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Bopper

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Everything posted by Bopper

  1. It'll get flooded enough again soon. I've noticed ATOs selling for 8mil again. At an average of 1.2 ATOs per superpack, you practically get your money back (9.6M on average, about 8.6M after tax). I wouldn't be surprised if marketeers go back to flipping super packs again and supply the market with ATOs
  2. Updates to builds will be linked here I've been on quite the Widow kick lately. Previously, I had never played a Widow but I admired them from a far. Over a year ago Modest and I were working on a build for pylon testing and I came away enamored by its many playstyle capabilities. Life and other priorities always got in the way of taking the time to build a Widow character, but recently I found the time and wound up loving the character. Loved it enough to make 3 separate IO'd out builds for it (something I've never done on a character). It's easy to do when there are so many playstyles I wanted to try. So much in fact, I'd probably need 6 build slots to make everything I want to make (guess I'll have to make a 2nd Widow). Anyways, opening paragraph has gone on long enough, time to share some builds. But before I do, I'll share one thing common between all these builds that way those who don't like my style can check out early. I skipped fighting pool on all my builds in favor of Sorcery pool. I did this for a few reasons... the toggles of Tough and Weave are costly and Widows are already a bit of an endurance hog. I found the resistance from Tough not to be worth it as my defense rarely had hits coming in anyways. I also found enhancement slots hard to come buy and I wanted a mule for Preventative Medicine (which pairs nicely with the scaling resistances of a Widow), so taking Spirit Ward allowed me to have a token support tool while also providing me a free slot to drop in PM: Absorb. Most importantly, I wanted to have an on-demand "oh-shit" button. Now that Rune of Protection is a fixed uptime of 33%, I saw it as a perfect two slot wonder (those slots being two +5 IOs). With a base of 25% resistance (tied with Defenders as the highest base resistance amongst ATs) and 57.54% slotted enhancement, that gives me 39.14% resistance to all when needed. It's like getting to use 2 Robusts together every 3 minutes. Very useful, especially when at ~half life. For a quick example, let's assume my build has 15% resistance to everything via set bonuses. With Reactive Defenses scaling up to an extra 1% for every 10% HP lost and a Widow's resistance scaling 4% for every 5% HP lost below 75% HP, we will have the following resistances (in parenthesis is the total resistance with active RoP at 39% resistance.) At 100% HP: 15% (54%) 75% HP: 17.5% (56.5%) 70% HP: 22% (61%) 60% HP: 31% (70%) 50% HP: 40% (79%) 40% HP: 49% (85%) 30% HP: 58% (85%) 20% HP: 67% (85%) 10% HP: 76% (85%) 0% HP : 85% (85%) In other words, clicking RoP is equivalent to having my scaling resistances get to reach its cap at 43.3% HP instead of at 0% HP. Having softcapped defenses and near capped resistances makes me not fear my low health. With Preventative Medicine as a fallback, I can comfortably fight without fear of dying while RoP is active. Ok...ok, now here's the builds. Siren's Night (Single Target focused Night Widow build) Siren's Night (Night Widow build with 3 AoEs) Siren's Night (Proc heavy version of Night Widow) Siren's Blood (Hybrid/Control/Support) Siren's Blood (ST focused Proc Build - Soul Mastery) Siren's Blood (AoE focused Proc Build - Mu Mastery) Siren's Blood (Proc Heavy DPS - Soul Mastery) Siren's Fort (Max Survival Ranged Tank) Siren's Night: ST Melee/Support Highlights: 64%+ Defense to all Perma-Hasten 49%+ Resistance to all when RoP active Team Support: +29% Def, +30% Dmg, +5% To-Hit, +30% Psi Res 75% Slow Resistance (can get another 41.25% from Ageless Radial and Base Empowerment) This build is mostly thematic. Almost like what if a Stalker could buff teammates. With double maneuvers, double assault, and Mind Link, you're giving teammates significant buffs. To stay on theme, I chose Eviscerate over Spin. That may not be a popular choice for most, but ultimately I find the extra damage and proc chance from Eviscerate to allow me to use it in ST attacks without feeling too inefficient. Also, I tend to jump attack so the cone shape of Eviscerate can still perform as approximately a 5' radius