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Bopper

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Everything posted by Bopper

  1. Desktop view still shows reputation. I don't see it in mobile. I don't know what you mean by badges, though.
  2. You're seeing a PvE only effect (S/L resistance) and a PvP only effect (resist all)
  3. In fairness, some of the resistance and defense needed to be shaved off granite to get it light enough to jump curbs.
  4. The cast time for Arcane Bolt was already lowered in Page 2.
  5. Can Hurl Boulder be swapped out for a blaster nuke? Probably not.
  6. Yes, it works like a normal cone. It will hit behind the target if the target is closer to you. It won't struggle as much as you think. After we implemented the more robust conditionals system last year, it's fairly easy to make a slider and have it flip/flop between showing the Stun AoE and the Damage Cone. I've been there. I usually test against a pylon to ensure it's Single Target.
  7. Check the date, it was last updated in August. I would have to search closed beta patch notes, but they were all set to 20/55 fairly recently.
  8. They don't share the same accuracy modifier. It's basically like casting two powers at once. The stun/kb power has the 0.8x modifier (like it always had) and the damage cone has a 1.0x modifier. As for procs, that should be correct. Only the stun/kb power will accept the disorient, kb and taunt sets (and their procs). While the damage cone accepts TAoE, ATOs, and Universal Damage sets and their procs. They also will proc differently. The stun/kb will use 20s cooldown, and is a spherical AoE (15'?). The damage will use a 6s cooldown and has the area factor of a cone with 20' radius and 55 degree. I am not sure if the main target gets proc'd like a ST attack. If so, that's a bug and would have to be fixed.
  9. The one you linked to is the correct size for all ATs. They were mixed up in the beginning, but now should all be 20 feet, 55 degrees
  10. I think there is a free power you can get from P2W that disables all powers. I believe that will stop the counter whenever you want
  11. Correct, per Amplifier per hour. So $24 to get 8 hours of all 3.
  12. https://archive.paragonwiki.com/wiki/Offense_Amplifier https://archive.paragonwiki.com/wiki/Paragon_Points
  13. I think there are multiple bugs going on. Corruptor and Defender Normal Stalagmites is still set to 20s when it's supposed to be like Blaster's 10s. Also, Blaster's Enhanced Stalagmites is not ignoring combat mods, so hitting a low level enemy is setting the recharge waaaay too high, and I bet if you hit a high level enemy it will set the recharge waaaay too low. To top it all off, Corruptor and Defender is not recharging the correct power, so you just see the regular 20s every time. So it's basically two wrongs making a right in the Corruptor/Defender case.
  14. @Hjarki for your tests, what level were you and what level were your enemies when you used Entomb and when you used Stalagmites? And what was your AT for each test?
  15. 1. Does PT:CHS use Base HP or Max HP? (I recognize you indicate it uses Base HP in your guide, just double checking) Base HP 2. Can the effect be stacked with itself using different powers that aren't auto powers? (i.e., I use Lightning Bolt and assuming proc activates, does the effect also allow the PT:CHS I slotted in Zapping Bolt to go off?) Yes. They now can also stack from different powers that are auto powers. That was a bug fix introduced sometime this year. 3. Can the effect be stacked with other Chance to Heal Self procs? (i.e., Entropic Chaos: Chance to Heal Self)? I can slot both PT:CHS and Entropic Chaos: Chance to Heal Self in Zapping Bolt for example. Yes 4. Auto powers seems to have the best chance to proc for this particular proc on this particular build, as all my attacks base recharge are under 15 seconds except for Thunderous Blast (which is a targeted AoE as well). I feel like this proc is a waste of a slot based on the alternative healing I could get out of slotting a Heal IO in one of the my passive regen powers (Fast Healing in particular). On to the question - in what situation would someone want to slot this type of proc? For Auto Powers: If the equivalent regeneration of the PT:CHS is more than what slotting a Heal IO into another auto-power would offer. In the cheat sheet I show the "equivalent regeneration" for all ATs at both Base HP and Max HP. For your character's current max HP, you'll need to calculate it. Luckily, the relationship is linear, so let's do an example on how to do that. If you are a Blaster with 1500 HP. Your equivalent regeneration of the PT:CHS is 60% at 1204.8 HP and 39.13% at 1847.3 HP. The equivalent regeneration at 1500 HP is: ER = 60% + (1500 - 1204.8) x (39.13% - 60%) / (1847.3 - 1204.8) ER = 50.41% For Click Powers: This is a huge "it depends". You would have to factor in your probability to hit, probability to proc, and the rate of using your attack. From that you can calculate an average HP/sec which you can translate into an equivalent regeneration.
