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Everything posted by Bopper
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Oh man...such a horrible *yet great because of how horrible it is* B-movie. Things in that movie I can't unsee.
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New Challenge Mode: Lasting Impact. You enter this mode, there is no reverting back. You play as if the game had actual consequences. If you die, there is no rez, you are locked out of the character forever. However, for every badge you get while in this mode, you get a duplicate badge indicating you were in Lasting Impact mode. Why would people do this? Vanity...those who like badges will get bragging rights for having the most badges, I suppose. Also, for those with Alt-itis, they have a legitimate excuse to make a new toon. Is this a good idea? It's a great idea. But is it really? Nah, probably not.
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The interaction you're talking about is the fact a pseudopet has a max damage of 400%, so with the Brute's low AT damage modifier capped at 400% is very underwhelming. A scrapper, although still limited by the 400% in the pseudopet, still gets their superior AT damage modifier
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Thank you for the clarification. I didnt go in game to verify the number but saw the 4 PPM in mids and thought that might be it. We'll have to update the Mids. As for my 54/4 = 13.5s, I guess it should be 54/3 = 18s to retain 90% proc chance in single target attacks.
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This is specifically a Power Transfer problem. Power Transfer is designed to only proc omce per cast, so using it in an AoE will have a lot of chances to proc, but it will only ever proc once. The problem with this proc is that slotting it in auto powers synchs up all these Power Teansfers, and when one procs, the others can't. That is not working as intended, but its a bug of the mechanic they gave this proc.
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Best Combo to Explore - Foe Damage Mechanic?
Bopper replied to Sailboat's topic in General Discussion
Fantastic combo. -
True, and I'm not really looking to debuff an entire spawn, just the guy I feel does the most damage. I would actually open with Dark Obliteration then Shadow Maul to get the entire mob (or much of it) debuffed. That's a quick 10.5% to-hit debuff fairly quickly, assuming you did not enhance. Throw in Darkest Night, and now you have 30%+ To-Hit debuffs on a fairly good size of the mob. Even against +4 enemies, you're getting ~15% debuffs on the mob. It does, but Stone Armor does have Minerals which gives you the option (though one I don't ever take) to softcap psionic defense (then turn on all of the other armors for some additional protection to other attacks). Also, despite having no psionic resistance in the set, you can actually achieve 80%+ resistance to Psionic damage if you choose to slot for it. Throw in the Tanker ATO and you can hit 90% resistance with one or two stacks. The nice thing with granite, you can get to this 80-90% psionic resistance easier than other armors that have 0% psionic resistance, thanks to much of the other armors essentially acting as mules. Between Aegis unique (+5%), 5x Imperium Armors (+6%), 5x ATO and Purple set bonuses for Toxic/Psi (+6%), you are already at 65% psionic resistance. Throw in the Reactive Defense (3-10%) and the Shield Wall (5%), that gets you to 73%. From there, you can call it good and rely on keeping up 2 stacks of the Tanker ATO (2x 6.7% = 13.4%) to get you to 86.4% resistance, and maybe throw in a couple of 2-slot taunts to get you to 90%. Now you're looking at capped psionic resistance while in granite (after some buildup with tanker ATO) and if that's not enough you can switch to Minerals for both capped defense and capped resistance in psionic damage. I do agree with this. Although you will be vulnerable to Defense Debuffs and you will probably only be able to build to softcap defense in S/L/Melee, but you can hit 86.5%+ resistance to basically every other debuff imaginable in the game (you'll need Focused Accuracy for To-Hit debuff protection, but it's available). Factor in the ability to resistance cap most types of damage (Cold you likely won't, but that's also one of the rarest damage types to face), the absorb shield, the heals, the regen. Rad Armor is a beast of a damage sponge. Rad Armor is so good, it has arguably the best T9 Armor power in the game, and I see builds still skip it because they already have their survival covered. And best of all, you can jump up onto a curb. That alone makes Rad Armor OP.
