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tricon

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  1. @Vinceq98 Some have explained the data behind the procs, if you need more info, look here @Onlyasandwich We have several powers that behave different. Like we got "true" chains that suck with procs and "fake" chains that got a much better chance. One different I noted with Sleep Grenade is that CoD shows the "Summons a pseudopet" and Glue Arrow from TA missed it, even if the power looks a like and yet as other pointed out the procs work different. Your build looks fine. Wish the would removed some of the hard crashed from the game like from Surge of Power and add animation for the weapons to it, the power itself looks cool. One suggestion, if you don"t slot Liquid Nitrogen and just use Glue Arrow for the slow, then why not get rid of it and switch Super Jump to Super Speed and then add Burnout for it,
  2. @Onlyasandwich The Sleep Grenade is a bit odd . I just did a very dirty quick test with a verrrry low sample size. Set at -1x8. Slotted 2 50acc and then the procs. Number six first mission Cast 2 times Sleep Grenade at each spawn, full duration , repeat 10 times, 3 different runs. Not what I was expecting the the WoC proc... Dmg Procs fired once, procs fired 32*, 23*, 25*, Slow procs fired first hit and repeated 85*, 93*, Will of Controller is a higer dpm proc but adds recharge to the power fire first hit and repeated 77*, the recharge lowered the proc chance quite a bit. @Hjarki this screenshot has the names for the table
  3. I enjoed a proced Sleep Grenade at the Moonfire tf to solo kill large groups of vampire for the badge, same doing the signature arc form Dakota Berg for the Bloody Hands badge where you fight static in a single room in the mid 30s, where I run the same -1/x8 setting Later on, I was playing with the Levathan Mastery and with Water Spot the Sleep Grenade was my extra aoe dmg power. However later I thought it was redunant as I was fighting at +4/x8 If you look at the screenshot. The slow procs fire more then the dmg procs, the pseudopet does no dmg, so dmg procs don't work there. If you want to enhance the dmg, then go with 5 slots of Ice Mistral's with the proc and add the other slow proc Impeded Swiftness to it. About the base damage, I have not checked if the changed it, but since 2 builds or so ago Controller run with the Dominator damage number around. City of Data has a older build number and shows the correct number there: https://cod.uberguy.net/ To be fair with the confuse going, we could just hit Smoke Grenade and hit them with Acid Arrow to start the confuse and lower the def and watch them kill each other. In this mission from the video only the bosses would survive. It's slower but can be done. Overall, the set lets you IMHO build it in some variance with other sloting options without losing to much performance. As an example I would rather use the Superior Will of the Controller Proc somewhere else, but the 6 slot bonus for the ranged def was to much to give up, but thats not set in stone. The single dmg chain is some bit needed, you fight lots of elite bosses (AV) if you go through the 40/50s, alone for the Hero/Villain badges and I liked a fluid experience doing so.
  4. This was from a test run on the Test Server with T4. Changed Sprit Ward for Mystic Flight and Consume for RotP The Picture is from combatlog parser at https://www.carnifax.org/ for the build at T4 Alpha and the rest is T3. You can see how much the procs do
  5. So finish the build and I liked it a lot, a lot has changed over the levels. The early lvls Sleep Grenade was proc heavy, which was not so ideal because it does not have such a high proc chance due to its status of a pseudopet. Later one the procs did move to Flash Bang and the Superior Will set moved to Sleep. I rarely use it now. The Glue Arrow is Liquid Nitrogen (Mids has not added the slow IOs to Liquid) AOE->Flash Arrow(hit debuff)-Smoke Canister (hit debuf)-Liquid Nitrogen(slow/starts doing dmg)->Disruption Arrow(res)-Acid Arrow(res/dmg) Oil Slick Arrow/Pyro or Flash Bang followed with a Fireball. You can do Oil before Acid, Single Target chain is : Entangling Arror (if Boss+) ->Ice Arrow->Cyro Freeze Ray->Tranquilizer->Arcane Bolt (filler