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Everything posted by SmalltalkJava
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It may be out of scope for the thread but the taunt for rttc
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Is it mathematically possible to get the 2 longer ranged Demon MM attacks to be a seemless 2 piece attack chain? If so how much recharge is needed? Can it be done with just global recharge?
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I’m a Nature fan. It in theory would work well its heal is a cone so it hits a lot of things in front of you. It brings health absorb. To alleviate the hits that bypass the defense. Effectively doubling the T1 bots health at the start of a fight It brings a resist buff. To again alleviate damage that gets through so it brings 2 additional levels of damage mitigation Regardless. Pick a primary that can AOE heal the bots. It’s a quality of life thing
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Need input on how to make this Beast/Nature build better.
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
I was able to spend a little time with the beasts last night. I tried different slotting choices. Nothing really got their damage up that much. I’m not sure anything really can except incarnate damage boosts. They just spend too mich time buffing and other non attack stuff I am am seriously considering changing over to demons/nature to take advantage or their resists and nature’s resists and their better overall damage. Ninjas as or bots is also a thought. I may make a poll for my next nature project. I’ll just have to think on each ones advantages and disadvantages ninjas may do do very well. Oni’s Rain attack with the hold aura from nature! Most mobs would be locked down for the ninjas to go batshit crazy on. Concept would probably be a Dark Elf Nature ranger/mage with his conscripts bots would need knockdown conversions and would make slotting more difficult. In a already tight nature requirements. Nature needs things grouped tightly demons. Have the Uber resist auras for both themselves and the MM. plus they can mule some things in hell on earth. Plus I have my concept for this. “Handsome Devil”. In his red and black tux. With black and red nature effects. Bring a little glimpse of hellish landscape and look good doing it. -
MmmHmm. We will need a Mist aura also. If there isn't one already.
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Just curious if the Hamio's exemplar down. Especially if I +3 them.
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Send a message to me @Smalltalk on everlasting if anyone wants to do some other testing. I’m really digging nature. I just need to get my damage side up. —- Ok doing some quick testing on live my hp. 998.9 non powerboosted Absorb amount added to my HP: 493.2 powerboosted absorb hp amount : 656.9 In this screenshot you can see the different ratios of base health vs absorb that is on the pets Sorry for crappy images. Had to use my phone and email the pic to reduce the size.
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Regarding bastion. Mids is indeed wrong in its estimation. Regardless, The pets get the exact same HP number the MM gets. And from what I can tell it uses the same HP number for all effected players also. ** unless the floaty number in game is wrong **. The only way that I could find to validate what the pets were getting is by the floaty numbers. The same number floats above everything’s head. Also I noticed that the absorb/health ratio on the pet selection window is different for each tier pet. This backs up my idea that it applies the same raw hp number to each target Bastion uses the +heal\absorb iO percent of your actual max health to get the raw HP amount and then applies that number to anything in range. I also found out that the Unbreakable Guard +Max health IO is counted in your max health calculation also as part of your total HP However from what I can tell the Alpha ability that increases heal power values doesn’t seem to impact the absorb percent. It is just heal percent not heal/absorb percent like actual IO’s. Actual in game Raw bastion numbers from my beast nature Build MY health Base: 998.95 Power Boosted Bastion = 656.9 My Hp with pboosted Absorb: 998.95 + 656.9 = 1655.85 T1 Wolves Base: 574.95 Boosted w/ Absorb 574.95 + 656.9 = 1231.85 T2 Lioness Base: 768.83 Boosted w/ Absorb: 768.83 + 656.9 = 1425.73 T3 Dire Wolf Base: 963.81 Boosted w/ Absorb: 963.81 + 656.9 = 1620.71 as you can see it more than doubles the pre-fight health of my t1 pets. I’ll do some double checking tonight.
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I’m at work so I can’t dig in to deep, but... This url has some info on resist debuffing And how resists actually resist, resist debuffs https://paragonwiki.com/wiki/Resistance_(Mechanics) This one has some proc info https://paragonwiki.com/wiki/Set_Enhancements_with_Special_Effects This one has damage scaling based on combat level of the mob https://paragonwiki.com/wiki/Invention_Origin_Enhancement_Proc_Damage_Scaling My initial thought is that mobs combat level and its actual resists, May impact the amount debuffed. As to actual stacking I can’t say. Back to work for me
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Insta-kill protection for henchmen
SmalltalkJava replied to Weylin's topic in Suggestions & Feedback
I agree. Even with nature’s absorb a solid AOE attack that hits me and them will deplete it quickly. Very quickly -
Need input on how to make this Beast/Nature build better.
