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Everything posted by Bopper
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Increase Merit Rewards for Arcs Impacted by Crey Buffs
Bopper replied to Katharos's topic in Suggestions & Feedback
Don't get too excited, I think median is used when determining "average completion time". So if anyone was getting the idea to sit in a TF for a week, you won't be moving the needle much. -
Increase Merit Rewards for Arcs Impacted by Crey Buffs
Bopper replied to Katharos's topic in Suggestions & Feedback
Others have said this already, but I'll echo it. The amount of merits rewarded is typically based on the amount of time it takes to complete a TF. All TFs completion times are recorded and used for determining the merit reward amount. This will likely result in many merit rewards being reduced as a post-incarnate world has made speeding through TFs rather easy. However, in the case you presented, harder targets will help drive the average completion time upwards. I suppose the question is, will that average completion time reach a merit reward value that is greater than what it's already offering? -
I'm just throwing this out there, but I have a theory. Assassin's Strike (Dark Melee version, but I'm sure it's the same for any): https://cod.uberguy.net/html/power.html?power=stalker_melee.dark_melee.assassins_eclipse&at=stalker AS checks to see if you are hidden by looking at your character's Meter attribute (this is what's checked for all Stealth crits, and Placate grants this to you when you use it). This is a binary check, you either have 0 Meter or 100% Meter. The power checks if you have less than 90% (arbitrary). If you do have less than 90% you do a Quick AS, otherwise you fallback into doing Slow AS: https://cod.uberguy.net/html/power.html?power=villain_pets.dark_melee_assassins_strike.assassins_eclipse_stealth&at=stalker Check out that last link...the extra damage is still checking to see if you are Hidden by doing a requirements check of "if Meter > 0". This seems odd because the execution of the power was already checked for this indirectly when we checked for "less than 90%". It makes me wonder, is there a bug by checking it twice? Meter of 100% (as provided by Placate) will cancel when you attack. So...is it possible that when you activate AS following a Placate, does it cancel the Meter prior to redirecting to the Slow AS? For those who may not want to follow those links, here are screen shots of what I'm trying to illustrate. Placate (the power) will not only placate your enemy, but it will grant you 100% Meter for 10s which will cancel the next time you attack or get damaged. When you cast Assassin's Strike after using Placate, the power will do a check for your Hidden status via the Meter attribute. This is a fallback conditional check, where only one effect (Redirect) can fire off. You first check if you are NOT HIDDEN ("source>kMeter < 0.9"), and if that fails you check the next effect ("Always") which just means you are out of other options so just do this. When you Redirect to Villain_Pets.XXX_Assassins_Strike.Assassins_Stealth, you will see the extra 4.5 scale magnitude damage is being checked AGAIN for if you're in a Hidden state. Logically, this is silly as we would not be executing this power if we weren't. So the question is...is it possible we can break Meter between casting AS and executing the AS_Slow redirect? I haven't tested this personally, I just pulled up City of Data and pondered this idea (one which I was thinking about over a year ago when I was fixing AS in Mids). My question to those who have experienced the bug, is it happening at all like how I described above? Are you doing a Slow AS and just seeing small 2.5 scale damage, and missing out on the 4.5 scale damage? Another thing I should ask...if you're experiencing the bug, is it possible something is interrupting your Slow AS? In this case, you would be doing no damage and your animation should be interrupted (shortened). Perhaps you were being debuffed or AoE splashed while doing the attack and having that cancel your attack. Again...this is mostly just theorizing. Until I can get on Beta, I will not have had eyes on what is happening.
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I think so
- 12 replies
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- interface
- damage over time
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Ok, so quick test seems to show the following: The main target will not proc twice. Since it's an execute power effect, there seems to be code/logic that knows not to repeat proc rolls on a target that's already been checked. However, the main target will use ST formulas while the "splash" targets will use AoE formulas. The main target will use a ST formula with 10s base recharge and 1.167s cast time. Assuming no slotted recharge, the main target will have a 65.14% chance with a 3.5 ppm proc, and the hecatomb will have a 83.75% chance to proc. The targets hit by the AoE will use a AoE formula with 10s base recharge, 0s cast time, and 20 foot radius. Assuming no slotted recharge, the "splash" targets will have a 17.95% chance with a 3.5 ppm proc, and the hecatomb will have a 23.08% chance. The Force Feedback proc will have a 18.6% chance to proc on the main target and 6.5% chance to proc on each of the "splash" targets. If you want to know your chance to proc, it would be: 1 - (1 - 0.186)*(1 - 0.065)^(n-1), where n is the number of targets hit. For 5 targets (the max), it would be 37.8%
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Ditto, I saw you when I logged in.
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Well, that I don't know off hand. One of the things going for it is the fact it requires a Teleport to the targetted foe. It's possible that action would allow you to proc on a single target, thus no radius for proc formulas and it would potentially allow you to get procs to fire twice on the target. That, in my opinion, would be a bug and could be fixed easily. But for now, it might work that way.