outside arcane power) No Fighting pool , it is just not needed with all the -to hit and controll ypu have. Build is a respec for +3 with lvl shift in mind. You can switch out Rise of Phoenix for Tactics again to help in the early levels and swith out one PT Heal back to a PS Endmod. Enough endurance with Ageless Radial Ephiphany in mind. to refill it after cd. Don't need extra cc proction with debuffs, I used the Rune of Protecion as a cc break, have some break freas and in some maps you can stay a bit in the emp field. Some notes. Slow procs fire more often then the dmg procs in Sleep Grenade. The dmg area from Acid Arrow is set to 8ft in the 15ft power. Have tested Mu/Leviathan and now Fire. I like the resist shield with the -to hit. You have a few good options. The enhanced slow with knockdown from Liquid is enough to keep the mobs inside the patch/kill zone. There is not much that that can run away after you hit them with all thedmg procs. First batch of regular procs (outside P2W vendor) start at lvl 10+, then 20+ and so on. The pvp procs cost a bit more. If you run in the lower lvls low on endurance, pick up recovery power from the vendor Some macros I used Run it through normal/incarnate stuff. If you go **** you would need to change a bit . Tear Gas and Tactics are IMO needed then and I would not use Assault hybrid there The set MVPs are Smoke Canister/Liquid/ Cloaking Device. Sleep Control is a bit let down. Good early on but later quite redundant, status like if only when sleep then -no fly is not helping either. So unitl the nerv the procs, you can go really fast in clearing maps. Hero Controller Build plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Arsenal Control Secondary powerset: Trick Arrow Pool powerset (#1): Speed Pool powerset (#2): Sorcery Pool powerset (#3): Leadership Pool powerset (#4): Experimentation Epic powerset: Fire Mastery ────────────────────────────── Powers taken: Level 1: Tranquilizer A: Ice Mistral's Torment: Accuracy/Damage/Endurance 7: Ice Mistral's Torment: Chance for Cold Damage 25: Gladiator's Javelin: Chance of Damage(Toxic) 43: Impeded Swiftness: Chance of Damage(Smashing) Level 1: Flash Arrow A: Siphon Insight: Accuracy/ToHit Debuff 43: Siphon Insight: ToHit Debuff 46: Siphon Insight: Chance for +ToHit Level 2: Cryo Freeze Ray A: Gladiator's Javelin: Chance of Damage(Toxic) 3: Ghost Widow's Embrace: Chance of Damage(Psionic) 3: Ice Mistral's Torment: Chance for Cold Damage 13: Unbreakable Constraint: Chance for Smashing Damage 42: Impeded Swiftness: Chance of Damage(Smashing) 43: Neuronic Shutdown: Chance of Damage(Psionic) Level 4: Sleep Grenade A: Superior Will of the Controller: Recharge/Chance for Psionic Damage 5: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge 5: Superior Will of the Controller: Accuracy/Control Duration 9: Superior Will of the Controller: Control Duration/Recharge 40: Superior Will of the Controller: Endurance/Recharge 42: Superior Will of the Controller: Accuracy/Control Duration/Endurance Level 6: Hasten A: Invention: Recharge Reduction 33: Invention: Recharge Reduction Level 8: Entangling Arrow A: Invention: Accuracy Level 10: Ice Arrow A: Ice Mistral's Torment: Accuracy/Damage/Endurance 11: Ice Mistral's Torment: Chance for Cold Damage 11: Impeded Swiftness: Chance of Damage(Smashing) 39: Gladiator's Net: Chance of Damage(Lethal) 40: Ghost Widow's Embrace: Chance of Damage(Psionic) 40: Neuronic Shutdown: Chance of Damage(Psionic) Level 12: Cloaking Device A: Luck of the Gambler: Defense/Increased Global Recharge Speed 13: Kismet: Accuracy +6% Level 14: Smoke Canister A: Coercive Persuasion : Confused 15: Coercive Persuasion : Confused/Recharge 15: Coercive Persuasion : Confused/Recharge/Accuracy 17: Coercive Persuasion : Recharge/Accuracy 17: Coercive Persuasion : Confused/Endurance 25: Coercive Persuasion : Contagious Confusion Level 16: Poison Gas Arrow A: Call of the Sandman: Chance of Heal Self Level 18: Flash Bang A: Superior Frozen Blast: Accuracy/Damage 19: Superior Frozen Blast: Accuracy/Damage/Recharge 19: Bombardment: Chance for Fire Damage 23: Javelin Volley: Chance of Damage(Lethal) 23: Positron's Blast: Chance of Damage(Energy) 36: Cloud Senses: Chance for Negative Energy Damage Level 20: Acid Arrow A: Positron's Blast: Accuracy/Damage/Endurance 21: Positron's Blast: Chance of Damage(Energy) 21: Shield Breaker: Chance for Lethal Damage 34: Achilles' Heel: Chance for Res Debuff 34: Annihilation: Chance for Res Debuff 36: Touch of Lady Grey: Chance for Negative Damage Level 22: Arcane Bolt A: Apocalypse: Chance of Damage(Negative) 42: Gladiator's Javelin: Chance of Damage(Toxic) 46: Gladiator's Javelin: Accuracy/Damage 46: Explosive Strike: Chance for Smashing Damage 48: Force Feedback: Chance for +Recharge Level 24: Disruption Arrow A: Power Transfer: Chance to Heal Self Level 26: Tri-Cannon A: Expedient Reinforcement: Accuracy/Damage 27: Expedient Reinforcement: Accuracy/Damage/Recharge 27: Expedient Reinforcement: Damage/Endurance 34: Expedient Reinforcement: Resist Bonus Aura for Pets Level 28: Oil Slick Arrow A: Ragnarok: Damage 29: Ragnarok: Damage/Recharge 29: Ragnarok: Damage/Recharge/Accuracy 33: Ragnarok: Chance for Knockdown 33: Ragnarok: Damage/Endurance Level 30: EMP Arrow A: Unbreakable Constraint: Hold/Endurance 31: Unbreakable Constraint: Hold 31: Unbreakable Constraint: Hold/Recharge 31: Unbreakable Constraint: Hold/Recharge/Accuracy 37: Unbreakable Constraint: Recharge/Accuracy Level 32: Mystic Flight A: Winter's Gift: Slow Resistance (20%) Level 35: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed 36: Reactive Defenses: Scaling Resist Damage 37: Shield Wall: +Res (Teleportation), +5% Res (All) Level 38: Fire Ball A: Superior Frozen Blast: Accuracy/Damage/Endurance 39: Superior Frozen Blast: Damage/Endurance 39: Bombardment: Chance for Fire Damage 45: Positron's Blast: Chance of Damage(Energy) 48: Javelin Volley: Chance of Damage(Lethal) Level 41: Fire Shield A: Gladiator's Armor: TP Protection +3% Def (All) 45: Gladiator's Armor: Resistance 45: Gladiator's Armor: End/Resist Level 44: Rise of the Phoenix A: Preventive Medicine: Chance for +Absorb Level 47: Glue Arrow A: Ice Mistral's Torment: Chance for Cold Damage 48: Ice Mistral's Torment: Damage/Recharge 50: Ice Mistral's Torment: Accuracy/Damage/Endurance 50: Ice Mistral's Torment: Damage/Slow 50: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge Level 49: Rune of Protection A: Steadfast Protection: Resistance/+Def 3% ────────────────────────────── Inherents: Level 1: Containment Level 1: Brawl (Empty) Level 1: Sprint A: Invention: Run Speed Level 2: Rest (Empty) Level 1: Swift A: Invention: Run Speed Level 1: Hurdle A: Invention: Jumping Level 1: Health A: Panacea: +Hit Points/Endurance 7: Numina's Convalesence: +Regeneration/+Recovery 9: Miracle: +Recovery Level 1: Stamina A: Performance Shifter: Chance for +End 37: Power Transfer: Chance to Heal Self Level 47: Arcane Power Level 32: Translocation Level 4: Athletic Run
  6. So finish the build and I liked it a lot, a lot has changed over the levels. The reactive Interface was the best option after I run https://www.carnifax.org/ combat log viewer. Moved the rest to a new post.....
  7. Ah yes, this makes a lot more sense. This also seems to work In a custom mission the mobs that used knockback powers under smoke canister confuse could only do knockdown and yourself could still use a power with a knockback effect and throw them out of the patch.
  8. Ah yes, then it is easy, they have swapped negative and positive values. (s. screenshot)
  9. The question is what kind of bug. From the beta patch the changed the power If you look at the discription it should do -kb and not +kb the plus one would be the one that suppress knockback. I would argue why you would want this, when Liquid does only damage when the mobs got flipped and smoke canister would then surpress that to s degree. Hmm on the other hand confused mobs would still hit each other and only not effected enemys could flip and take dmg. Now the interesting thing is, that it seems that it dosen't apply the kb resistance + or - at all . Run a test vs Mino and Cyclops. The mobs got confused I have never seen some data on the status effect from the power as it was with the a Fire Controller that used the Ring of Fire to it. in this case the + from City of Data shows up as - ingame The numbers are another issue, if I remember correctly the knockback resistance is capped at 99% , so that would be another issue vs certain mobs, the still would resist......
