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Bopper

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Everything posted by Bopper

  1. Good points, my mind is usually on Stalker Hemorrhage, I actually could be wrong that Scrappers even have a crit DoT. If I recall, Stalkers have a bugged Hemorrhage doing multiple DoTs from one effect (while PvP has no DoTs) and a non-hide Crit that doesn't even do crit damage. I'm not sure what the differences are between that version and Scrappers.
  2. For the pylon, the regeneration debuff is really weak because of the resistance debuff. Buf if you had the maxHP debuff, the pylon does resist that so its much more useful. The only think with maxHP, it caps at 1k -HP. So it takes 4 stacks (which is max stacks) to get the capped HP low enough to do the full -3.5% HP debuff
  3. My formula bakes in the base regeneration. I could incorporate it so its easier to do what it is you're wanting to do. But the way I see it, I just count the slower regeneration as added DPS, much like resistance debuffs you apply would be treated as extra DPS. Something to consider, the base regeneration is 5% of maxHP every 15s. It you reduce the regeneration, you would divide the 15s by (100%-regendebuff). So anything 100% or more would simply stop all regeneration. However, the pylon has an 87% resistance to regeneration debuffs. So if you apply a 100% regen debuff, the pylon only takes 13%. So if you want to completely floor the regeneration of the Pylon, you would need to stack more than 769% regen debuffs. If you'd like me to incorporate regen debuffs into my formula, I can. But given that the debuffs will oscillate between uptime and down time (typically), you won't be able to gage that. But if you're wanting to factor in the permanent regeneration debuff from Radiation Therapy, you could do that.
  4. Not sure if you're looking more for theme or just good synergy. But if you want powerful synergy, I might recommend a Rad Armor Tank/Brute paired with a Cold Domination Defender/Corruptor. Lots of damage, lots of survivability (Cold provides all the buffs Rad Armor is missing).
  5. Oddly enough, Savage is one of the longest DoTs and it has a crit DoT (well 2 actually...for now anyways). So if there was a power that folks would like to see front-loaded, it'd be Hemorrhage.
  6. I'm trying to look at which DoTs are actually long enough to be noticed over front-loaded damage. Like, a 1s DoT nobody would notice. 2s DoT you might start noticing. 3s DoT you definitely notice. That's what I think anyways. 2.5s feels right because that's the DoT duration of Freezing Touch (and the only one I've seen so far that has a duration of 2.6s).
  7. I am appreciating the comments and I would love more feedback from everybody. I'm working on some analysis now to see how many DoTs there are (Primary only), the durations, and looking for any discrepancies between normal and critical total damage. Anyways, I would like to know, what is TOO long of a DoT? For instance, a 5 second DoT, obviously it's long and having the crit be front-loaded by any means is demanded. But what is the cutoff? Is a 1s DoT too long? Is a 2s Dot? 2.5s? 3s? I'd love serious thought and serious answers to that question. I'll want to incorporate that into my analysis.
  8. The snipes are redirected powers (much like Titan Weapons with their fast/slow forms). So when you are redirected to a Quick Snipe, it uses the faster cast time for proc calculations.
  9. I'll try to theory craft this with you, but no way I want to test it with a build haha. Base Teleport range is 300 ft and the strength cap for enhancing/boosting range is 500%. So our hard cap would be 1500 ft. The arcanatime for casting teleport is 2.244s, so the absolute cap we can hit is 1500 ft per 2.244s. If we translate that to mph, we get: capped teleport = 1500 ft x 3600 s / 2.244s / 5280 ft x 1 mile / 1 hour = 455.76 mph But how much can we realistically achieve? Boost Range can give you 59.6% (that you have to reapply every 30s at 1.32s arcanatime) If you 6 slot teleport with +5 level 50 IOs you get +75.69% range after E.D. For a Blaster, you can split the Superior Blaster's Wrath to get two 3-set bonuses that offer 10% range each. You can get 5 of the +5% Range set bonues in your build (Bombardment, Experienced Marksman) You can have Intuition Radial which gives +20% Range (2/3rds ignores E.D.) Clarion Radial Epiphany can offer 60% for 22.5s, 10% for 45s, and 10% for 90 every 2 minutes (combined, +80% for 22.5, +20% for next 22.5, +10% for final 45s). Using the Sniper can boost Range by 50% for 10s (quick-snipes can be as low as 1.716s arcanatime) I can't think of anything else you can do, so we'll stop there. So hypothetically, you could cast Clarion, then Boost Range, then Quick-Snipe in (2.244+1.32+1.716) 5.28s. From there you will have a 10s window that will allow you to teleport at +324.62% (+400% would be the cap, so we hit 84.9% of it). So compare that to our capped number earlier we get: 455.76 mph x 424.62% / 500% = 387.05 mph. After that the numbers decay. But at worst, when you only have Boost Range up but no Clarion and no Sniper buff, you're still at +212.62%. So you can still achieve: 455.76 x 312.62% / 500% = 193.81 mph. Of course, I am making some assumptions, such as having a macro for teleport that has you go forward at max range set on auto, there being no gap between casts, and nothing gets in your way.
