharge (unaffected by any recharge slotted into the power) and then no further chances to proc (since there is no ongoing damage component). With a 20' radius, this would translate into a 3.25 AF so 3.5 * 10 / 60 / 3.25 * 71.75 = 12.88 damage/target. Damage procs from slow/sleep/control sets in Sleep Grenade would do nothing on activation (no hostile targets). Once the pseudo-pet was summoned, they'd get a chance to proc every 10 sec (since the effect is ongoing). This would translate into 3.5 * 10 / 60 / 3.25 * 71.75 * (30 / 10) = 38.63 damage/target for any target that stayed in the field the whole time, with a third of that damage occurring every 10 sec. In general, any time the recharge of the actual power (rather than a containing power) is 0s, it seems to use the 10 sec system instead. This is also why people tend to comment that such 'field' powers are terrible for procs. With a conventional power, you're normally leveraging your global recharge to gain much higher ppm than you would otherwise. If you slot a 3.5 ppm proc into a power that recharges twice as fast as it should due to your global recharge, then you've actually just slotted a 7 ppm proc. With passives/auras/pseudo-pets, you're just stuck with the normal ppm because global recharge doesn't apply. I don't know if any of the above specifically applies to Sleep Grenade (or the other powers in Arsenal Control) because I haven't explicitly tested them.
  4. What do those charts mean? The horizontal axis isn't labeled.
  5. Smoke Grenade has to be triggered by some form of attack. If it has not been triggered, it will neither -hit debuff nor Confuse. If it has been triggered, it will do both (for about 15 seconds) regardless of the target's level of Confuse Protection. What you're observing is the difference between the trigger or not, not the difference between the Confuse or not.
  6. This is Sleep Grenade: https://cod.uberguy.net/html/power.html?power=redirects.assault_rifle.sleep_grenade&at=controller While there is a 5% chance that you'll get overpower, the Sleep portion of the power overwrites previous instances. This is Static Field: https://cod.uberguy.net/html/power.html?power=pets.static_field_controller.static_field&at=minion_pets Here, the Sleep stacks with itself. The difference is that while both have a 5% chance to Sleep a Boss, Static Field has a 100% chance to Sleep that Boss 4 sec later while Sleep Grenade does not. So you can just fire off Static Field to essentially put any spawn 'on ice' until you're ready to deal with it. If you need to re-apply the Static Field, you can do so without waking anything up. It's also useful for endurance management. Static Field is so good that you take the set just for that one power. Sleep Grenade is a 'meh' power that you'll rarely miss if you skip. Bonfire and Quake do not have a Slow component at all. Ice Slick does have a slow component, but it isn't enhanceable. However, both Ice Slick and Quake will knockback at about twice the rate of Liquid Nitrogen due to the lack of a lockout period (Bonfire has an even longer lockout period but Bonfire is almost universally used for damage rather than control anyway). All of the aspects of the power except the perception debuff are linked. They all occur together or not. The target does not need to be successfully Confused (the purple bubbles). It merely needs the Confuse effect on it - if you toss Smoke Canister on a +50 Status Resist AV/GM, you won't see any purple bubbles but you'll still get the -hit.
