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Everything posted by Underfyre
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Primary Powerset: Fire Blast High* Single-Target Damage, High* Area of Effect (AoE) Damage (1 Cone, 1 Targeted, 1 Location, 1 PBAoE), Low* Control (Blazing Blast has an irremovable knockback, that counts), Zero * Debuff Potential (unless you count DOT ticks) Fire Blast is the no frills attached attack set. The only set capable of pulling higher single target damage is Sonic Blast because of its -res debuffing ability. Despite that fact I have a heavier leaning towards Fire Blast because of its rapid fire attack chain. Your three primary attacks all boast a 1 second activation time and your gap has a 1.67s activation. It feels like you’re dishing out constant punishment because you are. The drawback is that this set loses potency if you’re running an active secondary. Mashing heals and and endurance recoveries and absorb shields and status protection abilities will slow down your output. Beginner's Overview I’m going to come clean and say that at this point I just power-level my characters with a second account. I can’t really speak to the leveling experience of Fire Blast. What I can say is that your primary 3 attacks; Flares, Fire Ball and Blaze, come online in rapid succession. Flares is your first pick, its DPA is just leaps and bounds beyond Fire Blast. Fire Blast is the one power you will never miss. Will you miss your Defensive Opportunity? Probably not. End game it’s so negligible it may as well not really be there at all. I don’t know who needs to hear it, but you always get the 20% resistance debuff, Offensive and Defensive Opportunity either add a minor energy damage proc or the minor heal. Fire Blast is all about damage anyway. With only the 1 option you now just have to worry about activating the effect on a viable target rather than fret over one minor effect or the other. Overall the set is easy to play. You don’t have to worry about positioning for knockbacks (much), there are no holds or debuffs to spread, just pain. Slotting Basic Slotting The bread and butter attacks in the set all have a 1x multiplier. What that means is that whatever the base hit chance is for the level of any given mob is will be your base hit chance against it. +3 mobs start at 48%, and +4 mobs start at 39%. Even level mobs have a 75% hit chance. How much accuracy you need will depend on what level of mobs you’re working against. If you’re doing +4 radio missions in PI, you’re going to need at least a Kismet and 2 SO level (33%) accuracy enhancements to raise your hit chance into the 80% range. Without Kismet you’re going to need 3 SOs. It may sound like slotting for damage over accuracy is the way to go, but if you’re not hitting anything you’re not doing damage. Go for a slotting of 2 Acc, 2 Dmg, 1 Rch and 1 End on your 3 primary attacks. Blazing Blast has a 1.2x multiplier, so you can get away with 1 Acc and putting the second one into Dmg for a total of 3, but putting 2 Acc will yield more damage. This is taking into account that Sentinels add a 3.75% defense debuff to their primary target. On the AoE side of things, Fire Breath, which you may or may not decide to take is running a 1.2x multiplier, Rain of Fire is 2x, and Inferno is running 1.4x. Rain of Fire needs no accuracy enhancements. Fire Breath will want 2 Acc and inferno will want 1. This is because AoE abilities do not trigger the defense debuff on all targets hit by AoEs. Regardless, I really can’t emphasize enough how much more important it is to actually hit your target versus hitting your target hard when you do manage to hit it. Also, a single slot dedicated to a Kismet is better than losing 6 to Accuracy enhancements. Advanced Slotting Being that Fire Blast is a no frills set, there isn’t a ton of proc options available to the set. Additionally, with the super fast activation times and relatively low recharge on most of your abilities you won’t be seeing the highest percent in proc chances either. The limited proc options give you a better vehicle to 5-6 slot IO sets at least. When slotting the epic sets, choose either the DMG/RCH or ACC/RCH. If you’re exempting down frequently against +4s, grab the ACC/RCH, otherwise you will have enough global accuracy to get the DMG/RCH without issue. • Flares - Fastest recharging ability and a 1 second activation. Do not slot anything with a potent proc in this ability, your 3.5 PPM proc will have a 23.2% base chance to activate. Decimation will have a 