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Bopper

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Everything posted by Bopper

  1. I asked for you to find me better attacks from non-Origin Pool powers and you gave me a set with no attacks and another set that is an Origin Pool. That's fine if you like Leadership pool more, it's a good set; but it's not pertinent to this topic of discussion. As for Force of Will, that's an Origin Pool - so yeah, it's supposed to be stronger. But is it? Let's compare Max Synergy Fighting Pool with Force of Will. Boxing: 0.988 scale, 1.32s arcantime, 0.748 DPA, 35% chance for Mag 3 stun, 2.5s recharge, -2% endurance, -5% recovery for 4 seconds. Kick: 1.092 scale, 1.98s arcanatime, 0.552 DPA, 40% chance for 0.67 KB, 3s recharge, -3% endurance, -5% recovery for 4 seconds. Cross Punch: 1.651 scale, 1.848s arcanatime, 0.893 DPA, 7' radius 50 degree arc (5 tgts max), 40% chance for 0.67 KB, 20% chance for Mag 3 stun, 8s recharge, +10% recharge for 6 seconds per target hit (can stack), +10% to-hit for 6 seconds per target hit (can stack) Now let's look at the two Force of Will attacks. Project Will: 1.16 scale, 2.244s arcanatime, 0.517 DPA, 80' range, 5s recharge, 25% chance for 0.67 KB Wall of Force: 0.645 scale, 2.64s arcanatime, 0.244 DPA, 40' range 90 degree arc (10 tgts max), 10s recharge, 33% chance for 0.67 KB. I highlighted the DPA results. I used the normalized damage scale divided by arcanatime to come up with these numbers. What does it mean? Well that will depend on the AT that you use. Each AT will have different damage modifiers for Melee attacks and Range attacks that would need to be applied to these normalized DPA values to come up with a true DPA for each AT. But, one thing you'll find is the disparity between Range damage modifier and Melee damage modifier usually favors the Melee side (or are equal). The largest ratio between Melee:Range is the Defender which has a 0.55 Melee Damage modifier versus a 0.65 Range Damage modifier. Let's plug in the defender numbers and compare. Boxing: 30.23 dmg, 22.90 DPA Kick: 33.40 dmg, 16.87 DPA Cross Punch: 50.49 dmg, 27.32 DPA Project Will: 41.93 dmg, 18.69 DPA Wall of Force: 23.31 dmg, 8.83 DPA As you can see Boxing and Cross Punch are better than Project Will in DPA....even for a Defender. Even Kick is somewhat comparable to Project Will...somehow. And Wall of Force...wow, that power is a near equivalent to Shockwave from Sonic Attack..not good. And let's review, not only does Boxing and Cross Punch have better DPA, but the entire Fighting Pool (at Max Synergy) has a better chance at a status effect (35% and 40% is better than 20% and 33%), plus the Fighting Pool comes with extra buffs and debuffs. The only think Force of Will has going for it, it does slow ranged attacks. So once again, I challenge you to find better attacks from Pool Powers that out perform Max Synergy Fighting Pool. If you want to take other pool powers for your builds, that's fine. But this topic is discussing the merits of going after the complete Fighting Pool if there's space available to. And don't feel bad if you didn't know about Synergy before this...it was new to me when I returned to COH: Homecoming. Hopefully, though, these numbers will help you understand how powerful the Fighting Pool can be (for a Pool Power). Bonus Coverage: For argument's sake, I showed one end of the spectrum with the Defender numbers punched in, how about we try a melee character. Let's say a Tanker, which I believe has a 0.95 Melee damage modifier versus a 0.80 Range damage modifier. Long story short...even Kick has better DPA than Project Will, and it's not very close. Boxing: 52.20 dmg, 39.54 DPA Kick: 57.69 dmg, 29.14 DPA Cross Punch: 87.22 dmg, 47.20 DPA Project Will: 51.6 dmg, 22.99 DPA Wall of Force: 28.68 dmg, 10.86 DPA
  2. I'm not sure if Redlynne has reached level 50 yet with the character, but once it gets to incarnates you'll probably see her go with either Musculature Radial or Inuition Radial for the Alpha. Both offer a buff to damage, to-hit debuff, and defense debuff (all things Time/DP could use). The big question is do you rather have the endurance modification for your Chronoshift and Stamina, or would you rather buff your Hold, Range and Slow? If your endurance consumption is under control, Intuition is the no brainer. But if you are burning down your blue bar too quickly, Musculature is worth your while too. Personally I use Musculature as I'm proc heavy and don't slot much endredux, but I'll switch to