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Radiation Armor: Possible Particle Shielding Absorb Bug
Bopper replied to LorannaPyrel's topic in Bug Reports
I'm not sure if this is the same issue that I responded to the link below, but my testing showed that the 2nd application of the Absorb Shield was reaching the cap (100% Base HP) before removing the 1st application of the Absorb Shield. This resulted in the 2nd Shield being much smaller than it should be and immediately replacing the original Shield. -
Just finished testing this with my Bio Scrapper. I don't know if what I'm seeing is what you're seeing, but you can retest and see if they are the same issue. When I cast my first Ablative Carapace, I create a 1248.9 HP Absorb Shield. Then I cast a second Ablative Carapace (still had full shield), and the new shield I created was 89.7 HP. Then I did another test. But this time I made sure to take some damage. My first Ablative Carapace was reduced to a 1037.1 HP Absorb Shield when I cast the second Ablative Carapace. Thit time I created a 301.5 HP Absorb Shield. What do these have in common? 1248.9 + 89.7 = 1338.6. 1037.1 + 301.5 = 1338.6 The base HP of a scrapper, which is also the max absorb shield you can have, is 1338.6. So it would appear as though the 2nd Ablative Carapace is creating it's Absorb shield before removing the 1st Ablative Carapace shield, which winds up creating a much smaller 2nd shield before replacing the 1st shield. Then you are stuck with the small 2nd shield until next reapplication. Follow up test: I reattempted the test one more time, but this time I removed my enhancements to ensure a 2nd A.C. would not result in me hitting the cap. This time, 1st Shield gave me 624.9 HP, when I created the 2nd Shield, it simply replaced the first with a new 624.9 HP.
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Already fixed. It just hasn't been pushed yet.
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Thanks. Do you mean the scaled damage for a proc at various levels? I only know of the 107.1 damage and 71.75 damage (level 50 values). Are you wanting to see how much damage they do from level 1 to 50?
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It does. If you have a very fast set, something like Katana, you could leverage those fast attacks for heavy DoT stacking (I think up to 8 stacks, but seeing as how the DoTs only last about 4-5 seconds you wouldn't be hitting that anyways). Anyways, not only do you get a ton of DoTs, it also gives you more opportunity to apply debuffs as well. Debuffs last for 8.3s, so if you only have 25% chance to apply the debuff, you can likely keep a couple of debuff stacks (max 4 stacks) through the fast attacks applying more opportunities.
- 12 replies
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- interface
- damage over time
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It is, however you likely won't have Hasten on Perma, so try to account for that as well. But even then, you have 57.5% without Hasten, so getting another 12% will easily come from slotting. You can get 10% from Superior ATO. You can get 5% for fully slotting Obliterations. Or you can just grab a Increase Attack Rate buff from Base Empowerments. That'll give you 20% for 90 minutes, and it'll only cost you about 10k in influence to buy the salvage required.
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I agree. It is a good thing to bring up, and I appreciate that you clarified that. You are more susceptible to being hit with debuffs which is mentioned in Crater's 2nd bullet which I fully agreed with. I was not staking claim to which was better, just clarifying that resistance debuff resistance is certainly a thing and provided an example as well as adding a seldom known factoid that your damage resistance is also your damage debuff resistance. I dont know if damage debuffs are common in the game, but if you face it, you can rest assured your damage resistance is helping keep up your offense as well as your defense.
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The first and third bullets are incorrect. 90% resistance reduces incoming damage to 10%. Softcap defense reduces the incoming damage from 50% base chance to 5% base chance (most accuracy modifiers will scale the same, so no need to factor that in). That effectively reduces incoming damage to 10%. So softcapped defense and capped resistance is the same amount of mitigation. However, if we're talking about incarnate content and hitting softcapped incarnate defenses (58.75%), then defense wins out. For the last bullet, Resistance is its own resistance debuff resistance (and damage debuff resistance). So having 90% resistance means any resistance debuffs you take (and damage debuffs you take), you will reduce 90% of its effect.
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69% for perma single stack (when factoring in arcanatime). 200/(120 - 1.716) = 1.6908 (+69%)
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If it wasn't for the fact Taunt is auto-hit, I probably would skip it too. Between Epic AoEs and general jumping around punch-voking everything, it would be superfluous to have Taunt. But when there are times when there's an AV with insane defense buffs, it's nice making sure you can keep the AV stuck on you. Luckily, Taunt has good set bonus options, so if you can fit the slots, it's not wasted.
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Math looks good. Not sure how easy it is to keep 10 targets within an 8 ft radius, but that would be the upper limit of performance. Probably better off having it in Buildup for the controllability of the proc, but you probably have a chance on occasional multiple procs, so that could be nice.
