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Bopper

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Everything posted by Bopper

  1. My fear is, a link will get made for all the forums which could wind up looking silly. Like how the Tools forum has only one subforum with Mids. It might look odd to have a link that skips over just one thing.
  2. You might try posting this in the Website Suggestions forum instead, or perhaps have a moderator move this suggestion over there. https://forums.homecomingservers.com/forum/63-website-suggestions-feedback/ FWIW, I like the idea.
  3. Another option could be to have the Sub-Forum showing all the different ATs be collapsable. We have this with the front page: You just click on the "minus" sign at the top right and it will hide/collapse the contents of that section. You don't get the same option with the sub-forums. Perhaps it should.
  4. I did some testing out of curiousity. I noticed if it procs more than once, it will not stack the buffs but will stack the durations (i think up to 3 times). Using Psi Wail I saw I got 4 procs off one of my activations and it gave me a 15s buff every 20s three times. So from 0-15s, buff. 20s-35s, buff. 40s-55s, buff. Then it would end. That seems to match up with what was shown in the links I provided earlier.
  5. It is set up a bit confusing. Digging through CoD, I noticed there is a hidden power that is granted when you own "Reach for the Limit". This hidden power grants you a proc that will have a chance to fire on all of your attacks. However, the PPM is 0.67, so it won't proc often. Reach for the Limit (does nothing) https://cod.uberguy.net/html/power.html?power=blaster_support.martial_manipulation.reach_for_the_limit&at=blaster Hidden Reach for the Limit (you get this only if you own the actual Reach for the Limit), which grants all your attacks a proc https://cod.uberguy.net/html/power.html?power=blaster_support.martial_manipulation.build_up_proc&at=blaster Reach for the Limit Proc https://cod.uberguy.net/html/power.html?power=temporary_powers.temporary_powers.reach_for_the_limit&at=blaster
  6. I'll also add, this makes the recent Sleep powers change particularly strong for some powers. For example, Frozen Aura is now auto-hit because it does sleep. But all the non-sleep effects are given a hit roll. That's fine. But for your non-damage procs, that auto-hit feature means you will always get a proc roll even if the damage misses. (Fury of the Gladiator and the ATO procs enjoy this)
  7. The thing you need to look for is if Entities Autohit. In the case of Beta Decay it does, which makes the fact it takes Accurate To-Hit/Debuff sets a bit silly. The only thing justifying it is the Taunt effect for PvP. Anyways, here is the field I'm talking about. So what does that mean for procs? Most procs will get an automatic roll to see if the proc fires. The one exception is damage procs. In I27P1, damage procs were all given a ToHit roll. This was mostly a response to powers like Titan Weapons and Total Focus which were originally set to Auto-Hit as a means to ensure they always granted Momentum/Energy Focus even when you missed. However, this resulted in procs successfully hitting targets even if you missed with the redirected attack. That drove the need to make damage procs use a to-hit roll to ensure if the attack missed, so did the proc (they share the roll). This later became a moot point as Activation Effect Groups were introduced which allowed the mechanics of Momentum and Energy Focus to grant even on a miss without making the attack auto-hit. Despite that, the change to damage procs remained and they still do a to-hit roll even in auto-hit powers. That change did have some good as powers like Mud Pots were now able to slot Taunt sets (perfect zinger) as the auto-hit no longer was there for the damage proc. But that was a long time ago so someone can please correct me if I'm wrong on my history of it.
  8. You're right, I was thinking about TravelBuff keys too much and mixed up how they're set to suppressed stacking as opposed to the proc's replaced stacking. This is why I shouldn't post after midnight 😄
  9. It does stack just fine. What won't stack is if a Foe gets hit with Achille's twice (either from two of your powers, or from you and another ally). This is done via Collective Stacking by Attribute and Key (the same thing used by travel powers that now allows us to have Hover and Fly toggled on at the same time...but I digress). The Achille's proc has a key attached to it called AchillesHeelProc (as do all the other -res procs like it). When an enemy is hit with multiples of this proc, it will see that they share the same key and will suppress all the extras only leaving whichever proc has the highest value (something that purple patch can affect).