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
Yes. That is what I need to work on next. Getting damage up! If anyone has slotting ideas for my MM attacks, beasts themselves or incarnates please put up suggestions. As long as I don’t have to actually respec I can plug in and unslot stuff all day long. It may be too early to tell but I’m thinking that beasts may be in the Mercs range of overall damage. But I need to test different attack and pet slotting ideas -
Mid's Reborn: Hero Designer
SmalltalkJava replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
Damn you’ve been busy -
I’m late to the conversation but aren’t resist debuffs always resistable? due to the way that resists act as their own resists. I may be misremembering but defense has DDR. However resists, resist their own debuffs based on how much the resist value is. Wow that is confusing. Please let this concept work out good!!! I’m pretty tired of my spines fire brute
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Need input on how to make this Beast/Nature build better.
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
Yes. I agree. I am still learning how ensure that things are exemplar friendly. My latest question that that I still need to research is whether Hamio’s exemplar down. If they don’t then I will probably be replacing them with an attuned set piece. other things that I will be testing overall feel of the build taking into consideration incarnate abilities. Do incarnate abilities exemplar down? -
Insta-kill protection for henchmen
SmalltalkJava replied to Weylin's topic in Suggestions & Feedback
I like it! So far the only fix that I’ve come across is the /nature secondary. I’ve been working on build s for it in the MM forum. I’m still tweaking it in regards to the pet side of the build. But here is my results for pets HP so far MY health Base: 998.95 Boosted w/ Absorb: 998.95 + 656.9 = 1655.85 T1 Wolves Base: 574.95 Boosted w/ Absorb 574.95 + 656.9 = 1231.85 YES! tier 1 pets starting basically every fight with 1200+ HP I"m going to repeat this one more time. 1231.85 T2 Lioness Base: 768.83 Boosted w/ Absorb: 768.83 + 656.9 = 1425.73 T3 Dire Wolf Base: 963.81 Boosted w/ Absorb: 963.81 + 656.9 = 1620.71 -- and this is available roughly every 66 seconds if Force Feedback doesn't proc. -
Focused Feedback: Tank Updates
SmalltalkJava replied to Leandro's topic in [Open Beta] Focused Feedback
these tanker changes are pretty exciting. Better is better. -
Crysys's Bots/Time Capped Defense build.
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
Lol. For some reason I read it as he was using Force Field -
Can you repost that in long form also? It is mostly empty.
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Need input on how to make this Beast/Nature build better.
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
For Call Ravens I ended up going with the second slotting option 3 Anni, 2 Lady Gray, 1 Frozen blast. I made a couple example videos to show the build in action. Please keep in mind that this is just to show an example fight and take into account that I don't have the flow down quite yet and that I'm not particularity blessed when it comes to hand-eye coordination. You will see bad play, but at least it gives some context of how the build works. This is also against +3x8 mobs in the PI portal mission. I am not incarnate level shifted so this should be fairly equivalent of level shifted fighting +4x8, except for the lack of incarnate powers. I do lose pets on occasion. But I think it has more to do with me playing and not the actual build. The answer to your thoughts... YES. I am not a good player. -
Need input on how to make this Beast/Nature build better.
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
quick follow up on Call Ravens slotting. Looks like I will need to put in some +Accuracy and go 5 set(with 1 proc) + 1 proc. It is too unreliable. Once i get some -def on it gets better but not good enough. Starting out fighting +3x8. I'm seeing 69% to hit rolls needed. Here is what I'm thinking about right now. I will lose a smidge of max HP from losing the 2 set Lady Gray bonus. I may end up swapping out Superiour Frozen Blast proc for another proc, also. Maybe damage. I'm not sure how much it is helping. I'll do some more play sampling. This first one will lower my overall proc chance due to the extra recharge. Level 8: Call Ravens (A) Annihilation - Accuracy/Damage (13) Annihilation - Accuracy/Damage/Endurance/RechargeTime (15) Annihilation - Accuracy/Damage/RechargeTime (15) Annihilation - Accuracy/Damage/Endurance (17) Annihilation - Chance for Res Debuff (17) Superior Frozen Blast - Recharge/Chance for Immobilize This one will keep my small Lady Gray HP bonus and pick some Accuracy. and not impact my proc chances. Level 8: Call Ravens (A) Annihilation - Accuracy/Damage (13) Annihilation - Accuracy/Damage/Endurance (15) Annihilation - Chance for Res Debuff (15) Touch of Lady Grey - Defense Debuff/Endurance (17) Touch of Lady Grey - Chance for Negative Damage (17) Superior Frozen Blast - Recharge/Chance for Immobilize -
Need input on how to make this Beast/Nature build better.
