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Everything posted by Bopper
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https://cod.uberguy.net/html/entity.html?entity=practicerobots_summonable_vanguarddummy_asf It's basically a level 54 AV. 30677.15 Hit Points 20% resistance to all damage 87% resistance to all debuffs. So a Rikti Pylon that doesn't ignore combat mods (I assume). There's a chance it's just a copy/paste of a pylon with attacks removed.
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I believe Rooted was changed in Page 2 when travel powers for overhauled. It was made to allow no movement penalties unless granite was active.
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You should always play your way and have fun. Especially with your first character. In time if you want to pursue min/max type builds, you can. But like you said, the holy trinity isn't needed in this game and anything can be viable.
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Homecoming Up for Best Rogue Server of 2021
Bopper replied to Apparition's topic in General Discussion
Winner winner, chicken dinner. CoH taking 49% of the vote (43% HC, 6% other CoH servers). Impressive showing. https://massivelyop.com/2021/12/11/massively-ops-2021-awards-best-mmo-rogue-server/ -
Seismic Blast's Meteor: how are you utilizing it?
Bopper replied to Techwright's topic in General Discussion
It should be exactly 5s after activation. There is a NoHitDelay flag on the pseudopet summoning which means it does not wait for Hit Time to start the summon. It starts immediately, instead. -
That changed in this new page. It's now a later power (patch notes forgot to mention it, I believe).
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If you want the extra jump height, you can slot CJ with the Launch unique. It will more than double the height added by CJ. CJ adds 200% Jump Height (8 feet) at base. That's the same amount the Launch IO adds, but it's also accompanied by a 26.5% Jump enhancement. So with this slotted you can turn CJ from a +8ft Jump Height to +18.12ft. In a way, you can treat this enhancement as adding 126.5% jump height when slotted in CJ
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Can you build around pool powers as main attacks?
Bopper replied to Mashugana's topic in General Discussion
Pool powers tend to follow the same design formula as AT powersets, but with some exceptions. You don't get an Endurance discount on these attacks. You know how Masterminds complain that their attacks cost more endurance than other ATs? That same non-discount is applied to pool powers. A lot of pool powers have short recharges with longish animation times, whichakes them low damage and lower DPA. AT inherents are sometimes not recognized by pool powers. So for example, scrapper crits don't get buffed by their ATO proc. That being said, some good attacks do exist. Full synergy cross punch is fantastic and full synergy boxing is ok. Arcane Bolt is also decent with a mechanism for crits which is great. -
It's a toggle, so it will have a chance to proc when you activate it then another chance to proc every 10s after. Personally, I hate calculating things in units of endurance per second. I much rather work in units of endurance per minute as it directly translates to recovery. Performance Shifter is a 1.5 PPM of 10% Max Endurance. So on average that is 15% Max Endurance per minute which is equivalent to having 15% recovery. So folks should interpret slotting a PS proc in an auto power as granting your build 15% recovery. In this case, 3 procs is adding 45% recovery which is significant. Throw in Panacea's 3PPM of 7.5% Max Endurance (22.5% Recovery equivalent), and you're looking at 67.5% recovery in your build. This is something not shown in mids nor combat attributes, so it's worth keeping in mind when evaluating your build. When Mids/combat attributes shows you your average endurance recovery in units of end/sec, you will want to factor in these procs as: Max End x 0.675 / 60s. Assuming you have accolades, that might look like: 110 x 0.675 / 60 = +1.2375 end/sec
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Concentrated Strike not benefiting from Crit Proc
Bopper replied to WindDemon21's topic in Bug Reports
You might want to try the suggestion forums as this is not a bug. https://cod.uberguy.net/html/power.html?power=scrapper_melee.kinetic_attack.total_focus&at=scrapper -
Concentrated Strike not benefiting from Crit Proc
Bopper replied to WindDemon21's topic in Bug Reports
It's always been that way, likely due to the fact it has a higher probability to crit (20% for all foes, as opposed to 5%/10% on minions/LTs+). -
It doesn't use NoPhase
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I wouldnt bother with slotting it into Geode. That's not an auto power, so unless you just want it to act as a click proc every so often, you might as well just slot a recharge IO into it. Treat it like an in-combat rest power
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Seismic Blast's Meteor: how are you utilizing it?
Bopper replied to Techwright's topic in General Discussion
I usually go Seismic Force > Meteor > Upthrust. The projectile of Upthrust usually hits right at impact with Meteor for bursty non-notified attacks. I also use the positioning of the Meteor's location to control where I want the enemies knocked. If I want them to be knocked away, I put the location slightly in between me and the mob. If I want them knocked in towards me, I put the location behind the mob. If I have a tank who is gathering mobs to a known location, I'll put the Meteor's location at that spot while they Taunt or Fold Space the masses into that spot. -
If I hadn't already made a Energy/Energy stalker after page 1, I would have definitely made an Energy/Stone stalker.
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Think of Brimstone Proc as a constant DPS increase (because it scales with cast time). At level 50, that added DPS looks like this. So for a tanker, attacks with a range of less than 20 feet will give you 20.6 DPS. Outside of 20 feet it will be 17.4 DPS.
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Power pick investment (you'll be taking all 8 non-granite powers), enhancement investment (you'll be slotting 3-6 enhancements in those 8 non-granite powers), and endurance cost (you will be running 6 toggles, not including pool powers). It's very strong with no weakness outside of some debuff vulnerabilities. But it takes a lot of investment which can leave you limited on your secondary/epic picks.
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issue 27 Patch Notes for November 30th, 2021
Bopper replied to The Curator's topic in Patch Notes Discussion
They might be playing the head crushing game. -
30 ft radius, 16 tgts.
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Focused Feedback: Dr. Aeon Strike Force
Bopper replied to Booper's topic in [Open Beta] Focused Feedback
The info you see in City of Data was last updated in August. You might be seeing a lot of outdated information. -
- 23 replies
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- granite armor
- proc monster
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(and 2 more)
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It's a strong set. Here is my template (no secondary nor epic sets selected). This is capped HP, do whatever you like with the final 7 power picks and 20 enhancement slots. Of course, feel free to move things around as you like. I wanted 80% slow resistance which is why you see Kick, Boxing and Brawl all 2-slotted. The screenshot shows how strong it is prior to finishing the offensive side of the build. Softcapped defense in S/L/E/N/P, and almost capped resistance in F/C/T (with one ATO proc factored in).
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I might do a separate forum post later for this, but here is my I27 Page 3 builds for Proc Rocks. I sacrificed some run speed for survivability, but also added Fold Space. Since Mids Reborn isn't publicly updated yet, I am not including a data chunk. Just Offensive Build Slow Resist Build (sacrifice Absolute Amazement 5 piece for three Superior Blistering Cold 2-piece sets). This gives the build 65% slow resistance (85% if you have the base empowerment).
- 23 replies
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- granite armor
- proc monster
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(and 2 more)
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Also throw in the +Max HP. I will need to update my Mids for Stalker Stone Armor to see what's possible, but I imagine you will be able to Resistance Cap F/C/T and softcap defense for S/L/E/N/P. It will be a little endurance heavy with 7 toggles running, but I'm thinking of using Geode as an in-combat version of Rest and probably just mule preventative medicine proc in it.