Intuition if I team with another buffer. Redlynne probably handles endurance better than my build does, so I'd expect she would go with Intuition, especially given the number of hold powers the build has. Everything else is user's choice. For Destiny, you can go with Ageless and never worry about endurance and enjoy the recharge boost (recovery or debuff resistance are both fine choices). You can go Clarion for the status protection, and if you're willing to live with a 30s gap, you can go with the +Special to double power-boost your Farsight. Personally, I use Clarion Radial. Interface, you can go with so many. Degenerative and Reactive, those are always popular choices and they certainly can fit here. Personally, if I want to DPS I go Reactive Radial while using Incendiary Ammo. But if I want to be more of a protector, I go with Paralytic Radial while using Chemical Ammo. Pairing my -damage debuffs with my high Farsight defenses is great synergy. Judgement, I go with Void Radial because I already play in melee range and having another PBAoE that also does -damage fits my playstyle (especially if using Paralytic and Chemical Ammo). But for simplicity, there is nothing easier to use than Ion judgement and it can hit up to 40 targets. So either are good options. Lore, I go Longbow Core. Regeneration debuffing is one of the weak spots of Time, so having pets that can do that for me is nice balance. Banished Pantheon also a popular choice and perfectly good to go with. Hybrid....I sort of grab them all. I go Assault Radial for DPS, I go Support for team support (obviously). I go melee for survival and status protection. I swap between what I need based on the mission.
  3. At base HP, slotting it in Stamina makes it better HP/sec than every regen unique (PT proc > +25% regen tissue) and in some cases its better than Panacea. That applies for every AT.
  4. great to know, thanks.
  5. I looked it up, it certainly is a -100% strength to range. It used to be -75% on Live. My guess is, either the enemy has enhanced range and/or the effects of debuffing the strength is an increase to the denominator (as I showed). But given how enhancing range is multuplicative (range x [1+range enhance]) odds are this is too. So I strongly suspect the enemy has enhanced/buffed range.
  6. Huh...is that new? I'll look up the effects, but I honestly did not know it became -100% Is it possible a -100% debuff is actually just cutting it in half? Sort of like when you reduce endurance cost, it is actually a 1/(1+endredux)? I wonder if this just makes max range become ¹/(1+100%)= 1/2. Either way, sounds like I have something new to learn today.
  7. Thanks for the quote. I didnt realize I poorly worded my request. I'll update my OP. Edit: OK, it's corrected. I didn't realize I said minimum (when I meant maximum, yikes) and I said Powers when I meant the Powersets (double yikes). Thanks for the heads up.
  8. It's -75% range
  9. a level 25 IO in health adds 12.88% regen. Numina adds 20% regen plus the recovery
  10. It's always been intended to be 5% of Base HP. All other +HP procs work that way, except Panacea.
  11. Thank you. I just finished my first re-formatting sweep. Let me know how it looks and if it's still helpful. And feel free to give me feedback if something is not clear or if something could be said/shown differently for better clarity.
  12. My prediction is if you implement a face palm reaction (without rep), it will result in it being used as a means to demean others on the forum (bad). If you implement a face palm reaction (with rep), it will still result in it being used as a means to demean others on the forum (bad), but will also figuratively feed the trolls on the forum that want to stir up flame wars (also bad) and relish in chasing "notoriety" for it.
  13. I dunno. Rep is its own stigma. I noticed recently I had "won the day" 3 times. When I went back to see what merited "winning", I thought it would be for one of my guides or for discovering a bug fix. Nope. One day happened to be a slow day that I made some joke that might've gotten 7 likes, the other two were from getting into an argument over a powerset capability. If dumb jokes and flame wars are what earns rep, I'd rather live anonymously answering questions and problem solving. But I digress. To your point, I'd hate to see the rep-seekers out there try to chase rep by purposely posting nonsense just for the "face-palm" reaction. Incentivizing people to be vile, obnoxious, or what have you...I dont think that's healthy for the forums.