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
Yes, I had thought about that. But I was really stretching slot availability. Really stretching. As this build has progressed, the slot adaptability has really crashed. That is something that I will be looking into in the future, i went back and forth on this. Red+Lotg only adds like .6 seconds off of Overgrowth recharge. Additionally, it only adds .1% melee/ranged/aoe and psionic defenses, and it actually lowers my resists by 3 to almost 4 percentage points for some resists. But it is something that I will be keeping on my working copy back up mids/pines build to revisit in the future. NO Accuracy enhancement. NONE. Usually this does not bode well for use of an attack power. Yes! that is scary right now. That is why i have some +tohit Hamio's in my Overgrowth. (I agree the +tohit in overgrowth isn't actually that much!) But if it doesn't work out I will revert to a 5 piece Set with proc, + 1 more proc slotting options that you provided above. But since my toon is 50 I figured "why the hell not" lets do some real world functional testing. I also have Build Up in Tactics with the Gauss proc also. So we will see. If it doesn't work out then i will put 2 recharges in Overgrowth and drop the Hamio and then slot in the 5(1)+1 in Ravens. Unslotters to the potential rescue! ======================================= MY HEALTH and PETS health with POWER BOOSTED ABSORB as actual in game values from the latest build I posted... Important Note: From what I can tell the MM pets get the HP absorb value from the MM's actual HP absorb number. Not a percentage of their HP. For this build actual the actual in game number is 656.9 HP (493 without PB). Mids/Pines doesn't seem to calculate it correctly for the MM. Mids has the value showing as being much higher. Like around 850 poweboosted HP aborb if IIRC. MY health Base: 998.95 Boosted w/ Absorb: 998.95 + 656.9 = 1655.85 T1 Wolves Base: 574.95 Boosted w/ Absorb 574.95 + 656.9 = 1231.85 YES! tier 1 pets starting basically every fight with 1200+ HP I"m going to repeat this one more time. 1231.85 T2 Lioness Base: 768.83 Boosted w/ Absorb: 768.83 + 656.9 = 1425.73 T3 Dire Wolf Base: 963.81 Boosted w/ Absorb: 963.81 + 656.9 = 1620.71 -- and this is available roughly every 66 seconds if Force Feedback doesn't proc. -
Crysys's Bots/Time Capped Defense build.
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
For this build. I suggest grouping 99% of the time. It will be strong with a healer. The problem with MM secondaries that can’t heal is the inherent 5% chance that you or the bots will get hit. You can’t get around that. Compound that with the +4x8 content is that there are more mobs and they will hit harder. So the 5% will happen more often due to more attacks coming in, and they will hit harder. The best soloing secondaries are the ones with heals and Storm. + Storm due to the insane damage and cc that the secondary supplies. Having a heal secondary allows you to reset the pets health AFTER and during each battle so you are fresh for the next fight. The most reliable and smooth secondaries combine some layered combos of defenses,resists,cc, absorb, heals. Pure defense and even combined with -tohit will never get past the 5% get hit streak breaker rule. You need another layer, preferably 2. That is why /Time and /Nature are so nice. They add multiple layers of mitigation and also heal. -
Need input on how to make this Beast/Nature build better.
