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Bopper

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Everything posted by Bopper

  1. You're not reading it wrong. This is just a summary sheet similar to how City of Data used to do it (it also didn't show debuffs/buffs). For example To add other effects will take some extra coding (and columns). But I am thinking about adding a hyperlink that would allow someone to jump directly to the RubyRed API url that contains that data. We'll see. Thats what I'm looking for with feedback...ideas.
  2. For those interested in playing around with it. Here is a link of a Google Sheets version. Attached is the original Excel version. Please provide feedback of things liked/disliked/missing/etc. CoH_Homecoming_of_Data.xlsx
  3. Time Hit is the animation time until a hit effect occurs. This could be useful for things like the scrapper ATO proc which gives a 3.25s window when it hits. I suspect some of that window gets eaten up by the power you're casting, so this could be useful info to have. For example, Whirling Axe has a 2.67s cast time, but the hit happens at 1.2s. So I suspect (haven't tested to confirm, so take this with a grain of salt) that ~1.5s of the 3.25s window would be wasted. And if I'm wrong and that info proves to be useless, I can pull it out of my tool.
  4. I am calculating Arcanatime and DPA
  5. I've been working on something recently. (Skip ahead to 0:58 if parsing of data bores you). EDIT: I will keep this top post updated with the newest version of the EXCEL file generated, which will typically be the attachment in my latest comment. CoH_Homecoming_of_Data_Page5_20200928.xlsx
  6. How did you test this? Did you factor in Defender's 30% damage buff when solo? From the data it appears Corruptors and Defenders have the same damage scale to those attacks, so a Corruptor should be doing more damage (if no buffs are applied)
  7. I think the weaknesses are still mostly the same as before. You are still vulnerable to +To-Hit enemies, you are still vulnerable to RNG, you still get hit hard when a hit lands. The biggest benefit being proposed might simply be the fact you get an extra power pick back, which might not be used within the set. Maybe that pick is used on an Epic attack, maybe a pool power, whatever. But going from seven needed picks (eight desired) to six needed picks would be greatly beneficial. The little bit of Absorb added to PB helps, but isn't a huge game changer. The Reaction time is a good layer of mitigation, but it won't help with Alpha. Psi defense is nice, but for a set that already caps positionals, it does nothing except for the rare cases of positionless psionic attacks. Really, I don't see that great of buffs being suggested. That might be because the numbers I think of are smaller than what others think. Who knows?
  8. The proposed suggestion was intended to limit weaknesses. Are you wanting an explanation of what the weaknesses of Super Reflexes currently is? If so, I think Modest already covered it, but I can try to summarize the best I can. Super Reflexes is mostly a one-trick pony, but it does that trick REALLY WELL. You get Defense and you get DDR. That's great. You also get a scaling resistance to most damage types which can be nice, but when you need it most it's usually too late. There are no other layers of survivability in the set. No additional HP, no additional regeneration, no heal, no absorb, and no enhanceable resistance (just the scaling resistance that kicks in at 60% health). Also keep in mind, that scaling resistance does not include psionic damage nor toxic damage. Also, for all that the set does well, it does take a lot of slots to get there. All your Defense and DDR comes from 6 powers (3 toggles, 3 autos), which you'll need. Your mez protection is not included and comes in the form of a click. That leaves Quickness and Elude as your skippable powers, but let's be honest...you're not skipping Quickness. Now, let's go back to one of the comments Modest was making. When you get your defense in comparison to other sets. I'll use Scrapper as the example. I picked these 3 as they use Positional Defenses. You can see that Shield and Ninjitsu each have a significant portion of all 3 positional defenses by level 2, wheras Super Reflexes doesn't get its first bits of AoE defense until level 28, and it's small. Ninjitsu is especially neat as it gets all of its sets positional defenses by level 4 and all of its DDR by level 2 (although it's a relatively small amount, especially when compared to Super Reflexes. So long story short, the biggest problem Super Reflexes has at the moment is when you get your AoE Defense. The Brute version is better for this, as it gets its big AoE toggle at level 20 instead of level 35. This is still very late, but at least it's something. The biggest thing to take away is the fact that the majority of the defense these other sets get are generated from only 2 powers, both of which are made available by level 2. The