  7. Let's start with a brief review of the powers: Tranquilizer. Sleep with no miss chance always has fringe applications - think about toggle dropping a Personal Force Field - and this power is somewhat decent as a basic nuke. However, Sleep isn't very good at setting Containment since it drops immediately on damage. Since the Sleep is already far longer than you need it to be, slotting for pure damage via Apocalypse and various procs (depending on secondary, Call of the Sandman might be appropriate) seems the way to go. Cryo Freeze Ray. This is one of the weaker Holds available. The supplemental effects aren't really of any use and it has a relatively long activation time. I suspect that most of the time, the best answer will be to slot it as a damage power, potentially with multiple procs including Unbreakable Constraint. Sleep Grenade. Static Field is one of the most powerful control effects in the game. This is not Static Field. It has considerably less proc potential and you can't use it as a heal/endurance engine. It doesn't debilitate the spawn so that they can't fight back effectively once you break the Sleep. And, of course, it doesn't self-stack, so you lose most of the virtue of a Sleep field. This is probably the best place to dump Will of the Controller even though putting a damage proc in a Sleep field is dumb - the proc rate is so low that you won't wake up enemies very often and it doesn't matter because you weren't depending on the Sleep field to keep them controlled in the first place. Liquid Nitrogen. This checks every 0.2s. There is an 8% chance that it deals a small amount of damage and knockbacks the target, with a 4.5s lockout. Overall, a thoroughly unimpressive power. You can slot this with Ice Mistral's Torment if you need AE defense but don't expect the proc to do anything useful. Cloaking Device. LotG mule. Smoke Canister. Coerceive Persuasion is the obvious choice here. However, the proc will rarely be useful and the power itself is significantly less potent than click powers like Seeds of Confusion. To compound this, it has a debuff component (making enemies do less damage to one another) and you need to keep attacking them to activate the Confusion. Flash Bang. My gut instinct is Cloud Senses here. It's a pretty standard Disorient with uselessly low damage. It can be proc'd out for AE damage, though. Tear Gas. As with all the AE Holds, not much use except muling sets. Tri-Cannon. I actually like this pet due to its combination of operating at range, taunt and near-invulnerability. It can be proc'd with Perfect Zinger but the fact that it only has a single attack means that doesn't add much damage. You can use the Soulbound Allegiance set but you're probably not building for Psi defense and the pet doesn't do enough damage to justify the proc. So I'd say the standard here would be Expedient Reinforcement. Call to Arms is also a decent option if you need AE defense since the unique is slightly better for a pet that has tons of resist and no defense. However, it's important to remember that how we slot is dependent on what our secondary set is. For example, I mention building for AE defense. But this isn't a realistic option unless you're playing a set like Traps or Force Field that gives significant defense buffs.
  8. Electric Melee has abysmal damage and while Lightning Clap is nice from the standpoint of being a 'tanktroller', the set has very little to recommend it otherwise. Staff has fantastic AE, terrible single target. You can also use Form of the Soul to deal with the endurance problems of Dark Armor. However, without any features like -regen, you'll find fighting AV/GM takes forever. You'll also only be stunning single targets. Radiation Melee is another option, particularly due to the ability to slot Theft of Essence into Radiation Siphon. However, it's again a very low damage set. Stone Melee is probably a stronger option purely from the standpoint of "Tanktroller", but the endurance demands would probably be non-negotiable. You could also consider playing a Stalker or Sentinel instead. Stalkers all do good single target damage and you'll save a bit of endurance since you won't have the damage aura (arguably you could just not take the aura on a Tanker). However, Staff no longer has an endurance management option as a Stalker and Electric loses Lightning Clap. Radiation Melee doesn't lose much of anything you need. Likewise, a Beam/Dark Sentinel will cover all of what you need in an endurance-friendly package. However, neither Stalkers nor Sentinels receive taunt auras.
  9. Sonic Siphon, Sonic Cage, Disruption Field and Clarity can’t slot any enhancement sets. Sonic Barrier, Snoic Haven, and Sonic Dispersion can only slot resist sets (which are relatively limited in value beyond the uniques). Sonic Repulsion can only slot knockback sets (again, limited). Liquefy can slot a huge array of enhancement sets but few of them do any good because it’s a pseudo-pet power so procs work poorly and the few procs that work well (mainly ones that proc on power activation like Force Feedback or Performance Shifter) aren’t amongst that huge array. That makes building for Sonic Resonance extremely challenging since a significant part of the power of any build comes from its enhancement set bonuses. Sonic Resonance also lacks many of the features like endurancement management, self recharge or self-healing (or abilities to achieve these through procs) that permit it to augment a blast/control set usefully. While not a direct comparison, Thermal is going to be generally stronger and more versatile at doing what Sonic tries to do although obviously it involves a very different theme.
  10. DNA Siphon does not taunt (except via Fury/Gauntlet for Brutes/Tankers). Evolving Armor does.
  11. Cough. Bio Armor. Cough. In any case, damage auras are not natively 'taunt auras' for any AT. The reason Brutes and Tankers get a 'taunt aura' out of abilities like Fiery Aura is that they taunt on all attacks, not because the power itself taunts. If you look at actual taunts like Against All Odds or Beta Decay, you'll notice they explicitly taunt (and then also apply Gauntlet/Fury). The only true outliers are Super Reflexes and Regeneration. Both those sets have an explicit taunt aura for Tankers and/or Brutes but not for Scrappers.
