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Bopper

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Everything posted by Bopper

  1. For Stalkers, you only have two auto powers that grant scaling resistance, as opposed to three. But, they scale to a max of 25% each, instead of 20%. So at 0% HP, you'll have 50% resistance.
  2. You have 3 auto powers that give scaling resistance. Each one works the same. *note, if you're a Stalker, let me know and I will give you other info as they are slightly different. Each of these powers will start granting you resistance when your health dips below 60% of your Max HP. It will scale linearly to a maximum value of 20% resistance, at 0% health. With all 3 combined, it will scale to a total of 60% resistance at 0% health.
  3. It's not a "you" issue...I am pretty sure it's a Mids issue. No worries, I have this build saved. I hope you can open it now. If not, keep in mind the file is json-formatted, so you can always open it in a json reader and see all the power selections and slotting. Siren's Control - Arachnos Widow (Fortunata Training - Fortunata Teamwork).mbd
  4. Unfortunately this guide is outdated. It was relevant for the speed caps that existed from Live, but have been recently buffed in Issue 27 Page 2
  5. How do you want to play the tank? Is it while leveling up? End game? Do you want to do a lot of damage? Do you want to be a tanky taunter? Etc.
  6. Agree with onlyasandwich, not a fan of 6 slotting the build up. I recommend 1 slot that, and move most the slots into rooted. Make it a 5 piece Panacea with the proc (+5 all the IOs). For earth embrace, I probably would 5 slot that as Panacea and put the PM IO into Geode, or 6 slot ER with PM set. You net endurance looks rough. Ageless might carry it, but if you exemplar you will want a plan
  7. The Preventative Medicine special IO is a set bonus that grants you an auto power that has a chance to proc the Absorb. You do not have to use Spirit Ward to get its benefits. If you're going with Arcane Bolt, the slotting will just depend on what you're looking for. Want more range defense? grab Thunderstrike. Want more recharge? grab Decimation. Personally, I would not choose Arcane Bolt over Aura of Confusion. But if you must, I'd go with one of the above mentioned sets.
  8. You were very close. Here is the build I think you're looking for (I had many variants of this, this one had Summon Widow while others had Unrelenting). Biggest difference I saw was Indomitable Will, you slotted it with resistance, I slotted it with the defense special IO. Siren's Fort (Fortunata Training - Fortunata Teamwork) - RoP v3 - Summon Widow.mbd
  9. It depends on how you use it. Think of it as giving you the jump height buff from combat jumping. Your base jump is 4', which you'll notice isn't much when you're a level 1 character. But when you take combat jumping you'll notice a difference...this proc will give you the same difference. As others noted, that can be useful when your main form of travel are the P2W run powers. Those come with a jump height buff of +27.8 feet. Combat jumping won't stack with that, but if you had the Thrust proc slotted you will gain an extra 8 feet, which might be just enough to clear those pesky walls/buildings. As for the 40 feet of max jump height, that is mostly useful for your travel powers that were already getting you to the 200' regular cap. With Thrust, you can now go 240' into the air which will allow you to leap further distances in a single bound.
  10. Thanks for the link. I will say though, the first part of that article is inaccurate. "This enhancement grants an 8 foot increase to jump height and a 40 foot increase to maximum jump height for 120 seconds. When used in a click power, the effect is granted every time the power is used. When used in a toggle power, the effect persists until 120 seconds after the toggle power is deactivated. " I would rewrite it as this: " This enhancement grants an 8 foot increase to jump height and a 40 foot increase to maximum jump height. When used in a click power, the effect is granted every time the power is used and lasts for 120s. When used in an active toggle power, the effect persists until the toggle power is deactivated."
  11. There is no longer a conflict. I think I updated the original post with that detail, but comments in the thread may be outdated.
  12. The best way to come up with a formula is start somewhere that has all the same units. Given your question, I think we should look at how to convert everything to HP/sec, then convert back from there. Starting with Siphon Life, that power does 10% of your base HP. If you enhance it, it will be your strength x base HP x 10%. Great, that tells us how much HP it will give us, but what is that in HP/sec? We would need to know the cast time of the power and the recycle time of the power's use. Siphon Life has a 10s cooldown and 1.93s cast time. For argument's sake, let's assume you slotted the power with a healing SO, and two recharge SOs, that puts us at 33.3% heal strength and 66.6% cooldown reduction. That gives us a heal amount that is 13.33% of base HP and a cooldown of 6s. Combined with the cast time, that gives us a cycle time of 6s + 1.93s = 7.93s. So in this example, we're looking at Siphon Life doing 13.33% base HP every 7.93s. What is that in terms of regeneration? Well this now depends on what your Max HP is, because regen works off max HP (self heals work off of base HP, as shown previously). Let's assume you have raised your max HP by 50%, so your max HP = 1.5 x base HP. Knowing that 100% regeneration (base regen rate) gives you 5% of your max HP every 12s, we can state 100% regen = 5% x 1.5 x base HP every 12s. So what is Siphon Life in terms of Regeneration in this specific example? Siphon Life = 13.33% base HP every 7.93s = X% regen = X% (5% x 1.5 x base HP every 12s). We are solving for X ( 13.33% x base HP / 7.93s ) / (5% x 1.5 x base HP / 12s) = X% (13.33 x 12) / (7.93 x 5 x 1.5) = 159.96 / 59.475 = 2.69 = 269% So, as you can see, there is a way to convert Siphon Life into terms of regeneration equivalency, but it depends on what your max HP is, how much heal your siphon life is doing (relative to base HP), and how often you're casting Siphon Life. There is one thing I did not include in the calculation that is worth noting. I assumed Siphon Life hit. If you factor in your chance to hit, you can simply scale from there. Let's say you had a 90% chance to hit, then your regeneration equivalency would be 0.90 x 269% = 242%
  13. Interesting, I wonder if the power used to have another design intended but changed from targeted AoE to PBAoE and forgot to remove the range and the ability to enhance range. Like you said, it does nothing in regards to the design intent of the power; just has cleanup needed.
