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Bopper

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Everything posted by Bopper

  1. I never used demorecord, but if the fidelity is good, that sounds like a good way to go. Other options could include summoning Arcanaville. If you @ them 3 times, they may appear Beetlejuice style.
  2. I wonder if Arcanatime still exists in the game. I was doing a test recently with a Scrapper's Eagles Claw to see how the Critical Hit buff window works. I tested the follow rotations (I used the alternative animation for Crippling Axe Kick and Storm Kick): EC > CAK > SK EC > Cobra > SK Crippling Axe Kick has a cast time of 1.6s while Cobra Strike has a cast time of 1.67s, however both have an arcanatime of 1.848s. So you would think Storm Kick would have the same Critical Hit performance as it begins its cast 1.848s after Eagles Claw ends. However, the performance is far better for SK when it follows CAK (1.6s cast time). I don't understand why this is and I may never get around to looking into it further, but it does make me wonder if the arcanatime from Live no longer is the same as it is on Homecoming. For what its worth, the critical hit buff from Eagles Claw is +33% for 2s. Storm Kick has a 15% chance to crit, so the expected "good" performance is 48% crit rate. I saw 42% in my Test 5, and I saw 21% in my Test 8. The perfromance skewing below expections for "good" and above expectations for "bad" may just be randomness from the relatively small sample size. But it is possible the "good" sometimes misses the buff window while the "bad" sometimes gets the buff window. Either way, there is clearly something up that seems to not follow arcanatime like we would expect.
  3. Agreed. It's simple and elegant. Instead of a -10000% jump height (or whatever it is), set jump height cap to 4 feet. It's a nice quality of life change that doesn't take away the intent of the Granite Armor debuffs. As for my obligatory suggestion that I always throw out there: we should also remove the movement penalties on Rooted. There shouldn't be a movement penalty on both powers that offer mezz protection. Instead, we should give Rooted the Grounded treatment. You have to be on the ground to retain the buff effects, but you are free to go at super speeds and jump freely (at your own risk).
  4. Can you post your build? Could be useful to know what powers and what enhancements could be misbehaving. It might be a huge bother, but you could try to leave open your combat attributes and also monitor other attributes. If you notice the glitch, try to hit print screen quickly. The other option could be to record your game play, but that will be burdensome unless you know how to replicate it.
  5. I agree, its a good set for any power that slots multiple effects. It will mostly be a niche set, but for those who could use it would like it.
  6. Incorrect. When you boost 3 attributes, it boosts each attribute with 1/2 of an IO that would boost 1 attribute. So in a way, a tri-enhancement is like having 1.5 IOs put into 1 slot. A dual-enhancement (enhances 2 attributes), enhances each attribute by 62.25% of what a single IO would do. This effectively makes the IO worth 1.25 IOs. A quad-enhancement (enhances 4 attributes) enhances each attribute by 43.75% of what a single IO would do. This effectively makes the IO worth 1.75 IOs.
  7. You could probably use a little bit more endurance. Maybe sacrifice the D/R/H for a D/R/E. It would still give you 87.5% Heal before E.D. And your endurance reduction will increase to about 40%.
  8. My Granite Armor approves
  9. Thank you, and thank you @macskull for bringing this to my attention. I did see that typical ATs have a Base Regen of 0.25 and Base Recovery of 1.00, while VEATs have a Base Regen of 0.30 and Base Recovery of 1.05. I wasn't sure if this meant VEATs at base would be 5% of their HP every 10 seconds or if it meant they get 6% of their HP every 12 seconds. Thanks for clarifying that for me. I'll update this chart (and my Survivor Tool) with this information soon.
  10. It certainly is the most fun sentence to repeat in CoH.
  11. I'm unfamiliar with VEATS so can you explain the impact of higher base regeneration? For example, if VEATs have a base of 150% regeneration, and you get a set bonus of 10% regeneration, does that set bonus have a different Healing per Second impact than another AT that also has a 10% regeneration set bonus?
  12. Impressive numbers. It is worth noting for anyone who is unfamiliar with Lattices, they have -40% resistance to Smashing Damage. This will not only make your base numbers do 40% more damage, but also resistance debuffs will be amplified, as resistance resists resistible resistance debuffs, a negative resistance will buff resistible resistance debuffs. This makes a 20% resistance debuff do 28% resistance debuff, which will make the Lattice have -68% resistance to Smashing Damage. Out of curiousity, I see you did the same 1750.96 damage at -20% resistance and 300% as you did with the 400% and no resistance debuff. Is this coincidental? I'm also having trouble working out the numbers exact, so can you ellaborate on your results? I might be doing something wrong. For example: Baseline: 11% and 92.2% enhance. So KoB is buffed to (100%+11%+92.2%=203.2%). So if I take the 595.42/2.032 = 293.02 damage if you hit the Lattice with 0% and 0% enhance (base damage). Taking the 293.02 damage and applying 300% and 92.2% enhance (so 100% + 300% + 92.2% = 492.2%), I would expect 1442.25 damage, but you show 1693.98. With the cap at 500%, the most I would have expected is 1465.11 damage. So I'm curious, did you apply a resistance debuff that isn't listed? Or is the Baseline numbers possibly not showing the correct information (making my Base damage wrong in my calculations)?
  13. For Armor sets, all the hard crash T9s are fully skipped. Those that have no crash or a soft crash, I take. If we can do a sweep on Blaster T9 nukes not having hard crashes, i think we can do the same with T9 armors.
