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Bopper

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Everything posted by Bopper

  1. Rage wasn't tweaked per se, it was fixed so that it worked as intended. There wasn't supposed to be an ability to avoid the crash, double stacking which prevented the crash was a bug. The bug got fixed. That's all. Do you mean build up that gives +20% to hit? That is a good point, but wanted to correct the numbers you gave. It is +0% recharge for Aim (Buildup?) and +300% recharge for Rage. Or in other words, 100% total vs. 400% total. Your point is still valid, just that you're actually making a stronger point. Finally, if we are comparing the capability of Buildup and Rage, it's worth factoring in the Gaussian Proc. It will typically fire 90% of the time (unless you're slotting a ton of recharge in Buildup), thus you will get its benefits (for 5.75 seconds per proc?) 2-3x as often as when casting rage. Just some food for thought in a discussion that is ultimately pretty silly. Let sets be unique, dont need each set to be vanilla. It's not like there's an outcry for Soul Drain needing to be nerfed, and that power does damage with no crash for a set less commonly resisted and has potential for reaching +28% (30%?) tohit before enhancements.
  2. If you post your build, it might help. What you pick can be dependent on the role you intend to play and whether or not you are focusing on procs or full sets.
  3. Bopper

    Time/Sonic

    It would be nice to have both, but not sure if Time Crawl would have as much of an impact after factoring in an opponent's resistance. Typically (correct me if I'm wrong), you want -regeneration for the tough enemies who happen to heavily resist it, while not needing it for the weak enemies that dont resist it. As for Screech, you can make attack chains with it that can reach 92-97% average resistance debuff, as opposed to the 76% you get with shriek-scream-shriek-shout (the optimal non-proc ST DPS attack chain)
  4. Ironically those inclines have helped my hero develop calves of granite.
  5. I like the idea of keeping it simple and possibly weakening the rage buff by 25%. I do like an endurance crash though, similar to Hasten. If the power was 240s base recharge, +15% tohit for 120s, +60% damage for 120s, and -36 endurance crash after 120s, that would seem fair. You still have risk of double stacking as it could result in double crashing. The crash makes it a fairly expensive endurance toggle essentially (0.3/sec). Double stacked makes it 0.6/sec. If we want it to be more punishing, maybe throw in a small irresistible recovery debuff, suck as -20% recovery for 10 seconds. It makes it a non-benign crash that is not too difficult to mitigate.
  6. Bopper

