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Bopper

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Everything posted by Bopper

  1. Ran some crude analysis, but it looks like you can average ~150% debuff with Screech, Shriek, Scream, Weaken Resolve (with proc), and Sleet (with procs). Throw in the occasional Dreadful Wail (with proc) and Heat Loss (with proc) for some occasionally higher numbers.
  2. You should be able to squeeze out more -Res from your single target attack chain. I know a Screech-shriek-shout-shriek can reach 91.5% on average and only requires a little be more recharge than does having perma-Hasten (279%). There are a few other more optimal chains, but they require some crazy edge of the envelope type of recharge. I'll have to go back and look to see what can be achieved with procs and cold powers added into the chain.
  3. Everyone needs to chill. @GM Widowercan probably go ahead and lock this thread. OP got the answer they were looking for. Now we are just diverging into pettiness over who started it. Let's all be mature and end it.
  4. According to Mids and the in game description details, both Freezing Rain and Sleet have 30 second durations
  5. Cold can stack its Sleet to make up a perma -60% resistance patch (assuming you can get 400% recharge out of the power. Plus, it has Heatloss, which can bring that total up to -90% for 30 second bursts every 90 seconds or so. I'm guessing a Cold/Sonic defender with weaken resolve (with achilles proc) will put up the best resistance debuffs
  6. Single target or AoE? I know a /sonic defender can reach ~100% on a single target without procs. Just need a crazy amount of recharge.
  7. I'm glad I'm not alone haha
  8. @Captain Powerhousehave you ever looked into this? There's no dispute about the cancel on miss, but the fact (if true) the cancel on miss probabilities are jointly combined with the other interface proc elements would seem like a bug, otherwise a T4 is less useful than a T3.
  9. Fascinating. Luckily enough, Interface was the last thing I needed to make T4. I'm glad I didn't invest.
  10. Can you reference where this discovery was made? I'm aware of each DoT tick as having a 75% (or 25%) chance at ticking, and if a tick misses the chain dies. I've never seen anything that suggests the DoT and -Res are both checked together, I assumed they're independent. For example, 75% DoT and 25% -Res should work such that if an attack hits, the enemy has a -25% chance to have a -Res debuff applied and also the enemy has a 75% chance a damage is taken on the 1st tick, 56.25% of a 2nd tick is hit, 42.19% of a 3rd tick hitting, 31.64% of a 4th tick, and a 23.73% chance a 5th tick hits. If it's working as how you're describing it, then it certainly is a bug. Otherwise, we would rather have the T3 versions of the power that dont offer the other component.
  11. It only applies to taunt sets. Burn is sort of doing 2 things at once. It cast its power which gives resistance to immobilize and executes its inherent taunt, but it also summons a pseudopet that does not taunt. So that pet does no accept any taunt enhancements, thus does not take any taunt procs. This is similar to a discovery we had with oil slick. Oil slick can be slotted with damage IOs, however the initial oil slick does no damage and does not take those damage enhancements. So if you cast oil slick by itself, none of the damage procs would fire. It's not until you ignite the oil slick, which summons a new pseudopet that does take those damage enhancements. The 2and pseudopet will proc the damage IOs.
  12. Thanks for this info @GM Korvin. This actually corrected a big misunderstanding I had with IOs. I thought set bonuses worked no matter where you're exemplared while the enhancement effects stop working when exemplared less than 3 levels below the IO level. It turns out, I had it completely backwards. Set bonuses stop working less than 3 levels below the IO level and enhancement effects dont lose effect, but may be scaled if exemplared to a level lower than 32.
  13. Thanks for the heads up. I thought it worked when I tested the link, but I could've goofed something up. I'll fix it later tonight
  14. For those interested, I have updated the tool with some QoL improvements and added a new Survivability calculation that folks may like: Immortality Score. This sounds more impressive than it is, as it simply backs out calculations we already do to determine how much DPS the enemy/enemies can throw at you before your hit points per seconds is overcome (thus a net of negative HP per second for your character, eventually resulting in a loss of life). Honestly, this calculation was already available to you if you selected your Desired Survival Duration to be something insanely high. Still, it's a metric that folks would like to know right away, so I added it. As for the guide, it will need some re-work to incorporate the changes I made. In particular, I'm no longer using Regeneration Bonus as an input, instead I made it simply Regeneration. This way, you can take the number that shows in Mids Reborn and directly input that value, as opposed to having to subtract out the 100%. Eventually, I'll do the same with Hit Points, but not just yet.
  15. This is what use. Not up to date, but good enough for looking up IOs https://paragonwiki.com/wiki/Enhancement_Sets
  16. If you're looking to leverage the FF + Rch proc without having to pay a KB tax by slotting KB->KD IOs, you could play as Dual Pistols and switch to an ammo that does do KB. The procs still work
  17. I'm not in disagreement with your reasons. When you hit a nice spot, no need to chase for more. Just with SR, there's not really that much investment to reach low 50s. Assuming you take all of your defenses, a weave, and the 2 IOs that give +3% defense, you'll hit 52.4% defense with just 2 lvl 50 defensive IOs in each defensive power. That number drops to 49.4% if you use SOs instead of IOs
  18. It's included. Notice that I divide by 40k, not 30k.
  19. Fun fact, that ugly AF calculation with all of the parenthesis is actually how it is calculated in the game. I believe it was @hopeling back on Live who introduced the easier to read version that I use. It makes it easier to see just how much a contribution of Radius and/or Arc provide to the PPM calculation.
  20. This is a bit outside my lane. However, you might ask @Sir Myshkinnicely. He has a fantastic eye for testing and evaluating results at a frame by frame level. I believe he also plays scrappers so he might just know the answer off hand. Either way, if you guys figure out the answer, I'd love to know.
  21. In my guide, I tried to use different terms for clarity. My guide looks like the reddit version, but you'll notice the term I use is called AreaMod, not AreaFactor. AreaFactor is used in design formulas so I did not want to give a new definition to a set term. But yes, the AF I give is the same AF shown in the reddit post and is the same AF as the design formulas. However, the AreaMod = 0.25 + 0.75xAF. Or rewritten as AreaMod = 1 + 0.75 x Radius x (11 x Arc + 540) / 30,000, which can be rewritten as AreaMod = 1 + Radius x (11 x Arc + 540) / 40,000 Edit: to be clear, I'm not saying their AF is wrong, but the PPM formula in regards to how AF is used is wrong, as the 75% dampening needed to be factored in
  22. Wrong Area Factor and wrong understanding of ActivatePeriod for toggles (maybe other stuff, I don't recall). I believe that guy made a new thread based on my findings, but I can't recall all the edits he made. For the most part, my guide has the correct information. There is some stuff I could add that speaks to pseudopets, regular pets, and some nuances, but I havent taken time to address it properly in the guide (mostly in the comments)
  23. Bump...because I care. Can we get a dev to comment on this request?
  24. The buffer is also used for enemy +to-hit buffs and/or incarnate (where enemy +to-hit is 63.75% as opposed to the typical 50%).
  25. I agree the argument can be made, but man is it such a nice power. Makes for a nice proc mule, you can easily stack it 2-3 times, and it's nice soft control with its massive recharge debuff and slow. Despite that, I agree it is probably the 3rd to last in terms of Time Manipulation set's useful powers.
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