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Bopper

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Everything posted by Bopper

  1. Anyone available? I hot fix was pushed for the recent bug, and I just want to see if targetting an enemy will rez an ally.
  2. It's fair criticism. And the original version of Bombardment had ranged defense in the 6th slot, but was deemed too OP of a combo when paired with recharge bonus, so we received a 2nd TAoE set in Artillery that took the ranged defense while Bombardment had its 6th slot changed to AoE defense. But it was argued AoE (and F/C) defense were already abundant in the game and E/N resistance was unrepresented, so that won out as a 6th spot. So that's about 6 builds worth of summary for you, just in case you didnt want to go through all the threads. Now, I'd argue S/L/E/N resistance is far more useful that F/C/T/P resistance just in terms of frequency in the game. Also, I know many ranged ATs will try to build for S/L/E defense, so having S/L/E resistance would certainly appeal to them. That being said...maybe you'll like Artillery. No procs, but it's a better version of Thunderstrike.
  3. You're generally right that the set bonuses compared in a vacuum would seem to favor Positron's Blast (which may depend on your preference between having S/L/E/N resistance vs. F/C/T/P resistance). The thing you have to remember is the set bonuses will depend on the enhancement strengths. Compare the sets with 6 slots of Level 50 IOs: Bombardment Accuracy: 61% Damage: 96.3% Recharge: 85.7% End Cost: 39.7% Positron's Blast Accuracy: 47.7% Damage: 99.1% Recharge: 26.5% End Cost: 47.7% Range: 15.9% Again, this may depend on your preference, but Bombardment gives you much more enhanced recharge, while providing more accuracy as well, at the cost of a little bit of damage and also endurance reduction. Honestly, they are rather even. And as you said, a person's preference will likely be weighted by the flavors of set bonuses and whether or not they want more recharge/accuracy in the power, or if they want more range/endurance. Personally, I would probably prefer Positron's Blast too...but they are so close it will depend on my build needs.
  4. I'll keep the results short, but we have screen shots to supplement if needed/requested. Tested Defibrillate with the new build pushed recently (half hour ago?). @Doc_Scorpion @Myrmidon and I tested a few things. It appears the -end is behaving much better and targeting can only be done on living enemies and dead allies (tried targeting a living ally with no success). Also, jousting (new to me) seems to work. I flew at an ally, casting it as soon as I was in range and overflew. The rez worked. We did not test the Sleep AoE, but we did confirm that the Rez AoE works up to 20 feet (21 feet, no success). However, if you target an enemy, the Ally Rez does not work. It doesn't matter how close the target is to the ally (I placed them at 0 ft separation, even), and never did an Ally Rez occur. These tests included a target while it was moving and while it was not moving (I slept the target and used TP foe to make sure of exact distances). Here is one example where I had allies exactly 20 feet apart, and the target was on top of one of them. No rez for either ally
  5. Well...maybe. I'm still having trouble. But yes, they patched a new build
  6. Server back up. Reload beta
  7. That was horrible timing. I just took a screenshot to mark the distance, dang. At least we found one bug. If this is an update, then that would be good
  8. @Doc_Scorpion @Myrmidon I was kicked off server. Were you?
  9. @Myrmidon @Doc_Scorpion @Replacement We still don't have the next build that would have these fixes: I'm not sure if we want to test this today (in an hour from now, as we scheduled) or if we should hold off until the next build. Right now, the only thing I can think of testing is immobilze/hold/sleep the enemies and use teleport foe to get an exact distance, just to test the radius of AoE without movement from the target. Also, we could look at multiple ally rez and make sure that's working. But much of this will need to be replicated after the next build, also. Let me know, otherwise I'll still aim to be on at 4pm PST, in Peregrine Island on Brainstorm
  10. They're both 3.5 PPM procs. Is it still showing at 3 PPM? If so, it should be a typo. Although the set bonuses may seem similar to Positrons Blast, the enhancements themselves are very different. You get much more balance with Bombardment
  11. If you like math, here's some formulas that can help you solve whatever recharge question you might have. As mentioned already, +275% is the number you're trying to reach. With 100% enhancement in your recharge, and the 70% you get from Hasten, you will only need another 105% global recharge from outside sources (buffs, set bonuses). But even if you don't hit +275%, let's say you hit +265% (w/ hasten), the power will recharge in 124 seconds, and you probably won't notice the 4 second gap.
