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SmalltalkJava

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Everything posted by SmalltalkJava

  1. @Darkir knows Kin.
  2. What is the normal single target rotation for Ice? Maybe I can rework the attacks I have taken. And see what I can still manage with procs and damage
  3. So far, I just can't quite get it where I want. I think i need to step back, breathe a little bit and refocus. I get too caught up in the weeds sometimes. I figure if Thugs can use burnout then why can't a demons build with Hell on Earth? And why couldn't i use it with Wild Bastion's absorb? There is nothing I really want to drop from /Nature it just has so many goodies that I like to use. /Nature is addictive. High resists and add in 803 Bonus HP absorb for all the pets from using PB+Resilient Incarnate and Wild Bastion. I may have to sacrifice the Fighting Pool and go for lower overall S/L defense for the MM. If i drop the 3 Fighting Pool powers then I can get some goodies Scorpion Shield Power Boost Maneuvers Assault Tactics Hasten Super Speed BurnOut Here is what i've come up with as a rough, rough draft. It has 1 slot that I haven't placed due to not really caring where to put it. I don't really like it at all. Not even 1 MM attack! No Assault, No tactics. The slotting on Hell on Earth needs some work also. Provoke is fun and all, but it isn't a necessity, after using it for a while, it works well on pylons, but it seems to be just a gimmick in real play. At least for me.
  4. Start by typing the @ sign
  5. All fun. @3333053222 said , also read this thread
  6. That would work. After testing mercs with nature. What ever is done, or however they should implement it. The end result should be that their DPS should be equivalent to the other pets DPS, Whether it is just a simple accross the board pet DPS % increase or via a pet wide Serum buff. Their overall DPS should be equivalent. Right now, after testing Demons/Ninjas/Beasts/Mercs with Nature, the first 3 are in a similar range, Mercs was way way behind. Back when I played Dark Age of Camelot, their first pass at damage balance would be to do a % damage increase. To get the classes in line to their counterparts. that way each realms similar classes would be in a close range regarding DPS. Then if more tweaking was needed they'd do more difficult balancing regarding actual abilities. At least from what I remember.
  7. I don’t want to scare people away from mercs nature. It was fun if you like mercs.
  8. I like the ideas. Exciting concept. I like the ideas of putting in “must haves” or “wants” for builds. I like to try for weird things like max ranged def on a MM and then seeing what slots are left. Or make Overgrowth perma. Any automated tools will be greatly appreciated. It will at least give me slotting ideas on where to start. So I can twist some builds to get what I want. oh. I’d like to see the buff impacts that MM pets have like demon and protector bots. Also i’d like to see what their defense and resist values are when I buff them with my secondary abilities some basics that that you might add. 1 -warning if ability is below 95% to hit vs +3 or +4s. 2 -warning if damage on a ability is below ED range or like 95% damage or low damage warming 3 for proc damage. Max proc damage per certain ability. Put damage procs in and fill with acc/dam. Etc
  9. A run was a pylon kill. Also I did a PI portal mission. They were ok in there. I do have to say that for most runs on the puking I didn’t have to micro manage them running into melee that much. I started them in Stay mode. Then I’d run in and tell them to attack. They’d move into range and start shooting. One pylon kill I only had to tell them to “goto”about 4 times. I was surprised. Thing is with provoke. I can provoke from range of need be or provoke in melee range. So I could adjust myself to them. I should say say that they were fun, but as usual, lower dps than others. The procs moved them into normal dps range for other pets, but still behind. As as we all mercs just need “ something”. Being more damage. Even a straight across the board % increase would work. Their attacks do -def and take the sweet -def standard procs.
  10. Well I tried Mercs/Nature. Even super tweaking to fit in procs and smooth runs where i taunted and didn't have to resummon one time. The best I could do was 3:34, most runs were 3:50-4:02. I did 10 runs total. Lady Gray and Shield breaker in the pets. The fastest time was with Lady Gray and Achilles Heel in the T1 pets. Just not good at all. On be best run, i broke my tradition and put in the tier 3 Musculature Incarnate. The procs went off like crazy, but it just wasn't enough. Poor Mercs. Poor poor mercs.
  11. /buildsave. Or /savebuild. I can’t remember the exact one. It will save your build to a file. In some subdirectory
  12. Yes it works pretty well. Especially on Beasts T1 wolves they already do some knockdowns, put that proc in there and wowza. 🙂
  13. I if used the Alpha Musculature I was able to kill a pylon in 5:43 seconds on test server. so not too good. But it was super safe that was for sure. It does absolutely destroy +4x8 PI portal mission spawns. 0% chance of dying.
