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Vea

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Everything posted by Vea

  1. I posted that comment January 2020. So 6 months old at the time? You are now quoting that comment which is ~15 months, saying the spreadsheets are old. I know people want to forget 2020 but shit you don't have to take it so literal
  2. With regards to fast snipes - i've noticed they are only triggering inside door missions I.e when you are running around zones blasting away at level 50, fast snipes won't work unless you have the Pvp proc. when you are inside missions - fast snipes are working as intended (or atleast the way they are working on live. Confirmed this on Scrappers (Zapp), Dominators (Sniper Blast) and Blasters (Blazing Bolt) Starting an MSR using LFG allows for fast snipes to work, but running around RWZ fast snipes refuse to work
  3. With a well slotted Rad/Fire brute with T4 incarnates a clear time of around 3:30 is normal for me, say 4 mins in total to zone in and out and restock on insps. Using your numbers and my times that's 850k inf/min before drops. Note this would have been doubled before the level 49 farming nerf. I've disabled resurrect and protection insps and use combine to red insps macros. The best time i've done the 125 arc is on an ice/fire blaster and that was around the 2:30 mark but is inconsistent and requires concentration. Regards to Uncommon/Rare crafting - will you make more than 850k/min by crafting that enhancement? Probs not. From what I do and what i've seen others do is "AFK farm" which is probably twice or three times as slow but can be done as long as you can reset every 10 mins or so. All I do is have my settings to AVs enabled and follow the helper with auto burn. Raking in 10-20m an hour while you are at work (or playing on an alt) adds up overtime. Inf from farming is mainly just a side effect PLing/AFK Farming. Unsure what your numbers for inf/min for marketing - mine were around ~5-10m inf/min depending how saturated the market was/is (granted this was a year ago..) - If you follow the basic craft + convert guide i'm sure you can beat 850k inf/min with ease but depends on what your poison is, for me personally i'd rather use powers and kill mobs to get inf than drag and drop enhancements.
  4. A few of the usual people I play with have recently done a full team of this. Made a quick little spreadsheet to do the randomness for me. AT RNG1.xlsm
  5. It's actually on live as well - so feel free to move to normal bug reports. Further testing as requested by telephone: "Initially noticed in RWZ. Just tested now on first mission in Apex - same result but took much longer for it to bug out (doesn't seem to be an issue when i'm close to pets). Can confirm it also happens in Atlas. Can confirm it also happens in Dark Astoria (this one felt particularly bad) Can confirm it also happens in Founders falls. Can confirm it also happens in Peregrine Island Can confirm it also happens in Grandville. (Managed to get all pets to bug out on this one) Can confirm it also happens in Sharkhead Isle. It looks like it occurs when pets get into melee range and appear to be "walking" instead of flying. They don't bug out when they use ranged attacks and manage to kill the enemy. But if they move into melee range and get close to the floor they will bug out either instantly or when they return to me (both with the Follow command and once the enemy is dead) - it also appears they stop flying animation wise"
  6. Group fly causes pets to have seizures causing them not to attack. It looks like they are lagging and moving side to side in small distances. Then when you move they will start sliding/teleporting larger distance and the will ultimately respawn next to you.
  7. Interesting to see both of your viewpoints on MMs. We were unaware that they can be used to force patrons out from being stuck - it happened twice during practice but still achieved sub 20 each time we practiced with the exception of our first practice run where we were hoping to out DPS Reichsmans phase. Did the MM pets ever die from incans you rejected? For us we didn't choose an MM because we felt like LGTF + ITF requires too much movement. Also not playing MM's all too much doesn't help either. @Veracor - Those Sonic Cage's sound horrendous! Do you have a rough idea of how much that cost time wise? Also do you guys have a record of your best times in practice? Both our MLTF and Barracuda runs in the competition were our best runs. We managed a 9:51 LGTF and a 7:33 ITF in practice. The only thing that stands out for me is we probably spent 20 seconds not fighting Reichsman in the final mission for barracuda lol.
  8. Team 1 is primarily UK based as well 🙂
  9. I think barracuda was a good call, its rarely ran and a good challenge. I'm impressed with 2nd place use of an MM. All MM speed run task force olympics when?