PBAoE equivalent. Not the best, certainly, but retaining a 45% chance to proc the FotG is nice when used as my opener. But feel free to swap this out for Spin, this is mostly just user preference for a little bit of AoE while staying on ST focus. The build also has a net +2.42 end/sec so endurance drain is not too bad. Factoring in Panacea and Performance Shifter, it's about +3.108 end/sec. This is why I chose Ageless Radial instead of Ageless Core, I desired the debuff resistance moreso than the Recovery. Speaking of debuff resistance, the build has 75% resistance to slows. So if you grab the 20% base empowerment and have Ageless Radial's permanent 10%, slow debuffs will completely not work against you. Nice as the build is perma-hasten. Note: This build doesn't really need hasten. Mind Link is perma without it and there are no other long recharge powers in the build. So feel free to replace Hasten with Darkest Night if you want a power that can help draw in aggro and provide an extra layer of survivability with its damage/tohit debuff. Siren's Night: ST Melee/Support (v2 - Replaced Super Leap with Spin) Highlights: 64.5% Melee/AoE, 63% Range Defense Perma-Hasten 49%+ Resistance to all when RoP active Team Support: +29% Def, +30% Dmg, +5% To-Hit, +30% Psi Res 75% Slow Resistance (can get another 41.25% from Ageless Radial and Base Empowerment) This build is practically the same as the previous version. I decided to remove Super Leap (not needed since I already have Mystic Flight), and replaced it with Spin. I then replaced the set bonuses that came from having two BotZ (+2.5% Range Defense, +3.75% AoE Defense) and gave Spin 6-slot Eradication which comes with 1.56% Range Defense, 3.13% AoE Defense along with extra regen, HP, and max endurance. This makes for a net of +2.49 end/sec, and a max HP of 1578. Overall, I'd say this is a superior build to the previous one as there are now 3 AoEs in the build: Spin, Eviscerate, and Dark Obliteration while adding to survivability despite a slight decrease in range defense. Note: some may wonder why I am willing to slot Mystic Flight with only the Winter Gift Slow Resist IO (thus, unenhanced fly). I do this because I only use Mystic Flight as a travel power and rarely use it in missions. When I use it as a travel power I have Jump Pack which will boost my fly speed strength such that Mystic Flight hits the 87.95 mph fly speed cap for 30s. That's more than enough time for me to get across a zone. Siren's Night - Proc Build: Highlights: 62% Melee Defense, 54.5% Range/AoE Defense, Not Perma-Hasten (about 5.5s downtime when factoring in Ageless. About 14.5s without Ageless) 49%+ Resistance to all when RoP active Team Support: 29.2% Def, 30% Dmg, 17.3% To-Hit, 30% Psi Res 75% Slow Resistance This is very much like the previous build, however I sacrifice perma-hasten, 9% Range/AoE defense and some slow resistance to gain crazy amounts of proc damage. Some attacks average 100-200 more damage than the previous version. And although follow up will not be up as often along with some of the big hitters, more frequent build up procs and the occasional strike/dark obliteration can fill out the attack chain when needed. This build also has the same net endurance recovery of 2.42 end/sec, however the use of proc slotting will make it drain a bit faster. Example of attack chain damage: Follow Up (238 dmg, +30% DMG for 10s, 21.4% chance at BU proc) > Slash (601.5) > Lunge (615.9) > Gloom (489.7, 21.8% chance at BU proc) > Dark Oblit (299.2, 61.4% chance at -Resistance proc) = 2,244 DMG in 6.204s (362 DPS). This includes the 30% damage from Follow Up but not the BU procs nor the -res debuff proc. At this time, the chain can repeat however Slash will shift a slot while it remains on cooldown longer. Follow Up (253.2) > Lunge (653) > Slash (651.2) > Gloom (519) > Strike (360.4) = 2437 DMG in 6.336s (385 DPS). From there, the chain repeats itself with Dark Oblit and Strike swapping while Slash slowly slips along. Finally, the endurance consumption of the above was 70.71 end in 12.54s (5.64 end/sec). With a net endurance consumption of 3.13 end/sec, this chain will typically run out of endurance after 44s. So keep this in mind when choosing a preferred Destiny. Update: Made a change to the build. I originally had Membranes in Mind Link, however the recharge doesn't work. So I moved some things around and updated to words above. Siren's Night: Tanky (added 5/13/2023) Highlights: 67.9% Melee, 59.8% Range, 