  10. You're using the actual area factor, not the modified. It's a 10 ft radius, so the mAF is 0.25 + 0.75 x 0.15 x 10 = 2.125. The pet lasts 30s so you'll get 3 proc chances with it, but max tgts hit is 5. So at best over the live of the pet you'll only be able to hit up to 15 times with each proc. At least with sleet, max tgts is 16 and it gets 2 chances to proc
  11. It's a summoned pseudopet, so it uses the same formula you would use for toggles. PPM x 10s / 60s / mAF
  12. It's about an 18% chance to proc, but you do get 2 proc opportunities (once at summoned, then again 10s later). A better way to think about it might be the number of targets it'll proc on. On average it'll be about 1 out of every 5 targets get hit with the proc. If that's worth it to you, then I'd say go for it.
  13. I like the idea of enhanceable but not too strong. Something like 5% DDR (~8% if you enhance to ED). I wonder if making them toggles or autos would just lead to abuse of proc mules, though. Like, is the recovery resistance just going to be another PS proc slot, or regen resistance becoming a free panacea slot. One way to combat that might be to make these powers clicks with 120s duration (60s cooldown, no recharge allowed, so its perma out of the box). It'll make them less mule options and instead require activations to have the benefits and reduces proc abuse
  14. I dont know, but I feel like we'll run in circles with that. I'll just lay out what the idea means: Base: Mag 2 protection 1 SO: Mag 2.67 protection 2 SO: Mag 3.33 protection 3 SO: Mag 3.9 protection If you want to go over 4, you'll have to really invest hard. Diminishing returns, Yada yada.
  15. Depends on how much magnitude the mez does.
  16. Have some fun with it. Make it magnitude 2 mez protection(all) but make it enhanceable. You'll see some 2 slotting of Hamis for sure.
  17. Looking into these two powers, there appears to be some context behind why there is a discrepancy. In short, both powers are doing damage that is greater than what the design formula would allow. So the smaller crit seems to put the total damage closer to what the design formula would suggest. Repulsing Torrent: 12s recharge, 40' radius, 45' arc. Design Formula says this power should do 0.958 scale damage. However the power is doing 1.10 scale damage. The crit damage of 0.8 makes a total crit damage of 1.90. The design formula's scale would suggest this should be a 1.916 total crit damage. Pretty close. Frost: 11s recharge, 10' radius, 90' arc. For melee cones (radius less than 20'), a 2' discount is used for calculating the design formula's damage scale. So 11s with 8' radius and 90' arc would suggest the damage scale should be 1.506. Frost does 6 ticks of 0.27 scale damage which equates to 1.62 scale. The 1.404 crit scale is actually the correct scale if we used 10' radius instead of 8' radius. But nonetheless, 1.62 + 1.404 = 3.024. If we used the 1.506 and doubled it, it would be 3.012 scale. Pretty close. I figure I share that since I noticed your bug report never got responses and it had me curious so I chose to dig into it. I hope my findings help. I don't know if this is the purpose for why you're seeing smaller crits, as I'm sure it's not consistent for all cone attacks (at least I assume so, I haven't looked). It just seemed in these two examples this could be a reason for it.
  18. One of the powers the Romans had on Live got commented out during the post-sunset era. It was believed at the time that something to do with their FX was causing major lag which prompted the removal of the power. The true bug that caused the lag wound up being something else, but the removal of the power had become overlooked and remained unavailable to the Romans up until last year. The power in question was Phalanx Fighting (it went by a different name originally, but it basically was the equivalent of that power and got renamed as such last year). The extra defense from Phalanx Fighting is why folks who became accustomed to the ITF post-sunset have noticed the higher difficulty to hit their target. However, folks who remember the ITF well from Live should not really notice a difference. EDIT: Some extra information below. I looked up the powers on ParagonWiki (which is archived to what the site looked like at sunset). Here is one of the sets of powers for the Romans. Now...the powers were poorly represented. The "Energized Shield" actually was the "Phalanx Fighting" as in, its actual effects gave the Foe extra defense for each ally near them. This is the power that was removed by mistake post-sunset. As for the Energized Shield description, it was copy/paste from the player power and does not describe what the actual power did at all. If you go on City of Data, you'll see Energized Shield is still the internal name, but the display name was changed to "Phalanx Fighting" to better represent what the power actually does. As for the power formerly known as "Phalanx Fighting", it was renamed to Roman Armor which is an auto power that provides defense and DDR.
