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Bopper

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Everything posted by Bopper

  1. Why are you giving the Brute an 80% damage buff? Are you assuming 40% fury? Perhaps you meant to do 80% fury which would give 160% damage buff. You might want to also factor in 95% damage enhancement just for completeness. However, some of it will still not all add up as you're assuming the sentinel is the only source of resistance debuffs. When the team adds more debuffs, the percent contribution from Sentinels resistance debuffs go down. Right now, you're assume team debuffs is X = 0%, so when you did your math you get the following: % improvement = (1 + 25% + X)/(1 + X) = 1.25x But if the team applied X = 60% resistance debuffs, then the improvement from the Sentinel becomes: % improvement = (1 + 25% + X)/(1 + X) = 1.85/1.6 = 1.15625 So now your ratio (using numbers from earlier, although they need to be corrected for damage enhancements) you get: 434.04 x 1.6 = 694.46 vs. 414.3 X 1.85 = 766.46 I'm doing the math from my phone, so I'll come back soon with new numbers where all ATs show a 95% damage buff, and brutes assume 80% fury for a 255% damage buff. Then I'll rerun those debuff values
  2. Did you forget a 0.48x? I think you wind up at 51. 100x0.95x0.48x(1+0.25x0.48)=51
  3. When you slot an enhancement it locks in the level at which you slotted it. If you then move the slot to somewhere where it is illegal (impossible to have a level 10 slot on a level 40 power, for example) then the enhancement will gray out, letting you know it's illegal. But it's only cosmetic, the program will still treat it as a valid slot for all its calculations.
  4. Good catch Jimmy. My tired eyes missed this yesterday, but looking at it again I see no major bug issue...just a tiny one. Although Arcane Bolt didn't fire off its Arcane Power effect, you'll also see the yellow ring didn't go away for Arcane Bolt. This seems to be because the SetMode kArcanePower happened just after Arcane Bolt was already activated (you'll see no yellow ring yet at the moment it was cast). If I recall, when Arcane Power procs, I think it has a 1s delay on the SetMode kArcanePower effect. Perhaps that delay should be removed altogether.
  5. From my understanding, it's already updated internally. However Metalios has been extremely busy with real life and he has not been able to get it ready for release. So hopefully soon, but no ETA as to when.
  6. It could get the Enflame treatment. That power summoned a pet every 3s and was able to bypass a lot of the intent of a toggle power. Granted that same power was bugged prior to page 2 and hadnt been accepting enhancements since...late 2019?. The fact nobody reported that bug tells you how popular it was haha. I would think Burn could get similar treatment as that's a power that has an initial damage effect and also summons a pseudopet, so you can get double procs from it on a single cast. I dont recall any other powers like that though, but if they exist, again, it wouldn't surprise me if they get looked at for their procs.
  7. My guess, they probably got a forum ban that triggered them to jump ship altogether. I recall a previous time they got modded and took a short break (or possibly the break was a ban in itself, who knows). But I'm speculating only, it just seems odd to post a ton of stuff on your last day of visiting the forums and just cutting cold turkey. I'm glad to hear they're healthy though. Sometimes when people disappear, you just never know what the cause was and you can't help but think of the worst.
  8. The bug is apparently in the display, which is always frustratingly buggy.
  9. It never did a +100% recharge bonus. The 10% per target is how it always worked (when owning kick and boxing). Are you confusing it with the force feedback proc? If you slotted that into Cross Punch you might have occasionally seen a 5s buff of 100%.
  10. It has EMP Arrow which does 1000% for the first 15s, then 500% for the next 30s, so 45s debuff duration on a 300s base cooldown. Also, Acid Arrow will debuff the target's resistance to regen debuffs by 30%, so you effectively buff your EMP Arrow's regen debuff by 30% (and everyone else's regen debuff powers)
  11. Order does not matter. As soon as both are active on the target, you get the stronger effect. Full disclosure though, only Minions and AVs will get affected by the tohit resistance debuff. This is because LTs are set up with a minimum tohit resistance of 10% and Boss/EBs/Snipers are set up with a 20% tohit resistance. Since they're already set to their minimum, you can't make it go any lower. Edit: I should add though, although LTs and Bosses can't have their tohit resistance lowered, flash arrow's unresistible portion of tohit debuff bypasses their 10-20% resistance, so that's nice.