  12. My apologizes, but I think I have to own up to a possible mistake. I was under the impression that when you exemplared with an attuned IO, the level you are exemplared to would become the IO's equivalent level. So if you were level 50 using an attuned IO, and you exemplared down to level 35, the attuned IO would take on the strength of a level 35 IO. However, I might have been very mistaken and the strength of the IO would still take on the exemplared version of a Level 50 (non-attuned) IO. So in this example, at level 35, the strength of the attuned IO will still be level 50 strength, and it would not start to scale down until levels 31 and below. So I apologize once again. If this is how it works (I haven't tested it in game nor on beta), then that would make me rethink some things on how I'd prefer my enhancements. I would probably still maximize boosters where appropriate, but likely not as much.
  13. This isn't true. A +5 will boost an enhancement by 25%. For an example, let's look at a level 50 IO that provides 26.5% enhancement to two areas (e.g. a Dmg/Rch IO). Compare that to a level 30 IO that provides a 21.75% enhancement (e.g. Dmg/Rch IO). Now boost that level 30 IO +5, and it's now enhancing your power 27.1875%. So a level 30+5 IO will provide more enhancement value than a level 50 attuned IO at level 50. Plus, that enhancement value stays at 27.2% for all exemplar levels ranging from level 32-50, while the attuned IO will scale down to whatever level you're exemplared to (edit: I did more research and I might be wrong about this statement. Follow up on post below). So using a lvl 30+5 IO will mean you keep the better than lvl 50 stats from levels 32-50 (scaling starts happening at level 31). Edit, quick add on. Level 27+5 is the point of seeing values that are less than a level 50+0 IO. So if you do a level 28+5, you will essentially have a slightly better than level 50+0 (+0.53% better, so basically the same), and you dont lose set bonuses until exemplar level 24 and below.
  14. I agree with CMA in the above post. And since it sounds like your dilemma is more about slotting now while low level, go attuned so the enhancements can grow with you (gets stronger as you level), and you can always exemplar back down without fear of losing set bonuses. My above post was more of a mindset of a level 50 character that is min/maxing enhancements while still factoring in exemplaring. Honestly, that is probably too much info for what you're wanting to do. It was more of a case argument for why you shouldn't always get attuned IOs, but I digress. Good luck. If you have more questions in regards to enhancements, keep asking. We are always here to help and to provide you with more information than you asked for 😛
  15. Word is defib is still bugged, so it won't be today. When they implement a quick fix, we will reattack.
  16. I'm thinking 4 pm pst on Wednesday at Brainstorm
  17. Now that I have it diagnosed, I can finally seek proper treatment 🙂 I can't. The only thing I am less interested in playing than a controller is a stalker.
  18. It's funny you picked that number, because that is often the level of IO I typically will create if I plan on exemplaring a lot while wanting to keep the set bonuses. The reason why I choose 31 is because the set bonuses stop working at level 27 and below. But seeing as how there are only a few things I might run at 27 or lower, I'm usually safe with bonuses. The other reason why I dont go attuned is because of enhancement boosters. I can boost a level 31 enhancement to be more powerful than a level 50 attuned IO. And where as an attuned IOs will scale from all levels, the level 31 +5 IO will stay the same strength all the way down to...level 31, coincidentally. So my recommendation is...buy attuned if you aren't going to boost and/or you typically exemplar to very low levels. Otherwise, you might prefer the benefits of non-attuned IOs, especially lower leveled ones that are boosted. Edit: keep in mind you can't boost attuned IOs, so know ahead of time if you are going to want to use boosters. Also, NEVER attune purple sets nor PVP sets. Those sets do not lose set bonuses like typical sets, so attuning them is actually detrimental as you will not be able to boost them, and you suffer from attuned scaling (whereas non-attuned retain full enhancement value from exemplar level 31-50) 2nd edit: if you have no set bonus (like if you one slot a luck of the gambler into hover), do not attune the LotG. Again, scaling is better when exemplaring, and you should just slot a level 50 into it. Then boost it if you like more enhancement value.