6.63% chance. Not worth it. This is where I will usually mule the Winter IO set, depending on the secondary I’m running. Sets like SR and Ninjitsu with their positional defenses may not be as keen on getting 2.5% to ranged and AoE out of that set for 6 slots. Resistance and Typed defense sets will love the 5% to E/N/F/C. For positional defense sets, Sentinel’s Ward is the better option because the proc is 5 PPM (22.36% after slotting) and gives 5% to melee defense. You will literally be using this ability every other cast, you’ll see some procs. • Fire Blast - I can’t fathom why anyone would take this. Treat it like Flares if you took it I guess. Or skip it and take a pool power instead. • Fire Ball - Despite being an aoe ability, it actually stands up as a single target ability better than Blazing Blast. The fact that it hits 9 additional targets is just pure gravy. This is your second bread (biscuit?) and gravy attack. Like the rest of the set, it isn’t swimming in proc options, just the standard Targeted AoE procs. It’s probably the better place to put Annihilation’s -Res proc if you have a spare slot for it. Either Ragnarok, an ATO, or a Winter IO are your primary options. Or Positron’s. Slotting Rag here will be a DPS loss versus slotting one of the ATOs here. Or a Winter IO. Just don’t put Rag here. Even 5 slotting Positron here is higher DPS than Rag. Forget that I mentioned Ragnarok. That knockdown proc is no boon. So even if you’re chasing recharge, go with Positron over Ragnarok. If you’re chasing defense, go with an ATO or a WIO. • Blaze - Your hardest hitting single target attack. Given its importance I would probably just stick with 5 slotting Apocalypse and tacking Gladiator’s Javelin Toxic proc on the end. Unless you’re hard up for another 5% Psionic defense. Feel free to add enhancement boosters to this power first. You could also sub in Decimation - Build Up here, it has a 2% lower proc rate here than in Blazing Blast, but you will also use this ability twice as much. • Aim - Just the Gaussian Build Up proc is sufficient in this power. Depending on how much Global recharge you have, adding a level 50 recharge IO will provide a nominal damage increase. • Fire Breath - Ah, the “should I take it or skip it” power. It has a longish activation of 2.67s, it only hits 6 targets, and it’s a cone. I chose to skip it. Also, it fights with Fire Ball for the Targeted AoE sets. Yeah sure, Positron’s isn’t awful, but I’d like it more if it gave E//N resists instead of F/C. For typed defense the Winter IO set is kinda wonky with a 7.5% F/C defense 6 slot, for positional the 5 slot is a nice and rounded 5%. So skip it or don’t. You won’t be hurting either way. • Blazing Blast - If you’re one of those people that swears by going into Psionic Mastery and taking Dominate, this is your power to do that with. If, however, you don’t have the spare power slots to do that, this is your filler in your Blaze – Flares – Fire Ball – Flares chain. Fitting one of these in place of Flares will yield a DPS increase, but it simply can’t replace the damage of Blaze or Fire Ball. If you want you can slot Apocalypse here, but it’s technically a lower DPS option compared to slotting that in Blaze. You’re better served slotting one of the ATOs here. Since you’re limited to Ranged and ATO sets your pickin’s are kinda slim. • Rain of Fire - The other other ability vying for a Targeted AoE set. Given its high target cap of 30, Ragnarok is okay to have here, but I’m fairly sure it only procs the one time over the duration. The rest of the time the mobs are fleeing to get out of the rain. Be sure to pair this up with an AoE root from one of the pools if you can spare it. • Inferno - Your PBAE. It’s not in any direct competition for sets unless you grab one of the PBAEs out of one of the epic pools (or Ground Zero from Radiation Armor). This is also your only chance to slot Fury of the Gladiator’s -Res proc, and it’s at a maxed out 90% chance. Once again, if you’re thirsty for more Psi/Toxic resistance for some reason, go for it. I’m not your boss. If you want to slot the WIO in for 5% melee defense, that is also an option. Grabbing the 6 slot for 5% F/C is a questionable choice if you wanted the positional defense. By this point you should have 30% global accuracy, so throwing in a single accuracy or Hami-O will be sufficient to max the accuracy for this power. So forgoing the other 15% accuracy and 10% recharge for the epic set and stacking all available procs into this power instead is another option. And it’s definitely