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I'm admitedly theory crafting a bit. I should defer to others who might have more expertise. I just can see the synergy if you wanted to try a set you havent fully played yet.
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Modest was working on a KM build today and he mentioned he could maintain 100% damage buff with power siphon, echoing comments Sir Myshkin made in their Tank Proc Monster thread. It's a 120s recharge that lasts 20s, as opposed to a 90s recharge that lasts 10s. The power gives all your KM attacks a 25% damage buff for 10 seconds, which stacks. If you use fast enough attacks (like your T1-T3) you should be able to build up to a strong buff for a decent amount of time.
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hmmm... Best Sponge? Perhaps a Stone/Dark/Soul tank. Stone armor can hit softcap defense to all types (psi is capped only in minerals, but you can't use granite armor with it). It can cap resistance to all types (psi can be capped with IO slotting and tank ATO, but it takes investment, everything else is easily covered by granite), it can hit Max HP and can have 400-600% regeneration with rooted (depends on slotting). For a secondary, I'm torn between Kinetic Melee and Dark melee. With kinetic, you can debuff the enemy's damage which pairs well with capped resistances. However, Dark Melee can debuff to-hit (which helps your teammates more than it does you) but most important comes with Siphon Life which can act as your personal heal while not hurting your attack chain. Finally, Soul because of darkest night. Target AoE toggle for 30% damage debuff and 15% tohit debuff? Heck yeah. Plus the attacks will also offer -to hit to pair with Dark Melee. You can approach things differently like take a secondary that offers more knockdown, that's fine too. Personally I play Stone/SS/Soul, but if I were to chase maximum sponge, I think dark is the way to go
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I'm surprised by that experience. The first 3 attacks have cast times of 0.83, 1.07, and 1.2 (although arcanatime does hurt them a lot). My thought on KM pairing well had to do with the damage debuff. If you are capping your resistances as a tank, the next layer of survivability can come in the form of damage debuffs. If you have 90% resistances and can stack just 21% damage debuff, that equates to you being able to take 26% more damage than a 90% resist tank with no debuff. As for the Knockback, it looks like only Repulsing Torrent does knockback, everything else is Knockdown. Its possible you were playing -1 level enemies a lot and experienced knockback because of purple patch. For the most part, you shouldn't experience it on harder enemies.
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I'm curious as to why Kinetic Melee doesn't pair with Invulnerability. I would have thought it'd be good. I do love SS, but honestly an Inv/SS tank is a dime a dozen. Martial Arts isn't bad, as it has an attack that gives 10% defense, that pairs well with Inv. Street Justice would pair well, but if.you played the set a lot already, that might not be interesting to you.
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Best Combo to Explore - Foe Damage Mechanic?
Bopper replied to Sailboat's topic in General Discussion
I would assume so. There is a monster in PI that has -40% to smashing, i think. Might be worth a test. -
Best Combo to Explore - Foe Damage Mechanic?
Bopper replied to Sailboat's topic in General Discussion
If you're looking to maximize -damage, you should look to also sprinkle in resistance debuffs. An enemy with a resistance to a damage type will resist damage debuffs of that type as well, so debuffing their resistance will effectively increase the impact of your damage debuffs. -
Absorb from Bio Armor's Ablative Carapace not working properly
Bopper replied to Elmyder's topic in Bug Reports
I have also seen wonky absorb mechanics recently. I dont know if this was always the case, but I've seen the Defender ATO proc being removed when I expected it to stack. -
I'm no expert on this ATO, but my understanding is it is a 4 PPM proc for a 3.25s buff window. Ideally, assuming a single target attack, you want your final Modified Recharge Time + Cast Time to equal 54s/4= 13.5s. That would get you a 90% chance to proc. If you're using an AoE attack, you will have to factor in the Area Factor into that calculation, but you'll also have a chance to proc from multiple targets. This last point should be clarified as the original post made mention that the chance to not proc is atleast 10% in a power like Soul Drain, however that is not true if you hit multiple targets. Each target hit would have a 10% chance to not proc, so if you hit 2 targets, the chance of not proc'ing becomes 1%, meaning 99% chance to proc. So it can be very reliable in Soul Drain, but it is a long wait between use. Nice alpha strike though. As for Shield Charge, I'm not sure. If the shield charge is a pseudopet, it's possible the chance to proc will only happen on the teleport, which would be capped at 90% using single target click formulas. The AoE would be wasted. Now, I do not know if this is the case, but ive seen procs behave that way with pseudopets and you should keep this in mind. The OP is right in their assessment though, you should look to optimize the uptime of the crit buff window, which could be done with attacks that are used frequently with less reliability as opposed to lesser used attacks with more reliability. Afterall, I've seen Katana use the proc in Gambler's Cut because it was fast, used every other attack, and the bigger attacks get the buff instead of GC. And thats something to consider too, don't waste the proc in an attack that you want to have benefit from the crit. So consider timing of your attack chain and figure out what powers you want to fit into that crit window for optimized DPS.