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This is all you need: https://coh.tips/city-suggests/
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Got transparency to work, and I randomized the placement of dots around their true position by adding a uniform random number that spanned -DebuffAmount*(1-DDR)/2 to +DebuffAmount*(1-DDR)/2. So basically no overlap. Maybe eventually I can get fancy with it and make the randomness use weights to pull more towards the median of the dots as a way to pseudo normalize the spread. For example, let's say I take one dot location and see that it contains 20% of the sim, and the dots below it make up 50% and the dots above it make up 30%, maybe I can pseudo-randomize to shape the distribution....hmmm, i bet I could. I'll play with it more. Anyways, here's what it looks like now
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Afterburner does not change the speed of any of your powers, it merely increases the fly speed cap. At base value, the added speed is +14.32 mph, but you can enhance that. However you cannot enhance it past the absolute Max Capped Flight Speed of 87.95 (95% of capped run speed). Fly is capped at the Regular Capped Flight Speed of 58.63 mph. If not for the cap, Fly would be a bit faster even without enhancements. It takes Afterburner to reach its potential. Fun fact that I've promoted 100 times, use Steam Jump and Jump Pack (swap between the two to keep it permanent) with Hover and/or Afterburner. Those P2W powers provide a huge strength to flight speed which will allow you to reach very fast speeds with zero enhancements. Afterburner + Jump Pack = 87.95 mph maxed capped fly speed. Hover + Jump Pack = 58.63 mph regular capped flight speed. For more information, you can read my Movement Speed Guide. Drop down to the comments section where I posted a video demonstrating all of this functionality.
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Base: 200s Dur: 90s CastTime: 1.17s (1.32s arcana). If you don't care about the cast time, the amount of recharge required to reach exactly "perma-dom" would be: 200/90 = 222.22% (+122.22% added recharge). If you care about the cast time, the amount of recharge required becomes: 200/(90 - 1.32) = 225.53% (+125.53%). My guess is, while casting the power you are not able to use a power to benefit from "Dom". If so, you would only care about the first number I gave. Otherwise, you would care about the 2nd. The amount of downtime you would have for having +122% recharge is (assuming you don't care about cast time): 200/2.22 = 90.0900900900s. So your gap is 0.09s, basically.
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quesiton on MID's and perfect zinger psi proc
Bopper replied to tellania's topic in Tools, Utilities & Downloads
Both of those things are bugs. The Psi proc is still showing the old 20% flat proc probability. It is supposed to be 3.5 PPM like all the others. The 58.3% you are seeing is only shown when you hover over the enhancement and the window pops up. That is a bug. What it's doing is taking the 3.5 PPM and calculating the probability to proc using a 10 second activation period and assuming a radius of 0. This equates to 3.5 x 10 / 60 = 58.33%. So if you ever see an erroneous percentage like that, rule of thumb, multiply it by 6 and you will get the actual PPM of the proc. (58.33% x 6 = 3.5). As for damage from the procs, the program is calculating average damage (or "expected damage"). It simply is taking the amount of damage the proc does and multiplies it with the probability of the proc firing. The reason why the damage from the Psi proc is so low is because it is using 20% chance to fire even though it most certaily is something higher than that. Let me guess, are you seeing 71.75 x 0.20 = 14.35 psi damage? If so, that's why. -
Will double heatloss and double sleet debuffs stack on the same target?
Bopper replied to fitzsimmons's topic in Corruptor
I would keep Aim over Burnout. That can be up every 30s or so. More useful in the long run -
I love the idea and I'll see what I can do. I'm not sure if I am able to use transparency with the dots, but if I can I'll see what I can do. The band that they would lie on would all be of that particular second (I plot out 1000-5000 results every second, which spray vertically on my plot). If I could, I would incorporate a jitter on the overlap, but due to adjacent (x-axis) plotting in the same location, it would be difficult to discern anything from it. So I will probably have to think of something hacky that would take the overlapped dots and spread them evenly enough between half-intervals of the post-resisted debuff amounts. But if I get time, I'll want to look into it. But, here is something hacky I did. I simply took the 10th, 25th, and 50th percentile of each second of time and plotted it. It's not pretty, but it's easy enough to follow. Here is an example of the 59% defense with no DDR and 2 attacks per second with 5% defense debuff lasting 10s each. Now again for 45% defense but 50% DDR. BTW, I am using 10,000 simulations for every second of time.
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Will double heatloss and double sleet debuffs stack on the same target?
Bopper replied to fitzsimmons's topic in Corruptor
I'm curious what is your primary? Burnout can be a fun party trick, but you'll only get to use it occasionally (once per mission?). But if you can get a large mob bunched tightly enough and you throwdown all your debuffs and use your nuke then do it again, fun times. It might be worthwhile to get the Gaes of the Kind one's accolade. It has a temp power that gives you 60s of +100% recharge. It'll reduce your waittime for Burnout by 3.3% (hey, it's something). But overall, it's probably not worth chasing. But if you can fit it in your build without hurting it, then why not? -
Good eye, the black dots are results of each sim. You can't make out what the probability mass function would be, as you don't know how many of those black dots are stacked on top of each other, which is why I afterall all of black dots together at each instance of time to draw out the red line. Give me some time and I can maybe do a 3-D plot that would replace the black dots with an intensity (so red would mean higher count, blue would mean lower count, for example). I can also just plot out lines for the percentiles, however typically the steady state of a percetile line will just overlay one of the "black lines", but atleast it would tell you at that defense you will be below it 10% of the time, or 25% of the time, or whatever you want.
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Yup, just turn it on while hovering and you will do capped fly speed (assuming no afterburner). Check out my video to see.