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Bopper

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Everything posted by Bopper

  1. Take a screenshot of your combat attributes and show the defense numbers. Might help troubleshoot
  2. Recharge2.docx Derivation: Attached is the Word document of my derivation. For those of you who do not have Microsoft Word, I screenshot my derivation below:
  3. Paragonwiki shows 1606, so perhaps something did change.
  4. In configuration you can adjust your ToHit modifier. By default it is 75%, which is for +0 enemies. You can change it to what you want, so of it's +3 enemies, I think you want to change it to 38%. Then all your power's accuracy will change to reflect the new difficulty. If the accuracy is still 95+%, then you'll be happy.
  5. With me...there will always be math. 😝 I'm very glad it is. I know I wasn't the only one using that iterative method, so you were exactly the type of audience I was trying to reach out to.
  6. I would like to prove to you that math is right*, but I'm not sure what you are doing on your end that gets you different recharge results. Can you provide an example, step by step? *ok, one caveat I didn't cover, my math did not factor in the fact that sometimes you might hit the recharge cap (500%). I am working on a derivation, but I will need time to produce plots. Once I finish, I think it will help folks see how the math is done and hopefully makes things clearer. I actually prefer that too. I will likely use that term going forward.
  7. good luck. Feel free to ask any questions if you have them, but most things should be answered in the guide.
  8. I know you answered your own question, but I thought I should clarify where I use the base 100%. In the denominator of the formula, the "1" is the base 100%.
  9. I follow what you're saying and you are highlighting the reason why this simple formula is needed. I also used to get crossed up in the details of small changes having non-linear effects. It is in fact an integration problem. Luckily integration can be done piecewise since after all, integration is just a fancy way of doing addition. Also luckily our haste is piecewise scalar, so when we're calculating the area under the curve, it is merely a constant height multiplied by a width (the width of the piece where haste is constant). Ultimately, that is what my formula is doing, but with some steps simplified. I will probably write up a derivation in the next couple days that will show exactly what I'm talking about and will hopefully put pictures to functions to make it all clear. Edit: Authors note. I tend to use the term Haste interchangeably with Recharge, so I apologize if there is any confusion. I know some people will see the term Haste and think I'm talking about the power Hasten.
  10. You're welcome, I'm so glad it worked. I would certainly love to make it clearer, I'm just stuck on how to better explain that all you're doing is adding up your total permanent buffs. Then you just add up the product of all your temporary buffs with their durations. I can maybe derive the formula, if it would help people see the steps. But who knows. I'm open to any suggestions.
  11. There is no expectation that Mids Reborn would open up a Pines build, so it is the very definition of not a bug. This is the same as if you were to open up a Google Doc into Microsoft Office, they are not fully compatible. Perhaps some things will be correct, but some stuff will be broken. You will need to rebuild the character in Mids Reborn for functionality to work correctly.
  12. I am unaware of a monitoring function in game that factors in changing recharge boost levels. I know the countdown timer calculates the remaining time using the current recharge boost levels, but that is not what I'm doing here. I'm concerned. What do you mean you dont have the fonts? Are you unable to access the four mathematical functions used (plus, minus, multiply, divide)? Perhaps you're talking about the sigma summation symbols I used (looks like a triangular "E")? If so, I would hope my breaking it out would have explained it, or even possibly the many examples I showed would have explained it. If not, let me know, I'll be happy to help you understand the formula. Nope. Very easy formula. We are merely using math concepts from 4th grade and below: addition, subtraction, multiplication, and division. However, my use of mathematical notations more commonly seen in high school and college might have scared people off. I will help people out and provide a simple excel formula that does all this in one line later (after work when I get on my personal laptop). It was my hope that this would be easy enough for everyone to grasp, but admittedly my experiences are biased. I'm used to teaching/writing for engineers and statisticians and my methods are probably not going to be grasped by everyone. That's a failure on my part for not delivering the material properly to my intended audience. I hoped my examples would flush that out, but maybe I missed something. I am glad you picked up on the fact that this formula takes all variables and simplifies them into a succinct function. I was going to show everyone the painstaking iterative method I used to do, but judging by the replies I'm glad I didn't. It was ugly lol.
