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Bopper

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Everything posted by Bopper

  1. The forums are run on Invision which only partially supports BBCode. It's always been a headache for the volunteer dev team to get "export to forums" to work without bugs, so the feature is being dropped. If you would like an alternative, try the Print to PDF option. It's now the closest thing to look like the old forum export.
  2. When you installed it, did you select to use the Homecoming database? Rebirth's? Other?
  3. Alright, my surge of builds should hopefully be done. I went back to my Night Widow to see how strong I can get its resistances paired with incarnate soft-capped defenses. I think I squeezed as much as I could before it started to grossly impact ST damage, which is the edge I like to reach. Like the others, this has been edited into the OP, but I present it here for easy review. 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 resistances 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. I normally recommend using base empowerment for 20% slow resistance... but given some hard difficulty content doesn't allow temporary powers, I chose to aim for the full 100% slow resistance in this build. If you prefer to use base empowerment or are happy with just 90% slow resistance, feel free to steal a slot from brawl and beef up your recovery (Miracle) or add another defense slot to Combat Jumping. Also, 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, but not optimal (obviously, this isn't that type of high recharge build). 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 at least 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.
  4. 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. Below I show how resistance scales with CT: Defensive, Foresight, and Reactive Defenses (with RoP active is shown in parentheses). 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
  5. So...I had a build I created a few years ago. It started off as a joke build, where I wanted to see if I could make a ranged Fortunata that can do what a Sentinel (pre-revamp) could do. The goal was to be extremely tanky, but get to stay at range. Anyways, it was just something that sat on the shelf until I recently looked at my Widow builds and started updating them to the new level unlocks that came in I27p5. It got me thinking of an old challenge I wanted to give myself: can I make a build that has Tough, Rune of Protection, and Unrelenting? Basically, how unkillable can I get a build? Throw in Demonic Aura accolade, and we're looking at RoP up 60s out of every 3 minutes, Unrelenting up 30s out of every 3 minutes, and Demonic up 60s out of every 10 minutes. Throw in soft-capped defenses and base 30% damage resistances, and the only thing keeping this from being a tank is its max hit points. Something I aimed for with this build was to make the ST attack chain as decent as possible. This won't come close to what a Hybrid Fort can do with its melee attacks, but with a rotation of Subdue > Dominate > Gloom, the damage is about as good as you can hope for. Now, the build does come with plenty of sacrifices. There is no Combat Jumping, which will make mobility a bit painful. There is no Aim, which makes for less devastation when using Psychic Wail. The build is not perma-hasten, but it's close enough. Finally, the net end consumption isn't great if you're running Sprint and/or Mystic Flight. Still, this feels like an interesting build to add to my collection of Widows. A truly Ranged Fortunata that does ok damage and has tons of survival. For those uninterested in taking Presence pool, I have some alternative Ranged Fort builds that might suit some playstyles, all of which follow a simple template:
  6. An update by itself shouldn't have done anything. Have you recently changed your saved build directory, and chose to move old builds to it?
  7. Just some things I like to add, as I think most folks may not know this yet. The Brimstone crit is upfront damage instead of a DoT, and that damage is equivalent to all 3 DoT ticks hitting. That last part is huge. The standard DoT is 3 ticks of 80% cancel-on-miss, which on average does 1.952 ticks per proc. So the crit is 54% more damage than the DoT would normally do on average.
  8. There is a formula, but is a bit complicated. It might be easier to use the modifier table itself, which covers all levels for each AT. Here is the Melee_Damage table, which you would use for Punch. Locate the modifier for your desired AT and level, then multiply that with the damage scale of the power (you can see damage scale if you set CoD's AT to None).
  9. Don't use that, that is i23 formula. Notice the lack of slotted recharge in the calculation. In fact, a good test to run is 2 slots used for damage enhancement on the Brainstorm version, +5 damage, +5dam/end apocalypse. Then use the apocalypse proc with 3 other 3.5 ppm damage procs. So no recharge in the attack, see how it's damage compares to a proc bomb on live.
  10. He is showing the average damage per attack (which was 20). So the procs that fired more often did more total damage, thus had a higher average damage per attack in his test.
  11. They're very much a thing https://forums.homecomingservers.com/topic/26584-zero-point-energy-energyenergymu-stalker/
  12. Bopper

