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tricon

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Posts posted by tricon

  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,

     

     

    • Like 1
  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

    sleep small test.jpg

    • Like 1
  3. 6 hours ago, Onlyasandwich said:

     

    Great feedback working with @Carnifax's excellent tool!

     

    I wanted to point out something else related to Sleep Grenade that bears out with further testing.

     

    You may find that Targeted aoe procs have better results, as they are associated with the burst of ranged aoe damage, rather than the patch effect of the sleep, which is less optimal. It sounds like you have done some testing of your own here, but it may warrant further focused testing for comparison. 

     

    An example report of my recent session on Sleep Grenade alone:

     

    image.thumb.png.00f4e8c1658d5f99eebf00c42dc19df2.png

     

    "Burst" here at the bottom represents the total damage the actual aoe effect itself does, which is actually pretty respectable. I'm not sure if this counts containment damage or not - I don't see a separate entry for it.

     

    Assuming this does indeed encompass containment, each proc is contributing ~30% extra damage overall to base (only 15% if you take containment into account). I had expected more dramatic results here, but indeed procs don't seem amazing! However, it does show us that baseline damage slotting may be pretty worthwhile, with procs to supplement. The actual damage of the power itself is surprisingly good!

     

    My testing grounds were very different, and more aoe oriented. From your results, it looks like you employed much more single target into your rotation, which brings the proccy hold and its components to the forefront.

     

    My top contributors were instead:

    • Acid Arrow (with procs) ~76,000 
    • Flash Bang (with procs) ~70,600
    • Sleep Grenade (total procs and burst) - 67,199
    • Fire (oil slick burning) - 30,857
    • Tri-cannon - 28,357

     

    My build isn't yet 50, so I can't effectively test my ST chain yet to compare. This was from roughly 24 minutes clearing a S/L farm at -1X8. Not intended to reproduce average play session, but more as an exercise to compare procs between powers.

     

    Here is my own build for reference, which actually shares a very similar approach in slotting philosophy, though a few different power choices.

     

    Controller (Arsenal Control - Trick Arrow).mbd 42.85 kB · 4 downloads

     

    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.

     

    sleep.jpg

  4. 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

     

    Quote

    /macro_image "ForceField_ForceBubble" "Protection Bubble" "powexeclocation me EMP Arrow"
    /macro_image "Experimentation_ExperimentalInjection" "Healing Arrow" "powexecname Poison Gas Arrow"

    /bind q "powexec_name Flash Arrow"
    /bind e "powexec_location target Smoke Canister"
    /bind r "powexec_location target Liquid Nitrogen"
    /bind f "powexec_location target Oil Slick Arrow"
    /bind z "powexec_name Acid Arrow"
    /bind c "powexec_location target Disruption Arrow"

    Icons can be found under cons can be found under https://docs.google.com/spreadsheets/d/1uHUi6BWFTYj4wbfGBs3LjZL88Fym6B-8EwDr18YZcY8/edit#gid=0

     

    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


     

    Quote

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  5. 8 hours ago, Captain Fabulous said:


    This^^^

    My understanding is that players can still knock them around, but they can't knock *themselves* when confused. That's the distinction.

    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. 

     

     

     

     

     

     

     

  6. 6 hours ago, Vinceq98 said:

    theres a video on the bug forums  showing confused mobs getting knockback still. This was the compromise from the devs since the powerset had no immob in it. They added the KB protection so that mobs dont fling themselves out of your control patch.

    Ah yes, then it is easy, they have swapped negative and positive values. (s. screenshot)

     

     

    knockback.jpg

  7. 6 hours ago, Vinceq98 said:

    why is smoke canister bug still present?? it doesnt suppress knockback? That was added and working properly until the tear gas/sleep grenade issue 2 patches ago

     

    The question is what kind of bug.

     

    From the beta patch the changed the power 

     

    Quote
    • Arsenal Control > Smoke Canister: Pseudopet set to replace, -ToHit debuff increased, this power now applies a -kb str debuff to confused targets, fixed a bug where the pet was not inheriting confuse enhancements. Fixed a bug that was causing the color tinted version to generate a lot of visual and audio spam. 

     

    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......

     

     

    mino.jpg

    cages.jpg

  8. 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

     

     

  9. On 3/15/2024 at 9:36 AM, Carnifax said:

    Try it and parse it via my online parser. Because it's a pseudo it'll give you the procs as subpowers of itself so you'll see how often they go off. Beta is a good place, you can slot it how you like try it on target rich radios (x8) and on smaller settings. And/or test it in "AV like" fights using a pylon. 