  14. I've been testing Nature on Masterminds. You Defenders may already know this but I think that Wild Bastion's HP absorb amount is capped at the MM's base HP. I assume it is the capped for Defenders also to their base HP. From my MM post: I think there might be some kind of Absorb Cap. I did some testing with Resilient Radial Paragon to see what it does to boost the Bastion Absorb. With all buffs I had 1183.68 HP. Resilient Radial Paragon + Non-Powerboosted Bastion Absorb shows 654.4 both in the floating number and HP bar. Resilient Radial Paragon + Power-Boosted Bastion Absorb shows 848 HP floating when cast, but 803.2 on the HP bar! Where's ma HP!!!! Lucy you got some splain'n to do! I assume it is capped at the MM's base HP amount. is MM base HP 803.2? Screenshot of all the HP buffs. Unfortunately Absorb amount isn't displayed anywhere but the HP bar when you scroll over. But it might help some math wizards figure out the missing HP absorb.
  15. Another quick test with this slotting. just to see if any difference. I took out the Achilles Heel and put back in the Superior Mark of Supremacy for extra MM defense. The pylon time was 2:27, and 2:29. So it came out a wash really. In the previous slotting, losing the SMOS for the extra proc, lowered damage just a bit below ED at 84%. It seems that putting it back in so they are at ED at 97.89%, that the extra bit of damage for the Jounin makes up for the overall -res. Kind of weird. I can only assume it is because of the overall -res duration isn't that long. Someone else may want to verify these findings. I've gone over to see if something is off or if i accidentally changed something else. and I don't see any difference. But who knows. Level 12: Call Jounin (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance (A) Lady Gray Negative damage proc (27) Superior Mark of Supremacy - Accuracy/Damage (29) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (29) Achilles' Heel - Chance for Res Debuff (31) Shield Breaker - Chance for Lethal Damage (31) Superior Mark of Supremacy - Damage Oh. Endurance is not an issue at all in this build. I don't think endo every went below 85%. Additional Final End Notes for Ninja and overall Nature testing. Putting Degenerative Incarnate in got the pylon run to 1:57 seconds. The that was a bit faster than my attempts with the -res incarnate. To get maximum smoothness for killing a pylon with this build. Stand back about 20 feet so any aoe's that hit you don't hit the pets. Then taunt and attack and debuff. easy peasy. Do not use Bodyguard mode! You don't need it. You can swap incarnates as you see fit. If you are fighting groups of mobs then just bum rush in and let entangling aura work it's mojo. I don't use bodyguard on that either. I just attack/taunt and keep the pets close and tell them to all /assist me the main tank. I think there might be some kind of Absorb Cap. I did some testing with Resilient Radial Paragon to see what it does to boost the Bastion Absorb. With all buffs I had 1183.68 HP. Resilient Radial Paragon + Non-Powerboosted Bastion Absorb shows 654.4 both in the floating number and HP bar. Resilient Radial Paragon + Power-Boosted Bastion Absorb shows 848 HP floating when cast, but 803.2 on the HP bar! Where's ma HP!!!! Lucy you got some splain'n to do! I assume it is capped at the MM's base HP amount. is MM base HP 803.2? Screenshot of all the HP buffs. Unfortunately Absorb amount isn't displayed anywhere but the HP bar when you scroll over. But it might help some math wizards figure out the missing HP absorb. I think i'm about done with nature testing. Final build. - Tweak it to however you want it to work. I don't think 2 MM attacks for Ninjas is really needed. they recharge fast and you fill in with taunt and the heal. But try it out on the test server. See what you think.
  16. Did 1 more test, just a quick swap where i put in the Lady Gray negative damage proc. Pylon dropped to 2:26 and 2:29 ish run. I've attached the 2:29 run log file. That additional proc took the run down from 2:50ish to sub 2:30ish Level 12: Call Jounin (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance (A) Lady Gray Negative damage proc (27) Superior Mark of Supremacy - Accuracy/Damage (29) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (29) Achilles' Heel - Chance for Res Debuff (31) Shield Breaker - Chance for Lethal Damage (31) Superior Mark of Supremacy - Damage ninja-nature pylon 3 proc.txt
  17. Sorry Bopper but I can’t resist. As a MM player, pseudopets are called other players. I can’t name them all but there are a lot - now back to your thread . Sorry for the interruption Nature: Lifegiving Spores. Might be a pseudo pet. edit... It looks like it is, if I’m reading the log file correctly. 2019-10-01 23:41:31 Lifegiving Spores: You heal Genin with your Lifegiving Spores for 63.39 points 2019-10-01 23:42:07 Genin: Lifegiving Spores grants you 7.5 points of endurance with their Panacea: Chance for +Hit Points/Endurance! i think the oni’s caltrops is a pseudopet also 2019-10-01 23:41:39 Caltrops: You hit Rikti Pylon with your Caltrops for 5.61 points of Lethal damage
  18. It’s not really a ranking. It’s just builds that were made to take advantage of procs. They built them to still have survivability. So my advice would be to pick one that fits your concept and test it out. See if you like it. They should all fit what is really needed for a successful toon. Damage, survivability, usefulness
  19. @BGSacho Yes I noticed that with the -res proc also. I think it’s a bug with that pet. In my Beasts log it prints out differently. I can’t remember exactly but I think the devs mentioned somewhere that they needed to revisit logging. Also remember that Nature has a -regen toggle. -200 IIRC. And the pets get knocked back some. So depending on kB frequency there will be variance per pet. I also realize something that I should’ve named each pet something different. That makes log parsing a lot easier for me at least @Redlynne yeah explosive strike doesn’t get much opportunities to proc. I don’t think there were better options available though. And something is better than nothing I may have missed it but are there any procs That could go in oni?