  14. I believe it's sort of common for debuffs to now show combat log messages. I could be wrong though, but I think the messages are generated on the targets who get hit by the debuff, but not necessarily show up for the debuffer. Someday it might be worth a pass to add messages to all of these attacks that have hit rolls, but it would be a bit of work.
  15. When it comes to attributes, your resistance will resist all aspects of that attribute (e.g. Current, Strength, Resistance). For example, if you have 40% damage resistance, it will resist 40% of the damage you take (Current), it will resist 40% of damage strength debuffs you take (Strength), and it will resist 40% of damage resistance debuffs you take (Resistance). Again, this goes for all attributes. If you have 40% endurance resistance, it will resist 40% of an endurance drain you take (Current), it will resist 40% of an endurance strength debuff you take (Strength, e.g. Ice Arrow does -strength debuffs), and it will resist 40% of an endurance resistance debuff you take (Resistance, e.g. Acid Arrow does -resistance debuffs). Once you understand that, you'll know almost everything you need to know about the resistance mechanic in this game.
  16. The amount of damage resistance an AV has will fluctuate. Last analysis I saw on the subject showed on average AVs have about 10% damage resistance to all types. Granted, that doesn't tell us much as some could have 90% resistance to 1 type, but 0% to others. Some may even have weaknesses (negative resistance). Ultimately, just use a power analyzer on an AV and see for yourself the amount of resistance they have.
  17. Saw it this weekend. I liked it. It was fun to watch.
  18. This assumes non-VEAT (their base is 10s, not 12s), but here are the formulas. Note, I have "additional heal over time", that is a factor including other sources of heal over time, such as heal procs (panacea, power transfer). RegenerationTotal% includes base, so 100% + Added Regeneration% = RegenerationTotal%. For more formulas, you're welcome to peruse my Survivability Tool where I talk about various calculations. https://forums.homecomingservers.com/topic/12212-the-survivability-tool/ EDIT: Adding an example. This one is for a VEAT, so instead of the formula being: MaxHP/240 x TotalRegen%, it will be MaxHP/200 x TotalRegen% (due to 10s base instead of 12s base). Here we have max HP of 1425.74, and a total regeneration of 210% (100% base + 110% from other sources). Using our formula we get: 1425.74/200 x 2.10 = 14.97 HP/s, which is what you see calculated in that Mids screenshot.
  19. I don't see how Stamina 6-slotted will ever justify that much investment. At most, you could dedicate 2 slots to maximizing the enhancement for the power (think two +5 IOs), then use the rest for procs/uniques. For Stamina, that would be Performance Shifter and Power Transfer procs. For Health, you certainly can 6-slot if it suits your build. You have Preventative Medicine's Absorb proc, Panacea's HP/End proc, Numina's Regen/Rec unique, Miracle's Recovery unique, and Regenerative Tissue's Regen unique. That leaves you one slot if you'd like to enhance the Health power. My choice would be +5 Panacea Heal to get 53% enhancement and add a 2.5% recovery set bonus that you don't have to worry about losing to exemplaring. Or ditch the regenerative unique and go with another +5 panacea or go with an attuned numina. The extra enhancement and set bonus may be better off for you.
  20. Two problems here. First, replacing any power with another power is going to be difficult to pull off due to cottage rule; especially a power as beloved as ice patch. Second, Ice Patch summoned from Frozen Aura contradicts each other. Frozen Aura does a sleep effect. The knock from the ice patch will instantly wake up any foe you cause to sleep.
  21. It is only calculating for one proc. As for having multiple procs, just multiply. 3 procs = 3x the effective regeneration. I hadn't updated the upfront info, so it likely is still referring to an old mechanization/bug.
  22. Not sure of the keywords, but the author I know. https://forums.homecomingservers.com/topic/19022-hpregen-proc-cheat-sheet/ Edit: also in my signature block there is a link to Bopper Tools. It contains a spreadsheet that does the calculations of the regen/hp equivalence shown in that link.
  23. Those need their own name. Those are now hairyolas.
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