     

    Generally overall patches aren't the best for procs, unless they are weird ones like Volcanic Gases or Carrion Creepers. That said looking at the power on CoD I think damage procs will be good and Slow ones will work far less often (because the damage is a "direct" effect and the Sleep & Slow is a patch). 

     

    So I reckon Posi, Bombardment & Jav are the way to go here along with some Acc/Recharge IOs. But that's just me theory-crafting. Haven't tried it to verify. 

     

     

    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

     

  10. 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 😉

    • Thanks 1
  11. 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

     

    Quote

     

    https://cod.uberguy.net/html/power.html?power=redirects.assault_rifle.sleep_grenade_damage&at=controller

     

    Quote

     

    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...

     

     

    cont.jpg

  12. 1 hour ago, Vinceq98 said:

    Sleep nade is broken right now. But you can verify in Character creation the damage values. The pseudopets from arsenal control do not inherent AT modifiers for damage. So the pet is worse on dominators and both liquid nitrogen and sleep nade are worse because they cant "crit". But then dominators have assault secondaries.

     

    What Arsenal brings for Dominators is complete safety inside their control patches. Smoke Canister layered with Sleep Nade means you can just blast and blast without focusing much on CC. Bring down the bosses while your AOEs take care of the minions and Lts.

     

    On character creation SLEEP NADE at lvl 50 shows 44.49 damage for Dominators. And Liquid Nitrogen shows 5 ticks of 52.83

    Controllers have the same values except they also get Containment damage. 

     

    Basically this set was undercooked by the devs. As evidenced by the constant bug fixes and bug introductions. This set has caused so much loss of time to patch things up for them. But still I am thankful because its current incarnation is a very strong control set. 

     

    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

     

  13. 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

     

  14. I have tried several char on the test server. Full IO and run them through a few missions, my baseline was the final dream doctor mission against incarnate Banished Pantheon at +4/x8. 

    The enemy groups have some nasty npc like the Elder of Sorrow that will floor you def and can hit hard and the 2nd part has some groups that are spread out a little further so that a single aoe in the center dosen't hit everything, additional you enjoy fighting incarnate mobs so, your +45% def for normal content has still a big gap in it.

     

    Arsenal Control is really fun against the groups, and runing */sonic */savage */rad */thorny are all within one minute at the end as a diference. exactly within this as a */trick arrow controller that was equipped with procs up to the nec.

     

    I tried a traps controller that was just not my cup of tea, folded space works but it was nothing for me, as was arsenal assault. playing a huntsman has spoiled me.

     

     

    So both work, the differences are just very pronounced at the beginning. Lvling a controler solo thought the content means a big IO investment. You can start with the p2w free vendor IOs then after lvl 10 you get access to more procs, and also later at lvl 20+. My savage dominator has still at lvl 35 up to 90% standard IOs with a few uniqure ones. 

    Now at lvl 50 if you chase perma domination, the costs will not vary much between the two.

     

    As a dominator you can do dmg from the beginning, even with SOs, as a controller not so much. So if you like it close up personal, go with a dominator, arsenal control can be low maintaince, drop smoke canister, liquid nitrogen and the smash them with your secondary. The trick arrow controller was playing full at range and has had to use a lot more skills.

     

     

    At the very beginning it was also funny to see how blaster got defeated in Perez Park and you as a arsenal dominator/controller can kill the groups just with sleep gerande and liquid nitrogen and you basic attacks....

     

    Both are fun and powerful, just pick you style and set you like

     

     

     

    • Like 1
  15. 2 hours ago, Frosticus said:

    I'm no expert on  calculating threat, but I do know that cannon has a 1.5 threat and we have a 1.0. If you are sitting somewhat idle it does enough damage to out aggro you with no taunt at all, especially if you've increases its annoyance factor with an interface debuff. 

     

    Try load up a DA arc and fight a Keyes EB, see if it goes the same or better than nightstar/seige. Going from Protean (works) to Indigo (doesn't work) left me scratching my head at wtf just happened considering I'd only gained a couple levels in between . When I tested nightstar it would shed aggro immediately unless I pinned her and tricannon in  a corner touching. then aggro would shift back and forth as long as I attacked slowly from range (which is about what you'd expect from a short duration weak taunt aura, like stripping aggro off a willpower scrapper heh). From range (me and cannon) a single impale will pull her on to me because the ranged attack is failing to cast taunt on that specific enemy. 

