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Everything posted by Underfyre
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What are your favorite things about Sentinels?
Underfyre replied to Galaxy Brain's topic in Sentinel
Fire up a new thread to air your grievances. -
What are your favorite things about Sentinels?
Underfyre replied to Galaxy Brain's topic in Sentinel
And clearly missed the topic of this thread. Just as you did. Pick your head up and look for a silver lining, without making it a shit sandwich, -
What are your favorite things about Sentinels?
Underfyre replied to Galaxy Brain's topic in Sentinel
Is this your favorite thing about Sentinels? -
It does, but I mean 4-piecing the set. It'll more damage in general from the set, on top of the proc, and give a 4 piece bonus for more damage.
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I'd personally swap the slotting for Ball Lightning and Thunderous Blast. Drop 1 of the slots off Hasten; put it on Hover, put it on the end of Ragnarok, just please don't use an entire slot on getting another 7.95% recharge. Probably put Soulbound into VS.
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Bio is a better option if you're chasing damage, but it's admittedly frail. Energy/SR/Invuln/Nin are good if you have no intentions on dying. Fire is in the same boat as Bio, but somehow more frail with less damage. Those are the only sets I can speak on with experience.
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Yes, when paired with Bio, Electric does some alright damage numbers now, but that's where Sentinels should be when they're using a purely defensive set like SR/Invuln. When we get there, I will be content.
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Sent Bio has 25% bonus and also has the toxic damage proc. It does not, however, have a double proccing aoe ability. That is the great equalizer. So the new version of my spreadsheet I've been working on to predict Pylon times says Electric/Fire will take 99 seconds to kill, and it does, but it also says Sonic/Fire will take 112 with Hybrid. Obviously these are averaged numbers, so an outlier could produce lower numbers, or higher numbers. As it is the Ele/Fire has to mash its heal frequently, so I'm probably seeing the lower end.
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No, it's exclusively the fact that Burn can hold so many procs and that they apparently have a chance to proc a second time. The 10% damage boost on Molten Embrace is meh, and so is the proc attached to it.
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That definitely closes the gap. Sounds like Fire is the new favorite secondary for Pylon numbers.
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You have a recording of this run? Numbers don't line up for me with the build provided.
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I'm working on adding Seismic Blast. Dropping in numbers is easy, but accounting for Shockwaves which just seems to be a %chance to activate per stack, and accounting for cast time reductions is significantly less easy. I've mostly figured out how to implement a "Pylon Killer" mode which will give you predicted dps for killing a Pylon, but I'm not really sure I care. Editing the sheet with a horrible circular reference just to prove my numbers are right is a bit of a waste of time. BUT! It does let me account for -regen and -MaxHP. I could add in a watered down version that doesn't do the circular reference, but then people would accuse my numbers of being wrong all over again because they're higher than predicted.
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It's not a glorious effort, but it's more than you put in. Use it or don't. It's more focused on offense than defense. ATOs are in aoe abilities because they give a bigger return the more targets hit. Kind of balanced the defenses, you can eek out more S/L if you use more Unbreakable Guard sets instead of Reactive Armor. Since it uses Hover I skipped Grounded and subbed in BotZ and Karma KB protections. Several of your powers have defense debuff baked in, so you should largely be accuracy capped up to +3. Most Water powers can be frankenslotted so they are, but this makes them very end hungry. Keep Energize up. | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1341;676;1352;HEX;| |78DA6593CB4F135114C6CF74A6405BDE5828D0525A8AB4D04E5B24BA31312A8F406| |84224D165D3C015C69496B435D1A5FF81CFB8716D44D1B55BF7E263E703779AF842| |5D6882AB7A66BE632571D2E96FE6DCF3F8E69C7B7397A65B1FCD5D39415AFBE962A| |15ACD2FAB52CD2AA9624BEE62AD50B3CA25B2AF66BE07FF2EE5CF144A6B6AD53C57| |A8A94AFE1487D5C28DB569755E95AACA9C29AA955AC55AC99FAC6C942BD4B6542E1| |7CD596B6D9DDDD6BCCEDBF2A652AB3E2C14ED950EE77951155655A5BA6E6DF6CF6C| |5A2B6623F552D5CAE7B898AA5C0EB09E30DFC138FF69B6C2BA9BEE194459835C5BC| |2FBA0F140B80D363D04CD7FB13AFDD41DDBD82FE1BEF03738141757AEA3BD427CEB| |6BE11BB0FDAD70178CBD03D31CABA30EE96735C716669B5B74BB8F330C9D9A9EB88| |87A0C6AD971393E2D77D921649037000DDE26DD791FE6D866C9D7BC05DF0CDB3CF2| |2D9E217E183328111646851130C2BE3EF81ABE493BDE439D47845360F751E131E4D| |F4E10B589DEB68FD013F9048E7C167E117E05637BE024D7EB106D1DA26D5CB48D8B| |B671D11665DF2EA9D39584864329B0D71466C04016DA02D227176FD21ECC887AEA7| |C91CE163FB269FE3E780D4C4295C16B7DD2853E3FA6129BD59DCC87E7840BC27970| |84D5F58BBA7E99DA804C2D28530B3E26EC18971B94A94D71ECA04C6D30059F286B0| |889BED0043935868431F60F4BADF053ECA4E11DE133E17330F242F812F470DE2862| |5D51F9B6542798DD27478F8F7D46A55BA3BBD04EBD4471B1C525EE3D4F7E42744C5| |C45FEE435E175E10D307553780BFCC0B1A6C49A09F4309D44FFD377C899787A1EB5| |B305CC27BB81BADDAC2F23FDCA44D093A04172D5F9674FF842C23EC36EDB525F341| |AE7990F03B22E198D734B9A13B1E7658B76D0F2FDA06501FBF0DB7F5E3F0E5A6E23| |FB1FEA74CB22| |-------------------------------------------------------------------|
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Hitting an equal level enemy is putting the recharge to 20s instead of the 10s.