cheaper. Skippable Powers • Fire Blast – It’s just so bad. • Fire Breath – Being a cone with a low target cap is doing it no favors. Being in competition for one of the 2 ATOs, the 1 Epic set and the 1 WIO is helping its cause even less. • Blazing Blast – Controversial choice. The only viable option to replace this is a proc’d out Dominate. So if you’re a Dominate fan, here’s your time to shine. In fact Dominate is so good that choosing it and forgoing Assault out of Leadership is the better option. Rotations There are a few rotation options, depending on the amount of recharge you’re running. DPA Priority Blaze, Blazing Blast, Fire Ball. Just prioritize your abilities in that order. Lowest recharge requirements. Just toss Flares around liberally between every attack and you should always be doing something. Fire Ball -> Flares -> Blaze -> Flares -> Blazing Blast -> Flares -> A viable rotation for anyone that can get Fire Ball’s cooldown to 6.6s. Not an especially stringent requirement, but also not an exceptionally high DPS rotation. Fire Ball -> Flares -> Blaze -> Blazing Blast -> Flares -> Reduce Fire Ball to 5.41s and you’ve reached the pinnacle of what you can call a “rotation.” The only step you can go further is to reduce the cooldown of Blaze down below 2.38 seconds, which is somewhere around 314% recharge (total of enhanced + global) and not theoretically possible without Ageless Incarnate. In the end you can just go with priority rotation and you’ll be fine. The idea of a “rotation” is kind of loose here. Ancillary/Patron Pools: As I stated, if you want to lose Blazing Blast and sub in Dominate it will generally be a DPS increase, even if the cost is losing that succulent 10.5% damage increase in Assault. Depending on the power slot demands of your secondary you may be able to have both anyway. This is also the place to put your Decimation - Build Up proc if you went this route. If you want to stretch your claws into even more AoE prowess, you have a few dominant options leaving room for whatever fits the vision of your character. The highest DPA options are Dark, Ice and Ninja Tools, of which Dark has the largest radius at 15 meters, Ice sharply drops down to 10 and Ninja is 8. As they go down in radius, they go up in damage though, so that’s nice. Obviously simply dumping some damage set into these extremely long recharging abilities is woefully inadequate. These have room for plenty of procs, so slot them out to be the proc monsters they were meant to be. Other than that, grab whatever fits your vision. Complementary Choices Well this is a tough one. With 2-3 potentially skippable powers, you can get away with grabbing a power hungry secondary like Radiation and still have room for a vast swath of pool and epic powers. But bear in mind that if you do this, you will be limiting yourself on where you can place your ATOs and snag their utility (range boost particularly) and defense bonuses. Really you can just take whatever you want, but as Fire Blast is a no frills damage dealing set, I’d look towards one of the secondaries that will enhance this further such as Bio, Radiation, or Ninjitsu. Or Fire if you want the bare minimum in increase for no real gain. Incarnate Abilities Your Alpha will slightly depend on your secondary, but let’s face it, you came to Fire Blast to do damage. Grab your Musculature Core and never look back. Hybrid Assault is your go to. Whether you go for Core or Radial depends on what kind of damage boosts you plan to be around. For solo play, Core will provide a better damage boost than Radial, but in group play where you may have the most minor of chances of reaching the damage cap, Radial will have its chance to shine. Your secondary will dictate your Destiny slot. If you have an endurance/toggle heavy secondary you can grab Ageless and shore up your recovery while also giving yourself a nice global recharge bonus. If you find your secondary isn’t pulling its weight, you can take Barrier. Otherwise take whatever you want. But yeah, Ageless. Grab an interface that does a damage proc. Grab the Radial. It will always deal more damage. The -regen proc from Diamagnetic technically counts towards your dps output, but it adds a 0.06% regen debuff that is so inconsequential it’s insulting. So feel free to skip that slap in the face. Otherwise Degenerative or Reactive are your theoretical maximums. Other than that, your Lore choices are just whatever you’re feeling or themeing towards. Or just do what everyone else does and get Banished Pantheon Radial or Longbow.