remaining defense these other sets get are generated with one power. So to recap, Shield and Ninja gets all their defenses in 3 powers, Super Reflexes gets all their defenses in 6 powers. Ninjitsu and Shield combine their AoE and Range defenses into one power, Super Reflexes does not. This allocates more utility for these other sets (resistance, HP, heal, etc), while Super Reflexes gets extra DDR and unenhanceable scaling resistances to S/L/F/C/E/N. Don't get me wrong, it's good, still. But RNG can still beat you, and having to allocate so many powerset choices to do one trick is a little disappointing. All that being said, let me get on my soap box for a second. This is the Suggestion Forums. These are just suggestions. Ideas for developers to consider as possibilities to make improvements. It's not realistic to think everything proposed in the OP is going to be fully embraced by the developers and Super Reflexes gets a total revamp. What is realistic is to have some of the problems with the set be addressed and to have ways to address those problems presented. Ok, off the soapbox. Let's get back to discussing these suggestions. Modest made the suggestion to instead of having the 3 autos do its small amounts of DDR plus scaling resistances, make it 2 auto powers, with the same amount of DDR and scaling resistances split evenly between the two while throwing in some Psionic Defense (which is a hole for the set as there is no resistance and some Psi attacks are positionless) and to add in some recovery. Personally, I don't think the endurance consumption is the reason why recovery should be added, I think it should be added because it's thematic. I picture super reflexes a lot like super speed, and folks who can move that fast would naturally be able to recover energy faster. Honestly, I could see many ways to go about this 2nd power. Instead of recovery, how about an absorb toggle that works similar to Blaster versions. You could have a quick refreshing (but not stacking) absorb shield that wouldn't be too strong (5% of base HP?). Theis would be thematic to super reflexes as you can react to an attack by moving with the hit, thus making the impact lessened and the damage less severe. Just a thought. This still leaves us with one power slot. Personally, I just like the idea of giving Super Reflexes a speed attack. But it could be something else. I will say, I am a sucker for theme, so I won't suggest something like a Heal just because SR doesn't have a heal and could use one. Modest did suggest a slow Toggle in the OP, if I recall and that could work, both as an extra layer of survival mitigation while still being thematic (you move faster than them, basically). Anyways, this rant has probably gone on long enough. If you have ideas on how you would address the problems that do exist in the set, feel free to share. If it's perfect as is, and having AoE defense come in your 20s is fine, that is certainly an argument that could be had. Also, maybe the solution something else entirely. Maybe it's Quickness that gets a look at. Who knows? That's why we're here though. Share your suggestion.
  9. Of course, I like the suggestions as we did work on it together. But if I would throw in some tweaks that I would like to see: Let the Absorb from Practice Brawler stack, just don't make the absorb crazy strong. Since PB is a 200s recharge with 120s duration, I would say to make it a 10% absorb that lasts 120s. Make half of it enhanceable (do 15% absorb if +100% enhanced). Instead of Reaction Time, I'd like to see it get a teleport attack like Burst of Speed. Something that will have you zipping around with your superior speed/reflexes. Add a +Recharge effect to Elude.
  10. Got a link to their math? Personally I would not say they're synonymous, afterall if you added 100% resistance versus adding 100% HP, the 100% resistance would lead you to being immortal whereas +100% HP would let you take twice as much damage (if we ignore regeneration). I have a guide for my Survivability Tool that details all the various math involved with seeing impacts of adding resistance, defense, HP, and regeneration if you'd like to check out various formulas. As for the relationship between resistance and added HP, its actually an inverse relationship. Adding resistance increases survival by 1/(1 - Resistance%), while adding HP increases survival by a factor of (1 + HP%). So to truly compare the relationship, we can do some algebra. 1 + HP = 1/(1 - Res) HP = 1/(1 - Res) - 1 HP = 1/(1-Res) - (1-Res)/(1-Res) HP = Res/(1-Res) So having 20% resistance is equivalent to HP = 0.2/0.8 = +25% max hitpoints Edit: For completeness, I should show the relationship for equivalent resistance. 1-Res = 1/(1 + HP) Res = 1 - 1/(1+HP) Res = HP/(1 + HP) So adding 50% HP is equivalent to having Res = 0.5/1.5 = 33.3% resistance
  11. Mostly it's the control aspects of Blaster Support sets that got too powerful and was said to get toned down. I wouldn't worry about Tac Arrow as a whole, it will be fine.