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Ok, replicated on the same Blaster build in Perez. Going to fiddle around and see if I can find anything.
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Loaded up a level 36 Defender to get Stalagmites and started street sweeping through Perez, still can replicate., Going to move inside the park now...
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In the top right next to the question mark where the version info is. The last data pull is from august 11, so it's a bit behind.
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That's what testing is for, amirite?
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I doubt being on a Mac is going to have different results, and I'm not seeing anything on City of Data about the cooldown changing. I'm not seeing a difference in recharge rates 0% and 103.9% (enh+ golbal). I can't tell where you are or what you're doing in your screenshot, but is it just a Pylon like mine, or are there mobs that might be applying recharge debuffs? I've just gone through two minutes of attacking a Pylon just to see if maybe prolonged casting might trigger it, but I'm not seeing any change in recast whatsoever.
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Well how about this, what AT are you playing? Mine is a Corruptor.
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Alright, I removed all recharge, global and enhanced. First cast, 19s recharge. Second cast as Improved, still 19s.
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My examples have barred all other variables, implying that your results have other variables at play. Remove those variables and let's see the results?
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This is from the first cast: Circled is the exact frame that the cooldown is engaged, arrow pointing to its position in the video clip. 9.7s This is the exact frame that Shockwaves engages. First arrow is pointing where Stalagmites was first used, second arrow is Shockwaves. Circled in the top left is Improved Stalagmites available. Finally we have Improved Stalagmites being used. Arrow is the exact frame the cooldown is engaged. Still 9.6s.
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So with my characters current slotting, it has 68.9% enhanced recharge, and between 135% and 205% global recharge, depending on where Ageless is in its cycle. We'll call that 170%. So assuming the character is on the ground, there's also a (1 / (68.9% + 170%)) recharge deducted from the ability with each ability used. 0.42 seconds. Enhanced recharge is now 5.9s, and at minimum I've had to use 5 abilities before Shockwaves activates. That's 5 * 0.42 = 2.09s. Now the cooldown is 3.8s. You won't be using 5 abilities in 3.8s. So as I said, Stalagmites will be up by the time Shockwaves is activated. Anyway, I also decided to observe the cooldowns in game since nobody seems to just trust math around here. Casting Stalagmites shortly after Ageless, so we're at 205% recharge, it was at 5.5s according to the in game timer. After 13.5s, Shockwaves finally popped, 7 abilities later. Ageless cooldown is now at 1:31, so we're no longer under that first 10s boost and down 40%, which means 165% recharge. Recharge after using the boosted Stalagmites? 5.4s according to the timer in game. After that I took a few hits from the Pylon so I had to blow a few cooldowns healing back up, took 28.5s to get Shockwaves back up. Now under the last 30 seconds of Ageless, 145% recharge. Cooldown after this improved Stalagmite was 5.7s. Knowing that you guys are never satisfied, I also logged times with nothing but a base of 35% global recharge and the 68.9% enhanced recharge. Recharge is now 9.80s. Grounded bonus is 0.96s. Observed in game for a regular Stalagmites and Improved Stalagmites were both 9.7s. All of these are just what the in game timers think the cooldown is because it doesn't really track the cooldown bumps from being grounded. I see no evidence that Improved Stalagmites has a longer cooldown. Not observed, not in the 3 month old City of Data pull.