  10. I've recently done some testing on Lore pets albeit limited (1 test run per pet). Here are the results for an AoE test - the test involved creating a whole bunch of mobs on the crater map in AE that do no damage but also do not die. The settings were run at +0*8. The results show the total damage done by logging combat log and extracting all the damage dealt. I then split the damage based on whether the attack was ST, AoE or Cone. The lore tested here is T4 Core pets. I would admit this test is skewed to those Lores that can do AoE damage from range. The lore that use ST Melee attacks would have spent time chasing mobs in this test. My other testing is what I believe is a fairer representation of how lore is used in game and that is against hard targets such as AVs. Therefore I tested all lore pets against a single AV that never died. The results show the total damage done by logging combat log and extracting all the damage dealt. Again this is purely on damage dealt and not DPS. Therefore Longbow should be rated higher due to a significant -regen power. BP have significant -res powers which boost the damage of the team, even more so if the team possesses negative and cold damage. There were instances where the T3 Radial pet outperformed the T4 Radial pet. I think Radial Lore are under powered (in comparison to Core) as buffs neither last long enough or are significantly weaker than the original power they are mimicking. I still think BP are king based on results of both tests and the amount of -res they dish out. Longbow are worthwhile if your team (or yourself) lacks -regen. Ranged pets are preferable over other pets Carnival Lore is the example of this. I think in general this is a fair test of damage, I would be interested to see a dps test or something that reflect most burst damage but totally agree on how tedious testing lore is.
  11. On my Dark Melee / Energy Aura scrapper, it appears that I have a taunt aura using the fury mechanics.
  12. Can confirm this bug. Through some testing i've come to the following conclusions: Performance shift +end scales to levels of the mob it affects similar to that when the Power Transfer proc was introduced. Panacea doesn't work regardless of it hitting mobs or not. I've not seen it fire off once. Theft of the essence proc is substantially more effective than the performance shift proc. Theft of the essence proc will fire off multiple times in one game tick if there are more mobs. Performance shift chances to proc will be increased if there are more mobs present (a bit inconclusive here soz). Procs will only fire off when the aura is affecting mobs. Here are the results of the testing for 2 mins (small sample - but i'd say conclusive) I was using Cauterizing Aura with Theft of the essence proc, Performance shift proc and Panacea proc all mobs stayed aggro for the entire time, no deaths etc. Edit: Added some Frigid testing - 30 ft radius affects proc chances. Performance Shift stays the same, theft of essence does not.
  13. Here is an example of an ice/fire farming build (which can be improved given that this was built in August). It's softcapped fire defense and capped fire resistance, this blocks most damage - barrier doesn't add anything to this because you are still going to get hit ~5% of the time taking 75% of the damage. You do get damage mitigation by bonfire KB->KD. Are you ignoring what bananaman has posted? He doesn't refer to p2w, he tells you what incarnates to use and even tells you how to run a map. You -could- use temp buffs from SG bases to save slotting for resistance which would be some cheap salvage.. but I doubt bananaman relies on that.
  14. @Frostweaverskeptism is fine and I'd welcome it especially here on the forums where some people spend more time than in game. I just don't quite understand the skeptism considering bananaman has actually explained how to farm on a blaster in his first reply.
  15. @Frostweaver I'm not sure why you are ignoring @Banana Manand dismissing what he has to say. He's not the only one who has made ice/fires that can exceed the clear times of brutes. Farming is getting as much inf/min. To maximise this you need to maximise killing speed for which @Banana Manhas pretty much said is all about mob saturation and hitting as many mobs in the shortest space of time and doing the most damage. So it's redundant to consider large maps. You can have multiple builds so again seems silly to build for balance when you could build for effeciency. You can build an ice/fire to have soft capped defense to fire, capped fire resistance which is sufficient against 4/8. An Ice/fire can hit more than the target cap and thus kill things quicker per cast of power. E.g blizzard will always hit 16 targets for the full duration of the power, where as say atom smasher will only hit the target cap once. At damage cap and mob saturation this results in higher clear times than a rad/fire brute. I don't get what you are trying to achieve, there's a decent ice/fire build on the forums somewhere and you could try it on the beta if you care so much. Saying bananaman doesn't know what he's talking about without disproving anything doesn't make much sense to me? You are totally correct about there safer options..so if you afk or don't want to pay attention then sure go for a brute.
  16. Pretty sure you don't have much KB protect if you are hovering. No gimmicks? You are talking about stacking barrier, tanker proc and storm kick to reach the numbers you are suggesting? And of course your toxic hole..