  12. One last throw in. The proc chances. I'll bold in Orange for 3.5 PPM and in Purple for 4.5 PPM. Twilight Grasp: 72.158% Tenebrous Tentacles: 49.112% Petrifying Gaze: 90%, 90%
  13. As others have said, and based on what I showed in the post above, you will probably get the most bang for your buck with Cloud Senses. But you will have good proc probability with all the powers. Remember, the Cooldown is not affected by slotted recharge, they are fixed. So doing proc probabilities will be as easy as: Prob = PPM x (Cooldown + Cast) / 60 / Area Factor Based on what I see, I think the pet's attacks can use the following damage procs: Chill of the Night: Nothing Darkest Night: Nothing Twilight Grasp: Touch of the Nictus, Cloud Senses Tenebrous Tentacles: Trap of the Hunter, Cloud Senses Petrifying Gaze: Unbreakable Constraint, Gladiator's Net, Ghost Widow's Embrace, Neuronic Shutdown
  14. I looked into the power's info to see what's up with Dark Servant. I hope these numbers are correct, but I think Dark Servant has the following powers (I provide details to help you do proc calculations and just know some info on the debuffs): Chill of the Night: 30% To-Hit Debuff 10 ft radius toggle power (PBAoE) Accepts To-Hit Debuff Darkest Night: 15% To-Hit Debuff and 30% Damage Debuff 25 ft radius toggle power (Target AoE) I would think this SHOULD accept To-Hit Debuffs, but I don't see anything saying it does...so bug? Twilight Grasp: 5% To-Hit Debuff and 10% Damage Debuff Single Target attack with 80ft range, 10s Cooldown and 2.37s Cast Time Accepts To-Hit Debuff, Heal, Accuracy, Range Tenebrous Tentacles 5% To-Hit Debuff, Mag 3 Immobilize for 22.35s Cone attack with 40 ft radius, 40 degree arc, 15s Cooldown and 1.67s Cast Time Accepts To-Hit Debuff, Immobilized, Accuracy Petrifying Gaze Mag 3 Hold for 11.92s Single Target Attack with 70 ft range, 16s Cooldown and 1.67s Cast Time Accepts Accuracy and Hold
  15. One thing I forgot to mention. The single target immobilize that Entangling Arrow offered could be moved to glue arrow. Since glue arrow uses a target, the main target is able to be immobilized on cast, and the glue patch it summons would slow all others in the area. It would be fairly thematic to have the intended target of the glue arrow become engulfed by the glue, being unable to move, and the runoff/excess glue slows those around the target.
  16. I'd like to see Entangling Arrow be replaced with Weakening Arrow, making it an arrow version of Weaken Resolve. It would help with early levels as the -ToHit and -Defense will help offset the lack of accuracy and defense you have early on. And the -Resistance would become desired for late game (and early game as well, sure). Can it be proc'd out? Sure. But it would have a far more moderate recharge than weaken resolve, preventing any true proc bombs that would come of it. Not sure what numbers would fit into balance, but using defender values I would think something like, 8s recharge, 1s cast time, 15s duration (no stacking), -12.5% defense, -10% resistance, -6.25% to-hit.
  17. Great work @Sir Myshkin and @Veracor. I'm sorry I'm late to the party, but it looks like you guys figured things out. I looked up what I could to see why Shield Wall plays nice and Aegis, Impervium and Reactive don't. I dug into the set bonus (which does the resistance buff) and I noticed although all 4 of these Set Bonuses are marked as "IgnoreStrength true", only Shield Wall also provides a Flag to the Effect that shows "IgnoreStrength". I would normally think the overarching flag provided by the Set Bonus would cover everything, but perhaps not. This is all a total shot in the dark, but my guess is to have a Dev take a look at the Flags for the Effect and add in the IgnoreStrength flag to see if it fixes the issue (and hopefully not add any more issues as a consequence).
  18. Finally got around to correcting the charts. I did test it out and it showed Arachnos still have their regeneration ticks do 5% HP and their recovery ticks do 1/15th Endurance. So Conditioning does in fact increase the base frequency of regeneration/recovery ticks. In this case, the base regeneration for VEATS is 10s (instead of 12s), and the base recovery is 3.81s (instead of 4s).
  19. My jealousy is overwhelming. Growing up, my best friend was a big fan of Weird Al and had all his CDs. We used to make mix tapes back when that was a thing, and we would make those tapes as if we were a radio station (we had a microphone that plugged into the tape recorder...we were so cool). I'd be the DJ/Host introducing the next song and we'd do interview bits in between, doing call-ins and whatnot. I can still remember the name of our "Radio Station" was K-AL, with the slogan "K-AL: All Weird all the time". So yeah...we only played Weird Al haha.
  20. New update. Added various bug fixes.
  21. Today, had a good discussion with @Elmyder on the interaction of unresistable resistance debuffs and how they affect additional resistible resistance debuffs. It turns out the math I showed was wrong, so I will be correcting that shortly to reflect the correct order of operations. On a separate note that is related, @Veracor provided some excellent testing today which I want to share their results. This screenshot is of a character with 102% S/L resistance (uncapped, obviously) taking on 997.5% resistance debuffs. They came out of it still with 90% damage resistance. For all practical purposes, it's safe to say having 100% damage resistance will prevent you from suffering from any resistible resistance debuffs. Another note Veracor mentioned (I didn't want to do the math to verify, so I'll take his word...Update, I put the numbers into my calculator, it checks out), he used an orange inspiration (Robust, +20%), which took their damage resistance from -97% up to 90%. Amazing the difference in being able to resist 82% of a debuff versus 100% 🙂
  22. I havent played a dominator, so apologies if you answered this already and I'm just missing it. But are you saying, you use TF, then you spend the energy focus (let's say Whirling Hands), and if you use TF again (before 15 seconds), you cant turn on Energy Focus mode again? If so, I would think thats unintentional. Whirling Hands has an effect that does an Unset Mode, which you would think would allow the reapplication of Energy Focus mode if you cast TF again.
  23. It does not
  24. It's probably not worth it, but if you find the power fun and you think you could get use with it, by all means take it and have fun playing your character how you like.
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