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Everything posted by Bopper
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Actually, I just looked it up. Flurry does crit at a 5% chance
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Hmmm, well for a power to crit, it has to have the effect attached to the power. For instance, Cross Punch can crit, but it's 5% chance on everything as opposed to also having a 10% chance on harder targets. Some effects simply forgot to have the crit included. For instance, Shred from Savage Melee is missing this effect, so it will never crit (this is an obvious bug, hopefully it gets fixed). I suppose if you want an easy way of seeing if a power crits or not you could use the old City of Data and look at damage scales. Those scales bake in a crit chance and make for weird damage scale numbers. It isn't perfect, and should be cross-compared to Homecoming, but it would be a fast way to see what crits and what didn't from back on live.
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Personally, Dual Wield is the attack I always skip. It's only useful if you are exemplared below level 23 because you lose Executioners Shot...although SF can be had at level 20, so it could supplement your attack chain down to level 15. That being said, how you slotted Dual Wield is not how you would slot Suppressive Fire, so it is not as easy as replace A with B. Piercing Rounds is another power i tend not to take/use, so that could become your option for slotting the DW pieces. But I see you slotted PR for lots of range so perhaps you wanted to keep it as a snipe type power. But if you don't care about that, that would probably be my recommendation. Replace DW with SF and move DW slots to PR while proc'ing out SF. It there was much else to comment...i suppose I personally would go with (but don't feel like this is gospel, play your way) the fighting pool over Recall Friend and Vengeance. I like having Tough to help me get to 75% S/L resistances. It would also allow you to not have to 6 slot Temp Invulnerability. If the loss of vengeance as a lotg mule is too much, you could also remove tactics (not really needed with farsight) and add weave. Just some thoughts. But I imagine you have built this already and you like how it plays, so that's all that matters.
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I think you're right. I saw a Bug Report posted over the weekend that disappeared the next day. It was a fairly significant exploit, so I imagine they are hot fixing it, if it's possible. Ideally, they would also hot fix some of the other easy bug fixes as well, but we'll see.
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I took my Stone/SS/Soul tank out for a test run to feature its attack chain fluidity. I wanted to see what my attack chain would be when I use Base Empowerment buffs...in particular, the Increased Attack Speed (+20% recharge for 90 minutes). Afterall, I almost always grab these buffs while I'm playing. The good news, I finally realized what my Single Target attack chain is. The better news, oh my I did not realize how much an extra 20% recharge could be for my Granite build. I didn't save all of my times, but two stood out. Previously, I would achieve about 4 minutes when I did not click Hybrid, and about 3 minutes when I did click Hybrid. Now, without clicking Hybrid, I am regularly getting below 3:30 times, and I hit a 3:03 and a 3:01 mark tonight. I have more details posted here, but basically my attack chain was Cross Punch > Gloom > Dark Obliteration > Knockout Blow > Cross Punch > Gloom > Foot Stomp. I used T4 Musculature Radial, T4 Degenerative Core, T4 Ageless Core, and T4 Assault Radial (not clicked). Also used the +20% Recharge buff and +17% Recovery buff from Base Empowerment. Cross Punch slotted: FotG proc (-Res), Armageddon Proc, Armageddon +5 DMG/END, two Rare damage Procs, Force Feedback Proc Foot Stomp slotted: Armageddon +5 DMG, four Rare damage Procs, Force Feedback Proc Knockout Blow slotted: Hecatomb +5 DMG, 2 Epic damage Procs, 2 Rare damage Procs, Force Feedback Proc Gloom slotted: Apoc Proc, Apoc +5 DMG, Apoc +5 DMG/END, two Rare damage Procs Dark Obliteration: Ragnorak +5 DMG, four Rare damage Procs, Annihilation Proc (-Res) Times: 3:01 (340 DPS) 3:03 (337 DPS) 3:26 (314 DPS) 3:49 (295 DPS) - Ran out of Endurance when I forgot to cast Ageless a 2nd time. caused a 5 second hiatus to re-toggle armors, but I forgot to re-toggle Assault and I was slow to re-toggle Mud Pots. Safe to say this was a very bad run (actually was going amazing until the hiccup), yet still broke 4 minute time.