  20. Oh Pylon. Rikti Pylon HITS you! Swarm Missile power had a 7.50% chance to hit and rolled a 6.13. ok, so you hit me. So lets get ready for the big ouch. Rikti Pylon hits you with their Swarm Missile for 93.15 points of Lethal damage over time. Oh Pylon, you so silly! 54.39% Lethal resist for the win! Here is some extra goodies. Oh and what a difference a few procs make. I took the provoke build that was listed above and put in 3 extra procs. Genin - Explosive Strike Jounin - Achilles Heel, and Shield Breaker A quick occurrence count of some key phrases: Shield Breaker 49 count. Explosive Strike 13 count. Shield Break laid the beat down for sure. Any guesses on the time improvement? The new time was 2:46 ish and 2 other pylon kills in 2:53, 2:49, quite a drop from the 4 minute run. As a matter of fact it was a tad bit faster than my first build listed. All the while keeping a lot of extra defenses and resists! And as an added bonus, i have extracted the combat log for the 2:46 run and I am attaching it to this post. Please keep in mind that I did not refactor the entire build. I just went through and put the 3 new procs in where it wouldn't lower the Accuracy too much or lower the Damage below ED. Build: ninja-nature pylon proc log.txt
  21. Yes yes yes. Iron Man and War Machine are my prototypical vision of sentinels.
  22. Something just occured to me. after thinking about this ninja build. So far the best times that i've gotten is with Procs on the pets. Beast/Ninja/Demons, all had longish times until i started putting in the procs. It was with procs that I was able to get the Beasts time down to just over 2 and a quarter minutes. So the next phase of testing should be determining what procs should go where and see what we can do with that. If you look at these 2 builds what is the big different in the pet slotting? a proc. ED will cap any "normal" damage that the pets can do. So no matter how you slot as long as you get enough accuracy, fairly close to ED damage, Put procs on the rest. After you get your pet auras. So far the MM attacks themselves have contributed about 10% and 20% total dps on a proc'd attack build that i tried. And that is with constant spamming. I got the 20% on a beast build where I had a great run and hardly ever had to do anything beside spam the rotation. and that was perfect scenario.
  23. _ edit _ I need to rerun this test a few times. I realized that i had the pets in Bodyguard mode! So that will eat up their absorb. I did one test run with a provoke tankermind build. It was pretty chaotic trying to keep aggro. Even with provoke the ninja's need the Pet Aura's. So I think I could sacrifice the pet slotting in this build and make it match the other build. It might help some. Same incarnates as the above test. They are in the build but i didn't use them beside the T2 one listed above. Note: I think only 1 MM attack is truly needed. With such high rechage it is almost instantly refreshed. Pylon run: 4:08 Build
  24. First build is this, which is as close to a direct port of my Beast build as i can get. I did a few test runs and the Ninjas lack of resists was to great to over come reliably without slotting in all of the Pet Aura's. I really tried! But the Pylon's swarm missile if it double hit would blow off the absorb and the next one would kill them. With all the aura's slotted it went pretty well. I did lose a ninja on the last run, but i was able to resummon quickly and the time was on par. Even with the heavy aura slotting all the pet powers had 95% chance hit rolls on the pylon. Just like my beasts and demons tests. The only Incarnate used was the Tier 2 Musculature Core Boost, because getting the tier 2 one doesn't take that long in actual game play. Pylon 1: 2:59 Pylon 2: 3:02 Pylon 3: 3:01 AOE Test vs +3x8 PI portal mission. It was pretty easy, Ninja's destroyed them very well. I only lost 1 ninja about every 3 or 4 spawns. Entangling Aura rules in groups. Locks down pretty much everything then i just take out the bosses, LT's then any minions. Build
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