60.8% AoE Defense 105% Slow Resistance 32.75%+ Resistance to all when RoP is not active 75.7%+ Resistance to all when RoP is active Team Support: 24.3% Def, 5% To-Hit, 30% Psi Res High Recharge, but not perma-hasten This is built like a tank, but doesn't play like a tank. The AoE is minimal with Dark Obliteration and Eviscerate and there is no aggro control; however, it survives like a tank. You start off with incarnate-softcapped positional defenses and capped psi resistance. Your resistance to all types is strong to start, but when Rune of Protection is active you're looking at 75% resistance to all - which would be hard cap for any non-Tank ATs. At 67.5% HP, your restances to SLENFCP will all be capped at 85% while Toxic reaches 82% thanks to Reactive Defense. Toxic will hit its 85% cap at 37.1% HP. Normally my builds use Musculature Radial for its Alpha, but for this one I went with Cardiac Core to shore up both endurance net consumption and to beef up Rune of Protection. Feel free to swap back to Musculature if you want the damage. Speaking of damage, the ST is good. I chose to have fun with this build, giving both Follow Up and Gloom build-up procs. Each have about 21% chance to proc, but having both going in the rotation, the uptime for atleast one of them should be solid. Feel free to replace these with traditional damage procs if you prefer. Placate was the utility pick for this build. Adds safety if I get in over my head, but also allows some added damage potential with hidden crits. Still, this is a user pick through-and-through. Other good options may be Smoke Grenade for hard content where you don't want to over-pull, Darkest Night for added safety, or one of the Tactical Training toggles. Siren's Blood: Melee/Tank-Control/Support Highlights: 64.7% Melee, 63.5% Range, 61.6% AoE Defense Perma-Hasten 50%+ Resistance to all when RoP active Aura of Confusion, Total Domination, and Psichic Wail for Crowd Control Team Support: 28.4% Def, 5% To-Hit, 30% Psi Res Plays in Melee This is a possibly untraditional build and it certainly won't be for everyone. Ultimately I envisioned a Widow that can stand toe-to-toe with anyone with its defense while also not needing to with its ability to use one of its three crowd control powers. Psychic Wail is a nuke and will likely defeat its enemy in one shot...nonetheless it's a mag 3 stun with a massive recharge debuff to help slow down the opponent. Next there is Aura of Confusion that will be up every few mobs. I like to pair Wail with Confusion, putting a dent in bosses then having them turn on each other for a few moments. Finally, there is Total Domination which is on a similar cooldown to Aura of Confusion. It too can control bosses thanks to its Lockdown proc. It won't be for too long, but long enough if anything gets dicey. Note, there is alternate slotting for Spin and Strike where a damage proc is added at the loss of the defense from the 6th slot. You will still be at 60%+ defense to all if you choose this slotting. Also, this will be a very unpopular build as it does not take Assault. Don't worry, I have more fun builds on the way. Siren's Blood: ST Focused Proc-Heavy Fortunata Highlights: 60.5% Melee, 58% Range, 53% AoE Defense +2.89 Net End/Sec 50% Slow Resistance 47%+ Resistance to all when RoP active Team Support: 28.9% Def, 15% Dmg, 5% To-Hit, 30% Psi Res This build is far more offensive than the previous. It incorporates extreme proc usage and uses Psionic Tornado as a recharge engine to help drive the cooldown of Hasten, Wail, Confusion, and Aim. Total Domination is replaced by Dominate to help solidify the ST attack chain: Follow Up>Lunge>Dominate>Gloom>AoE. The AoE chain is mainly Aim>Wail>Dark Oblit>Psinado. Anything still alive will not be for long as the proc'd out ST attacks will clean up the rest while Psinado and Dark Oblit are on cooldown. Note: This is mostly a build that is designed for +3 content. Even with Follow Up, some attacks will lack the accuracy to hit +4 at 95%. Nonetheless, it should still be strong even in such content. Also, you may notice, I sometimes +5 enhancements. I do this knowing that I'll lose set bonuses when exemplared. I fear not, nor should you, as the set bonuses lost are usually regeneration and at lower levels my defense is strong enough to rarely have a need for the extra regen. Siren's Blood: AoE Focused Proc-Heavy Fortunata Highlights: 60.5% Melee, 58% Range, 53% AoE Defense +2.92 Net End/Sec 50% Slow Resistance 