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That's fine, then. The agility will hurt your proc performance, but that might not be a concern for you. You could look at Musculature Radial for recovery as well, and have the To-Hit debuff enhance your Time's Juncture. Perhaps that will help you with your attempts at soft-capping your defense (getting your enemies down to the 5% To-Hit chance have two paths, defense and to-hit debuffs). That could be a viable option if you are playing up close, as Soul Drain, Hail of Bullets and Time's Juncture are all PBAoEs. In the end, your options will be, should you enhance defense and recharge, or enhance damage and to-hit debuffs.
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Not sure what powers you picked, but if you don't need recovery, Intuition Radial is the way to go.
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They are calculated the same, but Auto is always a 0 radius power, wheras toggles might not be. Also, Autos only have a chance to proc off of you, wheras a toggle might proc off all enemies within range and/or all league mates. I can't incorporate clickable heals because I don't know how many you have nor how fast they'll recharge. To incorporate your build's numbers, you have to take the heal from the power and divide it by your frequency of use. This may be whenever it's off cooldown (recharge time + arcana time), or maybe on a fixed interval (e.g. Dull Pain cast every 120s). I added the HP/s field to the tool to allow for the user to incorporate those numbers easily, but they have to do the math. For me to add the capability, I would need to know what power it is, how fast it recharges, how enhanced its heal is, etc. It's programmatically impossible. I just recommend estimating what is a realistic total HP/sec, and add that into the field. As we did with your Aid Self and Siphon Life, we gave a ballpark recycle time.
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It would be difficult to add in as I dont know what you're adding it to. If the Power Transfer is slotted in stamina, that's easy enough to calculate. But if it is slotted in Lightning Field, or Ball Lightning, there's nothing I can do to help. I dont know your slotting, I dont know the number of targets you're hitting, etc. I do have a PPM Guide if you want to know how to do the calculations, however the homework for extra HP/S from procs will have to be done by the user. As for the regen procs, are you talking about Brute ATO? Or are you talking about globals like Numina, Regen Tissue, and Impervious Skin? If its the globals, those regen boosts should already be plugged into the tool (they show up in Mids so there's no extra calculation by you). The ATO proc, again, thats for you to calculate as I wont have that information. Plus, I think it stacks, so you have to factor that in too.
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Assuming no recharge slotted, CP with an FF proc should give you: 2*(8+1.67)/60/[1+7*(11*50+540)/40000]= 2*9.67 / 60 / 1.19075 = 27.0698% The arc is decent, but probably can't rely on hitting 5 targets unless in farms. But the probability to proc when hitting multiple targets will be 1: 27.07% 2: 46.81% 3: 61.21% 4: 71.71% 5: 79.37%
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It's an aoe, so if you're hitting lots of enemies, your chance is good. Even if it's one enemy your chance is ok
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Remove Travel Power Restrictions from Grounded
Bopper replied to Apparition's topic in Suggestions & Feedback
You forgot granite or rooted. 20 KB total -
What's the fun in that haha? But yes, teleport is also an option. Running, might be more for confined areas like hallways and caves.