  16. You can probably look this up on the Auction House. Search the recipe, highlight over it, and it'll show the requirements for crafting.
  17. In Page 2, the current running sets and leaping sets got rebranded as "running and sprints", and "leaping and sprints", respectively. Thrust is a Running set and Launch is a Leaping set, so they are technically in a new category. However I do not know if that impacts converting, it's certainly worth testing. Flying and Teleportation sets are the same, and they now include Hypersonic and Warp, respectively.
  18. They actually can't be slotted into sprint. That's a detail that should be mentioned in the notes. Good catch.
  19. Ah, good point
  20. Aren't there already a bunch of Acc/Slow IOs. You could frankenslot those and +5 them.
  21. Fold Space users rejoice
  22. It works both ways. Resistance should update faster, both when losing health and gaining health. Before, you could use a Heal inspiration and have a couple seconds of the increased resistance stick around. Now it will lower the resistance faster after you heal.
  23. I'm totally late with this, but *BUMP*. Come join us on Discord for Page 3 beta testing (which is now open to Brainstorm).
  24. I can probably help explain the patch notes as Zenblack and I were the ones who reported these bugs half a year ago. I will copy/paste the patch notes above and I will use a color system to showcase what was a big buff, small buff, small nerf, big nerf. To summarize, you will see: 1 big nerf to an extra PvP DoT, 1 small nerf to a PvP DoT, 3 small buffs (1 PvE, 2 PvP) 5 big buffs (1 PvE and PvP, 1 PvE Scrapper, 1 PvP, 2 Fiery Embrace) To answer your second line of questions: What was the DoT effect reduction? Answer: Savage Strike had two DoT effects in PvP so the extra DoT effect got deleted. Rending Flurry was doing just a little bit too much DoT damage in PvP, so the tick damage got scaled down slightly. On the flip side, DoT ticks got buffed for Shred. It was slightly increased in PvE, and it got doubled in PvP. Also, Maiming Slash had its PvP DoTs (and up front damage) increased slightly. So the Savage Melee td;lr should say: Several Fiery Embrace buffs/changes, several powers having their damage scales fixed (both buffs and nerfs, mostly for PvP), and a large endurance reduction cost for Rending Flurry. Hemorrhage Fiery Embrace was only doing 45% of the upfront 0.76 scale damage (0.342). However, this effect should be using the design formula's scale (2.6) when calculating its 45% damage effect. Changed Fiery Embrace effect's damage scale from 0.342 to 1.170. Savage Strike Fiery Embrace was only doing 45% of a single tick of damage. The Fiery Embrace effect was changed to perform the same 2-tick DoT as Savage Strike at 45% scale. This power also has an extra DoT effect in PvP which it should not have had. Finally, Scrapper's crit damage was only doing the equivalent of 1 tick of damage as opposed to the full 2 ticks of damage. Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Shred The damage was set too low per the design formula. Also, the PvP damage was set to nearly half of what it should have been set to. Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Rending Flurry For some ATs, the endurance cost on the redirect versions of Rending Flurry (Normal and Large) was set too high. Also, some of the PvP damage effects were still using the wrong modifier table. Finally, some versions of Rending Flurry had an extra DoT effect that it should not have had. Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Maiming Slash (Scrapper only) PvP damage was set too low. Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula)
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