47%+ Resistance to all when RoP active Team Support: 28.9% Def, 15% Dmg, 5% To-Hit, 30% Psi Res I'm short on time, so I'll finish the write-up later. In short, I subbed out Soul Mastery for Mu Mastery so that I could proc out more AoE attacks. The loss of Gloom certainly hurts the ST potential of the build but the AoE chaos is certainly fun. Aim>Wail>Fences>Ball Lightning>Psinado...that's a lot of AoE. As for the ST attack chain, it's mostly Follow Up> Lunge>Dominate>then pick two between Strike and the AoEs. Siren's Blood: Proc-Heavy DPS Fortunata Highlights: (Added 7/4/2021) 59.7% Melee, 57.2% Range, 52.2% AoE Defense +2.98 Net End/Sec 50% Slow Resistance 47%+ Resistance to all when RoP active Team Support: 28.9% Def, 5% To-Hit, 30% Psi Res ST: Follow Up, Lunge, Gloom, Dominate AoE: Psi Wail, Psinado, Dark Obliteration, Spin This build is a variant of the ST-focused proc heavy build. From playtesting I found myself removing Strike from my power tray altogether. Its sole purpose was for optimal use of ST DPS against an AV. That felt unworthy of keeping as a mule, so instead CT: Offensive replaced Strike and Total Domination replaced Assault. I had to weigh the impact of replacing a power like Assault and I finally settled on the fact Widows have only a 400% damage cap and my build has numerous scenarios where it can reach those caps without inspirations. I don't personally chomp on red skittles non-stop, but I will sprinkly them into my diet every so often so it ultimately felt like what's the point of having Assault if there are times when it provides me nothing? So, I'm choosing to remove it for the sake of adding another hybrid concept to this build. Already the build is offensive: Follow Up>Lunge>Gloom>Dominate is a strong sequence of ST damage (about 400 DPS). Even though that chain is not seamless in this build, sprinkling in Dark Obliteration or Aim into the gaps will do just fine. On the AoE side, there is Psychic Wail, and proc'd out Psinado and Dark Obliteration to give a nice 1-2-3 punch. All of them hit atleast 12 targets, all with radiuses greater than 15'. Very useful as enemies aren't going to bunch up tight for me naturally. Spin was added to replace Strike for a little extra AoE. Aside from the offense, the build is tough as well: 52-60% defense to each positional at end game. Exemplared (losing Maneuvers and Combat Jumping) Melee and Range are still softcapped while AoE is on the cusp. Although there is not much resistance (except Psi) in the build, the use of Rune of Protection for "oh-shit" moments will help keep you tanky even if your health bar no longer looks green. FWIW, I also have Demonic Aura and Force of Nature accolades unlocked which I treat as a back-up RoP when it's on cooldown. Using Demonic Aura and Force of Nature together, DA absorbs the -defense FoN causes and I get 60s of +100% recharge, +25% ToHit, +800% Recovery, +30% Res(all but psi), +40% Def(all types but psi). Note: Spin is very optional. This build can replace it for Total Domination or Confuse if the user so prefers. In such a scenario I would give the 5-piece Dominon of Arachnos to Telekinetic Blast (it still keeps the ATO global in the 6th slot), then 2-slot Total Domination or Confuse. Siren's Fort: Max Survival Ranged Tank Fortunata (Added 5/7/2023) Highlights: 58%+ Defense to all Almost Perma-Hasten (6-7s downtime) 33%+ Resistance to SLENFCP (72%+ when RoP active) Has both Rune of Protection and Unrelenting for two oh-shit buttons Team Support: +24% Def, +5% To-Hit, +30% Psi Res Decent ST attack chain with Subdue, Dominate, and Gloom Lowlights: Only 35% slow resistance. Taking Presence Pool results in skipping Aim and Combat Jumping Not quite incarnate soft-capped nor perma hasten Limited mobility (Mystic Flight, Sprint/Athletic Run only) Endurance consumption is a bit high This build originally had a single premise: What if I could take both Rune of Protection and Unrelenting for extra hard content? My goal was to aim for maximum survival with two oh-shit buttons while still having a high-enough recharge to achieve a decent proc'd out ST attack chain. AoE was left for set bonuses. The ST attack chain is Subdue->Dominate->Gloom, with Arcane Powered Bolt and Dark Obliteration available as filler if desired. There are ways to slot this build that would sacrifice the damage in Subdue so that you can achieve 60.5% defense to all positions (5 slot Arcane Bolt with Winter's Bite, move Dominion of Arachnos into Subdue or