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New version up, check notes in main post for changes.
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Well it could be something like Stalkers Assassin abilities when it just takes up an entire ability slot, but that just seems copy-paste to me. With regards to how it's used, I don't even care what one I use. I either take the T1 or the T2 with no regard to which opportunity I'm getting out of it. Whichever one yields the best dps results is the one I take. Either ability is invariably going to be part of your attack chain.
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People shouldn't have to run certain combinations to make the AT somewhat viable. I wouldn't call the AT imbalanced, I'd call it underbalanced, like they grossly overestimated the viability of the inherent's -res boost. I get that it applies to the entire league instead of just 1 team, but even just Assault out of Leadership gives 10.5% at the lowest end. Granting 20% when it goes active isn't quite enough either given the recharge time involved for its activation. If you look at all the "viable" combinations, most all over them involve using Bio or one of the other secondaries with a damage boost baked in. Given that the AT was envisioned as a damage dealing class like scrappers and Stalkers, I think that EVERY secondary should have some variation of a damage boost, whether it be like Meltdown with it's relatively long recharge, or just a toggle like Molten Embrace. This is in addition to bringing their damage to a 1.0 scale like the other damage ATs.
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You are correct, I haven't put AreaMod in my spreadsheet. Fixing the proc 7 proc cells across 13 sets/8 abilities + the now added epic pools is a daunting task.
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It has baseline 50.7% proc chance on a 4.5PPM and a 39.45% chance on a 3.5PPM, with 4 damaging procs available, only one of which is an epic. Calling it a proc "monster" is a stretch by just about any measurement.
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No, he's right. it has a base of 31.86 unenhanced damage from details window. It's mildly compensated by a 16 target cap instead of 10, but it has the same baseline enhancements of all PBAEs and a middle-of-the-road cast time of 1.97s, but a very fast recharge of 20s. Every other PBAE in the Sent pool is running 36+.
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Alright, so after fiddling with the Assault Radial calcs and playing with the damage done portion of that in the archery pool, the equation basically works out to: =(0.8 * (MIN(MAX(Base_Recharge, 0), 20)) + 1.8) * 0. 2 * 2.64 Short of some outliers, this holds true for every power. Same goes for Bio Armor's Toxic Damage with a damage of 13.21 instead of 2.64. Rain of Arrows (expected) is the only outlier on ME. Fistfull of Arrows and RoA are the outliers on the Bio Toxin. FoA does 7.41 instead of the expected 8.22.
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So yeah, what Oldskool said. Take the rack and stack with a grain of salt. However, I do have an Epic'd out Electric/Energy Sent, but I never transfered it's sets into the sheet. Doing that, setting it to just Energy Aura (20% recharge bonus only) puts it to more of a middling set at 930 dps with incarnates. Not awful, just not ...Water/Bio aoe numbers. If anyone is curious I'm actively adding in Epic pools with a drop down option for each one that accounts for all the fun stuff automatically. It works great for the hero epic setup of TAOE/CONE->ST->ST->T/PAOE-> some other thing as the 5th. Adding in Patrons is going to throw things for a whirl since they only loosely follow that scheme. Really it's just Mu Mastery that's ruining everything. I also currently have no desire on working out the dps of a patron pet. Maybe someone else already did.
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How about this one. Make the Opportunity ability trigger a X% crit chance for its duration, scrap the 20% resistance and bonus damage. Or scale the bonus damage to basically be a crit. Depending on the damage amount or crit %, it may or may not apply to the rest of the group.
