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Bopper

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Everything posted by Bopper

  1. It gives nearly 40% enhanced accuracy and it comes with a 9% accuracy bonus. You'll have no trouble hitting 95% of the time. The heal is 5%.
  2. Excellent knowledge to put out there. Now that the proc is not unique, it can be great utility to builds that want to use multiples of these.
  3. Wouldn't it be a trip if you find in the source code that it was scaling the Fly Speed Boosts to Max Fly Speed instead of Base Fly Speed? If only it's that simple :). I'm always happy to help. This issue has puzzled me for some time, and I guess while in self-isolation I need a good puzzle to solve. If you can point me to the exact source code you're referring to, I can try to poke around and see what I can try to understand.
  4. If they can figure it out, they will be able to fix the weird Damage/Damage Resistance dynamic. And if then, we might be able to see Fade, Cold Shields, etc get the benefits of Power Boost as the flag for "Ignore outside buffs" will no longer have to apply to those powers. But as it sits now, there is no strength to Damage (nor strength to Resistance) in the game.
  5. Checked out Group Fly and it follows the same trend. The +Fly Speed bonus is always multiplied by 2.73 when calculating View Total's Fly Speed. I updated the above chart with Group Fly and cleaned up my formulas to not introduce so much rounding error (I'm looking at you row 15).
  6. I looked at the numbers some more and played with a few things, and I may have made a discovery. I added a new column (column I ), that shows the equivalent Total Fly % (including base) that compares what the bad View Total shows relative to Base Fly Speed. So column I is just column H divided by 21.48 mph (21.477... actually). I noticed a trend with that, so I added a new column that just looked at the + Fly Boost (not including base). So columns M and N are simply columns I and J subtracted by 100%, just to isolate the Fly Speed bonus. Then I looked at that ratio (column O), and almost entirely the Fly Speed bonus used to calculate the Final Fly Speed in the View Totals window is 273%+ of what the actual fly speed bonus should be. If I were looking through source code, I would want to find where this consistent 273% strength to Fly Speed is coming from. I'll also take a look at Group Fly and any other fly powers in the game to see if the Fly Speed Total is also showing this +273%. Edit: I took a look at the Base Fly Speed and the Fly Speed Cap. Guess what 58.63/21.48 = 2.73. I don't know where things are going wrong, but this 273% (or 2.73x) seems to be tied in some way with the Base Fly Speed and the Fly Speed Cap. +Coincidentally, the Jump Pack (and Steam Jump) in the game shows in its details of giving a +273% strength to Fly Speed. In game, it's actually 300%, but still, the 273% is quite the coincidence.
  7. When I get on my computer I can find out for you. Will update you soon. Update: 25 feet
  8. Yup. Throw in a fly speed enhancement into Hover and it becomes more noticable. Number 6 confirmed my findings awhile back, but said there was no simple way to fix the combat attributes display. They dont see the 1.5x multiplier Fly Speed gets
  9. The only numbers that are correct in game (referring to the right side of the screen shot, the combat attributes) is the Flying Speed total and the Base (+21.48 mph). All the numbers below that (Swift, Hover, Hover, Hover) are not using the correct Base Fly Speed, they are using the regular base speed of 14.32 mph. If you multiply the numbers shown by 1.5, you will get the true values.
  10. If it helps with troubleshooting, here is a chart I put together showing different settings with Fly/Hover and Swift, with different enhancement levels in each power (up to 2 slots of a level 50 IO in Fly and Hover, up to 1 slot of level 50 IO in Swift). If I designate something as off, it means it is not active and is not contributing in any way to the totals. Columns F, G, and H (Info, Effects, View Totals) are directly from Mid's, which show the numbers with respect to Fly/Hover. Column G (The Effects Tab when looking at a power in Mids) is always calculating the FlySpd correctly. In Column J and K, I show what the total Fly buff and MPH should be (including Base). These are the numbers you would have in game under these conditions (assuming no rounding error). I haven't looked over the numbers enough (will later) but if someone wants a head start, maybe you see a consistency with the errors.
  11. Yeah, check out Fly's uncapped speed. It's silly large, like 158 mph. I'll get on the computer now and see if there is anything consistent with numbers that might help narrow the search
  12. I tested the same last night, and I did notice a huge jump when activating Swift, but the numbers were still wrong when it was off.
  13. Is there any human readable code you can share? I'm very curious where one calculation is made and is correct, then the same calculation is made and it's wrong, and where a different calculation is made and it doesnt follow any of the previous calculations. It's certainly a brain teaser.
  14. I like the name "Sweet". It implies sweet 16, and it would be a sweet title to have on my character.
  15. I would like to see Piercing Rounds get the Sniper treatment, however Beam Rifle has the equivalent with Piercing Beam and its set already has a Snipe in Penetrating Ray. So I dont see how you can change Piercing Rounds without changing Piercing Beam to be the same, and I dont see Beam Rifle getting 2 snipes. Ultimately, I just want the cast time lowered. 2.5s is an eternity, especially when you see all the snipe sets get their once skippable power turned into T3 damage with T1 cast time while retaining the option for long snipe. I'd also like to see Piercing Rounds not lose its -resistance debuff while in a different Ammo. I'm tempted to just remove the power from my build altogether since I usually use Incendiary Ammo, and the long cast for a narrow cone just depletes my dps.
  16. I wasn't suggesting any of the Slow sets are good. I simply was stating you don't have to limit yourself to 4 attributes. If any sets were to eschew recharge, it would likely be a defense or resistance set. I don't know about skipping recharge in an attack power. But it's a unique idea.
  17. I designed a build early on, but it got wiped. It was a elec/dark defender leveraging the accurate tohit debuff sets for a high recharge/range defense build. If there were two powers to skip, it might be Defib and Amp Up. I would definitely take energizing Circuit in every build. The recharge boost is nice.
  18. Bopper