  13. Update: Additional Content is provided in the comments below that includes derivations of this formula. I presented this earlier in an unrelated forum post but I felt it was worth sharing to an audience looking for this type of information (or at the very least it makes it easier for me to find this formula when I need it again down the road 😁). Have you ever tried to calculate how long it takes for a power to recharge when your recharge buffs are not constant? Perhaps you have Hasten that isn't perma'd, leaving you with 120 seconds of +70% Recharge bonus then an unknown amount of time until Hasten is off cooldown. Perhaps you had a Force Feedback Proc that triggers a +100% Recharge bonus for 5 seconds...so how does that impact your total recharge time of a power? Perhaps you cast Ageless Destiny and it provides a cascade of Recharge bonuses that diminish over time... how to you factor that in? The good news, there is a VERY simple formula that you can use that incorporates every recharge buff you have. Here it is: Examples: The above formula might be difficult to decipher, but I'll try to explain. Any recharge buffs that are permanent, or temporary buffs that last at least as long as the Total Recharge Time, are added together and go into the denominator of the formula. So, let's say we have 95% recharge enhancement slotted into the power and we have 80% global recharge from outside sources (set IO bonuses, LotG +Rech, etc). This gives us a total of 275% recharge in the power (100% from base, 175% from boosts), thus the denominator becomes: As for the numerator, that is simply the Base Recharge of the power minus the sum of the products of each temporary buff's duration and amount. So to continue our example, let's assume the power we are analyzing is Hasten which has a base recharge of 450 seconds (X) and provides a 70% recharge buff (B1) for 120 seconds (T1). How long does it take for Hasten to recharge? Plug it in. So we are not quite perma-hasten, but at least we know we will have 13.1 seconds of Hasten being inactive. Now lets assume we used a power during this period that has the Force Feedback +Recharge proc in it. How much would we reduce the total recharge time if we got Force Feedback to proc once? That would be a 100% recharge buff (B2) that lasts for 5 seconds (T2). Let's plug it in. As we can see, the single proc was able to reduce out total recharge time by an additional 1.8 seconds. This may not seem like much, but consider it like this: how much extra permanent recharge would we need to achieve the same performance as one Force Feedback proc? I went on a slight tangent there, but it's interesting to see that just a single FF proc can have that much of an effect on our equivalent permanent recharge boost. Now that we've gone this far, let's expand our problem solving capabilities ever more. With no FF procs, we had a recharge of 133.1 seconds. How many FF procs would we need to get Hasten down to 120 seconds or less (perma-Hasten)? To solve this, we will need to make a small tweak to the formula. Since we are assuming we are achieving perma-Hasten, we can no longer treat Hasten's recharge buff as temporary. Instead we treat the buff as permanent and it will go into the denominator of our formula. Also, since we don't know how many FF procs we need, we incorporate a variable that we will solve for (N): From the results we now know that we would need the FF to proc at least 8 times to achieve Perma-Hasten. So let's finish this example off by answering if we did get 8 FF procs within a 120 second window, what would Hasten's final recharge time be? Potential Oops: Now, let's say we didn't know Hasten would become perma'd with 8 FF procs and we had used the original formula (thus treating Hasten as a temporary buff and using its values in the numerator). What could we have done to know we made a mistake? Simple, whenever you calculate the Total Recharge Time of a power and it results in being less than a temporary buff's duration, that buff needs to be treated as a permanent buff and you need to re-do the calculations accordingly. In our example, we would have calculated T = 118.5 seconds, which is less than 120 seconds and ultimately a wrong answer (although in this case, it would have been close). Destiny Example: Alright, that is a lot but hopefully everyone is starting to understand how to use the formula to calculate these recharge times. Let's now look at another example of Hasten where it gets paired with another 120 second duration power in the T4 Ageless Destiny. This power provides a 40% recharge buff for 10 seconds, a 10% recharge buff for 30 seconds, a 10% recharge buff for 60 seconds, plus a 10% recharge buff for 120 seconds (they all stack). Let's see if Hasten, with the T4 Ageless Destiny, and the same permanent boosts we've been using throughout (95% enhance, 80% global) would be enough to make Hasten permanent. In this example, we still would not achieve perma-Hasten. We could solve for what amount of permanent recharge boost would be needed to achieve a total recharge time of 120 seconds: So close. If we had another 9.167% recharge (284.167% total), we would be able to achieve perma-Hasten through the use of Hasten and T4 Ageless Destiny. So there you have it. A simple single formula for solving a power's recharge time. I hope it was helpful. Bookmark this info somewhere because I guarantee you will use if at some point while building up a character in a Hero Designer tool (e.g. Mid's Reborn) and you will click on a buff and not trust the recharge numbers it spits out.
  14. Glue Arrow is a cool proc power. I can't remember if I shared this info before in my guide but because Glue Arrow is a Targeted AoE for its patch, two proc mechanics come in to play. First, the target itself is a single target attack, so all your proc probabilities will be premium (likely maximized). Then once the attack hits, a pseudopet patch drops, which provides its own proc opportunity (using AoE and activatePeriod=10s proc calculations), and that patch will proc again every ten seconds until the patch duration expires. There have been many times where I hit a single target then immediately watch it get hit by a double proc (1 by the targeted attack, 1 by the glue patch).
