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Bopper

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Everything posted by Bopper

  1. It does. The upside is that it can take damage procs, but the down side is you can't stack the sleep because the damage will effectively wake them before putting them back to sleep. My intrigue is whether or not damage procs would immediately wake the enemy you just put to sleep. If so, them that sucks. If you try it out, let me know how it works. If you can fit it in your build, then sure. I load it with procs and treat it at a mini nuke (long recharge, but small radius). All your procs will have 90% chance to hit, plus if you have enough enemies near you, you can boost yourself quite a bit. But honestly, the radius is so small that you will be disappointed more than you'd like. So if you take it, itll be because it's a luxury slot. I wouldn't scrap something else for it. Thanks. It's been a long time since I've played, but I still like checking in on the forums and seeing what's new.
  2. When I said AV killer, I wasn't saying to solo an AV. I meant the debuff from Screech will help you achieve attack chains that can apply on average 90-100% resistance debuff on a single target. So you effectively boost your teams damage by 90-100%. That said, Sirens song is great too. I can't remember if proc damage from Sirens Song would negate the sleep effect, but if not, you can create a fun cone attack chain where you knock down baddies, debuff their resistance, then put them to sleep. And just cycle that.
  3. Dont think of Screech as a damage power. It's basically a resistance debuff power that can take damage procs. I don't know your playstyle, but if you are going for an AV killer or some sort of single target optimal attack chain, you'll only get it with Screech. But you probably won't appreciate it until you hit lvl 50.
  4. It does Resistance, Defense, DDR, Heal, Max HP and Regeneration. Only thing lacking is Absorb
  5. No general one, but dark is very popular for the heal and -tohit debuffs. A resistance based set would pair well with dark melee, while a defense based set could probably prefer kinetic or ice.
  6. I don't know enough with the Absorb mechanic, so I am not considering Bio or Dad in this opinion, but ultimately I'd think a Stone tank is the most unkillable (and easiest to get to unkillable for all things non-psionic). With as little as 3 stone armor powers (Earths Embrace, Rooted and Granite Armor), you can softcap all non-psi defense types, hardcap all non-psi resistance types, cap your HP, have 60% DDR, and achieve really good regeneration (which pairs nicely with your max HP). Although you have a psi hole, you can shore that up with set bonuses and taking Minerals. I've done builds where I achieved softcapped Psi and approx. 80-85% psi resistance. As for movement limitations, use teleport. It sucks...but with great survivability comes sacrifices.
  7. Sometimes I update the front page, so it's possible it wasn't there before. But it has been awhile since I last updated it.
  8. They are in the OP. It's in a spoiler block called Single Formulas (for Copy/Paste). I just didn't include the chain formulas. I have the formula for this in the Guide. It's question #1 in the FAQ section. I'll post it here to save you time (go to the guide if you want to see the derivation): Frequently Asked Questions: 1) How much enhanced recharge can I put into a click-power and still achieve the maximum 90% Proc probability? If the Proc has a greater than 90% probability to Proc without enhancement, you can calculate the maximum allowed enhanced recharge as follows:
  9. I have looked at it. This post is specifically in reference to WoC. Also, if you go to the first post of that guide, scroll down to the 2nd paragraph of the section Activation Period (ActivatePeriod): there are a few more details I have about WoC. Just a reminder, since it is a toggle, it uses the 10 second activation period in its calculations (not 4 seconds), and the proc opportunities will be once every 10 seconds.
  10. The reason for archetypes is because of the base damage. Proc damage is static, so the benefits of a proc for a scrapper has less of a percentage impact than it would for a controller. I recommend checking out @Sir Myshkinthread in the controller forums for Proc Monsters. Lots of good details there.
  11. Lots of questions there, and most of them can't be answered generally. It depends on your archetype, build, etc. If you're a blaster or scrapper, you might not care for procs. But if you're a defender, you might. My testing has been on lower damage archetypes, like tankers and defenders, and in my testing I can say procs improve damage output.
  12. It's a fantastic proc chance on the first hit (if no slotted recharge). It also looks like you are getting a little more than a level 50 SO damage enhancement with the jumps (33.54% > 33.33%), so if you are near enhancement diversification limits already, the procs offer up a superior damage boost.
  13. I have looked at it with powers like Jolting Chain. The initial target (upon cast) uses the single target calculation (AreaFactor is 1, and you use base recharge, cast time, etc). All the pets that spring up from that successful initial cast use the 10 foot radius. It also uses a 10 second activation period from the proc enhancement for its calculations (so don't worry about slotted recharge on the pet jumps). Feel free to test it out. If you don't see numbers that seem inline with the calculations, let me know.
  14. I absolutely empathize with you on this. One day you're merely doing tests to try to confirm an unconfirmed/misunderstood game mechanic, then the next you're reading source code and excel files leading to new discoveries to share. It escalates quickly. I do appreciate your work, Arcanaville. Thanks for your contributions.
  15. This is all true, and I suppose I should incorporate it into the guide. However at times it feels like I'm a teacher in a classroom full of students who get stuck on a certain problem and I'm afraid to add more complexities to that problem before they can solve the first one. When I'm more motivated, I will revisit this.
  16. Was it DrMike, by chance? Personally, I see it as two time domains, somewhat like how a speedster experiences time. I think about the X-Men (Days of Future's Past?) scene where QuickSilver is in a kitchen and he zooms through defeating the enemies. The scene is shot in respect to how QuickSilver experiences time, and everything around him looks like it moves in slow motion. This is how I see the Cooldown Time Domain experiences time, and it always requires the same Base Recharge time to fully recharge a power. However, the Real World time (as experienced by the other characters in that scene) happens much faster. Anyways, time domains, points, algebra, it doesnt matter; the math works, and hopefully people can understand the math using one of those techniques.
  17. I don't personally use it, but its mechanic only requires the 1 slot (accuracy or a proc, usually). Given all the slow debuffs in the set, you dont need to increase its slow effects, and it doesnt stack so increasing recharge is only useful for multiple enemy applications. If you're leveling up, it's good to take as it's a free enhancement to many of your powers, but usually by level 50 you will find it hard to fit all the powers you want and it'll get the axe. But if you can fit it in your build, it's worth taking as it won't cost you any enhancement slots.
  18. ArcanaTime is a function of CastTime. It is useful for calculating accurate attack chain times (real world), but nothing else. Whenever the game mentions CastTime, it means the in game listed CastTime. ArcanaTime is not used anywhere within the game. The formula for calculating ArcanaTime is: ArcanaTime = [Ceiling(CastTime / 0.132) + 1] * 0.132 You can learn more about ArcanaTime here
  19. @Frosticusthanks for bringing those powers to my attention. When I get an opportunity, I'll take a look at those powers' descriptions in my SCoRE folder to see how they should work. Can you tell me what you're seeing with Savage Leap? If I took a guess, I would thing it acts as a single target, then adds an AoE pet at that location (like Glue Arrow). Have you ever seen it double proc on your intended target?
  20. Nothing has changed...yet. But I know the dev team will eventually look into it (hopefully no time soon).
  21. They get the best of us lol. If you post the build anywhere, I'll check it out. I'm curious what the total numbers are and if anything can be played with.
  22. Looks like you had a typo causing the error. Change what's in red to .4969 and you will get 13.24.
  23. If you're going to factor in perma rage, you need to factor all damage enhancements. I'm not sure how you did the math, but I'm hoping the comparison isn't simply applying the base damage with a 1.80 multiplier. If you wish to compare by incorporating a 95% damage enhancement as well, then you can use a 2.75x multiplier to jab and a 1.95x multiplier to non-SS attacks.
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