  12. https://cod.uberguy.net/html/power.html?power=scrapper_defense.bio_organic_armor.adaptation&at=scrapper
  13. Rad/MA is often consider the premiere farm build because of the Dragon's Tail/Force Feedback interaction. This alone makes it some of the strongest AE in any set. But when you combine it with Ground Zero, it really shines. With that in mind, actual farm builds involve a lot more procs in Dragon's Tail/Ground Zero than are manageable for a general purpose build.
  14. It depends on the primary/secondary combinations. However, two things can happen: Defenders don't need to make nearly the investment in meeting defensive goals, so they can afford to more heavily proc their attacks. Defenders get better numbers on -resist and +damage which amplifies their damage. You also have to consider the nature of Scourge. Scourge is relatively useless for (most) ultimates and for picking off individual enemies while moving through a mission. On the other hand, it's almost exactly a +30% upgrade in damage against an AV/GM.
  15. I don't have a design for this, but I can walk you through how I'd start thinking about it. In terms of build goals, I’d recommend going with soft-capped E/N/F/C/P and hard-capped S/L. Toxic can be dealt with primarily via exceptional Regen. So let’s examine our options with War Mace. The powers in War Mace, ranked for single target dpa: Clobber (106.2) Jawbreaker (52.3) Pulverize (50.5) Shatter (48.0) Crowd Control (38.1) Bash (33.4) Whirling Mace (20.4) Since Clobber is the only one of those powers above 60 dpa, it makes sense to include Gloom in our rotation instead of a melee attack. We have to take either Bash or Pulverize and Bash is terrible, so we’re stuck with Pulverize. Because it’s an 1.207 AF AE that can slot Armageddon, we’ll go a bit further down the list to grab Shatter. So that gives us: Clobber (16 sec recharge, 1.452 activation) Shatter (12 sec recharge, 2.508 activation) Pulverize (8 sec recharge, 1.716 activation) Gloom (16 sec recharge, 1.32 activation) A standard build runs about 100% external recharge and you can slot about 100% recharge internally, so we need enough activations to fit into about a third of those recharges. None of our powers have a small enough recharge to be used twice in any simple rotation. All of the powers work well within these constraints except Clobber, which would require +257% recharge to fit perfectly. However, we can slot Force Feedback to mostly cover the gaps and then rely on Crowd Control if we don’t get the procs firing. A first pass at how to slot these: Clobber: Might of the Tanker. The ATOs have great internal recharge and this is the power we want to prioritize. Gloom: Apocalypse. Since we probably want to soft-cap Psi Defense, the 6-slot makes sense. Shatter: 5-slot Armageddon + Force Feedback. Hecatomb will fire more often in the longer recharge power. Pulverize: 5-slot Hecatomb. We have to put it somewhere and there’s no need to split the ATO on a build as far away from E/N hardcap as this will be. The 6th slot can be whatever. For the AE: Crowd Control: 3-slot Eradication, 2-slot Obliteration, Force Feedback. We want the Force Feedback and we probably need a smidge of E/N defense. Whirling Mace: Gauntleted Fist. We need to put it somewhere and primary doesn’t have any places for it. In all likelihood, we wouldn’t be taking it in the first place if we had slotting options in primary. Taunt can be slotted with Mocking Beratement. Build Up probably isn’t necessary since we don’t have any long recharge blast powers. For primary: High Pain Tolerance: As an auto-power, we only need +resist and +health here. We can probably do some sort of frankenslotting like Aegis (proc, resist), Numina’s (proc, heal), Gladiator’s Armor (proc, resist). Mind Over Body: 3-slot Impervium + Steadfast Protection + Unbreakable Constraint (proc, R or R/E) would be my gut instinct, but balancing out the various defenses may require different slotting. Fast Healing: 6-slot Preventative Medicine. Despite wasting all that endurance/recharge, it’s a nice set bonus. Indomitable Will: LotG proc, 3 slot Reactive Defenses seems like a good starting point. Rise to the Challenge: I'd probably go with Panacea 5-slot here. Quick Recovery: Power Transfer proc. Heightened Senses: LotG proc, 3 slot Shield Wall Resurgence/Strength of Will: Neither of these have any particular need for slotting and they don’t have particularly good options. We’ve already slotted basically all of the endurance/resist procs we need, so we’ll hold off to see what needs to be massaged at the end. For pools: Fighting: We’ll need LotG in Weave and probably need to boost resist (either through Impervium or Aegis, depending on how our defenses look) in Toughness. Leadership: LotG in Maneuvers, Gaussian’s 1-slot in Tactics, Endurance in Assault Leaping and/or Flight: We need a third LotG mule. With such a strong dependence on cones, playing as a flying brick makes a lot of sense for the build. In all likelihood, we’ll take both Combat Jumping and Hover. For epic: We already committed to Soul Mastery for Gloom. Depending on available slots, we may want to take Dark Obliteration and/or Summon Widow. The latter can be used for Soulbound Allegiance if we still don’t have enough Psi Defense. The former can slot a variety of options, but we only have 4 10% recharge bonuses, so Ragnarok is an option. For passives: Stamina: Performance Shifter Health: Miracle From there, you simply start massaging the numbers to reach build goals.