     

    I'll try to upload some vids of it working/not working. I've got family in town for a bit, so playtime is short. 

     

    Yes of course.

     

    The small taunt area is working, pretty much summon the pet on top of the elite bosses and that explains it and yeah you are right that the taunt from the gun is not working, depanding on the tag of the enemy.

     

    Tried Tub Ci that liked to stay at range and pet could no taunt it from me. Against a boss like Olympian 29 it worked (no raid tag) . So yeah it seems the need to fix the pet 

     

    if !target.HasTag?(Raid) && (target>enttype eq 'critter')
    if target.HasTag?(Raid) && (@ToHitRoll + 0.2 < @ToHit)

    That's what you meant, atm it has only the first line, so the 2nd line is missing  and the aoe area has a part of the code missing.

    • Thanks 1
  16. On 3/6/2024 at 7:51 AM, Frosticus said:

    Not sure why this is tagged "wai". It definitely is not.

     

    The power description reads:

    "Enemies hit by the tri-cannon, including those standing near it will prioritize attacking it over its owner"

     

    It will taunt Protean set as an AV, but not a Longbow warden boss. Definitely not "wai"

     

    It has this line of code:

    blank_icon.pngif !target.HasTag?(Raid) && (target>enttype eq 'critter')

    and is missing this one:

    if target.HasTag?(Raid) && (@ToHitRoll + 0.2 < @ToHit)

     

    It should actually be normalized with the taunt of other troller/dom pets, which don't have those requirements at all, but that is perhaps a different issue.

     

     

     I am curious.  The  Tri-Gatling Gun has this listed

     

    Quote
    blank_icon.pngif !target.HasTag?(Raid) && (target>enttype eq 'critter')

     

    Additional there is another taunt power AoE 8.0 ft, max 4 targets

    Quote

     

    My impression was that ours would not be so strong as the earth pet in 1v1 but could taunt some extra mobs, If you compare this to Animated Stone attack are

     

    Quote

     

    Now the raid tag https://cod.uberguy.net/html/entity-tags.html?tag=raid&q=bears has a long list of npc with it. So my short test with  Arsenal/Savage on Test Server with my pet has a full set of Expedient Reinforcement IOs at lvl 50

     


    So I tested it against the elite boss verison of Nightstar from the Maria Jenkins arc and my Tri-Canon was summed first and attack Nightstar after a couple hits I got the agro but my pet could pull it twice for a brief attack cycle of me. 

     

    Against Siege the same. The pet can pull agro from you and taunt the npc but it seems the attack is not enough after you have done some damge.My guess is this happens only when the additional taunt power happens. Siege did turn around attack and hit my pet then me again. Only after I was doing less dmg or stand idle, my pet would get full control back.

     

    So the taunt is there but it can"t keep up with the dmg/agro from your attacks

     

    I can make a video if this helps.

     

     

  17. 3 hours ago, arcane said:

    Probably a bug that it’s showing it accepts those sets in the first place. Power has no mez effects to enhance.

     

    Yeah seems to be the case. Mids has the same error.

     

    Wish would be nice, if it would be easier to add the dominator IO set in the secondary power sets there as well, even if you wouldn't get a bonus there. I just feels bad if you have a damage set with no option to slot the +dmg IO in a attack power. Same with the Fiery Orb, can't slot it in Liquid Nitrogen, because the IO set has no bonus for it, but the proc would be perfect for the power....

     

     

  18. I usually build my blappers this way. 

     

    Early lvls use Defense Amplifer. Just buy the maximum hours at lvl 1 it"s vey cheap at the beginning and a bit expansive later on, So you havve some status protection. Later I would add Rune of Protection from the Sorcery pool . It will give you even a higher status protection with res for 60sec duration and you can use it as break free if you are under the effects of cc. In the endgame I will go with Hybrid Melee Core +resist/regen or Melee Radial Embodiment +def/regen, it has a duration of 120s and offers even a wider range of status protection. 

