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Bopper

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Everything posted by Bopper

  1. You can. Personally, I rarely fit Time Crawl into a build. But at the same time, I rarely fit a travel power in a build. Usually just use what's available at P2W
  2. I read too fast and skipped over Visual. I personally have a hard time hearing the wom-wom sound, so my mind went directly to an Audio issue.
  3. Try this out?
  4. Nice work! Tried it last night while it was 30 seconds to load. Didn't bother me much, I did other things and came back to it when convenient. If it's now 14 seconds, I'll probably just wait it out. Thanks for the efforts
  5. http://web.archive.org/web/20140625171903/http://tomax.cohtitan.com/data/powers/
  6. I would love *LOVE!!!* to see an updated and working City of Data again.
  7. I've tanked quite a bit with my proc'd out Time/DP/Soul defender. DP takes the Force Feedback +Rch proc in all its AoE powers and it fires for me often. It helps get Chronoshift to Perma. Power boosted Farsight is a cheat code as it makes your teams unhittable while allowing them to hit anything. I use macros on my location AoE powers (bullet rain, distortion field) to treat them as target AoEs (but you could make them PBAoEs). Often I'll jump in with my Slowed Response, then pop off Soul Drain, Hail of Bullets, rain of bullets, and distortion field. With my Times Juncture and Distortion field, everything stays close, basically stuck, in my AoE of terror.
  8. Although the OP has never responded and hasn't been on the forums since January 9th, I have liked the discussions so far. I am curious to see how "unkillable" some of your tank builds can get though and would like to see how "unkillable" some sets can achieve. For example, I've designed a stone tank with capped HP (3534 HP), with 400-500% regen, 45+% defense to all but psionic (in granite), 45+% psionic defense (in minerals), 90% resistance to all but psionics (in granite), and 84% resistance to psionics (tank proc should turn this to 90%). But I get it...that's Stone Armor for ya. But still, I'd love to see what others have been able to achieve. P.S. I'm on my phone now, but I will edit later to show a screenshot of the build.
  9. It sure would
  10. I can't speak to the TW side of the house, but I do have a Stone armor tank. I recommend putting a Force Feedback +Rch Proc in all your attacks that do KB/KD. That will help offset the -65% recharge debuff granite armor applied. You certainly can skip the fighting pool, as you wont need weave and tough while in granite armor. Personally I went with fighting pool for Cross Punch, and took boxing and kick for the synergy as it applies a recharge buff (and it takes the FF +rch proc). However, if you're playing TW, you likely wont use powers outside those.
  11. As for Melee paired with Shield, you might give Savage Melee a try. Could be fun having two attacks that are teleport AoEs (shield charge and Savage leap) . Also, Super strength pairs well with Shield. Lots of knockdown and knock up soft control, and it hits like a truck when rage is active.
  12. I 100% agree with Hyperstrike. Shield does not take much investment and you can: 1) softcap all your defenses, 2) you can provide support to teammates with 20.75% defense (assuming 2 lvl 50 IOs in each), 3) you get ok resistances (22.5% for F/C/E/N/T, assuming 2 lvl 50 IOs, and 44.9% for S/L, assuming 2 lvl 50 IOs and you have tough) 4) you get a T9 god mode that doesnt have a crash kills you 5) amd you get +dmg from your taunt aura and a PBAoE attack. All those numbers assume exactly what Hyperstrike said, you have the two +3% defense IOs, and the rest generic. With some moderate investment you can hit some great numbers.
  13. Still get it. I'm not saying to skip anything, I'm just saying it's best to focus on capping first. Let me put it this way, having 40% defense and 50% resistance is the equivalent of having 45% defense and 0% resistance. This is assuming the enemy has 50% tohit (not the case for incarnate content, fyi). So that last 5% defense added was worth 50% resistance. It's big.
  14. It is almost always better to focus capping on one (45% defense or 90% resistance), then whatever you can get of the other is gravy. You can use the Survivability Tool in my signature to see how the numbers play out. As for shield, I would think focusing on defense first is best (especially since its positional defense, as opposed to types) then beef up your Max HP and Resistance as much as you can.
  15. What are your main goals with the tank? Pure tank? Do damage? Keep others alive? What are you wanting to run? Level 50+ content? Exemplared TFs? Etc. Do you want one build for doing most things, or do you want 3 builds that each do specialized things?
  16. If it's called Pines, it's very out of date. You want v2.6.07 (iirc) of Mids Reborn. You can find a link in the Tools Forum section.
