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Bopper

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Everything posted by Bopper

  1. Congrats, I hope you showed love to the person who released it. Definitely worthy of a nice emailed gift. But either way, getting the name you cherish is priceless, you're one of the lucky ones.
  2. I would think its more viable on a tank, only because of how much stronger Granite Armor is usimg Tank AT modifiers. The movement penalty isn't that bad, you can make good builds that have 30-40 mph of run speed in granite armor. It is rough not being able to jump, but you have the option to teleport and you have the option of switching out of granite armor in between battles. Hopefully someday Rooted will have its movement penalty removed
  3. Not using perfect rhymes does not mean you're not still rhyming. There are perfect rhymes, soft rhymes, mixed rhymes, consonance rhymes, assonance rhymes, and maybe others I forget. I'm not an expert in it, so folks correct me if I'm wrong, but I believe most of that rhyming falls into the soft rhyme category.
  4. That could be it.
  5. Can you? In game I've only been able to achieve +2 as a maximum.
  6. You get a like for the title alone.
  7. I know this problem exists for Assault Radial Hybrid (Double-Hit), and it might also exist for Plant Manipulation's Toxins. Each of these powers gives a "proc damage" effect to damage powers that have an activate period (damage auras, damage patches/pseudopets, etc), and the damage from that effect is dependent on the activation period of the power. The larger the period, the larger the damage. The formula for Assault Radial Hybrid is as follows (T4 version): Proc Damage = 0.4 x 0.11 x min(ActivatePeriod, 2) x 107.0897 / (1+0.15 x Radius) The formula implies that the proc damage would occur at each tick (with damage capped up to a maximum of 2s). However, this damage occurs exactly like how Procs in toggles work: with each proc chance happening every 10 seconds. It makes no sense to reduce the damage from auras/patches to such miniscule numbers and only have the damage applied once per 10 seconds, especially when ActivatePeriods can be as low as 0.5s. To illustrate my point, let's assume we have a damage aura with 8 ft radius and 0.5s ActivatePeriod. Our damage would be: Proc Damage = 0.4 x 0.11 x 0.5 x 107.0897 / (1+0.15 x 8 ) = 1.071 damage ... every 10 seconds. That is heinous. I recommend changing this formula to match how it works in game (replace the min(ActivatePeriod, 2) with 10s) or allow the damage to occur at every tick. As it is now, there is no way on Earth it is working as intended.
  8. I'm not completely familiar with Poison Trap, but looking up the powers it would seem as though you summon a trap at the location of the caster. There is a *chance* that summoning the trap will do a Single-Target proc check against the caster. However, it would need to be a proc that would apply an effect on a friendly, so perhaps the Performance Shifter proc or Power Transfer proc will trigger when summoning the entity, which will be a 90% chance to fire given its 1 minute base recharge time. As for the pet it summons, it doesn't fire until an enemy gets close to it, in which case there's a *chance* the one enemy that gets close to it (and triggers the self-destruct) will have a chance to get hit with the procs. However, the self destruct has 0 recharge time and 0 cast time, so *IF* the target can get hit with this effect, it will default to the minimum chance to proc ( PPM x 1.5% + 5%). When the Poison Gas Trap self destructs, it will summon 3 effects: Initial Poison Gas, Poison Gas, and Self Destruct. The Initial Poison Gas will hit up to 16 targets in a 25 foot radius and will only have 1 chance to proc. Most likely it uses 10 seconds as an activate period. The Poison Gas will trigger once every 10s and it uses a 15 foot radius (16 max targets) and you should get 3 chances of procs before it self destructs after 30s. I hope that helps. I haven't tested the power specifically, but I looked up the power's information and hopefully the information I provided matches how I believe procs work for pets.
  9. New addition to the suite of tools. @Replacement has added the Proc or DMG Enhancement Calculator that allows you to compare the benefits of slotting a damage proc by putting its contributions in terms of equivalent damage enhancement percentages. Steps for using the new calculator: The user first inputs the base damage of their attack power. This should be the unenhanced damage for your character at the level you want to analyze. Select your character's level. This will lookup the correct Proc damage at that level and will compare to the base damage the user input (see step 1). The user inputs the PPM of the Standard and/or Epic Damage Proc they want to analyze. This does not need to be the same PPM used in the PPM calculators. So if you were looking up proc probabilities for a Force Feedback proc (2PPM), this calculator will still use the parameters in the calculator (cast, recharge, etc) but will swap the FF proc's PPM with this new PPM. The tool will then take the parameters from the Click-Power, Auto/Toggle/Pseudopet, and Chain-Power calculators and use the PPM values for Standard and Epic (see step 3) to calculate the correct proc probabilities and convert it to an equivalent damage enhancement percentage. *Note, this is still early and changes may occur on this tool (as I have updated the tool while writing this post). I'll keep this post updated with any changes that may occur.