  14. What numbers are you basing this on? You know with max synergy, Boxing, Kick, and Cross Punch gets a 30% increase to their base damage. That turns Boxing's 0.76 damage scale into 0.988. It turns Cross Punch's 1.27 damage scale into 1.65. I challenge you to find better attacks from non-Origin Pool powers (which are intended to be better powers). I think your opinions are based on not understanding what Synergy does, which is fine...things have changed since Live and we have to relearn things.
  15. Request #3) Lock every thread that suggests "nerf Hasten".
  16. Request #1) Increase maximum number of Pool Powers you can select to 5, or have the Origin Pools not count as a Power Pool in the current limit of 4 Pool Powers. Request #2) Remove the Requirement of the T4 powers in a pool needing 2 sub powers before selection. Only have the T5 power require 2 previous powers. As a compromise, move the minimum level for slotting a T4 pool power to level 20.
  17. How is that possible "even less now"? Do you know how much the powers are buffed with Max Synergy? Kick is still too slow for me, but the DPA of Boxing is adequate. Both may not be in your rotation at end game but both would be utilized if exemplared low enough. But the best of them all is Cross Punch. Give me a solid melee cone attack that hits as hard as Haymaker and gives me a 6 second +10% recharge buff and +10% to-hit buff for each target I hit? Yes please. Edit: looking through everything, Max Synergy Cross Punch is a slightly stronger version of Stone Mallet (1.65 scale vs 1.64), and has same Arcanatime (1.848s). So ultimately an AoE with slightly better DPA than Stone Mallet plus extra buffs.
  18. In the guide I showed a breakdown of Salvage costs for Tier 3 only. It turns out all Tier 3 salvage has a Tier 1 and Tier 2 counterpart. So for a simple conversion, here is that breakdown. Arcane Empowering Station - Salvage Required for All Temporary Buffs Tier 1 Tier 2 Tier 3 # Brass Iron Ceramic Armor Plate 2 Spell Scroll Spell Ink Demonic Threat Report 4 Luck Charm Rune Fortune 5 Human Blood Sample Stabilized Mutant Genome Hydraulic Piston 3 Boresight Improvised Cybernetic Kinetic Weapon 3 Inanimate Carbon Rod Scientific Theory Mathematic Proof 3 Ancient Artifact Masterwork Weapon Nevermelting Ice 4 Runebound Armor Ancient Bone Regenerating Flesh 4 Clockwork Winder Alchemical Silver Ruby 4 Simple Chemical Inert Gas Silver 3 Spiritual Essence Demonic Blood Sample Spirit Thorn 4 Computer Virus Circuit Board Temporal Analyzer 3 Temporal Sands Symbol Destiny 1 Volume of the Obsidian Librum Living Tattoo Psionic Threat Report 1 Clockwork Gear Alchemical Gold Sapphire 1 Tech Empowering Station - Salvage Required for All Temporary Buffs Tier 1 Tier 2 Tier 3 # Brass Iron Ceramic Armor Plate 4 Spell Scroll Spell Ink Demonic Threat Report 2 Luck Charm Rune Fortune 3 Human Blood Sample Stabilized Mutant Genome Hydraulic Piston 4 Boresight Improvised Cybernetic Kinetic Weapon 4 Inanimate Carbon Rod Scientific Theory Mathematic Proof 5 Ancient Artifact Masterwork Weapon Nevermelting Ice 3 Runebound Armor Ancient Bone Regenerating Flesh 3 Clockwork Winder Alchemical Silver Ruby 3 Simple Chemical Inert Gas Silver 4 Spiritual Essence Demonic Blood Sample Spirit Thorn 3 Computer Virus Circuit Board Temporal Analyzer 4 Chemical Formula Scientific Law Chaos Theorem 1 Heavy Water Corrosive Gas Gold 1 Mutant Blood Sample Mutant DNA Strand Pneumatic Piston 1