  19. I just tested the 2nd animation and I'm noticing the first attack was not getting buffed. So with that in mind, I would recommend using the default animation. With 30 samples, and a rotation of EC > SK > TK > CK, I had the following performance: SK: 6 crits out of 29 (20.7%) TK: 15 crits out of 30 (50%) CK: 5 crits out of 30 (16.7%) I believe the RWZ dummy is a Minion, so this rate checks out. I have a 6% global buff from ATO, 5% base chance (SK is 10% base). It appears only TK was getting the buff in this rotation.
  20. You are misreading what the 1.1s delay is saying. The effect of the EC crit buff starts 1.1s after Hit Time. So for the standard animation, that means the window begins at 1.3s + 1.1s = 2.4s. If you use the the alternate animation, it is 1.5s + 1.1s = 2.6s, which I think is fine because of arcanatime, but it's worth paying attention to the crit rate of your queued attack that follows EC. There is a small chance that it will not be buffed because the cast of that power will happen before the buff is applied. I was the one who found this to be bugged before I27 came out, as it used to be set to a 1.2s delay. My data showed the alternate animation was typically missing out on buffing the next attack. This got changed to 1.1s delay in hopes of fixing that, however I never went back to test this. To look at hit times of alternate animations in CoD you will first need to click the checkbox that will show you Raw Data. It will display all the raw data in JSON format at the bottom of the page. In this data, you will see the hit time of all the alternate animations. I'll include a screenshot from my phone to show you what this looks like. Pay attention to Frames Before Hit, this is the number you care about. To convert it to seconds, just divide by 30 (animation is 30 Hz).
  21. It should depend on the attack it's slotted in. In CoD, look up the "Animation Time Before Effect" field (I call this Hit Time). That should be how far into the animation for an effect (such as a proc) to fire. That would be the start time of the critical hit buff window from CS. Edit: here is a pro-tip. Sometimes alternate animations will have different Hit Times. For example, Eagles Claw has a hit time at 1.3s, but if you use the alternate animation the Hit time is at 1.5s. That extra 0.2s might help you with buff windows.
  22. Dragons Tail is probably the best version of the standard 8' radius PBAoE attacks most sets get due to having a faster cast time than others (1.5s, while others are around 2.5s). But yes, the EC Crit makes it feel much better as well. Stalkers currently get no buffs whatsoever. Not sure why.
  23. Eagles Claw adds a buff to the ECCritModSmall, ECCritModLarge, and ECCritModPlayer tags. Epics don't use those tags for their crits, only Martial Arts attacks do
  24. Damage Procs and resistance debuff procs/effects will be your quickest bang for your buck. Set bonuses are pretty mediocre for damage so chasing that is unlikely to be worthwhile. Build Up procs can help as it's 5s of about 80% damage buff (Gaussian and Decimation can provide this). Taking Assault also helps
  25. Sounds good, I certainly have some builds that have no cost limitations. FWIW, I checked Mids and having the 3 lvl 53 DSOs versus 3 lvl 50+5 IOs provides 97.23% versus 94.56%, respectively (+1.37% performance). I personally like using DSOs (and the like) when I'm using 2 slots or less (efficient while avoiding E.D.). Looking at slotting 2 lvl 53 DSOs versus 2 lvl 50+5 IOs, it's 75.93% versus 66.25% (+5.82% performance).
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