replace Subdue all-together). I chose to sacrifice the defense for some extra oomph in my attack chain, but feel free to play around with slotting. If you do choose to go the Arcane Bolt path, it's not so bad as a power. When you get the Arcane Power to trigger, it's a nice little crit with DPA similar to Dominate and Gloom. This build is also unique in having both Provoke and Pacify. A little utility for those pesky runners as well as placate foes who may be a bit pesky (e.g., sappers). Overall, not much to go into with this build. You stay at range, you will be tough to kill, and you have some support/utility as well. Siren's Fort: Ranged Tank Fortunata (similar to previous, but remove Unrelenting) (Added 5/7/2023) Highlights: 63%+ Defense to all Almost Perma-Hasten (4-5s downtime) 29%+ Resistance to SLENFCP (68%+ when RoP active) Team Support: +24% Def, +5% To-Hit, +30% Psi Res Decent ST attack chain with Subdue, Dominate, and Gloom Lowlights: Only 35% slow resistance. This build mirrors the previous one I posted, but removes Presense pool to add Combat Jumping, Aim, and Summon Widow. Also, swapped Arcane Bolt for Spirit Ward so I can mule Preventative Medicine. As for Summon Widow, it's mostly a fun pick. I tried other powers in its place, including: Summon Widow: Nice extra DPS, if you can keep them alive. Enflame (with Dominate and Subdue holding/immobilizing, useful for ST DPS, roughly 15-20 dps). Darkest Night (this freed up slots which I used to improve my slow resistance by two slotting Brawl and Boxing) Leadership: Assault (frees up lots of slots and buffs team damage) Total Domination (adds some more recharge and FC resistance, plus you can slot the Winter's Absorb Proc) Confuse (6-slot with Malaise and this will give similar set bonuses as Summon Widow, plus you gain a ton of utility) Every option has its benefits. Simplest solution is probably go with DN or Assault, and round out the build some more (I lowered endurance cost on powers and added 30% more slow debuff resistance). For more specific goals, the other picks can really shine. Siren's Blood: Blood Tank (added 5/13/2023) Highlights: 67.3% Melee, 64.2% Range, 65.1% AoE Defense +2.3 Net End/Sec 65% Slow Resistance 27.5%+ Resistance to all when RoP is NOT active 66.9%+ Resistance to all when RoP is active Team Support: 23.8% Def, 5% To-Hit, 30% Psi Res This build is almost a Fortunata version of a Night Widow. Very strong defenses to all positions, excellent base resistances to pair with Rune of Protection (you'll have 85% resistance to SLENFCP when at 53% health with RoP active). AoE is mostly for mitigation, as opposed to damage. Aura of Confusion and Psychic Wail will safely allow you to mitigate the trash while you focus your ST attacks on the hard targets. Psionic Tornado is there for AoE filler and soft control. Single Target attack chain is Follow Up > Lunge > Gloom > Dominate. With Hasten up, this is mostly gapless. If you desire using Strike in your rotation, I recommend swap slotting with Telekinetic Blast. For me, I wasn't using Strike so I beefed up TB so I will have a 3rd ranged attack option if ever needed. Slotting can certainly be adjusted to improve damage or survival. If you're willing to lose Toxic resistance, you can add a proc to Lunge and Psychic Wail, and swap in the Aegis Psi unique into Tough. This is one of my toughest builds while preserving some decent damage capabilities. It would be nice to achieve perma-hasten, but overall the gap doesn't seem to be too painful. To break down the toughness, I'll show what the resistances scale to based on various HP levels (Psionic starts off at capped 85% so I will omit it from the list): Scaling Resistance Percentage Health S/L Resist (w/ RoP) E/N Resist (w/RoP) F/C Resist (w/ RoP) Toxic Resist (w/RoP) 100% 38.4 (77.8) 28.3 (67.6) 32 (71.4) 27.5 (66.9) 75% 40.9 (80.3) 30.8 (70.1) 34.5 (73.9) 30 (69.4) 70% 45.4 (84.8) 35.3 (74.6) 39 (78.4) 34.5 (73.9) 60% 54.4 (85) 44.3 (83.6) 48 (85) 43.5 (82.9) 50% 63.4 (85) 53.3 (85) 57 (85) 52.5 (85) 40% 72.4 (85) 62.3 (85) 66 (85) 61.5 (85) 30% 81.4 (85) 71.3 (85) 75 (85) 70.5 (85) 20% 85 80.3 (85) 84 (85) 79.5 (85) 10% 85 85 85 85
  3. It's hard to say why, exactly. I would think cast time has something to do with it. Most of the powers are about 3s each. Then there is the playstyle of needing to place the trap at your location which requires more time to set up strategically. Some will love that playstyle while for others it would be a non-starter.