     

    Now you can juggle with these 2 powers and you can skip Clarion from the Destiny and use something else like Barrier or Ageless

     

     

    Here is an example of a Radiation/Atomic/Ice Blapper

     

    Quote

    G4NoACwK7IbjC6HYvOqE5n1nCfvbhEZIMquuScqOwNx4miZtr0o/zyuxl0uVr+odqt0Wskj2wy/jOk1Vw2kVnNL1u4c9HbtAS+c3EYo0KOobEIrJkTZ/oCNPKC5BRN7+b5mLBRUjeShX56A7VWd2/6X0TWtllmEuodSqSi0WYVCmFWvyP20HdZcIhQSXoPAWB6Anhkn5zcXGULPDX7P9wSWIiEjtcN6DYxG/UCEe7AWe5wKV2/gwApA5S6C5wQKXT1MqBD+kzAWgWAtBPk76PR6Ks2t+JowPl0JEU7guQnC7GF8nFiIj4LJuSxEOXKIUTnA+K+jQ8IV/YRTTJgpfImy26LAeBW/0+IsYiy/+cHRxpEpr2cfM+o9pSz9k85Kcm1ZSPqcckLz01xua5AI6/4WDwB0Lcls1r/DnpuAEGpXu5Jr922JK7KUGz2VDQVBcssgm3r79UGT7vgdaSHXA3DXv3/7QsxCoLwu6JZ80KKJaOYtSdbSGWz0Y3NxExL4Hi6eoBxwaf8ViOJiJx63p3OjM/IUfkwmXCUiN40/FLhODs6N/WStsKe9BcbC5WjeBqdaHOLCeIHjM5YYz4YRL7WI8NNOUaP+41Pvk2QfcVuBuUIFrnU3Oc/4PXvg80ejg8i/tf0C8uSn7IpA1nwCIMpw2L2S0Pm9kV3aClJ0oQ9Mt0Q3Cup5Ke/ZrT4hGmo+zPbh+emDc4ywq9zXZUAi78vouJwDfK2rv3UJKX5g2zA1XCr9sRBV5Jcgi4rl1ZkVwnXHxTtsoBFUQyWkVFwBFScbx7PuRpSrBO1j8+KBsZDI/AevBIhgfhgERQ6Lp8ooKRrLY5r4/+p4yDsYluvac1z5NBlVlAJ73xnwSqfo6X1Z0P3QAnsxNMbqqcncnvJGQ1gOrEjDwwlOVWa3+a65gqZW/8yoVmzq5WhZX30OgxyIAhgaFByZh1b43tfyMsiWhFrnu5n1Mrp+jyngu6wn+P14py9iHZx4dCur+JrjfD6Gdm7jPkW0o7xGobwJfQ77EXzxorB45EEJieiyB5Bw+qI4P1+sXhMHDySgZH4xYe2ayB8dP2IARx/MUNCALKGYw0sXk+O5RZcilhHtSB4ndjPFxhl/bCzDG1K19nGrAbZhvG7wmgWNGU37BFmBwcN5GZrw/haAG74yWBMFVsIb6lMYMo2kQrXoiuSyzJeZIpLviawQVDLcwjrmaCJ48hLgltLKZ3xJ4WiV5ngOtUE+Zg1aVgKi0U1LJx0M044rSKhs0icpKGtzTid6WPTzgmOWHXK4VQFP1aV6fI7iWU56RZafJrnsZ298vxeOCRK2xwKX4GiKs4dB0f1J+zkcIKhaVKjCftAeYGbc/TkzaSuj7JzFGi+pQz9joXI3w6fKTwSetqmNTEdhEUfhpN6c4zFvDA24VEHziakFruGPNqoMhbZZya8IrtRYFcZCsIyx2pU2l6evh49N4YCo3HHhBpgEGrYvTwEJGUz04ph5nM+FaYm/JvVoGR17JkWW3ZhGLbFFF54cBp63gM26xjGAag/5Nxf/EmP1VyH7nJaVNbKEYoZ2279ZsrIfPNq8HgxuciXFWaoCal7x0Pr9ltfvUX8BiT5duhsFmjN+EKdXjCPRujkWDW0jCsNr8a/RVJlzuzoUROh1R5NP94RvoBvY32ImxkwUe1dBhc5ux0krCeuUdw1JnMoFdbCggqtcUvCBUu+dMzrPYSGQFgpGOMwSneVCw6acuuN1JMIo3OQqF/lrRIB6beaCyYYYfsrn1TV5h7goNvuxmAn5/Hq8sPLX3GI+oIeCSho0zXiZ5OyS0VyjmoAYZ1XPOgX+Mxkp3B2K1Kh/cpg5wp4PXnQplKgY4SvqpLGBNPonxcRYdtcfJ+d+VwiRvK6j0SPzLoKcm3t/soYjV9elX1mR8tCX9sIhRlbIwrBdlGqHQVaTZrCjz05/tIWhSI3fdXulyY5jb3umK1kzJIRqKL5XUo9fVVplBUOhHrs85cRcdjqYOD/lUaI5ZjNhsAtTgTP02fueYTsP69qBwQKXMTPFRG6abck16zGh274OuGINNm7DOTrde4brUjNZG3Kj8o2mncbBem2mMFVtGf7lh/C2D81XpmtikjdOOCoF+EjeOt8CH4/rmVMFi+CHJHQ/baggwwjMAW5+DIsZGdD4BpSOKd8DHPIRVaTarbjJscLjph7N8KZe9NRucMMJKtL/iaOHdXlBE6urDiT0uUujwS0oxPrbfUkxyRsdaLNxQKLdBzuaKASbo2nGVtHWqzP3+C5Tt1OVEoa37dV632YMmBRjE2JFci2fbgcEn9aP35VjmChWvfdTCDJWmEiRaUFg4Dx1EBN6y2FYVYX0v+iuFUlSFjEpNYZSDuNTyWQ5Cd+zMNAI6mt1g5lXGwQYga+UnTP4pQ60Xg37DSSge0cWrTOYYg50MtrMTfidwfXgYpaaHDhASCsS5mTe4UuDB4EkemCgBokXk0uPo6nRcnftKMHejNKx0j3JqSHMMJq0cfepEybNeaM3r2G9hhd3tbojjiGxtALj4/E2hxc6vmKM16lJ7ODnd5QHzmNbBFMFEDTtaQ0KTmNWGm397CJzjuQINkMTB+LsLRjgqYd4PVm6yb73Xv2i98x4BWd36dQhM1eR0F+1vAJ7eBBkComF/AVlB8qb+IKUKohiY49L7ROiHEeB9UWWn+EBxMPUKTOFR1SJsFB3UWelef+go+tox3NMRRZXPdpFxmzQcj8X4T5guL+pIJ6qF61RqXUbnay7opnWOOoViOkoT6HhSBjld6TelvCz1n+rxc3Nu+XaHACVAraM8afYOs3+iKdHlmBuOjLWaUMPIEyYJe7sTa5kPxzhMGgYU+9Fm1Bs1ONl9yFxL1HJmGMikHuZXQ9yzAkiORDGvvXvBfgrvDC+n//F0+Yhxn7QP

