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aethereal

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  1. I'm on a mac so I don't use Mids. Also I've changed computers since I last played CoH.
  2. But that just means that the loss isn't literally "the entire proc is completely wasted." If the proc is conflicting 70% of the time, that reduces its value by a little more than a factor of three. I think that the resistance procs are the prime example of something that looks better on paper than it plays. The combination of "doesn't take effect during the opening salvo," "best on big teams which don't really need help on damage output anyway," "popular and non-stacking," and "best on rare big opponents" is pretty brutal. But feel free to test it out and see if at the end of the day you feel a difference with them.
  3. I have no doubt that the first Achilles Heel proc that you have in a group leads to a big gain in group DPS. However, if you're analyzing it for its results in a group, you have to weight the chance that other people are also running the same proc, and it does not stack. It's a popular proc! This clearly mitigates its power, in probably unquantifiable ways since it's hard to know how many people will be packing it.
  4. Reliable online source: https://cod.uberguy.net In-game: There are test dummies in the Vanguard base and I believe you can get a temp power to summon them. People also use Pylons to test DPS, or the Trapdoor test. You can just fight random enemies and look at the combat tab, though lots of information gets dumped there.
  5. No, you're just ignoring all the things that weigh in for Brutes. For example, Brutes get more damage from damage auras (which don't crit), and the DoTs of Savage and Fire, and their damage works with things like Energy Transfer and Total Focus, which get nerfed crits. They get their Fury bonuses on non-critting attacks from pools. Because their damage is less feast-or-famine than Scrappers, they also are less likely to "waste" hits on overkill attacks on low-health opponents. They get their full damage against the most numerous enemies of the game, etc. Again, actually try this. Go do a pylon or a trapdoor or whatever with a Scrapper who isn't using the ATOs. It's a whole different AT. (Note also: Brutes have real survivability advantages over Scrappers, and punchvoke and taunt. Scrappers don't just need to be able to stay about even with Brute damage, they do need a damage advantage over them. Just not the gigantic damage gulf that they have with optimized 50 builds.) Damage procs do not eat into Brute fury, they do eat into Scrapper crits. For any number of damage procs, they benefit a Brute more than a Scrapper. I'm not trying to make a very exact "what is precisely the crit rate of a scrapper overall." But the best builds have absolutely absurd effective uptime of the ATO2, and specifically they get it for their heaviest-hitting attacks. The natural PPM of the superior ATO2 is 4. With 180% global recharge (and no local recharge), its effective PPM is more than 11. Its buff window is 3.25 seconds, so we would expect more than 50% uptime for it. But you can finagle it so that some of your "downtime" from it is eaten by the tail end of the animation of attacks that were effected by it. So if you have let's say 60% uptime with the ATO2, then your crit rate overall is .16 * .4 + .66 * .6 = 46%. If the attacks that benefit from the higher crit rate are disproporionately your heavier-hitting attacks, you'll see that as the equivalent of an above-50% crit rate. You'll probably only really achieve that in a pretty controlled circumstance where you don't have to move and can concentrate on cycling your attacks absolutely optimally, like a pylon, yes, the upper limit is somewhere around a 50% overall crit rate. And that's what you're seeing. You're seeing effective crit rates of 30%, 40%, yes, even 50% in top Scrapper builds, in their pylon times and trapdoor times and just their holistic performance in play, and then you back yourself into imagining that that performace doesn't come mostly from ATO2, because it seems impossible. But it really is true. Like 2/3rds or more of the crits that an effective level 50 Scrapper build come from one source: the ATO2. People just imagine that the basic class chassis must be better than it is, because it seems so crazy that so much of the Scrapper's performance comes from just this one proc. But that's actually the case, and Scrappers really are pretty anemic without their ATOs. So: Scrappers need more than a 10% crit rate. They just don't need a 50% (or 40%) crit rate.
  6. No that's not what your own post showed. Scrapers draw even with Brute damage with a 10% crit rate at about 65 fury. Brutes easily get and maintain 80-85 fury, which as it turns out is a significant amount better than 65 fury. Sure, build up is better for Scrappers than Brutes. And damage procs are better for Brutes than Scrappers. Scrappers need more than a 10% crit rate. They just don't need the kind of de facto 50% crit rate that the top builds can achieve.