  14. As long as the modified recharge time plus the cast time is equal to 54s or greater, you will retain a 90% chance to fire. Lets assume it's a 1s cast time, that means the modified recharge time can go as low as 53s. 90/53 = 1.698 So you can slot 69.8% recharge and keep 90% probability to proc. EDIT I see the cast time is 1.17s. That translates to 70.35% allowed recharge
  15. Sorry, late to the party. It looks like the question was in regards to how likely a Gaussian will proc in Invulnerability? If so, Werner's numbers were correct. Prob = 1 / 6 / (1 + 0.15 x 0.75 x8 ) = 8.772% If you are saturated (10 targets), the average number of procs per 10s becomes 0.8772, which equates to an average damage buff over time to be: 0.8772 x 80% x 5.25 / 10 = 36.84% That of course assumes the proc can stack, which last I tested it (long time ago), it did. If it were unable to stack, then the numbers would slightly tweak. Your probability of procing at saturation becomes: 100% - (100% - 8.772%)^10 = 60.07% That would make your average damage buff over time to be: 0.6007 x 80% x 5.25/10 = 25.23% (However I HIGHLY doubt this would be the case...it would only be if there was a stealth nerf to Gaussian I'm unaware of).
  16. I'm sure other sets will get their pass. As for scales, not sure. I assume the buff and debuff scale are the same, but i haven't really looked at it. I assume the scale is simply called ToHit, and if you have a + scalar, you do a buff, and a - scalar, you do a debuff. So in the case of a tank, a buff to their buffs also results in a buff to their debuffs. FWIW, I also always go Soul Mastery for Darkest Night. It's just so strong. AVs on average only have about 10-15% resistance, sure some examples have extreme amounts but most are relatively low. So the damage debuff is typically strong against an AV. But where I really find it useful is in a mob of debuffers. There is one mission I play that has enemies with crazy amounts of defense and regeneration debuffs (they literally floor me), but i manage fine with my capped resistance and having the layer of damage debuff on top of it.Taking 10% damage is nice... but 7-8% damage is nicer.
  17. Good breakdown. One thing that gets missed though, Tankers recently were given a buff (Page 4?) that enhances their AT modifiers to Controller levels. So the base numbers are actually 15% ToHit Debuff and 30% Damage Debuff.
  18. I haven't played it. Other than Time Stop and Time Wall (which is similar to Time Crawl), all the powers in Temporal Manipulation is different. So there isn't much use from this guide that applies to the Blaster version.
  19. Absolutely 💯
  20. This is true only if the enemy doesn't have any accuracy modifiers, which is rare. Only enemies that are minions or below and also even con or below will have a 5% chance to hit you at 45% defense. However, what is true, you will get hit 10% more often when you have 44.5% defense as opposed to 45% defense. Let's assume you are fighting a +4 boss. It gets a 1.4x accuracy modifier for being +4, and it gets a 1.3x accuracy modifier for being a boss. This means its chance to hit you are: 45% defense: 5% x 1.4 x 1.3 = 9.1% 44.5% defense: 5.5% x 1.4 x 1.3 = 10.01% So ballpark for this example, it's the difference of getting hit 9 times out of 100 versus 10 times out of 100. You'll probably still be fine, unless defense debuffs happen.
  21. No, the hardcap on speed will be the same for everybody. You will still not be able to jump, however. Correction, I thought Speed Boost was stronger. You might still lag behind, but the extra 25 mph running will certainly help as others will likely hit their run speed cap while you will close the gap.
  22. I have a hack job for you, if you're interested Lockpick. You know how you have 5 Presitige Sprints that you're probably not using? Let's take one of those and add an effect that will redirect to the Blessing of Tielekku power. This will override the Sprint effects, so just keep in mind that you will permanently turn ...let's go with "Prestige Power Rush"....into Blessing of Tielekku. First, go to Options -> Advanced -> Database Editor... This will open up the Database Editor. Select "Main Database Editor". This will open up the Power Database Browser. Under the Group panel, select Inherent. Under the Set panel, select Inherent. Under the Power panel, select prestige_Gamestop_Sprintp, which is the Prestige Power Rush power. Then select the button "Edit" on the bottom right (below the Power panel). From the Edit Power menu, select the Effects tab (at the top, third from the left). Optional: If you want to rename the power, you can do it here. In the Display Name, rename it to what you want (Blessing of Tielekku). It will show up next time you restart Mids You will see the following (except for the 100% PowerRedirect, which I added in already). Select "Add" to add a new Effect, which will become the new PowerRedirect effect. From the Edit Effect menu, set your Scale to 1.0, your Magnitude to 1.0, and your Probability to 1.0. Then select in the menu "PowerRedirect". You should now see "100% PowerRedirect". On the far right, there is an edit-box called "Override:". In that box, type in the following: Temporary_Powers.Temporary_Powers.Blessing_of_Tielekku Then click OK, and save everything. (Click OK in the Edit Effect menu, Click OK in the Edit Power menu, Click Save & Close in the Power Database Browser menu, Click Close in the Database Editor menu. Now you're done. Here is an example after all is said and done (BTW, I renamed Prestige Power Rush to Blessing of Tielekku, which you'll see). The 2.8% defense to all shows up.
  23. Looks like a new farm will come of this. Exemplar to level 45 and take on 55s. Fun times.
  24. I dont think thats true. Unless getting Farsight at level 18 is considered late blooming, but that will exemplar down to level 13. Farsight plus Time's Juncture (avail. Lvl 2) will give you plenty of survivability with its Defense Buff, ToHit Debuff, and Damage Debuff. Throw in Distortion Field (avail Lvl 😎 and you will have nice soft control as enemies will have their attack rate eventually floored. Also nice with the set, Time Crawl, Time Stop, and Temporal Mending can be skipped. Not saying they're bad or shouldn't be had, just saying you can grab whatever else you need to help your character in the early levels.
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