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Bopper

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Everything posted by Bopper

  1. Any updates for the OP after recent spreadsheet fixes?
  2. Brutes also could/should look into using Arcane Bolt. Brutes have the same damage modifier for melee and range, so having a range attack with that type of DPA that can utilize Fury and crit every 30s or so is pretty solid.
  3. It wasn't working for me either about an hour ago. I had to switch to the old i24 version for the meantime.
  4. I'm unable to look at your build at this time, but I think the answer will come from your playstyle. In this case, there's sort of 2 styles. The cones from dark blast would suggest you might like to play at range and utilize their secondary effects. In such a case, power boost makes good sense. However, Venomous Gas and Blackstar would suggest some beefy melee situations, and having the superior version of Soul Drain would pair nicely with that. So my vote would likely be Dark Mastery, and that's coming from someone who loves Soul Mastery in general.
  5. You need to tell us the build. Without knowing what power boost is boosting, I'd say Dark because the Soul Drain for that version can hit more targets and is on a shorter cooldown.
  6. Double check your sheet on how you're calculating proc probabilities in AoEs. I think you have a big boo-boo. I don't know why you're doing 0.75 x (60 + ...). It should be:
  7. You can make a suggestion post to have it changed. But I don't know the coding effort that would be required
  8. Something did change. Cauterizing Aura used to affect self and foes. The max targets was set to 11, where you counted as one of those targets. Now, the toggle uses Activation Effect Group for the self buff portion of the power and the power is now listed as affecting foes only and the max targets is 10.
  9. Also, Energy Aura on a stalker is great. I have a Energy/Energy/Mu stalker and it is a beast
  10. The AT modifier is different. And Power Crash's damage scale is weaker on a scrapper than it is on a stalker. Plus you lose AS for whirling hands. So all in all, I prefer EM on a stalker. But you will be happy either way
  11. Absolutely Bio. That would be a great pairing that can also provide you great survivability
  12. If high damage is the only criteria, I suppose Fiery Aura would suit you well. You get added AoE which EM lacks and you get Fiery Embrace which makes your ET and TF (etc) do 45% more damage.
  13. In fairness, I only learned this during the page 2 beta cycle. Originally I thought the resistance worked like mez resistance, where it would be New Mag = KB Mag / (1 + KB resistance). Given that some armors provide 10,000% KB resistance, it made sense to think that from the context. Perhaps the Live devs thought that was how it worked too when giving those values. It wasn't until we found an early version of Evasive Maneuvers was granted insane protection with a single 3 KB set bonus that we realized what the true formula is. I think Number Six was the one to confirm that formula.
  14. KB is sorta unique. With mezzes, you have protection against the magnitude of let's say a hold, then you have resistance against the duration of that hold's magnitude (if your protection is overtaken). Knockback has no duration, so your resistance to KB goes against the magnitude. So let's say you have 10 KB protection along with 75% KB resistance. If an enemy used a 30 KB attack on you, 75% of that gets resisted so you only take 7.5 KB. Your 10 KB protection can withstand that and you won't get knocked back. Purple patch still applies for their KB, so make sure you factor that in. So ultimately, yes, it acts as a multiplier. The formula to use is: True KB protection = KB protection / [100% - minmax(KB resistance%, -300%, 99%)]
  15. The protection is high, but I believe they were referring to the lack of resistance to KB. KB resistance maxes out at 99%, so most armor sets offering 10,000% resistance (or whatever it is) is extremely superfluous. But no matter. When you combine 10 magnitude protection with 99% resistance, you are really at 1000 magnitude protection (10 mag / 1% = 1k mag) which greatly out-protects the 15 mag electricity armor gets. Edit (extra thoughts): this is one reason why some tanks may become interested in using Evasive Maneuvers on Dark and Fire. It grants you (when flying) 75.688% KB resistance. That effectively quadruples the KB protection slotted in your build (from BotZ or set bonuses). Sadly, this doesn't help Elec Armor much since it's protection requires you to be on the ground which doesn't synergize much with flying.
  16. Bopper

    Electric Armor

    It makes me rethink the intent of the rule of 5
  17. Bopper

    Electric Armor

    Come again?
  18. Sorry, but I'm against this. Pineapples should not be on shirts. There is only one place where a pineapple belongs...pizza.
  19. Bopper

    Electric Armor

    I think you pretty much nailed it. S/L/E are easily capped. It's also not out of question to reach high resistance numbers for F/C/P if you like 6 slotting purples.
  20. It got a revamp in i27p1. Overall, it got fixed. Might even be better than ever now that TF and BS got animation shavings, EP and WH got a damage buff, Stun turned into an AoE attack, and Energy Transfer had its -HP softened, its cooldown cut in half, now costs no endurance, gained a partial crit, and mostly does its old fast animation.
  21. That's working as intended. The 6th enhancement grants a 6% psi resistance (not unique, btw). It basically acts as a special 1-piece set bonus, so rule of 5 still exists for it. Edit (extra clarification): the rule of 5 is specific to Impervium armors 6% bonus, not other set bonuses that grant 6% psi resistance. So if you slot 5 purple sets that offer 6% psi/toxic res and you slot 5 of these special Impervium enhancements, you will have 60% total psi resistance in the end. The rule of 5 checks for the name of the set bonus, and in this case the set bonus names are different. This is why you can also slot 5 LotG for 7.5% recharge each and have another 5 of the typical 7.5% recharge set bonus, because the set bonus names are different.
  22. AA beat me to it, but yes, Apparitions.Impression_Basic.Weaken_Resolve does -10 Fly. At best you can have 8 fly protection by pairing Hover with Evasive Maneuvers (I think technically you get 8.1-8.2 protection). Nonetheless, it's not enough to withstand that attack.
  23. I'm not exactly sure what your question is. If you're looking for a ballpark on average regen debuff, at capped recharge, you'd get 45s uptime and 15s down time (excluding cast time from the equation). So for an average you'd have: 1000% x 15 + 500% x 30)( / 60 = 250% + 250% = 500% But that's pretty extreme and it's not technically the best way to look at regen but we'd have to call it good enough. If you want average performance you'd have to look at what the target is. Let's say it's a target with a regen rate of once every 15s and they have no resistance to the debuffs. Then you floor them for 45s, but at 45s they get a regen tick. But at 60s, right when they're about to get another regen tick, you hit them with debuffs again. That cycle results in 1 regen tick per 60s, which is equivalent to a 75% regen debuff. Why 75%? 1 tick per 15s / (100% - regen debuff) = 1 tick per 15s. 15 / (100% - X) = 60 100% - X = 15/60 = .25 X = 100% - 0.25 = 75% Edit: Extra credit Now let's say the target has 80% resistance to regen debuffs. Well, you still floor them for 45s as 20% of 500% is 100% (floored). Then you can treat your average debuff performance as 5x stronger than the previous example. And average debuff of 375% on a target that resists 80% of the debuff will see an average debuff of 75%. That's an easy one, but still good for illustration. Any examples beyond that will make this start feeling like a math class which I don't want to put anyone through.
  24. Yes, I believe so. If I recall, regeneration doesn't have an AT modifier so all ATs get the same -500% regen debuff. For EMP Arrow you get -1000% Regen for the first 15s then -500% for the next 30s.
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