  19. Base Empowerment: Temporary Powers Information Guide by Bopper Written: 14 June 2020 Last updated: 15 June 2020 (Information that might help players understand the benefits of Base Empowerment temporary powers) Empowering Stations are base items whose primary function is to craft temporary powers. These powers only affect your character and last for 90 minutes of in game time (the game incorrectly states 60 minute duration). They are also incredibly cheap to craft, costing one or two common salvage and sometimes an additional uncommon salvage. This information guide will go over the following: How buffed up will your character be if you craft every Base Empowerment Temp Power? How much salvage does it cost to craft every Base Empowerment Temp Power? How to check when the Temporary Power will expire How to delete a Temporary Power Summary of Base Empowerment Temporary Powers In the Summary Table at the end, I show all of the Temporary Powers provided by the Arcane and Tech Empowering Stations. This table will show the amount of buff your character will receive from each Temporary Power as well as the salvage cost for crafting that Temporary Power. Whether you craft the Temporary Power as Tier 1, Tier 2, or Tier 3, it makes no difference; they are all the same strength and have the same duration. It is important to note that you cannot stack the same type of Temporary Power; once you craft the buff you will be unable to craft the same Temporary Power until the buff duration expires or if you manually delete the power from your Power window. How buffed up will your character be if you craft every Base Empowerment Temp Power? The question we all care about. Here's a quick breakdown: +20% Recharge buff +17% Recovery buff +5% Resistance to ALL damage types +17.5% Resistance to most status effects (Confuse, Stun, Fear, Hold, Immobilize, Sleep) +20% Resistance to Slow and Recovery/Endurance Drain debuffs +10 Magnitude Knockback Protection +100 feet Perception Increase +25 feet Stealth (250 feet in PVP) +20% Run Speed (+2.86 mph) +20% Strength to Jump Speed +20% Strength to Fly Speed +60% Strength to Knockback (You might not want this) How much salvage does it cost to craft every Base Empowerment Temporary Power? The short answer: 45 salvage. 42 Commons and 3 Uncommons. The real question is, what do you need to stash away (or have on the ready to buy from the Auction House) to quickly run in and craft every single buff quickly. Afterall, maybe your buffs ran out during the middle of a Task Force and you need to quickly re-up. Since all buffs are the same, I will just show the breakdown for Tier 3 Arcane and Tier 3 Tech Salvage costs. I'll include a full breakdown in the comment section below. Arcane: Ceramic Armor Plate (x2) Demonic Threat Report (x4) Fortune (x5) Hydraulic Piston (x3) Kinetic Weapon (x3) Mathematic Proof (x3) Nevermelting Ice (x4) Regenerating Flesh (x4) Ruby (x4) Silver (x3) Spirit Thorn (x4) Temporal Analyzer (x3) Destiny (x1) Psionic Threat Report (x1) Sapphire (x1) Tech: Ceramic Armor Plate (x4) Demonic Threat Report (x2) Fortune (x3) Hydraulic Piston (x4) Kinetic Weapon (x4) Mathematic Proof (x5) Nevermelting Ice (x3) Regenerating Flesh (x3) Ruby (x3) Silver (x4) Spirit Thorn (x3) Temporal Analyzer (x4) Chaos Theorem (x1) Gold (x1) Pneumatic Piston (x1) How to check when the Temporary Power will Expire Now we're getting into how you can verify the duration lasts for 90 minutes, but also it is good to know if you have enough time remaining before you start an assignment. If you check the remaining duration and feel as though it's not enough time, you can delete the power, then re-craft the power to restart the 90 minute clock. To check the remaining time on a Base Empowerment Temporary Power, select "Powers", scroll down to "Temporary Powers", right-click the temp power you want information from and select "Info". The Description will show when the Temporary Power will expire. Notice the generic description states 60 minute duration but the expiration is longer. It's worth noting this is