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Everything posted by Bopper
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Can you test it to confirm? I've done lots of testing on auras and patches, and they all proc once every 10 seconds. The exception has been IG which procs everytime the patch is summoned (once every 5 seconds). I'll try to see if there is other information that might explain why the Brute ATO is procing every 5 seconds for you...perhaps it is the only enhancement that has a 5 second duration, who knows. I'll dig into my resources now
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I'm curious how the ATO would work with Rad Melee's aura. I'm not caught up on all the changes from the recent update, but from what I know, Irradiated Ground is not like other auras. It is a patch that is dropped every 5 seconds and lasts for 10 seconds. Because it is a patch, I'm not sure if when the ATO procs it goes to the caster (good) or the patch (bad). If it goes to the caster then that is optimal as a typical aura procs every 10 seconds and IG would do so every 5. But if it goes to the patch, then you'll never get the proc benefits. Has anyone tested this?
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This was actually fixed in the latest (final?) version. 2.6.0.7 Toggles and regular click attacks should be correct. Pseudopets are wrong though (uses click formulas when it should be toggle formulas), and the Tanker formulas are wrong because the old Gauntlet made all their single target attacks actually AoEs, which dampens the numbers calculated in Mids.
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While you're considering new info, I dont think you need to slot Siren's Song with Lethargic Response. The sleep already has a 30 second duration, slotting it for more is overkill for your purposes. I would swap those out for a 5 piece Positron Blast (leave out the Dam/Rch to keep your procs at a high % to fire). The damage proc wont wake them, and since the power does damage you can't stack sleep magnitudes anyways, so no need for longer sleep enhancements.
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Howl doesnt do KB. Shockwave does
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Siren's Song does not do -Res. Howl is the only cone you have that does -Res (unless blasters have something defenders don't) Personally, I always wondered how a proc'd out Sonic/Energy blaster would do, using Boost range and a chain of Howl, Shockwave, and Sirens Song.
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You might want to look into incorporating a proc'd out screech. You'll achieve better effective DPS and better average resistance debuffs.
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Definitely an endurance hog. But the +melee defense would probably do a dark tank well.
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Dark Armor, but it can be mitigated by putting the Theft of Essence proc into Dark Regeneration.
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Again, you can make all of them work. The heal, self rez, and great resists can work. The burstiness can be good,although it's a tank so not really that important. My fear is more to do with being stuck in a 4 second animation unable to click heal. As for SR/Dark, the tohit debuff and defense dont go well with eachother (redundant), but the debuffs still helps the team and you get a nice heal in dark Melee that SR lacks.
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It was hard to pick, but I think Fire/Energy would have the hardest time. I base this simply on the fact energy has slow animations, and Fire has no defense, no +HP, no regen, and no KB protection.
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I can't think of anything that would Absolutely not work, as IOs can help any build reach survivable levels. But I bet we could think of some that need more help than others. My interest is piqued, I'll check out City of Data and see what stands out.
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FWIW, Number Six mentioned that Savage Leap is mech'd differently than the other tele-nukes as it does not use a pseudopet (which is why you would see better proc performance from Savage Leap). The pseudopets use the toggle formula (10 second activateperiod), so long base recharges dont help with the proc performance.
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issue 26 Patch Notes for February 18th, 2020
Bopper replied to The Curator's topic in Patch Notes Discussion
That was an unconfirmed theory. The bug found was a double check of the DoT proc that caused it to greatly underperform. It should work as intended now. -
Patch Notes for February 17th, 2020 (Release Candidate 2)
Bopper replied to The Curator's topic in [Open Beta] Patch Notes
The interface procs and debuffs are looking promising. I only am able to test the T3 Spectral Interface (50% DoT, 10% Immobilize), but with 4,288 samples I got the following results. X: Expected | Test Results 0: 50.00% | 49.16% (2,108) 1: 25.00% | 25.93% (1,112) 2: 12.50% | 12.10% (519) 3: 6.250% | 6.30% (270) 4: 3.125% | 3.08% (132) 5: 3.125% | 3.43% (147) Total: 0.9688 Ticks/Hit | 0.9848 Ticks/Hit Also, the Immobilization Proc triggered 10.49% of the time. I cross-verified the results by doing 100,000 simulations of 4,288 samples to make sure these results fall within the bounds of expected performance. The probability density plot below shows the performance is "Dead-On Balls Accurate" (to quote My Cousin Vinny). All in all, it looks like it's working as intended. Great job! -
It's not intuitive, so here is the proof: When working through this, know that the "Total Resistance" is substituted with "Original Resistance" just to make it easier to follow. Also know, the Debuff Amount is a negative number, so if you had a -20% resistance, the "New Suffered Amount" ratio would be "1 - (-0.2) = 1.2" or in other words "100% - -20% = 120%", which means the -20% resistance debuff increased the damage the enemy takes by 20%. So how does this work with damage bonuses? Glad you *didn't* ask, because here's the answer: NewSufferedAmount = OriginalSufferedAmount x (1 + DamageBonus) x (1 - DebuffAmount) So increasing Damage bonus is a multiplicative factor, as is increasing resistance debuff. Let's see how this applies with 20% boosts with both, compared to 40% boost with just one. NewSufferedAmount = OriginalSufferedAmount x (1 + 0.40) = 40% more damage NewSufferedAmount = OriginalSufferedAmount x (1 + 0.20) x (1 + 0.20) = OriginalSufferedAmount x (1.44) = 44% more damage I hope that helps.
