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Kanil

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  1. the battle between "why tho" and "it's not a big deal except for when it is because the game should be harder" rages on in this thread and i approve i don't have any actual feedback because i aint playin anyways but i appreciate the clubhouse warriors and the random player warriors one and the same actually i'm assuming this is gonna be used for some future hardmode shit where everything is functionally similar arachnoids or something like that and that'll be funny to see as well so sure why not
  2. you cannot convince me scrapper staff isn't butts, lemme see them times
  3. ma/bio/mu scrapper t4 muscle t3 degen t3 assault (off) avg: 1m32s times: weird variance. mostly related to how a missed eagle kick will screw you over and rng gods hating you at times. it's a pretty wack build with like 28% defense but it's pretty funny. still not really "great" but it's passable enough, like BS. procs, bio and crit snipe do a lot to really carry the dead weight on the set. video:
  4. scrapper martial arts/bio/mu t3 muscle core, t3 ageless core (radial branchoff for 90s recov), t1 degen avg: 4m49s times: video: the time discrepancies are primarily due to boss placements - the 4m26 and 4m35 runs didn't have the additional boss at the end so they ran by overall smoother. regardless, it's still a surprising result. the consistency on eagle claw in activating crit strikes alongside how quickly dragon tail comes up means that the amount of crit AOEs just kinda keeps comin', which makes the aoe firepower aspect better than expected. if you can get some good clumping into the 8ft aoe of dragon's tail, you can really make do with it. pretty surprising and a fun lil showcase of how the crit strikes proc and where it's placed + how it meshes with the AOEs can make a big difference. my preemptive pylon testing is on the weirder side though, because the times are astonishingly bad for a set that's supposed to be ST focused in the same vein that like, energy melee is.
  5. is there a chart for the best DPS sets, like in raw DPS i'm tryin to get some post christmas chuckles
  6. it has all of em bad habits are somehow passed along
  7. sorry, no dice. i actually just put my times in notepad and then copy/paste 'em here. if you wanna put the times in that's cool but don't sweat it either, haha
  8. looking at it, it should perform better than my build... i think? are you able to record a video of your run? it may just be a playstyle difference after all.
  9. there are 3 potential boss spawn points - the first crowd always has 2, the middle crowd can sometimes have one, and the 2nd to last crowd can sometimes have one. there's variance caused by that which is why i generally like to at least get a couple of samples to try and get high/low range variations.
  10. i'm perfectly cool with whatever anyone posts, haha. a lot of this is my curiosity and keeping a record of my own comparisons instead of eyeballing it. the main reason i don't use judgement in my own personal end is because how much it can drastically affect times based on group layout and where you use it. it's like... 'how much am i getting from a comparison point between the sets if i'm using it?' - i don't feel confident going '[x] is better than [x]' with that added, especially if you start factoring in different judgements and hybrids and all that, haha. i only checked it between a few sets before i made the decision to not use it but it really ends up feelin' like it's not a strong comparison point between effectiveness of sets when it's factored in. it introduces massive variance on where you use it - like, up to 2 minute levels of variance.
  11. ended up making of the few melee powersets i haven't made on a whim. rad armor is hilariously good, but wow, i'm genuinely surprised at 'bad' electric melee is when it comes to synergy with scrappers. it's like, anti-synergy. repulsion. chain induction chains not critting, lightning rod not critting, the attacks generally having extremely poor damage (barring LR), the pathetic radius on thunderstrike - it's wild how many aspects of this powerset actively work against the advantages that scrapper crit strikes normally gives for powersets. elec melee/rad armor/mu average: 6m video: by a first glance on paper you would expect elec melee/rad to blow a lot of sets out of the water because of the combination of LR + rad therapy + GZ but LR just isn't up enough and somehow doesn't do enough damage or have a big enough radius to really let you go berserk with it. the other garbage powers in the set extremely don't make up for it and actively cause slowdowns due to how pathetic the ST is in the set. as expected, rad armor is also crazy as hell though and ends up extremely heavily carrying elec melee's extremely poor performance overall on scrapper. sheesh. at least the character and powers look cool as hell.
  12. pendulum has a lower target cap compared to crowd control - 5 vs 10 alongside having 1ft less radius. so the two 'standout' powers are significantly better. war mace also has significantly better compatibility with the scrapper crit strikes ATO due to jawbreaker's higher activation time and recharge - it's actually easier to get the gapless optimal string on WM than it is on BA due to how flexible/slow jawbreaker->clobber->shatter/jawbreaker->CC->whirling is in terms of requiring recharge time vs BA's chop->swoop->cleave/chop->pendulum->whirling on a truly optimized wm build i'm pretty sure you can bring pylon times consistently deep into the 1:00-1:20 range while axe sits in the 1:20-1:40 range
  13. street justice/bio/mu scrapper t3 muscle core, t4 destiny core, t3 assault radial (inactive) avg: 1m49s the variation is so high because of how much crit snipe+ crushing uppercut with build up + gaussian's does, haha. got a lot of freak runs but overall the 'normal' performance is pretty godawful. i've never seen this many 2m+ times on a bio scrapper before!
  14. sadly there's not - i post often in both threads and all the results in the title are my own but the performance preference out of my builds tend to lean towards damage than surviving (i just use purples to compensate from 32% def). like, the characters/builds are usually the same or similar on my pylon posts and trapdoor posts since i do all my testing on actual servers and not the test server so that's pretty much the main reference point. that's also the reason there's no WM trapdoor time, haha. gutted that character to make it into a battleaxe character out of my own preference despite WM being the obvious number one overall melee powerset for performance overall. for 'overall top tier sets when going for lvl50' my own judgement goes like, 1. WM 2.energy melee 3. claws/db tie (EM has better perf in team conditions and big +dmg conditions) 4. TW (note this is scrapper only due to FT ATO slotting allowing for ST damage) 5.katana (ato in gd, gc->sd->gc->gd string). if you're looking for something that is just unconditionally strong regardless of what is happening, WM, claws and katana would be my picks due to their stability - EM, TW and DB all have something that can make em not flow as well on good teams (em dmg relating to slow anims, TW momentum/slow anim times, DB in general requires HUGE amounts of recharge to get to top tier perf so comes with an asterisk) anyways, made a stj char on a whim after someone was talkin about praetoria bein super hard so i decided to see if i could make it through deathless and then went nuts on the char after gettin out of praetoria. street justice/bio/mu scrapper avg: 5m28s i'm honestly surprised how much work that spinning strike and sweeping cross can do. this build is extremely tight on slotting and i kinda get the feelin' street justice is really mid tier (worse overall perf than broadsword?) on non-stalkers which is hilarious given how many times i've had people post 'street justice is a p2w set' at me. for cross reference record, the pylon time average for this build is 1m49s, with the 'normal' perf times often breaking into the 2m+ range
  15. ended up slotting out my archery character. archery sucks, wow. tac arrow is still pretty amazing though - the amount of CC it provides allows for a lot of stability combined with the ranged aoes of archery. definitely my most stable blaster character in terms of runs just because of the combo of tac arrow and the low recharge on rain of arrows+weak damage on archery allowing for a nuke every single group due to how long it takes to kill them, haha. archery/tactical arrow blaster avg: 9m3s video: runs:
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