  10. Crash is overrated. You can take that time for other upkeep, keep hitting anyways (if you're proc'd out), or switch to your P2W attacks (your to-hit buff doesn't crash, just the damage). As for the sets themselve, both are great. It is still a good combo.
  11. Hopefully before you vote, you will read this. Backstory: Back when the game was on Live, there was a limitation to how to handle Critical Hits. Each effect in an attack can be given a % chance to trigger (a Critical roll, essentially). However, when an attack has multiple effects, such as half the damage is smashing (that's one effect) and half the damage is energy (that's another effect), there would be no way to tie a single Critical roll that would execute both of those effects. So the work-around was to combine the effects and just do one type of damage. So let's say originally you did 50 Smashing damage and 50 Energy damage, your Critical hit would become 100 Energy damage. That was no big deal as it effectively made no difference. You still did double damage. When it came to DoTs, the problem was the same. You could not tie a single Critical roll to both an upfront damage and an accompanying DoT effect. So the work around became simply to add up all the damage and make it one Critical effect. This practice became so standardized that even attacks that are only the one DoT (Freezing Touch) still had the DoT damage summed together and created a single front-loaded damage Crit. But Times Have Changed: We no longer are limited by the mechanics that existed on Live. We now have something called Effect Groups that executes multiple Effects, and that Effect Group can be activated off of the one Critical roll. So it is entirely possible to now go through the game and change all of the Critical Hits from being a single front-loaded damage to actually executing all of the effects of the attack a 2nd time. So now we can have split damage types. We can have DoTs. If the Devs wanted to..they could even do extra secondary effects (but don't count on it). One of the reasons having the Effect Groups handle Crits for each effect is the fact some powersets come with mechanics that might scale their damage, and one of the old-timey ways of doing this front-loaded damage was to assume the lowest possible damage and add that up. For example (and this one doesn't pertain to a DoT), Street Justice uses a combo system that will increase the damage of their Finishers based on the Combo Level when the attack is cast. However, because the Critical Effect is programmed without knowing your Combo Level, you don't get boosted damage on your Crit. So you may do Combo 3 finisher, but you get a Combo 0 crit. Savage Melee uses Critical DoTs, so this does not directly apply, but it is able to retain the Blood Frenzy stacks on its Critical DoTs so you keep the damage you deserved. Anyways, that's the Backstory and the education on what we can do now with the current game engine. I would like to gauge the Stalker community's interest on how they would feel if the Crit system were to change. Thanks for your time.