the only way to check when the power will expire. There are other means to check the power info, but none of those descriptions will show the expiration. How to Delete a Temporary Power Perform the same steps as we did for checking when a Temporary Power expires, but instead of right-clicking to select the "Info", right-click and select "Delete Power". A pop-up menu will display to verify your selection. Select "Yes". Summary of Base Empowerment Temporary Powers Temporary Powers Arcane - Salvage Cost Tech - Salvage Cost Type Duration (min) Amount Tier 1 Tier 2 Tier 3 Tier 1 Tier 2 Tier 3 Cold Resistance 90 +5.00% Human Blood Sample Spiritual Essence Stabilized Mutant Genome Demonic Blood Sample Hydraulic Piston Spirit Thorn Human Blood Sample Spiritual Essence Stabilized Mutant Genome Demonic Blood Sample Hydraulic Piston Spirit Thorn Fire Resistance 90 +5.00% Computer Virus Runebound Armor Circuit Board Ancient Bone Temporal Analyzer Regenerating Flesh Computer Virus Runebound Armor Circuit Board Ancient Bone Temporal Analyzer Regenerating Flesh Smash Resistance 90 +5.00% Simple Chemical Runebound Armor Inert Gas Ancient Bone Silver Regenerating Flesh Simple Chemical Runebound Armor Inert Gas Ancient Bone Silver Regenerating Flesh Lethal Resistance 90 +5.00% Brass Luck Charm Iron Rune Ceramic Armor Plate Fortune Brass Luck Charm Iron Rune Ceramic Armor Plate Fortune Energy Resistance 90 +5.00% Computer Virus Ancient Artifact Circuit Board Masterwork Weapon Temporal Analyzer Nevermelting Ice Computer Virus Ancient Artifact Circuit Board Masterwork Weapon Temporal Analyzer Nevermelting Ice Negative Energy Resistance 90 +5.00% Boresight Spiritual Essence Improvised Cybernetic Demonic Blood Sample Kinetic Weapon Spirit Thorn Boresight Spiritual Essence Improvised Cybernetic Demonic Blood Sample Kinetic Weapon Spirit Thorn Psionic Resistance 90 +5.00% Inanimate Carbon Rod Clockwork Winder Scientific Theory Alchemical Silver Mathematic Proof Ruby Inanimate Carbon Rod Clockwork Winder Scientific Theory Alchemical Silver Mathematic Proof Ruby Toxic Resistance 90 +5.00% Human Blood Sample Runebound Armor Stabilized Mutant Genome Ancient Bone Hydraulic Piston Regenerating Flesh Human Blood Sample Runebound Armor Stabilized Mutant Genome Ancient Bone Hydraulic Piston Regenerating Flesh Confusion Resistance 90 +17.50% (-14.89%) Luck Charm Rune Fortune Brass Iron Ceramic Armor Plate Disorient Resistance 90 +17.50% (-14.89%) Brass Clockwork Winder Iron Alchemical Silver Ceramic Armor Plate Ruby Brass Clockwork Winder Iron Alchemical Silver Ceramic Armor Plate Ruby Fear Resistance 90 +17.50% (-14.89%) Boresight Runebound Armor Improvised Cybernetic Ancient Bone Kinetic Weapon Regenerating Flesh Boresight Spell Scroll Improvised Cybernetic Spell Ink Kinetic Weapon Demonic Threat Report Hold Resistance 90 +17.50% (-14.89%) Inanimate Carbon Rod Spell Scroll Scientific Theory Spell Ink Mathematic Proof Demonic Threat Report Inanimate Carbon Rod Spell Scroll Scientific Theory Spell Ink Mathematic Proof Demonic Threat Report Immobilize Resistance 90 +17.50% (-14.89%) Ancient Artifact Masterwork Weapon Nevermelting Ice Inanimate Carbon Rod Scientific Theory Mathematic Proof Knockback Protection 90 +10.0 Magnitude Inanimate Carbon Rod Luck Charm Scientific Theory Rune Mathematic Proof Fortune Inanimate Carbon Rod Luck Charm Scientific Theory Rune Mathematic Proof Fortune Sleep Resistance 90 +17.50% (-14.89%) Simple Chemical Spiritual Essence Inert Gas Demonic Blood Sample Silver Spirit Thorn Simple Chemical Spiritual Essence Inert Gas Demonic Blood Sample Silver Spirit Thorn Slow Resistance 90 +20.0% Computer Virus Luck Charm Circuit Board Rune Temporal Analyzer Fortune Computer Virus Luck Charm Circuit Board Rune Temporal