  19. Your situation sounds similar to mine. I'm also a main-aholic with wealth (not too crazy, but maybe 3 billion spread over a few toons). I came back to the game in May last year, made my Main (Time/DP/Soul defender) at the time I was doing initial proc research...so June? That was my only IO'd out build. Which wasn't really a crazy expensive build (500M?), since it was proc centric and relies on PB+Farsight for survivability. Anyways, that was my main for all of 2019 while also building up wealth through AH. I finally felt the need to do something with the money, and in January my creative juices started rolling, and I decided to make a proof of concept Stone/SS/Soul Tank that used procs to be sufficient at DPS. Spent enough to maximize its offensive performance without sacrificing the defense too much (hit softcap and hard caps and max HP, but no padding for debuffs). Anyways, I still had a fortune, so I decided to IO out a 2nd build for pure survivability on any content. Hitting softcap in everything but psi in Granite, while hitting softcap on psi in Minerals, while being resistance capped in all types (including psi). Throw in 550% regen while Rooted and able to run ~30 mph in granite, I basically had my 2nd main. One build for offense/farming, the other for pure tanking. But I still had vast wealth...in fact it grew as I casually flipped on AH and made resources farming. So, I decided to try out a new min/max idea on 3 things I never played before, but I knew was powerful from its FOTM. So I made my first ever scrapper, playing TW for the first time, and Bio for the first time. It was more of a project to learn things I know nothing about but all were popular amongst the community. So I PL'd it, designed a build on test server, didnt like how it played, so I shelved it. I sat on it for about 6 weeks before returning to it a week ago and play tested enough to get a better feel for Momentum and Absorb mechanics. Then I went into min/max mode again. Designed it for softcap of S/L/E/N/F/C, high max HP while being nearly absorb-capped with a single Ablative Carapace. Spent my wealth on all the IOs, and enhancement boosters. And I came to really like the character. Hits like a truck, doesnt slow down. Doesnt get hit. Pretty fun character. So long story short, I decided to spend my wealth on pet projects that allow me to min/max new ATs that I can have in my arsenal. Next I plan to make a Blaster of some type, maybe a Ice/Atom that I can turn into a hybrid (which I like to do with my characters), that can both bring the damage while bringing control. It that's something you like to do, take on puzzles to solve, you might try the route I took in creating new Alts, but not for the purpose of Alt-itis, but the challenge of creating the best build possible
  20. Here are some links to give you a better understanding of procs and proc builds for tanks.
  21. Only 50% of dull pain is enhanceable, so I think you should be using 60% health in your example. The heal will be 80% though (assuming 100% enhancement, 95% is probably more fair, putting it at 59% max HP and 78% Heal).
  22. Ok, I can push it out. I'm curious what Myrmidon's availability is too. Might work better for them as well.
  23. @Myrmidon @Replacement or anyone else who's interested. Would you be available tomorrow evening to try some testing... perhaps 4pm PST (if all goes right with my schedule)? I'd like to reattack what we did yesterday, but also want to control the test a bit more by having 2 dead allies. I'll also try to get an immobilize power to keep targets fixed while we test.
  24. It likely will still be weaker for tanks that used Stone Mastery's sleep power, but switching it to effectively a 3-stack version of its old self, no more no less, is a great compromise.
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