  12. Hopefully before you vote, you will read this. Backstory: Back when the game was on Live, there was a limitation to how to handle Critical Hits. Each effect in an attack can be given a % chance to trigger (a Critical roll, essentially). However, when an attack has multiple effects, such as half the damage is smashing (that's one effect) and half the damage is energy (that's another effect), there would be no way to tie a single Critical roll that would execute both of those effects. So the work-around was to combine the effects and just do one type of damage. So let's say originally you did 50 Smashing damage and 50 Energy damage, your Critical hit would become 100 Energy damage. That was no big deal as it effectively made no difference. You still did double damage. When it came to DoTs, the problem was the same. You could not tie a single Critical roll to both an upfront damage and an accompanying DoT effect. So the work around became simply to add up all the damage and make it one Critical effect. This practice became so standardized that even attacks that are only the one DoT (Freezing Touch) still had the DoT damage summed together and created a single front-loaded damage Crit. But Times Have Changed: We no longer are limited by the mechanics that existed on Live. We now have something called Effect Groups that executes multiple Effects, and that Effect Group can be activated off of the one Critical roll. So it is entirely possible to now go through the game and change all of the Critical Hits from being a single front-loaded damage to actually executing all of the effects of the attack a 2nd time. So now we can have split damage types. We can have DoTs. If the Devs wanted to..they could even do extra secondary effects (but don't count on it). One of the reasons having the Effect Groups handle Crits for each effect is the fact some powersets come with mechanics that might scale their damage, and one of the old-timey ways of doing this front-loaded damage was to assume the lowest possible damage and add that up. For example (and this one doesn't pertain to a DoT), Street Justice uses a combo system that will increase the damage of their Finishers based on the Combo Level when the attack is cast. However, because the Critical Effect is programmed without knowing your Combo Level, you don't get boosted damage on your Crit. So you may do Combo 3 finisher, but you get a Combo 0 crit. Savage Melee uses Critical DoTs, so this does not directly apply, but it is able to retain the Blood Frenzy stacks on its Critical DoTs so you keep the damage you deserved. Anyways, that's the Backstory and the education on what we can do now with the current game engine. I would like to gauge the Scrapper community's interest on how they would feel if the Crit system were to change. Thanks for your time.
  13. The Tools forum can be a bit hidden for some folks. It might be worthwhile to also post your release in general chat and link them to here to see more of your work. Great job.
  14. Very nice. Looks clean.
  15. Only the initial cast, just like it works now with DoTs
  16. Great minds think alike. I have no problem with that implementation: reduce animation time, reduce debuff duration.
  17. That certainly is a problem. However I think they want to limit the animation time from being reduced because that would lead to resistance debuffs stacking faster and higher. A defender can hit 90%+ resistance debuffs on average. Reducing animation times can significantly increase that. I suppose you could change the effects such that they don't stack from same caster, but not sure if folks would like that.
  18. True. So the inherent would get boosted by the resistance debuffs whereas other sets would not (win for sonic). However other sets have higher DPA attacks, so inherents are more beneficial to those sets. So i treat that as a wash.
  19. Correct, it would. Since Siren's Song would not be intended to deafen you to sleep, it would not gain the Echo. Excellent idea. It can certainly ramp up to a hard hit. With the standard ST attack chain, I suppose Blasters could ramp up to 40-50% resistance debuff. So factoring that in as increased damage, you probably land somewhere in the middle? That puts its 3 best attacks somewhere in the 1.20 DPA range, which I suppose it fine if it's sustained damage over time on the one target. But each target you face would require the ~8 seconds to reach that performance.
  20. Or cycle between Steam Jump and Jump Pack to keep a permanent +300% strength to flying speed (costs 100k at P2W to own both). Then you can single slot Fly with a kb protection, single slot Afterburner with LotG, and still hit 87.95 mph cap.
  21. One thing to note about the combat attributes for Fly Speed...it's mostly bugged. The Total Fly Speed is correct. The Base Fly Speed (21.48 mph) is correct. But all the number below that are wrong. They are using base movement speed (14.32 mph) instead of fly's base speed (21.48 mph). So if you multiple all those wrong numbers by 1.5x, then you will have the correct number for that effect. But again, the total fly speed (the number above Base) is calculated correctly. So no worries there.