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The class in general would just benefit from having blaster base damage alone. I've spent the last month dismantling the class for my spreadsheet, so I've gotten to know it very intimately. I like the idea of the inherent. It's a damage boost beyond just adding more % damage. Once someone is capped on % damage, the inherent can carry them past that, but 5% baseline is pretty weak. The 20% opportunity with added energy damage or healing is ...alright? Granted that's very powerful when you have several Sentinels attacking the same target, but the ability only triggers on 1 target in an AOE, which is a lot of this game. If the class is there to bolster the groups damage output and take a punch, go all in. Basically make the class a full on ranged tank/debuffer. Increase the debuff by the number of people in the team. Increase target caps, keep the same middling damage numbers. Raise the damage resistance cap to 80%. Replace some of the powers in the secondary with debuffs. Make the debuff apply in AOE situations. If the class is there to deal acceptable damage and not fall over immediately, give it some actual damage numbers. Make the Build Up 100% like Blasters and Scrappers. 50% is support levels of lame. If you keep it at 50%, make it last longer. One of the TWO Blaster Build Ups last for 10 seconds, make Sentinels last for 20-25 instead and keep it at 50%. Maintaining the 5% res debuff would be somewhat justifiable then since more people might play the class and you'd have multiple people stacking that 5% debuff. Make the debuff apply in AOE situations. Again.
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So the follow up to the Bio Armor toxic test. Turns out the bonus damage for Molten Embrace is also affected by -res debuffs, so it's not the worst. The problem is that it still only does 3 ticks of hardly noticeable damage, and seemingly only has like a 33% to activate. It is no Bio Armor. Note: I wasn't paying a ton of attention to which mobs I was testing on, so some numbers may have been pull from the demons with fire resist. Additional note: I cast Rain of Fire and Blizzard and Ice Storm 10x each without a single proc. Bonus damage per tick for each attack in each set: ======================================================================================= Archery Snap Shot - 1.88 Aimed Shot - 2.76 Fistfull of Arrows - 1.84 Stunning Shot - 4.54 Explosive Arrow - 2.48 Blazing Arrow - 5.43 Perfect Shot - 6.31 Rain of Arrows - 0.02 Assault Rifle Burst - 2.76 Disorienting Shot - 3.21 Buckshot - 1.93 Slug - 4.54 M30 - 2.48 Flamethrower - 4.14 Incinerator - 5.81 Full Auto - 2.98 Beam Rifle Single Shot - 2.21 Charged Shot - 3.63 Cutting Beam - 1.82 Disintegrate - 4.34 Lancer Shot - 4.69 Refractor Beam - Piercing Beam - Overcharge - Dark Blast Dark Blast - 2.54 Gloom - 5.41 Umbral Torrent - 3.53 Abyssal Gaze - 5.87 Dark Obliteration - 2.48 Antumbral Beam - 7.65 Life Drain - 4.45 Blackstar - 2.43 Dual Pistols Pistols - 2.76 Dual Wield - 3.65 Empty Clips - 2.51 Suppressive Fire - 4.54 Bullet Rain - 2.53 Executioner's Shot - 4.99 Piercing Rounds - 3.81 Hail of Bullets - 1.87 Electrical Blast Charged Bolts - 2.76 Lightning Bolt - 4.54 Ball Lightning - 2.48 Zapping Bolt - 5.43 Tesla Cage - 6.31 Voltaic Sentinel - 2.21 Short Circuit - 2.34 Thunderous Blast - 2.46 Energy Blast Power Bolt - 2.76 Power Blast - 4.09 Energy Torrent - 2.01 Power Burst - 4.34 Power Push - 3.63 Explosive Blast - 7.98 Focused Power Bolt - 6.47 Nova - 1.87 Fire Blast Flares - 1.88 Fire Blast - 3.21 Fire Ball - 2.48 Blaze - 5.43 Fire Breath - 3.74 Blazing Blast - 6.31 Rain of Fire - 0 procs Inferno - 2.34 Ice Blast Ice Bolt - 2.32 Ice Blast - 3.65 Frost Breath - 3.74 Chilling Ray - 4.54 Ice Storm -0 procs Bitter Ice Blast - 5.81 Bitter Freeze Ray - 8.09 Blizzard - 0 procs Psychic Blast Mental Blast - 2.54 Telekinetic Blast - 3.36 Psychic Scream - 2.11 Will Domination - 5.43 Psionic Strike - 5.76 Psionic Tornado - 1.96 Scramble Thoughts - 9.86 Psychic Wail - 2.34 Radiation Blast Neutrino Bolt - 2.76 X-Ray Beam - 4.54 Irradiate - 2.34 Cosmic Burst - 5.34 Electron Haze -3.74 Proton Stream - 6.31 Neutron Bomb - 2.36 Atomic Blast - 2.34 Sonic Attack Shriek - 2.53 Scream - 3.99 Howl - 2.41 Shout - 6.41 Shockwave - 1.85 Sirens Song - 4.01 Screech - 6.89 Dreadful Wail - 2.34 Water Blast Aqua Bolt - 2.32 Hydro Blast - 4.09 Water Burst - 2.48 Dehydrate - 4.54 Whirlpool - .02 w/chance to occur 1-3 every second? Water Jet - 5.43 Steam Spray - 4.01 Geyser - 2.46
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Like shining a turd. But it can be the shiniest turd.