  16. I think Radiation is a particular standout for a few reasons: Staff gives a much-needed 'defense toggle' for LotG to a set that otherwise provides none. Staff's notoriously poor single target damage is counter-balanced by -regen in primary for fighting AV/GM Radiation can nearly can all resists, so being able to push the final mile with Staff's +resist move can make a truly beefy tanker. The potentially massive +Melee/Lethal defense bonuses counter-balance the lack of DDR. With Invulnerability and Super Reflexes, you tend to be forced into using Perfection of Soul to manage endurance. So you fall into a do-you-get-what-you-pay-for? quandary where you have to ask yourself if those sets are so much better than a set like Radiation that they justify such a low damage secondary. I think Super Reflexes is different enough than Radiation that you could potentially make the argument - but you can probably make an argument for other endurance management sets like Savage of Dark that's even better. For Invulnerability, I don't see it. In terms of Bio, it's the "defense version" of Radiation in many ways. However, Bio Tankers are notoriously squishy and I don't think any of the three modes of Staff help this much. Bio doesn't need Soul, Mind is silly almost any time and Body just raises your horrible non-S/L/T resists to slightly less horrible. Electric has a tendency to be simply a worse version of Radiation. Weak Psi/Strong Toxic is a much better combination than the reverse in a resist set. Likewise, it's often tough to justify Willpower when Bio exists. Why play the 'Regeneration set' when the only time your Regeneration actually beats out sets that provide broader benefits is when you're surrounded by a mob of enemies? Dark Armor could benefit, but the Energy hole is painful and you're likely to be stuck with Soul most of the time. With that in mind, Oppressive Gloom does combine well with so much Disorient in secondary.
  17. Hjarki

    Archery/?

    If you want to play an 'archer' Blaster, you're normally better off with Tactical Arrow rather than Archery. Archery as a blast set only really has one good spot: Explosive Arrow. Blazing Arrow is worse than a T2 power like Gloom (which is admittedly a very strong example of a T2 power). Ranged Shot has the longest activation time of any sniper attack (which is shares with several other similar sniper shots). Aimed Shot is a fairly typical T1 power (in the T2 slot) and Snap Shot is terrible. Lastly, Archery lacks a true ultimate. You could pair it with something like /Electricity and build a primarily melee ST attack chain. You could pair it with Martial to get a pseudo-ultimate in secondary. Or you could just pick something like Tactical Arrow and deal with low damage for thematic reasons.
  18. Staff has amazing AE on a Tanker. You can just Hover above the crowd and rotate Guarded Spin/Innocuous Strikes to chew up spawns in short order. Having extended reach Cones on a Tanker with a 10 target cap is fantastic. Where Staff stumbles is single target.
  19. Hjarki

    Time/DP Build

    I was going through City of Data quickly to do all the proc calculations and just glanced at the knockback to recognize it needed to be suppressed - didn't notice that it was lethal rounds only.
  20. In general, if you can skip a lot of a Tanker's primary powers it probably means that set isn't very good. However, the real issue in terms of pool powers is how many +Defense you need to slot LotG. Almost all builds want at least 5 powers that can be slotted for +defense because spending a single slot to get +7.5% is so incredible. So if you're a Radiation Tanker, you won't be taking the Teleport pool because all four of your pools will already be spoken for with Defense toggles. On the other hand, a Super Reflexes Tanker tends to grab Fighting pool and wonder what else they might need.
