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Everything posted by Bopper
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The same way damage resistance resists damage resistance debuffs. 85%+ of Acid Arrow's effects will be resisted. For a defender, its Acid Arrow is a 40% resistance debuff which will still amount to debuffs being 40% stronger even after the 85%+ resistance is applied.
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Correct on all. Less AoE, similar ST.
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I didn't see many Widow times in here, and it seemed to be mostly Night Widows. So I tried out my Fortunata Hybrid for a run. I don't recall the rules for a "Trapdoor Test" so I'll be upfront with my set up: +4/x8 I used Base Empowerments: Attack Speed, Perception, Recovery, Slow Resist, and a few resistances which didn't matter as my health never went below 80%. I used my Judgement, Destiny, and Alpha. However, I did not use my Hybrid (it was slotted for the passive buff). I did not use any inspirations nor temp powers nor amplifiers. My time was 5:08. With practice, maybe I improve on it...but other than the frequent runners I had to chase down, I thought I ran it pretty smooth - and by that I mean I didn't miss my jumps into the tunnel very often. Although I missed having a taunt aura (I usually play a tank), having Dominate, Gloom, Dark Oblit, and PsiNado really helped with starting fights early (as I was running to the mob) and closing out fights (picking off runners with slivers of health). One regret...I forgot to use my nuke a couple of times.
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I always thought a Rad Armor tank or Brute would pair perfectly with a Cold Domination defender or corruptor. Rad Armor's only weaknesses are cold resistance, lack of max HP, and having zero defense. So your cold shields and Frostwork would patch those holes and then some. On top of that, the debuffs from Cold Domination is top notch, especially against single targets like AVs.
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Wow, this was quite the necro, skipping over all of 2021. Nonetheless, I want to play. I will say Energy Melee for Brutes is incredibly strong in its ST capabilities, relative to Tanks (but AoE tankers will win out easily). At damage cap (which favors the tank more because of their higher base scale damage), the EM attacks will have Brutes winning slightly: Brute: 7 x 0.75 = 5.25 Tank: 5 x 0.95 = 4.75 (90.5% of Brute) But now throw in Epics. I like Soul which gives me Gloom and Dark Obliteration. Brute scalar is 0.75 while tank scalar is 0.80. That gives the following relationship: Brute: 7 x 0.75 = 5.25 Tank: 5 x 0.80 = 4.00 (76.2% of Brute) Of course, being at damage cap is a bit of a challenge to keep up. So let's be more realistic and assume the Brute has 85% Fury (170% damage buff), and both ATs have +150% damage from enhancements and possible outside buffs. Brute: (1+1.7+1.5) x 0.75 = 3.15 Tank: (1+1.5) x 0.95 = 2.375 (75.4%) While the Epics would be Brute: 3.15 Tank: (1+1.5)x0.8 = 2.00 (63.5%)
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Atomic Manipulation's Metabolic Acceleration not Buffing Running Speed
Bopper replied to Dombloo's topic in Bug Reports
That appears to be a copy/paste error on the description. Seeing as how the Short Help does not mention +speed and the power doesn't take run speed enhancements (two things Accelerate Metabolism shows for Radiation Emission), it's fair to assume the power isn't intended to provide increased speed.- 1 reply
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FWIW, I usually skip Crushing Blow in my builds...although I'll admit it's been awhile since I played TW. I usually use Slow Rending as my Momentum starter, then run through my AoE attack chain or ST attack chain. I also don't use Defensive Sweep, I just mule it. If you have incredibly high recharge levels, you can probably squeeze more out than what I'll show below, but I believe any level 50 build can at least pull this chain off: Rend (Slow) > Whirling > Titan > Follow > AoD That's 3 big AoEs and 2 strong ST attacks you're rotating through every 9s. Not something you'll do against a pylon, but you'll do great against mobs as you thin the trash quickly. If you're looking for ST burst, you can go with this: Rend (Slow) > FT > Whirling > AoD > FT
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Just a couple of silly builds. I wanted to leverage Storm Kick for stupidly high defense while also building up my Psionic Resistance as much as I can. Here are two builds I came up with in Mids (did not make this in the game, probably won't make it in the game). The first build manages to cap Psionic Resistance with just 1 ATO proc (91%). Build: Screenshot of the Build: Highlights of the build: 62.73% Defense to S/L/E/N/F/C 90% Resistance to S/L/F/C/T and E/N/P (with 1 ATO proc) 436% Regeneration (64 HP/sec) - *Note, I chose to slot a Numina Heal into Health instead of PT Proc. The PT Proc is technically more regeneration, however I wanted the comfort of "always on" instead of hoping for a proc every 10s. 95% chance to hit +4s with all attacks. Also has Combat Teleport and BU Proc in Gloom for additional To-Hit if needed Darkest Night for an extra 18.5% To-Hit debuff (Dark Oblit and Gloom each offer 5.25% for 10s) Not so Highlights of the build: Slower than a sloth running through quicksand. Teleport and Combat Teleport are your forms of travel. Damage isn't good, but even in Granite there are enough attacks to always have an attack chain going. Hasten isn't perma (not surprising given Granite) Only 20.6% Psionic Defense Only 20% Slow Resistance The second build caps E/N/P resistance with 2 ATO procs, but comes with 32.5% Psionic defense. Build: Screenshot of the Build: Highlights of the build: 62.57% Defense to S/L/E/N/F/C 32.5% Defense to Psionics 90% Resistance to S/L/F/C/T and E/N/P (with 2 ATO proc) 468% Regeneration (69 HP/sec) - *Note, I chose to slot a Numina Heal into Health instead of PT Proc. The PT Proc is technically more regeneration, however I wanted the comfort of "always on" instead of hoping for a proc every 10s. 95% chance to hit +3s with all attacks. Also has Combat Teleport for additional To-Hit if needed Added Summon Widow which could (in theory) help with some of your DPS Darkest Night for an extra 18.5% To-Hit debuff (Dark Oblit and Gloom each offer 5.25% for 10s) Not so Highlights of the build: Slower than a sloth running through quicksand. Teleport and Combat Teleport are your forms of travel. Teleport and Combat Teleport have much smaller ranges than Build 1. Hasten isn't perma (not surprising given Granite) Only 20% Slow Resistance
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The procs won't break the sleep effect of the power.