  22. The image is a table I made to show the effects of Stalker Hemorrhage. You'll see there are 10 effect groups (0-9). Among those, 5 are PVE effects, 3 are PVP effect, and the other 2 deal with the Blood/Exhausted mechanics (which applies to both PVE and PVP). Of the 5 PVE effects, The first is a standard up front damage of base 42.26 (0.76 scale). The 2nd effect requires less than 5 Blood Frenzy and does TWO DoTs (one is 5 ticks of 18.13 damage that scales with blood frenzy, the other is 5 ticks of 7.67 damage that also scales with blood frenzy). The 3rd effect replaces the 2nd effect as it occurs when you have 5 Blood Frenzy. It still does 2 DoTs, but those DoTs are stronger in base damage (19.07, 8.06) and do 6 ticks instead of 5 ticks. The 4th effect is your Hide Crit, which does the same 42.26 up front damage (0.76 scale) and does TWO DoTs once again, the 5 ticks of 18.13 and the 6 ticks of 19.07 (both scale with Blood Frenzy). Finally, the 5th effect is your "non-Hide" Crit. I use quotations because the chance to crit is 100% however the damage is equivalent to 1 tick from your DoT (18.13). This small amount of damage scales with Blood Frenzy, but it also applies a curious +0.76 in its magnitude expression. What does this 0.76 do, exactly? It literally subtracts 0.76 damage from scaled and enhanced portion of that 18.13 damage. That probably isn't clear, so let's use numbers as an example. Let's say you have no enhancements and no blood stacks and no damage bonuses, the damage would be (1+0.04x0)x18.13 - 0.76 = 18.13 - 0.76 = 17.37. Now let's say you have 5 stacks of Blood Frenzy, and slotted 100% damage enhancement. The damage becomes (1+0.04x5)x18.13x(100%+100%)-0.76 = 43.512 - 0.76 = 42.752. So what that 0.76 does is simply subtracts 0.76 from the final damage total. It's never boosted, it's never enhanced, it just subtracts that number. But why? Not sure. Now let's look at the 3 PVP effect, The first PVP effect (Effect #4 in the table) is a standard upfront damage (much like PVE's first effect, Effect #0). One major difference between the PVP and PVE versions, the PVP damage scales with Blood Frenzy whereas the PVE damage does not scale. The 2nd effect is the PVP Hide Crit, which does the same damage as the first effect but has 0.72 subtracted from the final enhanced damage (for whatever reason). The 3rd effect is the PVP Non-Hide Crit, which has a 20% chance of happening but only goes off if the player is Held or Sleeping. This also scales with Blood Frenzy and subtracts 0.72 for some peculiar reason. So PVP looks nothing like PVE. No DoTs for PVP whereas PVE gets 2 DoTs on one effect, and another 2 DoTs on one effect when coming out of Hide. PVE has a 100% chance to do a non-hide crit for a DoT tick worth of damage, while PVP gets a 20% chance if the Player is Held or Sleeping. So I don't know...maybe I am overthinking it when it was just coded incorrectly. But it feels very odd that any of these peculiarities are intended. You would normally expect a non-hide crit for full damage with a base percent chance of 7% (10% because you count as a teammate). You would expect if your PVE damage gets 4 DoTs that PvP damage might get more than zero. You would expect there to not be a weird scalar subtrating from your final damage output. So, I think it's broken. But I don't know for sure.
  23. Probably. The resistance debuffs help its effective DPS, but overall the animation times are soooo long on so many of the powers that there's a reason why the set is rarely used outside of Defenders. There's not one attack in the set (outside the nuke, which is fantastic btw) with a DPA over 1.0. There is simply nothing in the set that helps in terms of a strong quick attack. There's no snipe, so no quick-snipe to save it either. Sonic Attack is the only set that has no non-nuke attack with a DPA over 1.0 (it's best DPA attack is Shriek with 0.84, Scream and Shout are 0.79). Here's a list of blast sets with attacks that have DPA > 1.0. (I'm using Cast Time, not ArcanaTime) Archery: Blazing Arrows and Ranged Shot Assault Rifle: Burst, Buckshot, Sniper Rifle Beam Rifle: Disintegrate, Lancer Shot, Penetrating Ray Dark Blast: Gloom, Moonbeam Dual Pistols: Executioner's Shot (standard ammo...incendiary ammo adds Pistols to the list) Electrical Blast: Zapp (Charged Bolts, Lightning Bolt, and Ball Lightning are all above 0.93, though) Energy Blast: Sniper Blast, Power Burst Fire Blast: Lulz Ice Blast: Bitter Ice Blast Psychic Blast: Psionic Lance, Telekinetic Blast, Will Domination Radiation Blast: Proton Volley, Cosmic Burst Water Blast: Water Jet So every set has at least one attack that is 20% higher than Sonic's highest DPA attack (its T1 shriek). And 25% better than Sonic's main ST attacks (Scream and Shout). Scream is ok when factoring in the resistance debuffs, not sure if anyone like's Shout with its 2.67s cast time. The resistance debuffs carry the set since teammates all benefit. Force multiplier, yada yada. But to your point...25% on average buff might be too much. The suggestion is more the DoT effect in general, but I'll leave the balancing of numbers to the professionals.
  24. That is certainly the exception. Travel Powers make for excellent mules.
  25. Never shed anything for Flight. Get a Jet Pack from P2W and call it good. You can buy up to 30 hours worth of flight time between the 6 jet pack variants
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