  10. Yup, if you're thinking of using it in an auto power, then assume having 1 PT will give you 3 procs per minute. With 2, you will get 4.5 procs per minute. With three, you will get 5.25 procs per minute. With infinite procs, you will get 6 procs per minute.
  11. It was discussed in this thread. Read all the comments for an education on it. You can slot multiples, however if you slot multiples in Autos/Toggles, you can only get one proc at the time the proc chance fires (once per 10s). All the procs have the same chance to fire, but once one fires, the rest can't. This makes the math more about finding the probability of not firing, then subtracting that from 100% to calculate your chance of procing at least once (which translates to getting 1 heal proc no matter what). If you are using electric attacks like Electric Blast or Electrical Affinity, you don't have to worry about this issue as much. At this point, I could keep going with a novel of information, but it would be easier to ask what specifically you want to know and we can answer.
  12. Bopper

    Rad or Invuln

    I love the fact the OP posted this topic on July 17th and hasn't returned to the forums since July 19th. Even they must have known this conversation was going to go off the rails and chose to check out early. Hopefully they got the answer they were looking for before leaving.
  13. Regeneration: discuss ways to improve the set. Possible topics could include: Provide a Scaling Regeneration to mirror the Scaling Resistance Super Reflexes get. Similar to Gamma Boost, the 3 Auto powers would each give a Regeneration buff that scales inversely with your current HP. Maybe something that scales by 2% regeneration for ever 1% loss of HP when HP is below 75% (so caps at 150% for each auto power, 450% total). Increase duration of Moment of Glory to 20s (instead of 15s) Replace the Enhanceable Toxic Resistance in Reconstruction with an unenhanceble 1.25 scale Resistance to All Damage Types Give the set a scale 0.75 (or 0.80) resistance to Regeneration Debuffs to each of the 3 Auto powers Give the Heal powers a Heal over Time effect on top of the current Heal Give Instant Healing a +Strength(Heal, Regeneration) buff that would temporarily (90s) give your other powers a boost to their healing and regeneration effects.
  14. Dual Pistols: discuss ways to improve the set. Possible topics could include: Give it a Snipe (possibly replace Piercing Rounds) Proliferate Sentinel version of Suppressive Fire (more damage, less mez duration) Proliferate Sentinel version of Cryo Ammo (adds 33% +Range to attacks as the bullets are "more aerodynamic") Add -Regen debuff to Cryo Ammo Increase Base Recharge of Dual Wield in an effort to increase its damage (DW's DPA is hot garbage, worse than Pistols)
  15. @CaptainLupis and @Bill Z Bubba Thank you for pointing me into looking at this. I learned something new. Bill, you were right, the extra damage resistance makes for a buffer plus the resistance to debuffs grows stronger. Take a look at this screen shot and pay attention to Lethal Resistance. Prior to the debuff, I had 93.22% resistance to Smashing/Lethal damage (which caps at 90%). Then I got hit with a 53.20% resistance debuff. However, my end result was 89.61% resistance. I only dropped from 90% to 89.61% despite a 53.20% resistance debuff? BUT HOW?!?!?! My resistance to the debuff was in fact 93.22%. So of that 53.20%, I only took: -53.20% x (100% - 93.22%) = -3.61% resistance debuff. Then, that resistance debuff took away from my full resistance, not my capped resistance. Thus my new Damage Resistance became: NewResistance = 93.22% - 3.61% = 89.61%. I did another test to see if there could be cascading failure, but it appears not the case. Here I took 2 debuff: My new starting resistance was 93.72% (reactive defense scaled up to 3.5%). Now I had 106.4% resistance debuffs applied to me yet my resistance only fell to 87.03%. Here is what I was expecting: New Debuff = -106.40% x (100% - 93.72%) = -6.682% New Resistance = 93.72% - 6.68% = 87.04% So no, there is no cascading resistance failure. You simply take all of your resistance buffs and add them up, then you take all your resistance debuffs and add them up, then you do the math like we know how to do. This makes for an interesting case with Resistance armor sets. If you have 100% resistance, you will never get debuffs (unless it's "unresistable" debuffs). But even then, just having a buffer, let's say 95% resistance, makes it such that it would require: 5% / (1 - 0.95) = 100% resistance debuffs just to get you to fall under 90%. With 97.5% resistance, it would take: 7.5% / (1 - 0.975) = 300% resistance debuffs. This also gives non-Tank ATs a reason for surpassing their own 75% resistance caps, as the buffer will not only resist more resistance debuffs, it will give you a better chance to prevent your resistance from actually dropping below 75%. Edit: Additional info, I was curious if your resistance to resistance debuffs would be capped at 95% (similar to DDR). It appears not to be the case. I tested with 95.83% resistance, got hit with 230.4% resistance debuffs, and my final resistance was 86.25% (my math said 86.22%, but it could be rounding error). If it capped at 95% my resistance would have been 84.31%, so it's clear I was getting the full 95.83%. Pretty nice.