  17. @Hopeling, I may have some PPM and coefficients for your DoubleHit calculations. These have not been tested however, so take it with a grain of salt. T2 (Radial Genome): x0.2, 2 PPM T3 (Partial Core Graft): x0.1, 4 PPM T3 (Partial Radial Graft): x0.2, 4 PPM T3 (Total Radial Graft): x0.3, 4 PPM T4 (Radial Embodiment): x0.4, 6 PPM So it appears the PPM is based on Tier (T2 =2, T3 = 4, T4 = 6), and the coefficient is based on how far "radial" (to the right of the tree) you go. Interestingly the T2 Radial Genome does twice the damage of the T3 Partial Core Graft, however it has half the PPM, so it evens out.
  18. Achilles' Heel won't stack. If an enemy is already afflicted by the Achilles' proc, an additional application would only refresh its duration (if I recall correctly). I am horribly unfamiliar with atomic manipulation, unfortunately. It is a very new set that did not exist on City of Data, nor is it in the the SCoRE data dump, so I can only go off what I see in game or on Mids Reborn. That being said, I don't see anywhere that says Metabolic Acceleration takes -defense debuff IOs, so it shouldn't be taking the Achilles' Heel proc. As for their proc-ability, I'd say you can certainly leverage it. As for Metabolic Acceleration, it gives you a second power to slot the +End Proc from the Performance Shifter set. Beta Decay is very interesting, as it can take 8 procs: 1 -res debuff, 3 damage, 2 +to-hit buff, 1 recharge debuff, 1 recovery debuff. The question with slotting will come down to how do you want to play as a Blaster. If you can survive staying in melee range and you can afford the extra slots, then you could make a fairly nice offensive aura. But let's crank out the numbers to see if it's actually worth your while. Recall, your toggle aura will have a chance to proc once every 10 seconds...which is used in the calculations for the probability to proc. Let's work out the numbers for 1 PPM proc, then apply that result to each of the procs mentioned with their respective PPM values. We have a 10 second activate period, a 15 foot PBAoE radius. This gives us: Probability (1PPM) = 10s / [ 60s x ( 1 + 0.75 x 0.15 x 15) ] = 6.20155039% Each of the three Damage procs, the Resistance Debuff proc, the Recovery Debuff proc, and the Recharge Slow Debuff proc have a 3.5 PPM value, so their chance to proc is Probability (3.5 PPM) = 3.5 x 6.2% = 21.70542637% Each of the +To-Hit Buff procs have a 2 PPM value, so their chance to proc is Probability (2 PPM) = 2 x 6.2% = 12.40310078% So what can this all mean? The damage procs do 71.75 damage if they do hit, so on average we can calculate the proc will do 71.75 damage every 10 seconds on each target it successfully hits at a rate of 21.7%. Let's be generous and assume you have a 95% probability to hit a target. This means you will do on average: Average DPS per target = (71.75 x 0.217054 x 0.95) / 10s = 1.4795 DPS. So if you have 3 damage procs slotted, you can expect every target in your aura will average an additional 3 x 1.4795 = 4.4385 DPS. As you can see, the return on damage procs in an aura are not particularly earth shattering. Especially for a blaster. As for the Resistance Debuff proc, you might like it. If you have 5 enemies in your aura, 1 of them will likely get hit with the resistance debuff proc and you will see that enemy take an additional 20% damage for the next 10 seconds. That's useful in the right circumstances. As for the other debuff procs... meh. Now, oddly enough, the most useful procs might be the +To-Hit procs as you only need one to proc to get the benefit. However, if you are already achieving a 95% To-Hit probability on enemies (as I generously used in the above examples), then the procs are worthless as you can't get any better. BUT IF YOU AREN'T CAPPED, then use of these procs could greatly help you get there. You could even stack it if you're lucky enough. Below I'll provide the probability of having no Procs, 1 Proc, or 2 Procs (double stack) for different number of hit targets per 10 seconds.
  19. Unfortunate to hear. That's life, though
  20. Does anyone know where @GM Capocollohas gone? He used to be active on the forums, then seemed to disappear. Has he left the Homecoming team (or the game in general)?
  21. The power is still active when the enemy dies. It is anchored to their lifeless body until the enemy disappears. So have no fear, you are still getting the benefits. Now...if you move to a new mob, the dead guy can't follow, so at that time you should shut off the power and reapply to a new enemy.
  22. Here is a level 18 SR/Rad I threw together. I went with Rad because its T1 attack is actually good damage for the cast time, and the -def seemed good for all the options you can use with it. I went with a full tanker IO set, but you could go with the -res proc instead. Here are the totals: Build: Softcapped defenses at level 18, with 98.5% DDR.
  23. I'm gonna cheat and say Level 18. But super reflexes can softcap all positional defenses quite easily at level 18. If you're a stickler for an arbitrary level 17, then only your Range and Melee can be softcapped while AoE sits around 35%.
  24. @The Philotic Knight, do your tools still work? I have tried using the Dev Tracker, but with no luck. Possibly due to the forum changes?
  25. 3534 for Tankers. You can use my survivability tool to see the limits for any character and to play around with the survivability effects of HP, regen, defense, and resistance.
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