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Version 5 of the build has been completed. Come for the updated breakdown of the build, but stay for the 3 minute pylon time (without clicking Hybrid!!).
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If we're talking about Scrapper's Shred not being able to crit, and/or Stalker's Hemorrhage being broken (not broken as in O.P, but it's O.P. because its broken...incorrectly coded), then yes Savage could be adjusted too. But not in the same way TW will be.
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Hey no worries, it's just ideas for you to take in. You should always play your way, no matter. No matter what, your PBU+Far Sight will make you a strong teammate. Everything else you bring to the table is gravy.
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Suppressive Fire is great for procs and i would recommend fitting it in if you can. For a proc-centric build, you can take a look at my Time/DP/Power character for ideas that match your playstyle.
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Yeah, this is a hack job on my part. I manually follow these people only, then I utilize the Activity feature to look up only people I follow. As for PK's tools, it looks like it still works. You can find it here http://www.cityofplayers.com/pks-tools/ And the dev tracker specifically (although I dont know if the devs have been updated) http://devtracker.us-east-2.elasticbeanstalk.com/
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Others to follow: Faultline Captain Powerhouse The Curator
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Here's a start...but developers are missing. https://forums.homecomingservers.com/staff/
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I started with looking up who the Staff is, but there are plenty who are not listed. Might be worth making a list here of all the devs, GMs, etc and folks can add to it if they notice a name missing
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I personally just follow devs only, and I can go to "Members I follow" to see what all the Devs posting activities. There is also a Dev Tracker tool that PK developed. I cant remember if it works on this version of the forums, but you can find the tool in the Tools forum.
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Can you guys provide logs? I just saw a discrepancy in the Blaster version but I wouldn't think it'd affect the other ATs. What exactly are you guys seeing?
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So I took a look at some of the details of the power and it appears the Blaster version of HoB has its big lethal portion of damage ticks (the ticks that use 0.3178 scale, not the 0.1362 scale) set to 0 percent_chance. The defender and corruptor version has this same effect set to 100%. So you appear to have found a bug in the Blaster version, certainly. @Jimmy, if this truly is the cause of the bug, can we get it fixed? Changing a 0 to a 1 is hopefully all we need.
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MA/SR Scrap w/Synapse's Shock build for Combat Speeds
Bopper replied to East Slide's topic in Scrapper
If you'd like to go with more damage, you could probably go with Musculature Radial (retain the run speed enhamcement), and use a Base Empowerment +Jump Temp Buff to retain your jump speed (lasts for 90 minutes). It's a 20% strength to Jump Speed, so it will improve your Ninja/Beast Run's speed by 20%, which is very helpful. -
Invent some Invention Sets! (more for fun)
Bopper replied to Sakura Tenshi's topic in Suggestions & Feedback
I suggested this awhile back, still think it would be a fun implementation of a Slow set with a Damage emphasis. The idea was to also incorporate a Cold Damage proc, while making that proc thematic with the set. Ice Mistral’s Torment (Slow Movement Set) • Slow • DMG/RCH • DMG/Slow • DMG/Acc/End • DMG/Acc/RCH/End • Chance of Damage (Cold) - 3.5 PPM Level 50 Post-ED values • Damage: 89.93% • Slow: 69.9% • Acc: 39.75% • End Rdx: 39.75% • Recharge: 45.05% Set Bonuses • 2) 1.125% HP (x1.5 multiplier) • 3) 2.0% Slow (x2 multiplier) • 4) 10% Slow Resistance (x2 multiplier) • 5) 6.25% Recharge (x2.5 multiplier) • 6) 3.75% AoE Defense, 1.875% Fire/Cold Defense (x3 multiplier) -
Who would get the most use out of the complete Fighting pool?