    Time/Sonic

    A few things jump out at me. First, I am very curious as to why you would take the Mace Mastery for the Scorpion Shield and Focuses Accuracy. You have Farsight. I highly recommend looking into Soul Master or Power Mastery to take either Power Boost or Power Build Up. Combining PB/PBU with Farsight will give you a permanent 12.3% boost to the to-hit and defense of Farsight. If you are looking at end game, I also recommend the Clarion Radial Destiny power to stack with PB/PBU to make Farsight softcap your entire team (something like 50% defense to everybody and something similar with To-Hit). Farsight lasts for 120 seconds, so remember, that's permanent boosts as long as you stay on top of casting it. Also, by taking Soul or Power Mastery, you can get a Resistance armor that will further improve your survivability. I would recommend not 3 slotting Hasten with recharge, you only need 2 slots. Same could go for Amplify. In fact, you should slot the Gaussian Proc into Amplify if you're gonna use 3 slots. I highly recommend taking Screech. With it, you can optimize your -Resistance Debuff attack chain, which is important for solo (AV hunting) but more importantly it is huge in team settings. Also, if you're willing to invest in a Proc build, Screech not only offers up optimizing your -Resistance Debuff attack chain, it can also optimize your effective DPS attack chain. I wrote about it like 5-6 months ago, so I can try to link that info to you if you're interested. Slowed Response is a fantastic power for Procs. I would recommend incorporating those. It seems like your build is based on a budget. But if you're willing to spend, I have plenty of other suggestions to make, starting with getting the PvP IOs that gives you +3% defense and +5% resistance. Also, check out Reactive Defense for additional +3% (can scale up to 10%) resistance. Surprised you didn't take Howl, that is your only non-nuke AoE attack that applies -Resistance debuffs. Ok, I'll just leave it at that for now. If you'd like, I think I have buried somewhere a Time/Sonic theory crafted build that might give you some ideas. If interested, I'll post it.
  7. We certainly can. But for what it's worth, I meant I could do without the incarnate system. I perfectly like the incarnate content.
  8. They can remove incarnates and I would still play with no loss of enjoyment
  9. Those are certainly the options. As it is now, you can have a defense capped, resistance capped, HP capped, and status protected tank by using only two Stone Armor powers: Granite Armor and Earth's Embrace. Sure, it takes some set bonuses to achieve, but that's still mighty powerful. Personally, I think every suggestion I've seen in regards to removing the penalties from Granite Armor just lends itself to making Stone Armor OP. Everyone and their grandmothers would be making a stone tank if that was the case as it offers up the only permanent god-mode T9 out there. One idea I haven't necessarily seen but I'm sure has been floated is to move the status protection from Rooted to Earth's Embrace (as a 120 second duration effect). It would allow for the transition out of Rooted and Granite Armor for temporary movement without having to worry about leaving a Mez hole while doing so. You'd still be vulnerable to attacks while toggling on all the Stone Armors, but at least you won't be at risk of becoming incapacitated.
  10. Nope. Anything over 90 degrees doesn't get boosted. Note* I am not up to date will all the tweaks that went in, just that 90 degrees was the threshold last I looked.
  11. Great point, RoP is also a good mitigation for not only handling the temporary time between transitioning, but also handling the potential for mezzes.
  12. I must be in the minority on the forums, but I think Stone Armor shouldn't change. It is truly a unique set that is incredibly powerful (durable) with little investment. I also think a lot of the detriments of Stone Armor are easily mitigated with teleport or simply turning the powers off and on. In this case, rooted can be turned off, you're allowed free movement, then turn it back on. With a 4 second base recharge, there's not much to be worried about with reapplying it as soon as you want. As for Granite Armor, if there was one QoL change I wouldn't mind seeing is the SA toggles that were active when GA was activated are automatically reenabled when leaving GA. But that change might make SA too broken of a set if you can essentially swap builds that easily.
  13. Agility will hurt your Proc probability, so the numbers I calculated for you earlier, you can throw away. They assumed 0% recharge. With 33% recharge, ML becomes a 48% probability to proc, thus the average Proc damage will be 34.5, as opposed to 44.3.
  14. Lockpick, my sentiments are exactly the same as described by Frosticus. Given your high damage modifier and crit mechanics, it is likely worth more to slot for some damage, atleast until enhancement diversification kicks in. Some quick math, for a 3.5 PPM proc that does 71.75 damage, you will have a 62% probability to proc which gives you an average damage of 44.3. A +5 boosted regular damage IO (53%) will increase your damage by 41.9. A +5 purple (66.25%) will increase your damage by 52.3. This does not include crits, though. So assuming you have enough accuracy to hit +3s 95% of the time, I think you should do one +5 damage IO, then the rest procs.
  15. @Hyperstrike was it required to use Spines, or would any melee set be adequate? I might have something stronger with one of my Stone/SS builds that I can share, but I could look to other sets like TW that offer up additional defense with their attacks and make something even stronger, if interested.
  16. @Infinitum @Caulderone If interested, I updated the survival tool (you'll have to click the link again and open up a new local copy.)to include Additional Heal over Time (HPS). This is used to throw in any other Healing capabilities that you can average out over time. For example, the Heal from Dual Pain, you can take its HP divided by the recharge of the power and input that for your survival calculations. I also made the default enemy con to +3, since most end game builds will incorporate a T3+ Alpha incarnate for a level shift. I am still leaving the default enemy to-hit at 50%, so change that back to 63.75% for any of your incarnate calculations. I want to also add in defense debuff resistance, however there is no good way to go about it without completely redesigning the tool. I would have to incorporate attacks per second (thus breaking down Attack DPS into an Attack Damage with the new Attacks per Second). I'd also have to add in the Defense Debuff amount per attack and Defense Debuff duration per attack. I'll get to it eventually, though. If you spot any bugs, let me know.
  17. They still get the benefits of increased damage, but the 120 degree arcs will stay 120 degrees.
  18. Cones are AoE and are also getting buffed (double their arc, so powers like shadow maul might actually hit more than 1 target). However you're right about TW, they are getting no buffs given their already superior AoE capabilities.
  19. I believe he is referring to the scaling resistance that SR has. It kicks in at 60% HP, then scales up in resistance linearly, maximizing at 60% resistance when at 0 HP. So 30% HP is a useful middle ground for assuming 30% resistance. Btw, travels were safe. 5 hour flight, 3 movies watched. Not bad.
  20. Flight delayed, so I'll fit this in while I can. There is a drop down menu for selecting type of attack (change range to melee, or smash to fire). Remember, only change fields that are green and read the manual/guide for clarification of the field inputs. Additionally, change the tohit on the enemy from 50% to 63.75%
  21. 45% is softcap, so if you have 46% or 53%, it doesn't matter. As for having higher resistance, that's good. But the invuln has higher HP amd higher regen to combat it. If you want to use 58.75% incarnate softcap, then yes. SD will be more survivable. I dont have time to check it as I'm sitting on a runway waiting to take off. I recommend using the tool, though, if you want to see how changes to numbers impact survivability.
  22. Your Survivability Score for your Shield vs. the Invulnerability build S/L: 141.46 vs. 393.62 (Invuln x2.78 more survival) F/C: 92.02 vs. 105.53 (Invuln x1.15 more survival) E/N: 83.37 vs 75.26 (SD x1.11 more survival) P: 50.85 vs 9.03 (SD x5.63 more survival)
  23. I can try, but I don't know what your HP is at. If you'd like, you can use the tool by going to my signature block (or find in the guide forums). I have not incorporated DDR or absorb yet, though. If you can, send me the Mids build for download (soon, as I'm getting on a flight in a couple hours)
  24. Using my survivability tool, it appears your Invul is 4.9x more survivable for S/L damage, 2.2x more for F/C, 2.0x more for E/N, whereas SD is 3.4x more survivable for ranged psionic. This assumes surviving for 10 minutes against a +4 AV and OWTS not being used (which I assume your screenshot isn't including).
  25. Build it on test and see how well you farm. Sadly last I tried to do the comic con farm on test, it didn't work (copyright issues). It'd be nice if that could open back up, even if they use generic costumes.
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