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Bopper

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Everything posted by Bopper

  1. I dont know if it's explained anywhere but the details are on CoD. What would you like to know? How the knockdown works? How you generate Seismic Shockwaves? How to spend it on a powerful attack?
  2. @Tankshock you're right, it is more complicated, which I tried to avoid getting into. More accurately, the reduction in recharge is an impulse response. If you would like me to break down how it works in terms of the math, let me know. I have to take my dog to the vet in 20 minutes, but I can help out when I get back home.
  3. @Yomo Kimyata I feel the need to correct my above statement. I just looked up the Overwhelming Force proc in City of Data and I noticed for the first time that it does in fact use the new Knock Vector system. If I understand the system correctly, it means the downward knock of the proc would not add up with the weakened knockback of your power. So in your example about Lightning Clap, the OF enhancement would reduce its 4.154 KB into 0.04154 KB, then the OF proc would do 0.67 KD on top of it. I would imagine you would be nowhere near the 0.75 KB threshold of turning your KD into KB. If you are seeing something other than this, let me know. But I suspect if you slot the OF proc into ANY knockback power you should not fear having the OF proc stacking up and causing knockback.
  4. Sounds right. The kb2kd IO that you're slotting is flooring your KB strength to 1%. So Propel's 4.15 KB is getting reduced to 0.0415 KB. However, the "splash" knockdown ignores strength, so the IO does nothing to it. This means your main target is getting hit with both 0.67 KB and 0.0415 KB, for a total of 0.7115 KB. As long as your KB is less than 0.75, your target will experience knockdown. So you seeing knockdown at +0 and higher makes sense. But against a -1 target, your purple patch is going to increase your KB by 10%. So now your 0.7115 KB becomes 0.78265 KB which would do knockback.
  5. The stupefy proc is flagged to ignore strength, so the -1000% KB strength does nothing to it. What you'll experience is your KB strength getting floored to 1% (this is the lowest your strength can go for KB per the AT attributes table). So the 4.154 KB from Lightning Clap gets reduced to 0.04154 KB, which will do knockdown. The 6 KB is unchanged. So when it procs you do a total of 6.04154 KB since the two effects will fire at the same time.
  6. Look at the magnitude expression.
  7. More specifically if you have 100% resistance it would mean the same as immunity.
  8. Some attributes do. https://cod.uberguy.net/html/archetype-data.html?at=blaster
  9. Anytime, I'll add one more thing if it helps. If you want a ballpark* of the recharge reduction you will see in game, just take that 1s and divide it by your total recharge. So in the example I provided where each power had 300% total recharge strength, you would divide the 1s by 3. *The reason why I say ballpark is because your total recharge strength can fluctuate over time (like when FF proc goes off).
  10. @Tankshock and @Onlyasandwich The mechanic works off of the Base Cooldown of the power, so global/enhanced recharge will make those "1 second" reductions less impactful in practice (which is good, otherwise this would be a completely overpowered mechanic otherwise). I'll try to explain what is going on with the mechanic without going into painfully mathy language, but if you are interested in the mathy side of recharge I have a link in my signature block to a Recharge Guide. The powers of Seismic Blast all have the following cooldowns: Encase - 4s Shatter - 7s Rock Shards - 8s Entomb - 11s Upthrust - 16s Tombstone - 12s Stalagmite - 8s (16s if affected by Seismic Shockwaves and does more damage) Meteor - 170s Let's say you do a 5-attack rotation of: Upthrust > Tombstone > Stalagmite > Entomb > Rock Shards > Repeat All of these attacks will effectively have new base cooldowns of Upthrust - 12s (reduced by 4s) Tombstone - 8s (reduced by 4s) Stalagmite - 4s or 12s (reduced by 4s) Entomb - 7s (reduced by 4s) Rock Shards - 4s (reduced by 4s) Now, let's assume you had 100% slotted recharge in all these attacks and you have another 100% global recharge. That means all these powers recharge in 1/3rd the time. Upthrust - 12s/3 = 4s Tombstone - 8s/3 = 2.67s Stalagmite - 4s/3 = 1.33s Entomb - 7s/3 = 2.33s Rock Shards - 4s/3 = 1.33s Keep in mind, you don't have to hit your target to get this reduction. It uses Activation Effect Groups to guarantee the benefit. Also keep in mind all the numbers I did above are for illustration purposes only. Obviously you only get the 1s reduction off of base cooldown if the power is on cooldown. I hope that helps, let me know if you have other questions.
  11. I just wanted to correct the part highlighted. The mechanic isn't an actual conversion, it is a self debuff. Overwhelming Force gives you a -1000% strength debuff to all your knock effects. However, the minimum your knock strength can be reduced to is 1%, so we can effectively assume your knock magnitude gets floored to this 1% strength. So what does this mean with stacking of the 0.67 KB proc? Assuming 0.75 KB is the point where knockdown becomes knockback (I think this is true, but I don't recall), you are allowed up to 0.08 more knock before the proc causes you to knockback a target. This means as long as the original power does not do 8+ magnitude knock, you should be safe. This will vary with purple patch, so keep that in mind as well.
  12. Not the first time a description has been wrong. Check out Sentinel's Ward (says 5 PPM when it's really 2 PPM)
  13. After. So if you have 5 KB protection with 75% kb resistance and you get attacked with 10 KB, you will reduce the attack to 2.5 KB and you won't get knocked because you have enough protection (5>2.5).
  14. It's KB resistance, not protection. And yes, it applies in combat. You only lose the defense in combat
  15. Small fun fact, KB resistance is capped at 99%. So the 10,000% KB resistance some armors give is superfluous. Still, with 99% KB resistance you effectively turn 1 KB protection into 100 KB protection. Folks in here already explained theater pretty well, but I'll throw in my formula anyways. KB received = KB x (100% - min(KB resistance %, 99%) )
  16. Correct. Fault executes 2 powers, so 2 to-hit rolls is expected.
  17. Here is a build I made last year after Energy Melee was revamped.
  18. They should be the same. Can you screenshot what you've done in mids and in the tool?
  19. I built this for you. I think you might like it, softcap to S/L/E/N/P while resistance capped for F/C. Capped HP, decent net recovery (+2.53 end/sec), 389% regen (34 HPS), and a ton of global recharge (205%). You'll have a lot of ST burst damage with AS > Seismic > Zapp > Stone Mallet. I chose Mallet over Fist because it gives 90% chance for Assassins Focus instead of 70%, but feel free to go with Stone Fist if you just want a filler. There's enough recharge where Stone Mallet doesn't have to be required.
  20. From your two builds it looks like there wouldn't be much of a difference in performance. 6-slotting the ATO into ET (which I imagine you're doing for its 10% recharge) will give you about a 40-50% chance to proc, so you'll see some variance in performance. Plus, you trade two damage procs in one attack and shift it to an attack you use half as often (but with better probabilities). So yeah, mostly a wash. There are a couple things you could do in your build to get some more recharge from other sources, but probably not enough to your liking of a gapless rotation (although very small gaps are probably not too noticeable).
  21. Are you using Ageless Destiny, or not using Destiny in your rotation? Edit, also can you provide me your 2nd build with Kismet?
  22. Without knowing your build, it's hard for me to say the straight swap was a correct decision. You have to find a balance between the amount of recharge you put into ET and the gaps in your rotation from doing so. Throw up your build and I'll take a quick look to see if I can find you a best option.
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