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Alright. So I already made a thread about this. The 25% damage boost from Offensive Adaptation can be confirmed by going into Combat Attributes. So let's break it down: Character currently has Superior Winter's Bite slotted, + another 10% in damage bonus from sets Scream base damage - 34.85 S/E = 69.7 total + 101.37% + 10% = 147.32 expected damage against an even level mob with 0 resistance to S/E. Observed was 14.72 * 10 = 147.2 Technically it was one tick at 14.72 * 2, then all further ticks of damage included 1 + 5% + 9.6% damage resistance boost taking them to 16.87. Now I activate Offense Mode. Expected: 69.7 total + 101.37% + 10% + 25% from offensive boost = 164.75. Observed 164.7 + an additional 17.42 toxic damage. Does this satisfy your needs?
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Well, I mean, assault rifles can be extremely accurate in single fire situations. Now machine guns? Those fit your description perfectly.
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So I put together a spreadsheet for the Offensive side of the Sentinel. If anyone has seen Kezeal's CoH DPS sheet, it's based off of that and expounded upon. 16 sheets to keep track of, tons of cells, so there's a good chance I may have the wrong math in the wrong cells. If you spot something, let me know. https://docs.google.com/spreadsheets/d/1FqBw1wkuAcih6BcyBwvidENaPBTmWma96UG0hqeifCY/edit?usp=sharing
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Added Hybrid Assault Radial and Core. Core assumes 4 stacks. I confirmed the numbers of Radial Assault on Dual Pistols. According to the thread, there are some abilities that don't fall exactly in line, so there's a chance that numbers may be wrong and will only be exposed through testing. Based off of info from this post: It's apparently a damage loss to take Core over Radial, assuming you're averaging 4 stacks.
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I already tested the Offensive toxic damage ticks against +0 mobs, pulled the numbers from the damage logs. Posted results in a separate thread.
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Stay tuned for the Molten Embrace version.
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So a lot of numbers pop up over and over. 13.2, 25.88, 30.1, 11.74 on PBAEs, 11.86 on TAOEs. Dunno if they're arbitrarily assigned or there's some math involved. Doesn't really matter since I got them all and they're all static.
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We'll see, I have a few characters built on the beta server so I can start testing right away. I'm Just going to go in Alphabetical order and update the first post with the numbers.
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I mean, if you look at the listed damage per cast cycle for Hail of Bullets it says 5.47, which is basically the average damage it will do on the very first wave after you click it. Since it essentially casts instantly and channels over 3.5 seconds, I think that's why it calculates it that way. It's pretty dumb. So I'm expecting a few abilities like that. I spent a while trying to rationalize the numbers I was getting but didn't get anything that was consistent.
