Jump to content

Bopper

Members
  • Posts

    3839
  • Joined

  • Last visited

  • Days Won

    7

Posts posted by Bopper

  1. 1 hour ago, BrandX said:

     

    Is that with the Proc changes to Power Transfer?

    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.

  2. 1 hour ago, tidge said:

     

    There was a spreadsheet showing the relative differences in expected performance for the Panacea %+HP and the Power Transfer %+HP (after the "fix"); it isn't that hard to figure out how much HP will be healed via Regeneration (and at what 'tick' rate). My search-fu isn't turning it up maybe @Bopper recalls the keywords/author?

    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.

    • Like 2
  3. @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.

    • Like 2
  4. 20 hours ago, Scarlet Shocker said:

    Always sad to lose a respected player from the game but life goes on.

     

     

     

    Note to mods: It was posted in GD because it would get some notice. Respect it and leave it for a week please. Moving it to a literal graveyard seems disrespectful

    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.

  5. 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.

  6. 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.

    • Thumbs Up 1
  7. 2 hours ago, Thrax said:


     

    I’ve got a stone/ma that does this as well. MA helps get defense soft capped too. 

    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

    image.thumb.png.5de2d97f5fc021cf38e8ddba94031fff.png

  8. 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.

    • Like 1
  9. 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.

     

    image.thumb.png.fb8b7fe60d0e5d2e014f39364795acc7.pngProc Rocks - Psi Resists - Tanker (Stone Armor - Super Strength).mbd

  10. 1 hour ago, Darkir said:

    In my testing I don't believe shock is allowed to scourge. I think it really should...but going through the combat logs I cannot find evidence that it does. @Bopper can you confirm?

    I can confirm. Like other secondary/special effects, shock does not scourge.

  11. 4 minutes ago, Hjarki said:

    The reason I ask is that Storm Cell/Category V have an entry I've never seen before (https://cod.uberguy.net/html/power.html?power=corruptor_ranged.storm_blast.storm_cell&at=corruptor)

     

    If you look under "create entity" (the power that creates the pseudopet), there's a "Entity has creator's modifiers" flag. This flag does not seem to exist on other similar powers and presumably it does something.

     

    New pseudopets have that flag. Recall Tar Patch when it started to use the proper AT modifiers? It uses that flag.

  12. 6 hours ago, Mack008 said:

    Why does Panacea have a greater effect on Defenders than Controllers & Dominators (106% vs 93%) when all three have the same base HP?

    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.

    • Like 1
  13. On 7/4/2023 at 7:15 AM, drbuzzard said:

    Nametotal

    Full Auto 147.45 (this includes a 16% crit that adds some damage, base is 138)

    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.

    • Like 1
    • Thanks 1
    • Thumbs Up 1
  14. 1 hour ago, Col. Kernel said:

    I've been told that Storm Cell benefits only apply when the caster is in the radius.  Now I'm being told that they only apply when the target is in the radius.

     

    @Techwright I've used a powexec_location target macro to drop Storm Cell on a mob.  It then seems to follow that mob, almost like a toggle.  Once the mob dies Storm Cell then reverts to following the caster.  I'm a huge fan of Storm Summoning and really, really like Storm Blast (knowing that the damage is lackluster).  I've got a fully IO'd Storm Def at 50, a Storm/Storm Corr at 47, a Storm Blast Sent and Blaster in the 20s, and a Storm Blast/Time Corr in the 30s.

     

    Tech and @OmegaOne I suppose Storm Cell moves quickly enough unless you're on a steam rolling team.

    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. 

  15. 2 hours ago, Col. Kernel said:

    Given that the damage in Storm Blast is lackluster outside of Storm Cell, why isn't Storm Cell a toggle?

     

    You, the player, have to be in the Storm Cell in order to get the "bonus" damage.  We don't need another key power like Force Field Generator that just quits on you, often with no notice.  At least FFG has a fast enough recharge that you can simply hit it again between spawns.  Storm Cell doesn't even get that.

     

    And the need for Storm Cell to be a PBAoE toggle is exacerbated by the glacial pace it follows the caster at in addition to it being prone to vanish without warning.

    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.

    • Thumbs Up 1
  16. 14 minutes ago, Echo Night said:

    For reference: https://cod.uberguy.net/html/power.html?power=pool.invisibility.stealth&at=dominator

     

    I'm deciding between Stealth and CJ (mule purpose mostly) for a respec on a Dominator of mine and I got to wondering how much Def is lost when using the Stealth power and one of the conditions having been met for the Def loss occurs. So, I looked up the above link and I think I kind of understand it, but still want clarification.

     

    I know that when using the Stealth power and detected, attacked, etc., a large portion of the initial Def is lost. What I don't know is how much (if any) remains. Is it the +2.125% number at the bottom of the page? And if it is that, does that also get lost when stunned, held, or slept as the cancel.png (Sorry! I couldn't get that damned thing smaller.) icon to the right suggests? That, if true, would also mean all of the Def protection from stealth is lost when any of the conditions have been met. Am I understanding this correctly?

    When you are stealthed and not interact with anyone (buffing teammates, attacking foes, etc), you will have 8.5% defense.

     

    When you are not stealthed, you will have 2.125%. Unless you are mezzed. Then it's 0%.

    • Like 1
    • Thanks 1
    • Thumbs Up 1
  17. 8 minutes ago, ThaliaTitus said:

    I am using Mids Reborn v3.5.5 with DBversion 2023.5.552.  I have tried to do an update but it says there are none at this time.  I'll play with it some more to try and figure out why Mids does not launch when I click on your link in the post.

     

    Anyway, thank you for the quick response, and for posting the build.

     

    Try downloading the build, then open mids and open the build through the app. 

  18. 21 minutes ago, Glacier Peak said:

    That's a fair way to improve difficulty, getting in to the action exemp'd - as for dropping incarnates and epics (or the other options from TFs and Trials), I put so much effort in to getting my build slotted with all the fixings, Tier 4'ing all the incarnates, and +5 every IO (well all the ones that should be +5) and I can't bare not using all that. 

     

    I got to a point with one of my widow build slots where I couldn't output enough DPS to kill a +4 AV. So I spent my time researching, testing, and finally building the perfect DPS build (using the many helpful threads on this sub forum) to get it the DPS high enough. Well I did it, solo'ed the AV at +4, but then I got to the top of the proverbial hill and saw there was nothing left to climb.

    Try challenge settings on +4/x8 TFs. See if you can find more you can climb that way. I forget how much enemies get buffed and how much players get debuffed if you choose those options, but it should be significant enough.

    • Thumbs Up 1
×
×
  • Create New...