  21. There are very few powers in the game where slotting more than 4 procs makes sense. Consider Jab. It deals 35.9242 damage (on a Tanker). 53% (+5 Damage IO) of this would be about 19 damage. Jab with no internal recharge has a 12.29% chance to fire a 3.5 ppm proc for 71.75 damage or an average of 8.82 damage. As a result, you should never slot conventional procs into Jab until you're in ED territory on +damage. Another example would be Knockout Blow. This immediately twigs your proc radar because it can slot Unbreakable Constraint. However, even at +100% internal recharge, you still have well over the 90% maximum for proc chance so you're losing a meaningful part of the value of that proc. The same problem affects the new recharge levels on epic/patron pool Holds - they're simply too slow to make maximum use of Unbreakable Constraint. You also have to consider the powers within the context of your rotation (for single target powers). That Jab performance I discussed above? That's if your only offensive power is Jab and you're firing it the moment it comes off recharge. If you put Jab in an actual rotation, the value of those procs collapses. In general, when you're proc'ing a single target rotation, you want the procs in that relatively long recharge power that just barely comes off recharge when its spot in the rotation comes up. Whether you can proc a power is only half the equation. You also have to do the math to determine whether you should.
  22. Hjarki

    Time/DP Build

    For Suppressive Fire, a 3.5 ppm proc is better than a pure damage IO. For Executioner's Shot, they're essentially the same. For Pistols and Bullet Rain, a pure damage IO is about 15% better than a 3.5 ppm proc. Force Feedback in Hail of Bullets is... meh. The long recharge compared to the duration of Force Feedback means it only adds a negligible amount of total recharge to the build. Force Feedback in Bullet Rain is a strong choice, though. Force Feedback in Executioner's Shot would average out to approximately 32% recharge over time. Not relevant for closing your single target rotation but potentially very relevant for long recharge powers like Chrono Shift or Hail of Bullets. In general, your AE powers should prioritize damage/recharge over procs - you'll get a lot more damage that way. Unsuppressed knockback in Bullet Rain makes my eyes twitch. Minor knockback in a single target power is no big deal. Knockback on an AE? You'll blow nicely clumped spawns apart and make everyone chase them down with single target attacks (including yourself). At perma-Hasten, Annihilation in Piercing Rounds will average -12.22% resist on a single target. For comparison, Achilles' Heel in Pistols will average -5.29% resist on a single target (presuming you're running your full rotation). While this isn't a direct comparison because you wouldn't ordinarily use Piercing Rounds as part of your rotation, it does bear on what happens when you're trying to purely debuff. I'm not sure why you took Distortion Field instead of Time Stop. The latter is a far more useful power and can slot the same set. You might consider running this as a Corruptor rather than a Defender. You'll get an additional purple proc and very little in Time really demands Defender numbers - most of the buffs/debuffs tend to fall into one of three categories: more than enough, don't care and unchanged.
  23. The issue isn't whether or not groups can benefit from a 'healer'. The issue is that Empathy isn't very good in this role compared to 'healer' sets like Electrical, Thermal, Pain and Nature.
  24. For Super Reflexes, I find that following that the following approach is almost always good way to start: In the toggles, put 4-slot Shield Wall (one will have the unique; the others will have E/R) In the passives, put 2-slot LotG (+recharge and D) In Elude, put 6-slot Reactive Defenses In Practiced Brawler, put a single recharge or endurance IO (depending on overall recharge/build goals) In Quickness, put run speed IO (or fly speed for flying characters) One of the hardest things to do with SR is get enough E/N resist (thus the 4-slot Shield Walls) Broad Sword is a bit of an odd pairing. Not only will you struggle with endurance but Ninja Blade is almost strictly superior. Neither set is particularly good on a Stalker since the heavy-hitting attack (Head Splitter) suffers an AE penalty on critical and the key AE of the set (Whirling Sword) is missing. The general pattern for Stalker rotations is Light Attack - Heavy Attack - Light Attack - Assassinate - Really Heavy Attack, with Assassinate slotted with Stalker's Guile and Assassin's Mark in an attack that needs a lot of recharge and doesn't benefit much from Hecatomb.
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