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Bopper

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Everything posted by Bopper

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Those need their own name. Those are now hairyolas.
  7. @Laucianna can you rename the Toggle Suppression section to Toggle Suspension? Suppression is tech that causes effects from a Toggle to stop working when certain conditions are met. For example, stealth effects suppressing when you attack, or damage auras suppressing when you are mezzed. Those toggles are still on and using endurance, they just stop doing anything for a short duration. Toggle Suspension is new tech that was introduced to Khelds and Granite Armor that suspends the use of toggles when you form switch. This pauses the toggle, so no endurance is used, and it will reactivate when you reenter the proper form.
  8. Honestly, I check this subforum moreso than GD (luckily little has been posted, lately). Plus, the post can still be seen in GD as having been moved. So eyes are not necessarily missing it.
  9. This thread has literally turned into shitposting. Wowsers.
  10. Because you pooped in it? I'd get out of bed too.
  11. You can 4 slot Teleport with Warp. Gives you a nice 7.5% range bonus. Bombardment in your ranged AoEs is nice too. I find myself often 6 slotting it as I like all its bonuses.
  12. Before the travel power pool revamp, I never took them and I advised others not to either. After the revamp, I take them occasionally. Sometimes to mule Winter IO unique, sometimes because I'm taking an origin pool and I have to take something to get to the T5, and other times I take Super Jump simply because I really do feel the difference traveling with that power. I'd say I'm taking them 60% of the time now, for those reasons.
  13. Fantastic start, I'm excited to see what comes of this. From my initial playing around with it, I like what I see. However, I was unable to load a .mbd file. Edit: I'll add, the title to this thread is fairly generic, so I'm glad I clicked on it anyways. You might want to call this Web-based Character Build Planner, or something like that, so that folks have a better chance finding it in searches.
  14. MA is another very popular choice for that reason. Takes your softcapped defense to incarnate softcapped defense. Here is a similar build using MA where S/L sits at 62% defense when using storm kick, ~55% for F/C/E/N. Psi resistance and slow debuff resistance takes a hit, but you'll have an overall smoother rotation with your attacks. Concrete Breaker - Psi Resists - Tanker (Stone Armor - Martial Arts).mbd
  15. Fiery Embrace is a frequent bug for the Help Info. Obviously the stun and knock is not reliant on Fiery Embrace, but because those effects are listed beneath Fiery Embrace in the def file, it seems to show as being a requirement in the Help Info. It's not something that can be cleaned up, the user interface needs to be fixed...which is easier said than done.
  16. When it comes to gunning for 90% resistance to all, I always think to my Stone/SS Tank. It's only 89.5% resistance to Energy/Negative/Psionic, but that's with only 1 stack of the Tanker ATO proc. With Reactive Defense's scaling resistance, you'll hit 90% resistance to all at 94% health. Or, you can get 2 stacks of the Tanker ATO on occasion. *Note, you don't need to be SS to achieve this. Almost any melee set will allow you to hit these numbers with a Granite build. I just like the convenience of having one stack of Rage perma'd. I also did not add incarnates to this build. So feel free to tweak how you like. Musculature Radial is my go-to for alpha, but since this is not a proc build, feel free to get extra defense and recharge from Spiritual, or resistance and endurance reduction from Cardiac. Other highlights of the build, it has 44.83%+ defense to F/C/E/N and 47.33% defense to S/L. It has capped HP of 3534 and 60 HPS from its 407% regeneration, as well. No taunt in the build, I would rely on Teleport Target, Fold Space, Gloom, and Dark Obliteration to get the attention of foes that are away from me. It is also a rooted granite tank, so expect to only travel via Teleport. Remember, you have toggle suspension now, so feel free to swap into your Athletic Run and one-slotted mule armors to get between places a little more quickly. Feel free to trade Teleport Target for Combat Teleport if you want some more zipping around, especially in combat. Cross Punch is the engine for helping to fight off Granite's recharge debuff. It will get 10% recharge for each target hit, and you have a chance to proc FF on each target as well. Finally, the build comes with 80% resistance to slow debuffs. Just good to have for Stone tanks. You can use a Base Empowerment temp power to get you to 100% for up to 90 minutes. Proc Rocks - Psi Resists - Tanker (Stone Armor - Super Strength).mbd
  17. I can confirm. Like other secondary/special effects, shock does not scourge.
  18. New pseudopets have that flag. Recall Tar Patch when it started to use the proper AT modifiers? It uses that flag.
  19. Panacea uses the Melee_Heal modifier table, not the Melee_HealSelf modifier table (that uses base HP). Since defenders have the highest healing modifier, their procs will be stronger than those other ATs.
  20. Your numbers for the nukes are adding both the total radius and the inner radius damage. If you go back and look at the nukes, you will see the total radius all do a base of 138 damage (just like the base damage of full auto). Since full auto is a cone, it can't have an inner radius like the sphere attacks. So some math hackery is done to balance it out. You'll notice target AoEs (like elec blasts nuke) us an 8' inner radius while PBAoE nukes use a 10' radius, because your character eats up 2' radius in the center. When you use the 8' inner radius, compared to the 20' total radius, the 8' radius covers 16% of the 2-D area (8/20 x 8/20 = 0.16). So full auto uses a 16% crit chance to represent the 16% likelihood a target would be inside the 8' sphere. Is it perfect? No. But it's a fair compromise to balance itself with other nukes who only do their max damage in a very small area.
  21. I have seen that misconception many times, but rest assured, it only cares about foes in the storm cell. As for the movement of the pet (storm cell), it's very slow. That's intended and is mostly for flavor while offering some uniqueness in strategies. When using it, it's best to think of it like a patch pseudopet and keep expectations low on how quickly it moves. Sometimes weirdness happens with who the pet chooses to follow, but more often than not the chasing of the storm cell is in your benefit. For example, you are at max range of a mob and you drop the storm cell on them and fire off Direct Strike. The mob becomes alerted of you and starts to engage you. Instead of the cell remaining where you placed it, it will follow the foes and try to maximize your usage of its benefits.
  22. You, the player, doesn't need to be inside the storm cell. The enemy does. Also, Amy storm blast attack you do has a chance to proc a power for the storm cell, which would be used against a foe inside the storm cell.
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