Bopper replied to jacehan's topic in General Discussion
So I tested this out and according to the combat log, my tanker's gauntlet executes its Taunt AoE for all of the fighting pool attacks. -
Interface Procs are Bugged...my Test Results might show why
Bopper replied to Bopper's topic in Bug Reports
@Captain Powerhouse and @Number Six I was poking around and thought I'd take a look at Cognitive Interface...I think its Effects within its Effect Group is entirely missing or corrupted. Same for Immobilize Interface. I ran some stuff on Beta for awhile and I strongly suspect you'll find a problem with these Interfaces. Maybe check the Interface_Silent.- 45 replies
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I think regen and dots...although regen is typically resisted in such a fight.
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I believe the debuffs have a max stack of 4, and the DoTs have a max stack of 8
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Updates: Ok, I thought about the build a little more, and I figured folks would not like attacks not being at 95% to hit against +3s, so I removed a +6% Movement Speed buff from a prestige sprint and added a +2 Rch/ToHit Hami-O to Rage. This gets all AoEs to 96% chance to hit against +3s. Against +4s, it drops to 86%...but I won't chase that...for now. I'll update the original post with my tweaks as they come in.
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Notes from the Author Play History of this build What is this character supposed to do (Design Goals)? Play entirely in Granite Armor (with the exception of traveling great distances outside of combat) Be surviable: Softcapped Defenses (45+% to S/L/E/N/F/C), Capped Resistances (90% to S/L/E/N/F/C/T), Capped HP (3534 HP), Solid Regeneration (400+% Regen when Rooted, 60+ HP/sec) DPS, single target and AoE. Solo a Rikti Pylon in under 4 minutes with no inspirations. Under 3 minutes with Hybrid Assault Clear a +4/x8 Briggs Moon Map in 6 minutes with no inspirations Accurate (with single stack of Rage) All ST attacks can hit +4 enemies 95% of the time (KoB, Gloom) All Taunt attacks can hit +4 enemies 95% of the time (Mudpots, Taunt) All AoE attacks can hit +3 enemies 95% of the time (Cross Punch, Foot Stomp, Dark Obliteration) However, all AoE attacks can hit +4 enemies only 86% of the time (with single stack of Rage, 2x Rage it hits 95% of time) High recharge. Some from set bonuses, but mostly FF procs and Cross Punch are engines for high recharge. Move fast...enough. In Granite Armor: 30+ mph run speed Out of Granite: 80+ mph run speed, 70+ mph jump speed What is this character NOT supposed to do? Exemplaring. This is intended as an end-game build. It can run level 27+ content with Granite Armor, but without Ageless the character will need outside recovery options (buffing teammates, recovery serums, base empowerment +Recovery temp power, etc). Ideally this build is for 45+ content. Face Psionics. Unless the enemy ONLY uses Psionic (in which case you can switch to Minerals and enjoy softcapped defense), there won't me much for mitigation against Psionic attacks. Self Sustaining outside of Ageless. It was already said, but I'll say it again, this is an endurance hungry build and the +Recovery buff from Ageless is very much the engine that allows this build to work. Additional information for this build: Slotting between Foot Stomp and Cross Punch are interchangable. For Single Target emphasis, I slot Cross Punch with the Armageddon and FotG procs. For AoE emphasis, I move those procs to Foot Stomp. E/N Resistance technically sits at 84.33%. However, the Tanker ATO in Mudpots should always keep one ATO active. It is a 6 PPM proc that can stack up to 3 times and lasts for 20s each stack. In Mudpots, that is a 52.6% chance to proc every 10s. Assuming 95% chance to hit, the probability of missing the proc is exactly 50%. So worst case scenario, there is only one enemy that you can engage with, the probability of missing the proc twice in a row (thus opening up a 10s window without the ATO) is 25%. This will rarely matter in game play, as having only one target on you is going to be rare. However, if there is a situation you feel this will be too much of a hindrance, I highly recommend grabbing a +5% Energy Resistance