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Bopper

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Everything posted by Bopper

  1. 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
  2. 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:
  3. That is a CoD issue, not a Homecoming issue. What you see on CoD is not always "raw", but rather interpreted so it is easier for a user to read. In this case, CoD is not recognizing a requirements check correctly and is selecting to display PvP only when it's actually PvE only. TLDR; it's not broke and there is nothing to fix on Homecoming. It's a CoD bug.
  4. I haven't put your build into mids yet to look at the numbers, but if I do later I'll update with suggestions if I can find any. I say definitely try out the build and let us know how medicine pool works for you. If you wind up not being a fan (either not using it enough or not strong enough), you might look into the presence pool for its heal over time power. One thing to note about slotting IOs...your miracle proc in Aid Other will mean you get the recovery buff for 120s every time you use Aid Other (it refreshes, doesn't stack). If you don't use Aid Other you won't get that buff.
  5. I believe the assumption was you're already at damage cap, so a set that gives +damage isn't going to matter. You'd want to look at resistance debuffs and bonus damage (such as crits).
  6. You probably got your answer already but I am not caught up on replies. To answer your question, you work off 90%. So let's say you got hit with a 50% debuff. You resist 90% of it so you only take 5% debuff. That puts you at 85%, so you're still capped out at your standard 75% damage resistance. You would have to be hit with over 150% debuffs before you start to take more damage.
  7. 1) It is due to how Confuse works (i.e. coded). Even with the power set to Always Notify, the Confuse would force the notify to not happen. I'd have to dig, but I'm pretty sure early on in beta the power was set up that way originally and it was reported as a bug when the notify didn't occur. 2) I can't think of a power that uses an execute power with each one not being set to Auto-Hit. If there were, I'd test it to see what happens with certainty. But my hunch is both would have a hit roll if both are not auto-hit. Of course in this case, the executed Confuse is auto-hit.
  8. I agree, the LOS check on the execute confuse power should be removed. Based on all other info in the power (1000' range, auto-hit) it seems the intent is for the effect to always fire and having a LOS requirement would limit that. Odds are, it was a copy/paste of the main power and that field was overlooked during cleanup. As for the reason for having an execute power, that is to ensure a mob notify. Without it, you could hit the target successfully and it would not notify the enemies around the target (a miss would notify regardless). So the damage is done upfront to ensure the notify happens, then the confuse is applied if the target was hit.
  9. Stone does pair well with Seismic since both have powers that require being near ground. If you prefer to fly/hover, then you're better off with something else.
  10. Frozen Touch and Shadow Maul, despite being DoTs, follow the design formula (no bonus). So their crit damage is appropriate for the cooldown and AoE those powers provide. Incinerate...that looks like a power that needs to be looked at. 2.5 scale damage is far too high for a 10s cooldown (27.6% higher than the 1.96 scale it should be doing), and the 6.864 endurance cost is waaay too low. I'll pass this along as a bug report. It is possible (small chance) this has multiple things going on. As a DoT that has no secondary affect, it might be getting a 20% discount on the design formula. If so, then the power would be treated as a 12.5s cooldown (for formula purposes only) and the power should do 2.36 scale damage. If the 7.3% buff for DoTs is supposed to be applied to the cooldown for design formula purposes, then the 12.5sx1.073 = 13.4125s and the damage scale would be 2.506 (very close to what it is now). But take that with a grain of salt, I am doing a lot of math gymnastics to get the numbers of Incinerate to make sense.
  11. They nerfed my NERF Football, and now I have this!!?! I don't even recognize it.
  12. This is the default behavior, used whenever an attribute mod has a duration but no tick period. This capability can be used for things that do have a tick period (date over time, heal over time). In those cases, the additive/multiplicative changes will apply on those ticks
  13. The first input is the expression being evaluated (distance - 25). The 2nd input is a minimum value, the 3rd input is a maximum value. The output of the function is the expression, unless that expression goes outside of either the minimum or maximum values. If it does that, then it uses that minimum or maximum value instead. For example, let's say the distance is equal to 30. Then distance - 25 = 5, which is inbetween the minimum (0) and maximum (40). So the output is 5. For the rest of the formula it takes that output and calculates 1 + 5/40 = 1.125. If distance = 100, then distance - 25 = 75. This is above the maximum (40), so the output of the function would be 40. The rest of the formula would calculate 1 + 40/40 = 2.0.
  14. Probably a Martial Arts Tanker. Going straight for Storm Kick is nice.
  15. You might like to head over to Beta and try out Stone Armor on Sentinels. If you don't mind being land based, Terra Firma gives a nice little buff to range that pairs nicely with sonic's cones. You also get Brimstone proc for extra damage, and it's a tough armor set in general.
  16. Be careful with what you're doing with arc. If a power is a sphere attack (not a cone), the arc is treated as 360 for the formulas. This would simplify your Area Factor calculation to 1 + 0.15 x Radius (before applying the .75 dampening factor)
  17. Also read the Activation Period section in the link. I mention the 10s again.
  18. I first show it in the breakdown of formulas. Take a look at the notes in yellow.
  19. Your source is from i23. In i24 (which was in beta at the time of shutdown), they changed the formula. I speak to it here, and I link to my sources in this guide:
  20. Toggles will only proc once every 10s, and that 10s will be used by the formula. Chance = PPM x 10s / 60s / (1 + 0.15 x 0.75 x Radius)
  21. There are some bugs and misinformation (the tick rate in toggles don't matter). If you'd like to cross reference your formulas with my own, you can use my tool here:
  22. Cold, Dark and Trick Arrow are all very strong.
  23. I assume you're seeing the 10000% KB resistance. That is overkill as KB's max resistance is 99% meaning the foe will have KB magnitude reduced to 1% strength. So unless a person hits the target with over 75 KB, they should always be knocked down instead of back.
  24. I had wondered about this but haven't seen any test feedback on it and I had not been around to test it myself. I was under the impression that when you turn off a toggle the effects from that toggle are immediately gone. This is why you shouldn't still be flying for up to 2s after you turn off group fly. Detoggling is effectively deactivating (I would presume) and I would imagine effects from offensive toggles are immediately removed when you're mezzed (and thus, detoggled). Toggle suppression might not be the case. I believe the effects of the offensive toggle will still remain but updates/refreshes are not applied until suppression wears off. It would be a good test to use Power Analyzer on a target and see what happens to the effects of hurricane when you are mezzed on Live versus when you are mezzed on Beta.
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