    Proc rates

    The link is in my signature. You're welcome to link to it any time. The link: https://docs.google.com/spreadsheets/d/1WOF57R0Q-S1hG8YXW_Z2GokbcN1Zj2Zwvz9lDz8D0xw/copy
  13. I've had this character for quite some time but I don't think I've posted it before. I am revisiting it after the Issue 27 Page 5 updates where power unlocks changed nicely for this character. I have shifted things around but I can't help to think it could be better, so I am crowd-sourcing for ideas. The focus is to have perma-pets, or as close to perma as possible. Also, lots of survivability. S/L/E/N/F/C resistances are all above 60%, Toxic is not far behind at 53%. Defenses are solid, with Melee nearly at 45% and Range at 50%. All other defenses land at 38.5% and higher. Recharge is very high while HP is almost capped with Serum (2200 HP out of 2400 cap). The build is ultra-tight though. No travel power (I've always been fine with Athletic Run) and no 2nd Assault. My hope is to make this a better exemplar build, so powers are open to moving around. Build: Totals:
  14. I knew it...you're finally deleting epic ATs and Sentinels.
  15. The problem with MA for Stalkers is they get no AoE, and they are the only AT that gets no special damage bonus from Eagle's Claw.
  16. If I hadn't already have an Energy/Energy stalker, I easily would've gone with Energy/Stone. So many big hitters
  17. Depending on how you feel about losing Mud Pots, but the extra defense from hide really helps you get to those softcaps.
  18. It's worth taking a look if you get the time. You'll occasionally find some gems, like Power Crash.
  19. Let me know, I give those out for free.
  20. Development work never ceases. Even in December when devs are supposed to take a break, many are still working on things. It's not just limited to "when is work for next page happening?". Work on the next page was also being worked on the last page and the pages before it. Development is a parallel process, and once something is ready for testing it will go to closed beta to find major bugs and get a sanity check on the work done so far. Once it's deemed a potential Live candidate, it gets packaged for the next page and goes to open beta to fine tune and confirm whether or not it should go Live. So what's being worked on now? New powersets Revamps New stories/content New enhancements New art Quality of life changes Experimental changes And more... What will come next page? We shall see. But it's safe to say on any given day, the list I mentioned above will be true. If you need reassurance, hopefully now you have it.
  21. The purpose of the discord is to allow beta testers to easily communicate with each other, in particular for coordinating test efforts together. For example, the use of forums is not an easy way to form a team when wanting to test a task force. The process is slow and inefficient. Discord allows for an easier way to reach others, if needed. If you ping someone on the forums, they'll only see it when they are on the website. But a ping from Discord can be seen immediately from your phone. It also allows for group opt-ins, so if you are looking to form a team quickly, you can ping @gameplay testers, and everyone who opted into that group will see that ping. No need to try to message or @ folks individually. Sure, the Discord also gravitates towards discussion on what is being developed, much like the forums will when Open Beta gets released. Some people prefer having those discussions on Forums, some prefer Discord. Same with feedback. No matter what you prefer, the devs, GMs, staff, etc will use both. I've been promoting my discord for awhile, typically bumping it whenever open beta starts (although, I seem to have not done it in the past year...but hey, life got busy for me).
  22. Updated for i27p5 to factor in earlier availability of certain powers. Definitely helps with slotting now that levels 22-38 get much more offensive powers than before. Also added much more recharge at the cost of some defense. Worth it. Zero Point Energy - i27p5 edition
  23. Updated finally for I27p5, incorporating the new leveling up unlocks. Not much has changed with these builds, just moved up some of the heavy hitters (Granite Armor, Foot Stomp) to earlier in the build. Granite Build: Non-Granite Build:
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