Analyzer Fortune Endurance Drain/ Recovery Resistance 90 +20.0% Clockwork Winder Alchemical Silver Ruby Human Blood Sample Stabilized Mutant Genome Hydraulic Piston Knockback Increase 90 +60% (strength) Spell Scroll Spell Ink Demonic Threat Report Brass Iron Ceramic Armor Plate Increase Recovery 90 +17.0% (+0.28%/sec) Human Blood Sample Ancient Artifact Clockwork Gear Stabilized Mutant Genome Masterwork Weapon Alchemical Gold Hydraulic Piston Nevermelting Ice Sapphire Human Blood Sample Ancient Artifact Mutant Blood Sample Stabilized Mutant Genome Masterwork Weapon Mutant DNA Strand Hydraulic Piston Nevermelting Ice Pneumatic Piston Increase Perception 90 +20.0% (+100 ft) Spell Scroll Spell Ink Demonic Threat Report Boresight Improvised Cybernetic Kinetic Weapon Increase Attack Speed (Recharge) 90 +20.0% Boresight Clockwork Winder Temporal Sands Improvised Cybernetic Alchemical Silver Symbol Kinetic Weapon Ruby Destiny Boresight Clockwork Winder Chemical Formula Improvised Cybernetic Alchemical Silver Scientific Law Kinetic Weapon Ruby Chaos Theorem Grant Invisibility 90 +25.0 ft / +250 ft PVP (stealth) Simple Chemical Ancient Artifact Volume of the Obsidian Librum Inert Gas Masterwork Weapon Living Tattoo Silver Nevermelting Ice Psionic Threat Report Simple Chemical Ancient Artifact Heavy Water Inert Gas Masterwork Weapon Corrosive Gas Silver Nevermelting Ice Gold Increase Run Speed 90 +20% (+2.86 mph) Luck Charm Rune Fortune Simple Chemical Inert Gas Silver Increase Strength to Jump Speed/Height 90 +20.0% (strength) Spell Scroll Spell Ink Demonic Threat Report Inanimate Carbon Rod Scientific Theory Mathematic Proof Increase Strength to Fly Speed 90 +20% (strength) Spiritual Essence Demonic Blood Sample Spirit Thorn Computer Virus Circuit Board Temporal Analyzer
  20. Huh, I looked up Sentinel and was surprised to see this. It has 3 scaling resists like Tanks/Brutes/Scrappers, but it scales the same as a stalker (up to 25% instead of 20%). So a Stalker (with 2 passives) can scale up to 50% resistance using formula (60-HP%)/60 x (0.25+0.25) Tanks/Brutes/Scrappers (with 3 passives) can scale up to 60% resistance using formula (60 - HP%)/60 x (0.20+0.20+0.20) Sentinel (with 3 passives) can scale up to 75% resistance using formula (60-HP%)/60 x (0.25+0.25+0.25).
  21. Correct BZB. For the ATs you mentioned (and maybe Sentinel?) The formula for each passive is (60% - HP%)/3 (so scales from 0% to 20% for ranges of 60 HP and below. When you have all 3 passives, then the total becomes 60% - HP%. For Stalkers, they only have 2 passives, so their formula was tweaked such that it caps at 25% for each passive. So their formula would be (60% - HP%) x 25%/60% = (60% - HP%) x 5/12. When you have both, you can cap at 50% and the formula becomes (60% -HP%) x 5/6
  22. Make sure you enable chat log saving in your settings and have atleast one of your channels display pet damage information (pet combat, etc)
  23. Also, I notice lots of folks mentioning controllers. FYI, the damage from Cross Punch Containment is wrong. It uses Boxings damage scale instead of its own, so it does less damage than expected. Hopefully that bug gets fixed soon.
  24. Super Strength. Cross Punch would give it a 2nd AoE and its DPA is on par with Haymaker (the 2nd best DPA attack SS has, sadly). Also, max synergy Boxing is better DPA than both Jab and Punch. So if you want to use it as a T1 type filler, it's not bad (not great either). More useful if exemplaring. Personally, I only use Knockout Blow, Rage, and Footstomp from SS. I'm forced to take Jab, and I tend to take Taunt. Otherwise, I have more room to choose other powers, and going for max synergy Cross Punch is definitely feasible.
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