     

     

    blaster.jpg

  19. At the beginning I take pretty much every skill with me. it's not optimized and so you have the opportunity to deal out a lot of damage.

     

    Tried a Arsenal Control/Traps Controller and there the Tranquilizer was part of my attack chain but as a Dominator I know I will respec out of it either at lvl 22 or later at 32 when you have more options and can mix in some IO sets.

     

    In a finish build this then usually looks different. Mabye you would pick a power because you need a certain IO set for the bonus or you want one final power or you need one specific one and sacrifice some other for it. I didn't need you to test this skill, nor did i miss it, but that doesn't mean it's not useful for someone, that's the nice thing, there's more than one way to build a char even with the same power sets......

  20. 2 hours ago, Omega9 said:

    Please not the Auto Cannon power from Devices. No one takes that. If they do they never use it. City of Heroes has evolved such good pets over the years, have Tri-Cannon be some kind of robot. It can do the same damage and even be called Tri-Cannon, just not the Auto-Cannon animation. What kind of Pet is that for a Dominator or Controller in City of Heroes 2024?

     

    Also, are those damage figures right for Trip Mine? They seem too low in the pip.

     

     

    Trip Mine got gutted, you can"t compare it to the Blaster version. The removed the interrupt and brought into line with the our aoe dmg powers and now it does only Fire dmg.

     

    I didn't really like the whole set on the test server.  As I wrote there, that may simply be because I am biased because I play a Huntsman (Arachnos Soldier/Bane) and even if the comparison is a bit of a stretch, this one hits like wet noodles. There you have the beauty of Venom Grenade, followed by a Frag Grenade and then you can demolish anything in close combat with Pulverize, Shatter and Crowd Controll. 

     

    I played Arsenal Control with 3 other sets, Fire, Sonic and Savage and all 3 perfomed for me better then Arsenal Assault *shrug 

     

    Tri-Cannon is a good, very tough, pet. The changed it a little bit in the beta. It's not a beauty and certainly not a control pet, but stick it against some big opponent and the 80% resist and additional resist and a taunt can work very well. So no it"s not the device pet, just compare the stats.

     

     

     

     

     

     

     

    pet.jpg

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