  10. From a limited test run Control Core Embodiment, waylay 3255 dmg, Spectral Flawless Interface 9916 dmg Assault Radial Embodiment, double hit 8.083 dmg, Reactive Flawless Interface 10.251 dmg I don"t think the extra +1 magnitude is needed inside normal/incarnate content and the proc does alot less dmg then the Assault counterpart
  11. Awesome parser, first time I have used it over the weekend. How the hell did I miss this one. Sleep Grenade procs the damage powers less then the slow procs. So Ice Mistral's Torment and Impeded Swiftness do more damage then Positrons Blast and Bombardment. The damage proc go off only after you hit the target, so do the slow procs, the later ticks proc only the slow procs. Sleep Grenade 15.000 541.000 434.000 107.000 80.000 48,701.600 44,426.960 4,274.640 77.600 231.770 69.178 18.000 25.000 20.267 Bombardment: 0.000 49.000 49.000 0.000 100.000 3,856.240 3,856.240 0.000 77.600 131.440 0.000 0.000 0.000 0.000 Ice Mistral 0.000 96.000 96.000 0.000 100.000 8,066.890 8,066.890 0.000 77.600 109.060 0.000 0.000 0.000 0.000 Impeded Swift 0.000 101.000 101.000 0.000 100.000 8,483.620 8,483.620 0.000 77.600 109.060 0.000 0.000 0.000 0.000 Positron's Blas 0.000 38.000 38.000 0.000 100.000 2,948.800 2,948.800 0.000 77.600 77.600 0.000 0.000 0.000 0.000 Reactive Interf 0.000 294.000 294.000 0.000 100.000 4,274.640 0.000 4,274.640 0.000 0.000 0.000 0.000 0.000 0.000 Sleep Grenade 0.000 525.000 434.000 91.000 82.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 Sleep .. Burst 0.000 683.000 667.000 16.000 97.000 21,071.410 21,071.410 0.000 84.800 231.770 0.000 0.000 0.000 0.000
  12. The live version 27.7.5968 has the same problem as beta 27.7.5973. All the Controller powers in the Arsenal Control set doing the damage numbers from the Dominator Arsenal Control set. I just cross checked with Fire control on both AT and the Controller and Dominator have different values (damage scale by AT) with one exception Bonfire does the same damage on both AT, Another power that was changed in the last beta issue. So as far as I'm concerned the numbers could stay like this, controllers are much more fun this way 😉
  13. Ok from the topic here The older version from City of Data Homecoming-20240227_5928 vs live 27.7.5968 Has the correct numbers for e.g. the Controller Arsenal Control Sleep Grenade Burst but if you go now there to the live server and compare the numbers there the Dominator and Controller share the same numbers. s. screenshot https://cod.uberguy.net/html/power.html?power=redirects.assault_rifle.sleep_grenade_damage&at=dominator https://cod.uberguy.net/html/power.html?power=redirects.assault_rifle.sleep_grenade_damage&at=controller The controller line inside the dominator power was wrong and then somehow the power got copied to controller Seems the number have change not only there with the latest live patch...
  14. IMO the dmg from the controller is another bug, somehow the mess not only witth the sleep grenade burst does dmg vs hold dmg but changed the numbers from controller to dominator. @Frosticus has the numbers from City of Data, both live and beta server have a old patch as what we now have on live and there the numbers seem correct. 30.5856 points of Toxic damage (all affected targets) 30.5856 points of Toxic damage (all affected targets) if (source>arch eq 'Controller') && (target.HasTag?(IncarnateBoss) || (target>kHeld > 0) || (target>kImmobilized > 0) || (target>kSleep > 0) || (target>kStunned > 0)) vs 52.8297 points of Toxic damage (all affected targets) The Dominator power there has 52.8297 points of Toxic damage (all affected targets) if (source>arch eq 'Controller') && (target.HasTag?(IncarnateBoss) || (target>kHeld > 0) || (target>kImmobilized > 0) || (target>kSleep > 0) || (target>kStunned > 0)) So my guess is somebody copy the power from there and mess up the older controller table
  15. Yeah the issue is even on the older beta version. The procs and interface proc will fire of and do damage but if you use Sleep Grenade unsloted the damage dosen't work even with lvl targets with one exception if you hit a hold target, then the Sleep Grenade will do damage even the bonus controller dmg will work then. Sleep grenade = no damage Tried Cryo Freeze (single hold) and then Sleep Grenade = dmg Tear Gas (aoe hold) and then Sleep Grenade = dmg Flash Bang (aoe stun) and then Sleep Grenade = no dmg Tranquilizer (single sleep) and then Sleep Grenade = no dmg
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