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I don't think so, but I guess it can't be ruled out. I think the level shift lasts for 10.3s, so it should be up throughout. Also...I don't know how level shifts work with pseudopets so I'll plead ignorance on that one. Yes, I don't believe procs would be negatively impacted by the drop in accuracy. I'm familiar with ranks having accuracy modifiers that makes it easier for them to hit you. I am not aware of your Chief Soldier having extra defense for being a boss.
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It likely due to the interaction of pseudopets and copy boosts in regards to Focused Accuracy. When a pseudopet is created, it will copy the strength and duration of all your buffs. Focused Accuracy is a toggle that activates every 0.5s and provides you a buff for 0.75s. So the first ~0.75s your IG pet will have the ToHit and accuracy buff, then it will drop away
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Not really odd, Mids is no different. It's independent, linked to in the forums (it also has its own club, much like the Wiki), it is updated for Homecoming, and has a Donate button on its website.
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I'd probably go Cold Domination/Trick Arrow, or Storm Summoning/Trick Arrow. Time Manipulation/Trick Arrow could be neat for its well roundedness. Then again, Storm/Storm with burnout might be too much chaos to pass up.
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Triple Stack Spider's Bite Damage Bonus?
Bopper replied to dicek's topic in Arachnos Soldier & Widow
Personally, I've never been impressed by damage bonuses. 4% is as large as it gets, which is equivalent to 1/10th of a level 50 damage IO in all your powers. Then you see 15% accuracy bonuses which is like getting 1/3rd of a level 50 accuracy IO in all your powers. Similar with Recharge, the 10% is equivalent to 1/4th of a level 50 Recharge IO in all your powers. So long story short, damage bonuses feel inefficient to chase and I would not split up the set. -
VEAT Inherent Change: Dominion of Arachnos
Bopper replied to MidnighterClubPatron's topic in Suggestions & Feedback
It'll help me to see the math being done that gets to 0.50% regeneration and 1.75% recovery. I know the base regeneration is 20% more than other ATs (0.3 versus 0.25) and the base recovery is 5% more (1.05 vs 1.0), however I don't know what is being done to represent those values as shown in the wiki. Edit: oh I see, they are representing it in terms of HP/End per second. That really needs to be explained better in the wiki. Edit 2: so the math is as follows. For other ATs, your base regeneration is 0.25 (25% HP) per minute. That converts to 0.4167% HP/sec. Their base recovery is 1.0 (100% End) per minute. That converts to 1.67% End/sec. For Arachnos, your base regeneration is 0.30 (30% HP) per minute. That converts to 0.50% HP/sec. Arachnos base recovery is 1.05 (105% End) per minute. That converts to 1.75% End/sec. -
VEAT Inherent Change: Dominion of Arachnos
Bopper replied to MidnighterClubPatron's topic in Suggestions & Feedback
https://hcwiki.cityofheroes.dev/wiki/Inherent_Powers#Conditioning Yikes, someone needs to update the wiki. Those numbers aren't close to being correct. -
I'm not exactly sure what your end-goal is, but whenever I see enhancement icons, I think of the work @Rylas did awhile back. You may have already seen this.
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I was a bit slow with it, but I finally posted a non-granite proc build last night. After building it, I tested on a pylon. It did decent enough, 3:09 pylon time without using hybrid. Considering 3 of my 5 attacks are AoEs, I sorta like that for a pylon test.
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It's because that table doesn't exist for "Boss Monster". PvPDamage tables only exist for Player ATs.
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Which Trip Mine? Which procs have been tested? What combat logs were you monitoring?
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Make it confuse friends and foes. Now it's a party. World of Confusion? You betcha
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I am not 100% certain, but I think it does put you in the "hidden" state as that is a "self" status. However... nearby targets who are not placated might still engage with you and cause that hidden state to disappear.
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Cross-posting, as it pertains to this bug report. It appears Placate's effect that sets you to hidden (Meter attribute) is being affected by Purple Patch. So keep an eye on this when testing. If you ever use Placate against an enemy that is higher level than you, you will not go into Hidden state.
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Thank you for the video. I think I know what it is...in fact I can almost guarantee it. Notice in your first test you are level 50 and in the second test you are level 28. The target is level 35. I am almost certain this is a case of Purple Patch. I went on Beta and made a Dark Melee stalker and tested placate without hide. I was going into "Hidden" status every time. Then I set my level from 50 down to 30...now Hidden isn't working. So I checked City of Data and sure enough, the Meter attribute is not flagged to IgnoreLevelDifference. I went ahead and set my level to 35, and Placate was making me Hidden again. Set my level to 34, I no longer was granted Hidden. So it's safe to say that is a bug and can be easily fixed.
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Increase Merit Rewards for Arcs Impacted by Crey Buffs
Bopper replied to Katharos's topic in Suggestions & Feedback
That's the beauty of using median. It represents half of all runs took less time and half of all runs took more time. For the most part it removes outliers from consideration. Something that could be looked at is possibly rewarding more merits (or rewards in general) for completing tasks that are skipped. Those tasks take longer amd could be rewarded as such. I think the Dr. Aeon Strike Force does something like this.