  16. it contributes nothing to stamina. It does not enhance endurance modifications and it does not proc endurance.
  17. If you switch to Desktop View on your phone's internet options, it should show up.
  18. I will add, just in case someone gets the idea of slotting a ton of PT procs, it can only proc once per cast and there is an issue with that mechanic that prevents multiple procs from different sources at the same time (like slotting one in Stamina and another in Physical Perfection). That impact will diminish returns on slotting multiples.
  19. It depends on the Archetype to determine exactly how impactful the PT Heal proc is. It is a 3 PPM proc that heals 5% of your Base HP. If it helps, I have a cheatsheet in my signature that compares the Panacea heal proc, Power Transfer heal proc, and all the various Regeneration global IOs. In all cases in terms of Hit Points per Second, the PT heal proc is better than all +Regen global IOs, and on occasion is better than Panacea.
  20. Good questions. I often wondered this myself but have never tested it. Go into a mission where you know an enemy has a certain amount of debuff and take Teleport Foe with you. Preferable, do not have capped resistance to everything. Monitor your combat attributes and see how much of a debuff is applied across all damage resistance types. I recommend take a character with silly dumb levels of resostance (like electric armor having 130% resistance to energy) and see if you get debuffed if you dip below 90% or remain at 90%. To know how much the true debuff is, you can look at your sub capped resistance to see their debuff amounts and back it out to an original amount. That might help to analyze your capped resistance test.
  21. Still being tested. Not scrapped.
  22. I don't know enough about Carrion Creepers, but on page 8 Frosticus provided some feedback (link). But to answer your question, yes, you would have to calculate a proc chance for each ability the power casts. Slotting recharge into Carrion won't affect the proc probabilities, as every effect from that cast is a summoning of a pet/pseudopet. From the entities it summons, you will want to know which enhancements it takes, because that will tell you which procs that summoned entity will use. From there, you will want to know if it's a pseudopet (patch) or an actual pet. A pseudopet will just sit there, with a proc chance happening every 10s. A pet will have its own attacks, and those attacks will have their own recharge and cast time. Those attacks will use the regular proc formula (don't worry about your slotted recharge as pets don't use it). Overall, it's a headache. But if you want to look up the effects, you can use RubyRed's Powers API tool to sift through the powers info. Here is a link to Carrion Creepers, I recommend opening it in FireFox as it has a built in JSON reader that makes the format pretty. That link will take you to the folder than handles the initial summoning of pets/pseudopets from casting Carrion Creepers. From there, there are other summonings which you will jump to different folders for those. I wish you luck if you wish to venture down the rabbit hole. Luckily, RubyRed provides url links to all the entities summoned, so you can jump from one page to another fairly easily.
  23. Ask this in the Brute forum.
  24. Some ideas (sorry if these are repeated, I didnt catchup on the entire thread and I am not caught up on previous weekly topics). Proliferation: (e.g. Tankers getting Energy Aura and/or Regeneration) Standardization of Ranged sets to include snipes (and quick snipes) for each set, or adjust a low performing attack to be at the level of a quick snipe. Remove movement restrictions from Stone Armor's Rooted. Incarnates...ways to nerf it appropriately (only usable in iTrials?, limit the powers?, remove level shifts?, etc) Sentinel inherent mechanic changes...and/or changes to its archetype Developer's Corner - how can we get more activity in the forum? Bug Reporting - how can we get more interaction on acknowledging feedback and if fixes can/will be implemented.
  25. Ok, take a look at the update. Let me know if that does what you're looking for.
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