    DA/DA Brute help

    You should post this request on the Brutes forums
  19. Should be legal. Knockback sets do up to 5 attributes, Endmod sets will now do 5, and Slow already does 6.
  20. Bopper

    Name issue

    Nice, didnt know that. Thanks
  21. The Fly and Hover stuff is definitely weird in Mids. It's funny, if you look at the Info of Hover/Fly, the calculated FlySpd is wrong, but if you click the Effects tab, the FlySpd is correct. I can't tell exactly what is wrong with each, but it seems for Hover the FlySpd on the Info tab is not doing what it should be: FlySpd = 50% * (1+Enh)+50%-101% But instead I think it's doing this: FlySpd = 50% * (1+Enh) + 50% + 50%*(-101%) = 50% * (1+Enh) - 0.5% So instead of adding everything together, the last debuff is multiplying with the middle buff. Then with Fly, it gets even weirder. It should be doing this: FlySpd = 136.5% * (1+Enh) + 80% + 100% - 101% But instead I THINK IT MIGHT be doing this: FlySpd = 136.5% * (1+Enh) + 80% * (100%-101%) * (-101%) = 136.5% * (1+Enh) + 0.808% I very likely am wrong on some of that. But looking at the numbers, it seemed like the only thing that fit. There seemed to be some interaction between the unenhanceable fly buffs/debuffs that seemed multiplicative instead of additive. And I won't even get started with how the actual fly speed is calculated on the View Totals window. Those numbers are bonkers.
  22. It has more status protection, and protection to more statuses. Dispersion Bubble provides 15% resistance to everything except psionic damage, Faraday's Cage provides 15% resistance to everything except toxic damage. Winner Faraday's Cage (in my opinion). Dispersion Bubble provides mag 8.65 protection to Held, Stunned, and Immobilized. Faraday's Cage provides mag 12.98 protection to Held, Stunned, and Immobilized (50% stronger). Winner Faraday's Cage. Dispersion Bubble provides no protection to Immobilize nor Sleep. Faraday's Cage provides mag 12.98 protection to Immobilize and Sleep. Winner Faraday's Cage. Dispersion Bubble provides no protection to Knockback/Knockup/Repel. Faraday's Cage provides mag 10 protection to Knockback/Knockup/Repel. Winner Faraday's Cage. Dispersion Bubble provides no protection to Teleport. Faraday's Cage provides 100% resistance to teleport. Winner Faraday's Cage. Dispersion Bubble provides no resistance to Endurance/Recovery/Recharge. Faraday's Cage provides 30.27% resistance to Endurance/Recovery/Recharge. Winner Faraday's Cage. Dispersion Bubble costs 31.2 endurance per minute (before enhancement). Faraday's Cage costs 13 endurance per cast (before enhancement), can last up to 4 minutes. Winner Faraday's Cage (unless you're moving a lot and spamming it). Dispersion Bubble is a toggle. Faraday's Cage is a location PBAoE that recharges in 10 seconds (before enhancement). Winner Dispersion Bubble. Please, feel free to go on Beta to test it out. Look up the numbers. See how it plays. But as you suggested, if it were to become a long duration click power or a pet that follows you around granting the buff (which doesn't fit thematically), it would come at a cost to the above mentioned advantages. Ultimately, the power, along with the power-set, comes at a choice. It doesn't need to be a replica of Sonic Dispersion or a knockoff of Force Field Generator. The fun of having a new set is having new characteristics of similar powers, not carbon copies. This brings new play-styles and gaming mechanics worth exploring. As far as I know, there is no other long duration click power that provides an area of protection at a given location. On top of that, it is stronger than any area of protection power I know of although it comes with obvious limitations (as mentioned above). Like I said earlier, with great power comes a cost. The cost of this power's greatness is the fact you have to reapply it whereever you go. The benefit is having total mez protection where ever you go (ok, no confuse nor fear protection but most of everything else).
  23. To do that would require lowering the stats on faraday's cage. With great power comes a cost.
  24. No recharge? That's a unique take on a set.
  25. I like the proc idea. Very unique
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