and +5% NE Resistance temporary power from Base Empowerments. Using Base Empowerment Temp Buffs, the Jumping Speed and Running Speed is 75.35 mph and 82.88 mph, respectively. This is when Sprint and Ninja Run are on. So although I don't take a traditional travel power, this is why. In Granite Armor, the Running Speed becomes 32.24 mph. In Rooted and Granite, the Running Speed becomes 19.45 mph. The Nitty Gritty Details: If you followed along this far, then you have a true interest in the build despite the limitations of Granite Armor. So welcome, I'm glad you're here. Below I will go into math and additional details on what the build can do. I'll break down the amount of Even Con damage from each attack, and I will break it out by 0x Rage, 1x Rage, 2x Rage, Rage Crash. I will include the enhanced damage with Musculature alpha, and global damage bonuses (including Assault). I'll also show the average proc damage, chance for FF proc, and chance for Res Debuff Proc. Power Base DMG Base + Glob DMG Enh. DMG 1x Rage 2x Rage Rage Crash Proc DMG Avg FF Proc -Res Proc Cross Punch 87.22 99% 118.56% 361.50 431.28 110.69 101.97 27.07% --- Knockout Blow 188.07 99% 98.52% 843.84 994.30 340.72 321.91 90.00% --- Foot Stomp 75.02 99% 74.41% 324.99 385.01 142.38 134.88 27.41% 47.97% Gloom 78.30 99% 119.80% 440.00 502.64 213.87 206.04 --- --- Dark Obliteration 40.04 99% 74.41% 307.04 339.07 209.58 205.57 --- 61.40% Info about the table The slotting shown in the table is slightly tweaked from the build. The build I offer up has two versions of slotting: Max Damage, and a somewhat friendlier Endurance Management build. If you'd like to see the alternate slotting, go to Slots/Enhancements > Slots > Flip All to Alternate. The table above uses the max damage version of KoB while using the Endurance friendly version of CP*, FS, and DO. *Technically, CP's endurance friendly version is more endurance hungy, but that is because it is swapping enhancements with Foot Stomp to make Foot Stomp more endurance friendly. So the net gain is CP adds 0.45 end/cast while Foot Stomp subtracts 5.09 end/cast. The big take away is how hard the attacks hit. With one stack of rage, each attack will do 300+ damage on average, and with two stacks of rage each ST attack does 400+. Even during the rage crash, the procs will allow for your attack chain to still do over 100 damage with each attack. No need to pull out the Black Wand or Sands of Mu during the crash...although it's not a bad idea just to have all your attacks off cooldown when the crash goes away. Single-Target Attack Chain There is no set-in-stone (pun not intended) attack chain with this build as the recharge procs will make the cooldown of attacks very dynamic. But overall, my attack chain tends to be: C.P. > Gloom > D.O. > KoB > C.P. > Gloom > F.S. AoE Attack Chain For AoE attacks, Foot Stomp becomes my engine, providing me a reliable FF proc (80% chance to proc when hitting 5 targets). Dark Obliteration and Cross Punch round out the AoE attack chain with KoB used on the biggest target whenever off cooldown, and Gloom is sprinkled in whenever there is a gap in the chain. F.S. > C.P. > D.O. > KoB How can I not slot recharge, fight in Granite Armor, and still maintain a fluid attack chain? Answer is simple: Force Feedback procs in 3 of my attacks, Hasten, Ageless, and Cross Punch. But let's break it down further than that. The build only has 73.75% recharge from set bonuses, and combine that with -65% recharge debuff from Granite Armor only nets the build +8.75% recharge. However, when Hasten is up, we add +70%. With Ageless, we have atleast +10% (+20.83% on average). If needed, there is a +20% recharge buff from Base Empowerment I can use for 90 minutes. So let's average that out, that's +119.58% recharge on average (+108.75% half the time). So right now, if nothing else changes, we know that the cooldown time to all my attacks are a little bit less than half of their base values. This gives me the following: Power Base Cooldown Global Recharge New Cooldown Cross Punch 8.00 108.75% 3.83 Knockout Blow 25.00 108.75% 11.98 Foot Stomp 20.00 108.75% 9.58 Gloom 12.00 108.75% 5.75 Dark Obliteration 32.00 108.75% 15.33 Those numbers do not factor in the FF proc nor Cross Punch's 10% recharge buff. If we were to factor in the 