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Patch Notes for February 17th, 2020 (Release Candidate 2)
Bopper replied to The Curator's topic in [Open Beta] Patch Notes
Quantifiably speaking, the damage from DoTs will quadruple for those with the 25% proc, double for those with the 50% proc, and go up 33% for those with the 75% proc. But overall, it will add about 2.7-3.3 damage (per target per attack) for 25% proc, 5.2-6.5 damage for 50% proc, and 6.1-7.7 damage for 75% proc. -
Since it is a follow-toon, and most of your damage will come from your main, I would say debuffs should be prioritized. So I would put Achilles' Heel in there for certain. Then the question comes down to whether or not you put the unique Fury of the Gladiator resistance debuff into Irradiated Ground, Atom Smasher, or a Defensive Damage Aura (Lightning Field if you go Electric Armor). Personally, I would put it in Atom Smasher since it can hit up to 16 targets and I think it would have a 15 foot radius. So personally, I would go Achilles' Heel and 5 regular damage procs (Obliteration, Scirocco, Eradication, Shield Breaker, Touch of Lady Gray) into Irradiated Ground. I wouldn't worry about enhancing damage as the base damage is already so low. Some numbers: 4.89*0.424*5/5s = 2.07336 DPS (Adding one lvl 50 Damage IO, you get 5 ticks of damage and can cast every 5 seconds) 71.75*3.5/6/(1+.75*.15*8)/5s = 4.40570 DPS (Adding one regular damage proc) As you can see, adding one damage proc to IG is equivalent to over two level 50 IOs (+90% over base damage). With Atom Smasher, procs also will be more beneficial than a lvl 50 Damage IO: 81.89*0.424 = 34.72136 (Adding one lvl 50 Damge IO) 71.75*3.5*(2.93+22)/60/(1+0.15*0.75*10) = 49.102 In this case, regular damage procs are still superior. But if you don't mind investing in Armageddon and using enhancement boosters, I would probably go with a +5 Damage (+66.25%) and/or a +5 DMG/EndRdx (+41.4% each). Since Atom Smasher is an endurance hog, going with the endurance reduction might be desirable. In the end, my slotting would probably be Armageddon Proc, +5 Armageddon DMG/End, Achilles' Heel Proc, Fury of the Gladitor Proc, Touch of Lady Gray Proc, and either an Eradication Proc or +5 Armageddon DMG.
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Lol, you got me before my edit. You're right.
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I looked at City of Data and it appears Stalkers miss out on one of the smaller defense debuff resistances, maxing out at 55%. Also, it loses out on a scaling resistance, but it has a more powerful scaling resistance than the other ATs. The others get 3, which each do up to 20% resistance at 0 health (so 60% total). Stalkers only get 2, but they each do up to 25% resistance at 0 health (50% total). Edit: forgive me, I never played SR and didnt realize the DDR is able to be enhanced (Mids says it is). So with 2 lvl 50 defense IOs you can achieve 82.9% DDR. With 3 lvl 50 IOs you can reach 87.7% DDR
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I will need to look stuff up on Irradiated ground since it is a patch and I can't look at the numbers right now. But for the armors, Fire>Elec>Bio. The damage is better in that order (0.22>0.20>0.15) and the commonality of enemy resistance favors that order (Fire>Energy>Toxic). Edit. Did some looking on Irradiated Ground and Quills. Quills is the equivalent of Bio Armor's Genetic Contamination as it does 7.92 damage every 2 seconds. Irradiated Ground is a patch that drops every 5 seconds but lasts for 10 seconds. It does 4.89 damage every 2 seconds, and if double stack it averages out to 4.89 damage every 1 second. But the biggest thing I saw with Irradiated Ground is the fact that it can proc on a target after every 5 seconds (when a patch drops) as opposed to every 10 seconds with regular toggles. Double the proc opportunities makes Rad Melee the superior choice over Spines.
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If your group is railroading mobs, then odds are any debuff is useless. That said, toggles still have plenty of use now that they anchor on the dead, and can still be used for the tough fights.
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It should be sufficient, and thank you for correcting me. I should not have said MRT (which is the formula you posted on this first line), but rather I should have said the actual recharge (or cooldown) of the power. As for the arcanatime, yes, a power does not start to recharge until its cast time (arcanatime, to be exact) is completed. As for the Build Up proc, that should start its 5.25s counter once the arcanatime is complete.
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For melee, I would look to either Rad Melee or Spines on a Tank. Rad Melee offers Irradiated Ground as a toggle, and you can put Atom Smasher on Auto. If your main farmer is already a Rad Melee, then the Contamination from your follower should help. Also the -def AoE lends itself to the Achilles Heel proc for -resistance, and Fury of the Gladiator can go into Atom Smasher for more occasional -res. Actually, no matter what, you should just proc out both the powers and let the other non-used powers act as mules for survivability and recharge. Spines offers Quills as a toggle and you can put Spine Burst on auto. For armors, go with something with a damage aura: Dark, Electric, or Fire (Bio also has a damage aura, but its survivability requires lots of clicking. The others you can max out the resistance of some type you care about (Fire or S/L). I would recommend Electric since it comes with a +20% recharge and speed boost, which will help keep the follower stuck to your hip. If you go with Hover on the follower, that would help if there are walls you may have to go over, and the speed boost will again help the Hover speed out. Leadership pool will be a given. Assault, Maneuvers, and Tactics. You won't need to worry much about endurance since you're just running toggles and firing one attack on repeat. Speed pool is a possibility if you rather the follower stay on you with Super Speed. You could also use a KB->KD IO to turn Whirlwind into a fun little Knockdown aura, which you can proc with FF +Rch and a damage proc from Explosive Strike. Be careful about the endurance though. You might be able to offset the endurance cost by throwing a PS +End proc into Electric Armor's damage toggle. Personally, I think I would go Rad/Elec/Energy (another PS+End you can throw into Physical Perfection) Tank with Whirlwind, Lightning Field, and Irradiated Ground toggled on, and Atom Smasher on auto. I might just throw a build together for fun and share it. Might even make it for the hell of it.