  15. It's been awhile since I looked, but I believe I use damage inflicted and pet inflicted damage (and hit rolls)
  16. Ok, I solved a simple formula for calculating how long it takes to recharge a power when a temporary recharge buff is applied. X = Base Recharge Time E = Enhanced Recharge (%) G = Global Recharge (%) t = Buff Duration B = Buff Amount (%) T = Time to Recharge T = (X - t×B) / (1 + E + G) You can actually do this for multiple buffs too: T = (X - sumproduct( t_n, B_n) ) / (1 + E + G) where t_n is the duration of the n-th buff and B_n is the amount of the n-th buff. Let's do an example, let's say you have the following for Hasten: Base: 450 sec Enhanced: 95% Global: 80% Haste buff: 70% Haste duration: 120 sec Time to recharge: T = (450 - 120×0.70)/(1 + 0.95 + 0.80) = 133.1 sec Now let's assume you get one FF proc during this cycle: FF buff: 100% FF duration: 5 sec The new time to recharge is: T = (450 - 120×0.70 - 5×1.00)/(1 + 0.95 + 0.80) = 131.27 sec So the one FF proc reduced your recharge by 1.818 sec. Ok, that doesn't sound like much but let's look at the equivalent recharges these two times give us. In case 1 and 2, the average recharge for Hasten are: (450 - 133.1)/133.1 = 238.1% (450 - 131.3)/131.3 = 242.8% So that 1 FF proc acted as the equivalent of a 4.7% recharge buff. Anyways, I hope that formula helps.
  17. All my testing is done at Peregrine Island. I start off near Castle and fight the level 50 enemies there for a quick sanity check and to determine my survivability (I dont fully slot if testing). From there, I either try to find a boss that I can get a lot of single target samples from (death mages usually) or if I'm testing AoE I go to Rikti Monkey island for easy access to large sample sizes. While doing this, I log my chats. I then read it into excel and build columns for parsing the log for content I care about, like did a certain power hit an enemy, did Armageddon proc, etc. That's done through the use of if statements and I get a 1 or a 0 for each line for each filter I set up (only one column filter can have a 1 for a single line, obviously). Once that's done, I count the hits and the procs. It takes time, but the standardization of the chat logs has made this a much easier process for me.
  18. To answer that would require knowing the amount of recharge you already have in the power, including global recharge bonuses. There is a guide that discusses how to do those calculations, if I find it I'll link it for you. Although the procs dont stack, I believe they refresh, so there is value for having the FF proc in more than one power. However the reliability of the procs will entirely be based on your slotting. Incarnates have a fixed recharge time, so FF procs won't affect it. Edit: Here's the link
  19. I would be surprised if your intuition is wrong. Pseudopets are not proc friendly for the most part and it appears this will be the same case. I'll have to check out Savage Melee though and see if that does have a different mechanic
  20. When I get time, I can look into this (not sure if tonight, maybe this weekend) but this should be easy enough for anyone to test on the Pineapple server. Put in a bunch of procs and see if they each are firing 90% of the time or 25% of the time. The discrepancy is so large that it will be obvious. When I get the chance, I'll make a Shield/Elec tank (or brute) and see if I can verify Shield Charge, Lightning Rod, and Spring Attack (leaping) all at once. I think all will work the same
  21. Just a quick test, but it appears it is the same probability to proc on each teleport, however it does not use the 90 second recharge. If it had been using the 90 second recharge I would have expected every proc to fire 90% of the time. Since that is not the case, I suspect it is using the 10 second activate period that is typical of pseudopets. However, I do not know what the radius is of the pseudopet. I think it will be either 10 or 15 feet, but it will take more of a sample size to determine that. One thing to notice in the below log, the annihilation proc shows that it reduces targets damage resistance in groups of 8. This is likely a bug as it is displaying that message for all 8 resistance types (Smash, Lethal, Energy, Negative, Fire, Cold, Toxic, Psionic). Test 1: Proof that Burst of Speed uses a pseudopet, it does not use a 90s recharge for Proc calculations, and each teleport uses the same probability to proc (due to same activate period that I suspect is 10s). Did some follow on testing and I found out two things: The max targets hit is 16 (nice), and the radius of the attack is likely 15 feet (not bad). I did my test by using 5 damage procs: Armageddon (4.5 PPM), Blaster's Wrath (4 PPM), Obliteration, Scirocco's Dervish, and Eradication (each 3.5 PPM). The results are as follows: Total Hits: 1107 Armageddon Procs: 304 (309 expected for a 15 ft radius; 27.4% actual vs. 27.9% theoretical) Blaster's Wrath Procs: 277 (275 expected, 25.0% vs. 24.8%) Scirocco's Procs: 251 (240 expected, 22.7% vs. 21.7%) Obliteration Procs: 234 (240 expected, 21.1% vs. 21.7%) Eradication Procs: 259 (240 expected, 23.4% vs. 21.7%) All 3.5 PPM combined: 744 (721 expected) Total Procs: 1325 (1304 expected) I hope that helps in your understanding of the power. To summarize, each teleport acts as a pseudopet, so it uses the 10s activate period for its Proc calculations. The radius of the attack is 15 feet and the max targets it can hit is 16.
  22. I can look into that too. If you have a list of other tele-attacks, I'll do some research. I know most are pseudopets, but some are like Savage Melee
  23. As in you will no longer be involved in the Mids Reborn project? Or are you developing something new?
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