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Starting running some tests on Offensive Adaptation. 25% damage boost baseline is confirmed. Bonus toxic damage has a little bit of a theme to how much it does, but some abilities break this mold and kinda ruin that theory. Anyway, these are static numbers. I'm going to check with a different offense set and see if I get the same trends. Unlike Molten Embrace, the bonus damage from this set is affected by -res debuffs, so it will play VERY well with Sonic. The bonus is NOT affected by +dmg boosts. Also, unlike Molten Embrace, this is a 100% chance to proc so far. Bonus damage for each attack in each set: ======================================================================================= Archery Snap Shot - 7.53 Aimed Shot - 13.2 Fistfull of Arrows - 7.41 Stunning Shot - 21.65 Explosive Arrow - 11.86 Blazing Arrow - 25.88 Perfect Shot - 30.1 Rain of Arrows - 0.12 (yes, seriously) Assault Rifle Burst - 13.2 Disorienting Shot - 15.31 Buckshot - 8.41 Slug - 18.18 M30 - 11.86 Flamethrower - 25.28 Incinerator - 30.1 Full Auto - 15.46 Beam Rifle Single Shot - 13.2 Charged Shot - 21.65 Cutting Beam - 10.87 Disintegrate - 25.88 Lancer Shot - 25.31 Refractor Beam - 11.86 Piercing Beam - 13.16 Overcharge - 9.86 Dark Blast Dark Blast - 13.2 Gloom - 21.65 Umbral Torrent - 16.87 Abyssal Gaze - 27.99 Dark Obliteration - 11.86 Antumbral Beam - 36.44 Life Drain - 21.65 Blackstar - 11.74 Dual Pistols Pistols - 13.2 Dual Wield - 17.42 Empty Clips - 11.97 Suppressive Fire - 21.65 Bullet Rain - 13.16 Executioner's Shot - 25.88 Piercing Rounds - 16.64 Hail of Bullets - 11.74 Electrical Blast Charged Bolts - 13.2 Lightning Bolt - 21.65 Ball Lightning - 11.86 Zapping Bolt - 21.73 Tesla Cage - 25.28 Voltaic Sentinel - 10.56 Short Circuit - 11.74 Thunderous Blast - 11.74 Energy Blast Power Bolt - 13.2 Power Blast - 19.54 Energy Torrent - 12.64 Power Burst - 25.88 Power Push - 21.65 Explosive Blast - 11.86 Focused Power Bolt - 38.56 Nova - 11.74 Fire Blast Flares - 8.97 Fire Blast - 15.31 Fire Ball - 11.86 Blaze - 25.88 Fire Breath - 17.84 Blazing Blast - 30.1 Rain of Fire - 0.05 * 4 Inferno - 11.74 Ice Blast Ice Bolt - 9.31 Ice Blast - 14.63 Frost Breath - 17.84 Chilling Ray - 18.18 Ice Storm - 0.05 * 4 Bitter Ice Blast - 30.1 Bitter Freeze Ray - 38.56 Blizzard - 0.05 * 4 Psychic Blast Mental Blast - 13.2 Telekinetic Blast - 17.42 Psychic Scream - 10.95 Will Domination - 25.88 Psionic Strike - 34.33 Psionic Tornado - 11.74 Scramble Thoughts - 47.01 Psychic Wail - 11.74 Radiation Blast Neutrino Bolt - 13.2 X-Ray Beam - 21.65 Irradiate - 11.74 Cosmic Burst - 25.88 Electron Haze - 17.84 Proton Stream - 30.1 Neutron Bomb -11.86 Atomic Blast - 11.74 Sonic Attack Shriek - 11.08 Scream - 17.42 Howl - 10.56 Shout - 23.51 Shockwave - 8.83 Sirens Song - 19.16 Screech - 30.1 Dreadful Wail - 11.94 Water Blast Aqua Bolt - 11.08 Hydro Blast - 19.54 Water Burst - 11.86 Dehydrate - 21.65 Whirlpool - 0.15 * 6 Water Jet - 25.88 Steam Spray - 19.16 Geyser - 11.74
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So the Beta server is back into "test your build with incarnates" mode. First things first, checked Bio armor. Combat Attributes -> Damage Bonus: Hardened Carapace - 25%. Confirmed. Now I'm going to check this toxic damage business.