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
Ok @Redlynne, I did a few tweaks based on your feedback, and some slotting theft from your Mind/Nature Controller. I may have gone a bit overboard in Ravens, and there maybe something that I am still overlooking in regards to play and interactions. But the big point is that the attacks are 6 slotted, so it can be fixed by using unslotters, if things don't quite work out. I did put in 2 Lady Grey pieces into Ravens to pick up the +HP set bonus for enhancing Bastion's absorb even further. I am still thinking of what to do with the slotting in Wild Growth. I saw in you mind/nature controller build that you had Regenerative Tissue 5 slotted for the +heal bonus, + recharge, and + HP bonus, which would help Wild Bastion's Absorb. I thought about that, but right now, I have +max hp IO from Unbreakable Guard slotted in Wild Growth and some defense and knockback redux. Mids/Pines doesn't have the +max HP io from UG showing that it impacts the absorb from Wild Bastion, so i'm not sure if it actually would help it or not. It is something that I will need to actually test. Regardless, i can use unslotters and try Regenerative Tissue and see what happens in game. I'll wait for some additional feedback, and let this stew in my brain a little bit. Updated Crazy Build... (A) Flight Speed IO (A) Miracle - +Recovery (7) Numina's Convalesence - +Regeneration/+Recovery (A) Jumping IO (A) Performance Shifter - Chance for +End (9) Performance Shifter - EndMod | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1491;712;1424;HEX;| |78DA6594CB4F135114C6EFB4534A4B4B692B50A0A58582BC2B551313173E7888203| |52455D415A9651A278142DA62C49D0B173EA2891B8CBAF4811B17AE7427414C4CF4| |1FD0C477023E78A82BDDD4D3FB1D65622799FC66BE39DF3967CEBD33B1337D8E070| |3E7F60AA5A2772291CD8EC512D99C9699D4D3E3D67852D7D249CD2C84F0F4661267| |67438713B9998C168AE76652292BC9C1CDE8B1F8CCE4E4543AD2A391C459668DCF7| |BC8134182B1FDA9949ED673B3C2353235351119D612E35A267B4A9FFEFFDE2DEF07| |D3A7F5AC7E529F208B5D2AF1694D1BF7F74FEBC988A1442C91D4FE96F6517BCD74F| |6172EE491B788515588A82A4C27987B4C92EA3E662F58F2DE2CF92AFCCF2B44AD90| |DA6BD214D6147F21CE262E906696625E3557D3454015A53ED05EC5FC859C8EED667| |93F407D59388FA501B90F9266E55EAD2FD18BE30558FE500197C9EF5545C582097C| |8C7739405E1B7B6DE7E9598B2A3C2B2659CBF311DCF289B90C56CDA3EE2079CBD85| |B761CF9AA8E80BE7788F5BD056BDF303F807DE475B2D759C8479AFF9690F5FD37C1| |FA1BCCEBCC39F012CDCDC55E5703E613F233EB9941B021C40C804354D78D990B772| |5667399F279A159BC2B1CFF190C7F617E657E039B560BB48A8BE4ADE4F5A8DC25E4| |4238E9AC66AD9A6B1CA2BA35DC73CD51CCA8E918F329726E7DC65C623E07DD94AF8| |EBD756BD05A7E32D7993FC0B60DE677D04BDE007B03F74DB2E7B6DBD81BED779977| |98F7C0CE7970987A0EF27B0479AF5DA1F76D84A6362EA1FFCE27CC05B06B91F91B7| |9AE86F14D914769EE1072EF77EDC6AC1E519BADDC5F2BCF6A9B9D59CE2C03A34EA6| |0BF490BF83FBEBE0FED61C4244588B70AD468AEBC6FA2ADDAC45997ED5F0ADE6E91| |0ED454A7791122D527614293B8B9461A3D2857E639B5A7E4435FC23A4C356417F08| |7EBA6AA7A7BC739530DCEB9B9AA20C29F2EB2819C574D68CF1AD88DF30C6CF61754| |AAF817F0031F9F262| |-------------------------------------------------------------------| -
Mind/Nature/Primal ... Mind Over Vegetable(s)
SmalltalkJava replied to Redlynne's topic in Controller
When I first looked at this I saw the lack of Defense and was thought: holy shit that is scary. Then I remembered that it is a Controller with lots of controls, and it is Nature and that is has power boosted HP absorb of over 1100 HP! Nice! PS. I am taking some slotting tips from this build and applying it to my Crazy Beast/Nature MM. /steal -
Do different build up procs stack? And..
SmalltalkJava replied to SmalltalkJava's topic in General Discussion
That would explain it. For some reason I was thinking their time lasted longer.