95% chance to hit, each of the following attacks would add the following amount of average Cooldown points: Avg Cooldown points = (Chance to Hit) x (Chance to Proc) x (Amount of Recharge) x (Duration) KoB: 95% x 90% x 100% x 5s = 4.275s CP: 95% x 27.07% x 100% x 5s + 95% x 10% x 6s = 1.286s + 0.57 = 1.856s FS: 95% x 27.41% x 100% x 5s = 1.302s What do those numbers mean? Basically it is equivalent to reducing the Base Cooldown of a power by those numbers...so long as a power that is on Cooldown is on Cooldown for the entire duration. Let's apply this to practice. KoB has a Base Cooldown of 25s. On average, when KoB is cast, it will average a 4.275s CD reduction, so KoB's "new" Cooldown becomes 20.725s. Take that value and divide by the recharge, KoB now recharges in (25-4.275)/2.0875 = 9.93s. So KoB having the FF proc now reduced its average Cooldown to 9.93s which is equivalent to having +152% recharge (effectively a 43% global recharge buff to KoB, as well as other powers). Ok...I admit...that's a vomit of math and I didn't really try to make it clear. The point of showing that is the fact the procs and buffs act as equivalent global recharge...and when we can chain together many of these procs, we can help close the gaps of the build. I won't bombard you with the math...instead, I'll let a combat log do the talking. This is simply me against a Pylon. One on One. No AoE benefits for Force Feedback, just non-stop attacks. My slotting for this run is slightly different than the build, but not by much. But in terms of analyzing the recharge capabilities of the build, it is exactly the same. This test includes the 20% Recharge Buff from Base Empowerment, and Cross Punch is fitted with the Armageddon DMG/END, Armageddon Proc and FotG Proc, while Foot Stomp has Armageddon DMG and 4 3.5 PPM procs. I had T4 Degenerative Core Interface slotted, and T4 Assault Radial Hybrid slotted (but not used). I say this all because in an effort to simply do a pylon test as a means to show the fluid attack chain of the build, I did something I didn't think was possible... I defeated the Pylon in 3:01 (340 DPS). I repeat: 340 DPS for a GRANITE TANK!!! This wasn't necessarily an outlier either, as a few runs prior I hit a 3:03 time, however my combat log didn't save...so I had to try for it again. Cleaned up Combat Log Table. Full Combat Log CSV file embedded beneath the table. The purpose of the analysis is to try to identify major gaps, so I parsed the combat log to find any instance where the time between the HIT/MISS of a previous attack and the activation of the current attack is 2 or more seconds. I highlighted those in yellow, and I scrubbed anything that wasn't a problem as green (like attacks following the activation of Rage...where it did not have a HIT/MISS for me to check. For the entire run, only 4 times was there a gap of significance, and I could probably chalked half of those as human error. Also worth noting, Hasten was nearly perma on this run...and it might have been and I was too focused on my attacks. This is not atypical, I regularly have Hasten reaching perma-levels on pylon runs. It just goes to show how much of an engine the FF procs can be. Final Thoughts: I'm not sure what else to say about the build. It's fun, if you can work with the movement penalties. It's different...which is why I wanted to make it in the first place. But most importantly, it's not cookie cutter. This build is a nonconformist take on how to be a DPS character without being a DPS AT. To be a DPS character in a powerset that tries to prevent you from doing so. This build isn't just Punk Rock, it's Proc-Rocks. Build Data Link: (Full Damage version, and slightly more Endurance friendly version) Build Details: (my version...KoB max dmg, the rest balanced) (Original Build for this topic, kept here for historical purposes) Build Data Link: Build Details: Build Totals: Proc-Rocks - Stone-SS-Soul-Run Version Page5 - Offensive Build v5.mxd
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Could be the cherry on top. I recommend using the formulas on the first post to figure out the math for your Radiation Siphon. I was able to leverage FF procs in my Granite Tank (gets a -65% recharge debuff) to get perma hasten in farms or when saturated with enemies. So its viable to use.