  12. I also came here to suggest Trick Arrow. It is nice because it has long duration debuffs on a short cooldown, so if you are in a team that steamroller you can still get most of your debuffs up on each mob and if you are in a long fight you don't have to feel like you're needing to reapply the debuffs too often. There is truth to this in a sense. On typical mobs you will not have impressive ToHit debuff AoEs in comparison to sets like Dark (the king of -ToHit), Storm, or Rad. But in an AV fight your ToHit debuffs will be on par with Dark (slightly better than Dark, technically, but difference is negligible) thanks to half of Flash Arrow's debuff being unresistible and thanks to Acid Arrow applying a ToHit resistance debuff (makes the resistible portion of flash Arrow and all other tohit debuffs effectively stronger). So in short, most content the ToHit debuff is meh but in AV fights it is remarkably strong.
  13. I agree, all the Interface DoTs use the tag InterfaceDoT, you could make all the non-DoTs use InterfaceStatus and make it easy. And you were right, the Interface Silent is missing those tags, nice catch. This is why I love CoD, it makes it so much easier finding these errors. I noticed something wrong with the Interface Silent last year but couldn't figure out what it was. My ability to read JSON was not on point.
  14. Which ones? The DoT procs should be working as of February 18th of last year (iirc). As for the procs that do confuse or immobilize, I don't know if those are working. Last I checked, no.
  15. Did you not see these posts (quoted below)? The solution was already found and provided. I'm pretty sure Glacier Peak's comment was in reference to those who helped provide an answer to the problem.
  16. Invisibility used to make you impossible to detect by itself, so Superspeed was just extra if you were using it. If you had Invisibility and it became Infiltration, then you will see a difference in performance because a recent patch update (4/27?) made it such that the stealth in Superspeed and the stealth in Infiltration no longer stack because they are being treated as collective stacking with the TravelBuff attribute key. So if you are using Infiltration (36') and Superspeed (35'), your final stealth radius will only be 36 feet and you'll be detectable if you get too close to an enemy. However, if you get Stealth you will have the old Invisibility's stealth radius (55'), and it can stack with Superspeed.
  17. You did the right thing by making a bug report. Provide a list of all the inconsistencies you see and post them here.
  18. I agree. I dont like overly complicated combo mechanics (dual blades, yikes) and I don't really like build up combos either (street justice, water blast) as I feel forced into only using powers that build up the combo, otherwise I feel less efficient. This one is as basic as it gets, though. I am using a power I would use anyways (TF) then follow it with a power I would use anyways (ET). Plus, I'm not restricted to using ET immediately after, I can use plenty of powers without fear of lost Energy Focus. So as far as "combos" go, this one is probably the least pervasive I've seen. It's a 1-2 punch, and you're done. Edit: I guess I shouldn't say Dual Blades is overly complicated because it is not. It's just very fickle and buggy, and relying on the combo to work leads to many failed experiences.
  19. That is correct. Cross Punch will give you a 5% recharge buff and 5% to-hit buff for 6s for each enemy you hit. If you have both Kick and Boxing, double those numbers.
  20. It's as wide as the Titan Weapon cones, 10ft radius and 120 degree arc. Cross Punch is a 7ft radius and 50 degree cone.
  21. If you want to hit for more damage but less targets, use Cross Punch. If you want to hit more targets for less damage, use Power Crash. CP is great, but I find the cone can feel a bit narrow at times. Luckily you're a brute so your taunt aura can keep packs tight and you can still hit numerous targets with some ease. Power Crash covers a lot of area so reaching its 5 tgt cap is simple.
  22. It could be, but that would be best served as a post in the Suggestions and Feedback forum. In closed beta I saw what it looked like when walk was bugged and you could buff the speed, and it looked awfully silly seeing a walk animation at 120 mph.
  23. Thats exactly what I was referring to. Walk does a giant -X to your speed caps, but travel powers do a modest +Y to your speed cap. So having both on, you would get the net effect which would increase your speed from the 3.15 mph you're experiencing.
  24. The way Walk works, it reduces your maximum run speed cap to the level where your max speed is 3.15 mph. If you allow Super Speed to be turned on, it would increase your max run speed which would effectively turn your walk into super power walk.
  25. It's probably not that interesting. There previously were only 3 set bonuses for range, and it was set to (paraphrasing names): Range_Bonus_1 = 5% (referred to as Tiny) Range_Bonus_2 = 7.5% (referred to as Large) Range_Bonus_3 = 10% (referred to as Ultimate) Normally there are 7 tiers where you have the following: _1 = tiny _2 = small _3 = moderate _4 = large _5 = huge _6 = gargantuan _7 = ultimate So they seem to just be fixing range bonuses to match their normal standard. It could mean future sets get these new bonuses, but that would purely be speculative. Edit: a change like this normally wouldn't warrant a patch note, so I suspect it's only being mentioned because there could be a risk of player set bonuses getting messed up during standardization. If the old set bonus was called _3 (ultimate) and now it's called _7, you might want to make sure you still have your set bonus and that it didn't change in value (so 10% stays 10%, basically)
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