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https://cod.uberguy.net/html/power.html?power=dominator_assault_aux.savage_assault.feral_charge_hit&at=dominator 20 foot radius, 5 targets can be hit. 10 second recharge, 0 second cast time. The damage is variable and it's based on the distance. At minimum, it's a 0.845 scale damage with up to 4 ticks of 0.068 scale damage (80% chance, cancel on miss). This damage will increase if the distance to the target was more than 25 feet away. It scales linearly for distances between 25 and 65 feet away, and does up to double the damage at 65 feet or more.
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It's also Auto-Hit (in PvE) and grants you nearly full stealth (grants -90% perception).
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You're only seeing half of the effect in the in-game stats. The power actually does 7.5% unresistible ToHit debuff and another 7.5% resistible ToHit debuff. So that's 15% total before enhancements/buffs. Of course, you need to factor in purple patch and the target's resistance. LTs have an inherent minimum of 10% resistance and Bosses/EBs have an inherent minimum of 20% resistance. AVs have an inherent minimum of 30%, but they often start with 85%, so it would take a lot of ToHit resistance debuffs (Acid Arrow) to bring them down to their minimum. In the case of Bosses, you'd be achieving 7.5% + 0.8 x 7.5% = 13.5% ToHit at base. Enhance that by 50% and you'd be looking at 20.25% ToHit debuff. If the boss is +3, purple patch would be 65% effective, making the debuff 0.65 x 20.25% = 13.1625%. That would be the equivalent of 13.1625% defense. So it's pretty good.
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I'm not sure which SM changes you're referring to, but when Hemo got its bugs fixed in I27P1, there have been no other changes made to it that I can recall.
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If it's not, definitely post the results. The effect should be happening 0.25s into the animation, so it's unlikely you are breaking your kMeter before your attack. But you might have an aura that disrupts it, or perhaps there are more targets than foes hit by placate. I'm mostly spitballing, but throwing it out there as things you may want to pay attention to. Also recall, if you use an AoE from stealth it has only 50% chance to crit. So check that as well. It might also be worth seeing if global enhancements are doing something. For example, what happens if you use interface and Placate? Does the interface go off, breaking it? Again, spitballing
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I don't recall if it makes you Hidden (i assumed it did, though), but I think it gives you 100% meter which is what's used to check for stealth crits.
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Well...it does have a 30 target cap. So there's that.
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Probably, but I'll have to find them. In the mean time, I'm curious what Musculature Radial would do. I am 99.9% certain the damage enhancement won't buff the damage, but it's worth verifying.
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Interesting I don't see what would be mechanically different that would allow defense sets to enhance the recharge of mind link, but not enhance the damage of ESD arrow. Perhaps it's at the code level. Edit: I suppose there is one mechanical difference. Recharge isn't an effect you enhance, it affects the power as a whole
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Resist to Endurance Draining attacks, where are they?
Bopper replied to Solarverse's topic in General Discussion
Neat, I wondered which powers did one and not both. This is certainly one of them (verified on CoD, since the help display in game can be buggy). There are a lot of attributes not displayed, unfortunately. I believe they could be added but I am not sure of the process. I'd love to see Fly magnitude displayed, personally. -
Resist to Endurance Draining attacks, where are they?
Bopper replied to Solarverse's topic in General Discussion
They are not the same thing, however they are often paired together. So odds are, what you see as recovery debuff resistance will also be your endurance drain resistance. -
That might be a Hami-O thing. Like with Mind Link, hamis don't reduce the recharge, but slotting defensive/toHit sets will reduce the recharge. I think the EndMod set idea would change the damage if you try it out
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Can anything solo LRSF/Miss Liberty TF?
Bopper replied to DarknessEternal's topic in General Discussion
If you're wanting to feel froggy, you can 3 slot superspeed with +5 boosted Thrust set and hit the speed cap without sprint. Or for an Endurance friendly approach, +5 Move/End, +5 Thrust's Run/End and +5 Run/unique. That'll get you to 119.5 mph with 66.3% end redux. This all assumes a +5 Run IO slotted in swift. I'd still keep the Sprint on tap for in combat speed if/when needed. The sprint, swift and thrust should have you around 48 mph in combat. -
Can anything solo LRSF/Miss Liberty TF?
Bopper replied to DarknessEternal's topic in General Discussion
Still accurate, but note the Fly Speed in that image is with afterburner active. If it's not active, the speed cap is 87.95 mph. Also, the new Launch unique IO can increase your max jump height to 240 feet. -
Should a 50-foot Stealth Power Be Augmented?
Bopper replied to cohRock's topic in Arachnos Soldier & Widow
You have access to 5 sprints, so yes, you should always slot one of them with Celerity (or Unbounded Leap if you want a cheaper option). You don't need to use it regularly, but you'll have it available if you ever need more stealth. -
In my biased opinion, I already thought stone was in the top tier amongst tanker sets. With the new updates, I think stone armor without granite also should be considered in the top tier. Its only downfall is probably its endurance consumption as it is a whole lot of toggles you're running. But that can be managed or built around. You'll see in my Non-Granite builds (later tonight if I have the energy) I am working with two options: take Granite as a mule and as an emergency option, or take Sorcery pool and just have RoP as an option 1/3rd of the time. The nice thing with RoP, you can get temporary Granite numbers without having the debuffs. So imagine Minerals with its high Psi defense paired with nearly capped Psi resistance.
- 19 replies
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- 1
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- bopper builds
- granite armor
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