  4. Unlikely. Number Six did a test recently (2 months ago) and printed out from the mapserver the exact time at which each activation occurred, down to the microsecond (iirc). They actually saw worse performance than what arcanatime reports, where instead of 0.132s between ticks it's more like 0.138-0.139s. Granted, this was a single test on their environment on the one map they tested on. Edit: there's also extra nuance to arcanatime worth mentioning. If a frame lands on a combat tick, there is no rounding up to the next combat tick. Not sire if this is the case, but it might be why you're seeing Havoc Punch not having much surplus in its arcanatime. It might be saving 0.132 (or 0.138?) seconds because of this
  5. This illustration seems to show the most info so I want to refer to this. Can you explain what all the image is showing? I see you have it lined up at 46s, so I'll assume that is the start of an animation. Then I see at 47.033s you have it marked... is the end of the animation? What's going on at the next block, the 47.35s mark?
  6. Lol, I might have said something similar a year+ ago when I was working with a project team for building a simulator for predicting pylon time performance. Getting simple powersets to work was no problem, but then combo systems and other special mechanics just made it a never ending process.
  7. It won't. But tested gameplay shows this to be in game performance so it is something you'll want to keep in mind when attempting to validate a tool that predicts what that in game performance will be. If you're seeing your in game performance to be better than arcanatime, that would be worthy of a new thread that investigates that claim. You'll probably want to do long duration tests and look for what your performance truly looks like. If you are seeing something different than what other users see, then you may want to get other users to provide you with their own performance results to see if there is a discrepancy.
  8. I think I brought up that option previously where arcanatime might not really be arcanatime. I believe Number Six ran a test awhile back and they were experiencing something like 0.138s instead of 0.132s. So if you want to just try that, go for it. Change your formula to use that value and see what it does.
  9. It's simple enough to factor in, but it's still a variable you don't need to incorporate. You're right, the resistance debuff is to self so I misspoke there. I was thinking of the -res aura, but I think sentinels don't get that power.
  10. I recommend something other than Bio if you're looking for simplicity. Adding a resistance debuff and added adaptation damage are variables I wouldn't want to mess with when trying to identify where the spreadsheet goes wrong.
  11. Procs can't crit. All crits are handled by conditional effects within the power.
  12. Endurance drain and buff. For example, Electrical Affinity has a power called Energizing Circuit which grants endurance to allies.
  13. I'll take a look at some of it tonight, but in the mean time can you tell me how you are factoring in resistance debuffs? I'd like to know your steps that way I can trace it in your spreadsheet. Plus, it will allow me to see right away if you're using the right formulas. Right now, that is the only thing I can think of that could have a major impact other than arcanatime being a liar. Edit: I guess I'll have to wait. I thought procs were fixed, but looks like the OP is still outdated on both its links. I'll say this though, something does seem off with resistance calculations. It's slightly underperforming what I would expect, but it's not too drastic yet. One thing I am noticing, something about the resistance cells (G42, G43, and G44) seem to having multiple contributions. They feed into C11, HOWEVER, I overwrote your formula and set C11 to an actual value. When I did that, I noticed the DPS would still change if I edit G42-44. That does not seem good. Edit 2: Looks like Opportunity is not using the correct column for resistance debuffs. I think it's only looking at the target's resistance as opposed to what their resistance is after you apply resistance debuffs. This might be the small thing I was seeing in my previous edit. Overall, double check this Opportunity cell. It refers to D2, but I see nothing in D2, which *might* be due to it checking B2 which is actually a merged cell. I dunno, but something seems odd.