  17. Pretty much, but it's also a high recharge power so the proc rate is really high.
  18. Vea

    Optimal Brute

    Here is a list of primaries ranked based on an average of high recharge and low recharge assumptions. It's from a scrapper DPS sheet for ST builds so the numbers don't mean anything except really the ranking. You can use this as a starting point and add any other knowledge you have to it and how you intend to build. I'll also comment in the melee sets i've used. I won't talk about TW we all know it's strong some people get along with it. If you only care about DPS go for a scrapper. Savage Melee is a set that's slept on but probably this is due to a lack of understanding of the set and hasn't had the scrutiny or experience that other sets have. The positives (other than its rank) is two AoEs, the build up mechanic is nice and its cast times are all low (which is a personal preference). The negatives are it's numbers are based on including the damage over time and doesn't have much mitigation. Fiery Melee - Haven't played. But meh. War Mace - Haven't played.. but will. Knockdown procs are fantastic. MA - I have a MA/Elec brute. It has some additional utility in powers like +DAM in eagles claw and +Def in Storm kick. The lack of AoE is noticeable in this powerset. Rad Melee - Damage Aura is nice. A self heal in the attack chain. -res procs. My personal opinion on this is that I don't like it because I can't count the amount of times i've cast Devastating blow for the critter to die before its fully cast. Ice Melee - Freezing Touch is amazing. Greater Ice Sword is not worth using. Using Cross Punch is better than using GiS but I think Gloom would be even better if that fits. Frost also can take range enhancements which increases AoE capability. Frozen Aura is similar to footstomp just without the +rech proc and smaller radius. There isn't a Stone Melee/SS comparison here but I believe Stone would sit slightly above Fiery Melee. Superstrength would be quite far down I'd imagine around Spines/Dark/Staff (this is due to rage). Optimal is quite a loaded term and really depends on your build and incarnates. Another thing to consider is how often you play as a team and the composition of that team. If your damage capped all the time those powersets without build up will suffer (claws, DM, staff etc.) For a general build I think you need the following: Mitigation, Proc variety (and chances), A strong ST attack chain, A strong AoE attack chain and access to different attack types if possible. Now secondaries are a little easier to discuss. It's all about layering damage mitigation where the new Armour types shine. (Bio and Rad)
  19. Poison Trap in Poison is not the same as the one in Traps and does not have the -regen element. Benumb doesn't stack from the same caster. Howling twilight stack does stack, and you don't need a dead ally to cast it. I'd recommend doing it as an opener against all AV's. It bugs me so much that people don't use it! Poison Trap from Traps does stack from my limited testing. 1000% seems to be enough though in most circumstances. Disintegrate does not stack from the same caster. You can also supplement -regen with envenomed daggers which are available from P2W venders. They have I think a 1s cast time and provide 250% -regen. Most -regen powers do not differ between archtypes. -regen has diminishing returns once you reach a certain point so I think looking to maximise -resistance would be better. I have a Poison/Beam Defender which has been fun and can stack decent -res and an okay level of -regen. Poison also has -heal and -special. A corrupter version would be fine and do the same job just as well. For debuffs, for end-game/level 50 content I'd rank(in order of best to worst) -resistance, -regen and -damage as the three debuffs that are worth seeking/maximising.
  20. WM > BS. Soul (Tanker) > Darkness (Stalker). (I'd say Soul is better than Darkness for stalkers also). War mace doesn't really benefit too much from the tanker changes (except from the damage scale increase). Whirling mace is bad and shatters arc is small. Crowd control isn't affected. From my understanding the SD/WM tank has a better theme, it will be easier to slot overall meaning you will be able to invest in your Soul powers to make them more useful as I'm assuming you want to use these powers more often than not. Stalkers are a little bit stronger now but I wouldn't say Paladin-level of survivability.
  21. I think I have to disagree with you here. Bio is probably more survivable too. Defense is just one layer of survivability, you will still be hit through soft-cap defenses. I'm not eniterly sure how much resistance you can get with EnA but I'm pretty certain it's not much. When I was building my brute I originally started with EnA and ended up with Elec just based on the resistance numbers. The saving grace of EnA is that you don't need end drain or the T9 so that's two one powers spare, where in comparison Bio you kind of need to take all of them. I'm an advocate of SM. So for me it's SM/Bio. SM/EnA if you are bored of having too many Bio toons!
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