  7. No. Fury in its present state is just fine to make a Brute handily outdamage a scrapper who isn't using the ATOs. You're just wrong. If you want, you can go ahead and post a pylon time or whatever else without the ATOs -- heck, even with ATO1, or with both but with the ATO2 proc in an attack you don't use, if you want its set bonuses. You simply have an incorrect view of where the scrapper's power comes from.
  8. People can believe two correct things, we aren't forced to believe a correct thing and an incorrect one. Right now, Scrappers are absurdly more powerful than Brutes at 50, they outdamage Brutes by a million miles and the small Brute compensatory advantages don't come close to outweighing the Scrapper damage. But also, below 50, Scrappers have little or no damage advantage over Brutes. People really, really want it to be the case that either Scrappers outdamage Brutes 1-50 or Brutes outdamage Scrappers 1-50, but that's not so. The 50 and 1-49 experiences are very different. I was agreeing with you. There's no point in worrying about the Brute or Scrapper 1-20 experience.
  9. Meh. Brutes at level 40 with just SOs and Fury can do like 317 and 407 damage base with shatter and clobber. Sure, they do less damage than scrappers when scrappers crit twice in a row, but they do it every time, while a scrapper with just SOs critting those two attacks one after another is a 1% chance. The odds of either attack critting is less than 20%. And don't just look at whatever particular scenario someone brings up here. We know what the situation was holistically back when Scrappers had the same damage scalars they do now, but no ATO's -- it was that way for years on live with thousands of players. And the exhaustive result of that was: "Brutes are just better Scrappers." You need better than 10% crit chance to make Scrappers worth it. This however is correct. Like, if you're someone who turns off XP and exhaustively plays levels 1-20 as the entirety of your gameplay, by all means enjoy a Brute's better scalars at very low levels. But I used to solo all my characters through missions, no teams no farming, and levels 1-20 still went by like lightning. And levels 1-10, which is where Brute scalars really shine and they're absurdly overpower, are both over in the snap of your fingers and also are easy for all classes, it's not like scrappers suffer for the low level experience.
  10. Sort of, but note that the Scrapper ATO, perhaps more than any other ATO, really cares a lot about the difference between regular and superior versions (because +1 PPM is a much bigger deal for going from 3->4 than from 5->6 or whatever). Also, the performance of Scrappers at 50 through their ATO has a ton to do with the usual global recharge-based PPM abuse, and you really can't have anything like the global recharge that you have at 50 earlier on, because the +10% recharge options (superior ATOs and purples) are locked to 50, which in turn means that you don't have perma-hasten before 50 -- so just the difference between 49 and 50 for a Scrapper is probably like roughly a 25% optimized crit rate? The way they could address this is to lower the power of the +50% crit rate ATO and push some of that crit chance into the other ATO and the basic class feature. This would both increase the floor and lower the ceiling on scrapper performance, which would overall be good.
  11. It'll check for chance to activate for every target of Invincibility. Invincibility has Max Targets 10, so at most 10. But Invincibility has a smaller radius than Tactics, so that helps.
  12. Here's the chance of the proc firing in Tactics under various different number of friendly targets. Yes, it's just a 5 second buff, not a 10 second like the power Build Up.
  13. Base crit rate against lieutenants, bosses, EBs, AVs, and GMs is 10%. It's only 5% against minions and underlings. There are also a substantial number of powers that have a different crit rate, usually 15%. There are a substantial number of powers that have some kind of odd crit damage (not "the base damage again"). The PPM rate of a proc is more or less a lie. What procs actually have is a chance of activation. There's nothing that actually counts their number of activations in a minute, for example. The chance of activation depends on the modified recharge time of a power, counting in "local" recharge enhancements. The chance is such that if you activate the power on cooldown, you'll average the PPM number of procs per minute (subject to a ceiling and floor). But global recharge does not affect proc rate, so in practice you can vastly exceed the listed PPM. I believe, but am not sure, that you get the enhanced crit rate from the proc if your power is activated within the window of the proc's effect, not if it finishes activating within that window.
  14. Bane spiders are conceptually similar to Mace stalkers, if you're interested in approximating the character today.
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