  14. I didn't realize tankers had a worse DR curve than other melee ATs. That's kinda messed up that a Tank needs 300% resistance to match what the others can get at 130%.
  15. The damage will use that formula, but the proc chance should use the */40,000.
  16. Your formula should be correct now. There are many ways you can simplify the formula. What you have will work. This is what you have: 0.25 + 0.75 x (1 + R x (11 x A + 540) / 30,000) I have: 1 + R x (11 x A + 540) / 40,000 They equal the same thing. 0.25 + 0.75 = 1 and 0.75 / 30,000 = 1 / 40,000
  17. You married a good one. Remember, she is always right. And in this case, she definitely is.
  18. Good catch, youre right. Brutes and Tanks are missing the effect
  19. Ah, I overlooked ST calcs were also wrong. Then yes, this will likely have a large effect on the numbers. If you were dividing by 0.25 + 0.75x60, instead of dividing by 60, that results in about 32.6% improvement to proc chances. I'll be curious to see how low this brings the calculated DPS down. The other thing that makes me curious is the fact your numbers were close before so its fair to assume there is another bug not found yet. The first area I'll want to look is at your resistance debuff calculations to make sure you're not calculating smaller impacts than they should be. Your formulas jump around a lot so I can't quickly look to see if it all makes sense but I'll try to look this week.
  20. This is the part I'm most interested in. Hopefully your testing was mostly with single target attacks and it won't impact much. But if you were using AoEs for anything, we'll see how much that lowers numbers and what the impact of variance may be.
  21. Although you may exemplar out of being able to use the power, you still can keep the set bonuses all the way down to whatever the IO allows. So I would still Attune it if you want to keep those set bonuses.
  22. If you're not exemplaring in PvP, then sure, craft and +5 everything. However, there are some PvP zones that I believe will exemplar you, so be mindful of that if you play on those maps. Personally, I'd recommend a separate build specific to PvP if you plan to use your character for both PvE and PvP, then slot/enhance as needed for each build.
  23. BLUF: In short, only +5 Purples and PvP enhancement sets. Attune everything else. Edit: The reason to attune an enhancement is to make sure you maximize the set bonuses that come with that enhancement. For example, let's say you have a level 50 LotG: Recharge enhancement slotted in your Combat Jumping. If you exemplar below level 47, you will lose the +Recharge bonus because you are more than 3 levels below the crafted level of the enhancement. This goes the same for all set bonuses where if you exemplar more than 3 levels below the crafted level, it loses its set bonus contributions. By having the enhancement attuned while leveling up, it will scale to whatever level you are (if you're level 40, the enhancement strength will be the level 40 version). With this, the set bonuses from the enhancement will still work just as long as your exemplared level is not more than 3 levels below the lowest possible level range of that enhancement set. For example, if the enhancement set had a level range of 30-50 and you are exemplared to level 25, then you would lose the set bonus. For more info, you can read about it here: https://hcwiki.cityofheroes.dev/wiki/Attuned. Additional good info can be read here: https://hcwiki.cityofheroes.dev/wiki/Exemplar_Effects_on_Enhancements As for Purples and PvP IOs, their set bonuses will work when you exemplar with no fear of the -3 level rule. So in that scenario, it's best to leave them crafted (since attuning does nothing for you) and boosting that enhancement to +5 so that the enhancements are all 25% stronger in their buffs. Extra edits: There is one other case where I will not attune, and that is if I am frankenslotting a single crafted IO (since I'm not getting the set bonus anyways). Or if I simply don't care about the set bonus(es) that I might lose.
  24. I think I saw in the commits that @Zedfixed this internally. I'll let him comment on it, but if it is fixed a hot fix will likely go out sooner than later.
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