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Everything posted by Bopper
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Ok, I forgot I actually collaborated with the guy (DaCrusha?) so I can take some partial credit for the build, but they did the heaviest lifting. The build has: 5x Gift of the Ancients (+7.5%). Synapse's Shock (+15%). Winter's Gift (+9%). 5x +7.5% Movement Speed (3x FF, PS, GSFC) 5x +6% Movement Speed (5x UL in the prestige sprints) 5x +4.5% Movement Speed (4x KC, MF) (we did not chase the +3% movement speeds because it would take away from the build) In total, the above adds 151.5% run speed, which is 21.7 mph of run speed. In Granite, with Alpha, it moves 37 mph. With the 20% base empowerment, you will get another 2.86 mph, which will get you to 39.85 mph. Da Crusha3.mxd
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When you post your new build, i'll take a look. Not sure what you're going for with playstyle though, so I try not to make assumptions when I review builds, but if there's anything obvious I'll let you know. I do recall someone awhile back built a granite tank that could reach 40 mph...i think with the temp buff. I'll see if I have that build and share it. It might give you ideas
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You'll want to make sure you are maximizing the rule of 5 on the 7.5% movement speed. Your build in the OP looks like it has 4 of those, with spring attack using up 4 slots to get you to 15%. Personally, I would try to add one more slot into Stamina and replace the regular end mod IO with a Synapse Shock End Mod and also add in the Synapse Shock EndMod/15% Run Speed. That will give you another 7.5% movement bonus and another 15% run speed bonus. You might also look at using enhancement boosters on the Run IOs in Swift Finally, you can always grab a +Run Speed temp power from Base Empowerment. It will add 20% of base run speed (20% x 14.32mph = 2.86 mph) for 90 minutes. Second Finally, another good option is to incorporate a 2-slot Aegis for 7.5% movement speed.
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All this talk about Spring Attack, and I'm trying to figure out when in the last 2 months they fixed a bug that existed for 6+ months before then. I must have missed a patch note somewhere.
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I also liked the approach they were going with with the new Dark Consumption, and then later with Dark Equilibrium. I thought it was close to a finished project, just needed some things tweaked. I didn't like how it was soooo much like Lightning Rod, but I thought they could instead go for something like gamma boost with the power. At high endurance, it does more damage. At low endurance it does more endurance return. Here is what I proposed in another thread, and if they revisit it, I'd hope it gets considered.
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I'm in a similar boat. I'm very interested, but the subject matter is so far over my head that there is no feedback I could possibly provide that is useful...at least not until the program is matured to a user friendly state. I happily watched from the sidelines though as he made very quick strides in the development. So I'm more spectator than commentator at this point of the development.
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Remove Travel Power Restrictions from Grounded
Bopper replied to Apparition's topic in Suggestions & Feedback
I recommend using the Base Empowerment to grab 10 KB protection for 90 minutes at the cost of a single common salvage. It may not be enough while jumping around, but it will give you something without having to devote KB protect IOs to your build. -
I was looking at it now, it looks like you have a good handle of the tool, so you don't need me for anything at this point 🙂 You got this! Keep in mind the +10% regeneration is a rule of 5, so you can only fit one more into the build. If you don't mind enhancement boosters, I actually recommend incorporating the Shield Wall +5 Defense into Combat Jumping, as you'll get the same +10% regen, but you get extra defense with the enhancement boost, and since it's a PVP IO, you won't lose set bonuses while exemplaring. *Note, I noticed your slotting not longer has the extra defense in CJ, but you can shift things around to your liking.* Also, I totally expected you to use Siphon Life more than I suggested, so feel free to up the HP/s based on what you think you'll use it. Just remember to incorporate the arcana time with the recharge (3.52s + 2.112s = 5.632s, maybe round that to 6 or 7 as a fudge factor).
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New numbers for the new build. New survivability numbers for the new build. Ok, so let's compare to previous numbers. Before, S/L attacks had an Immortality Score of 1972 DPS and 2605 DPS for +0% and +10% resistance, respectively. With the new build (which admittedly takes an endurance hit, so you decide what works for you), you have 2213 DPS and 2923 DPS for +0% and +10% resistance, respectively. That is 12.2% more damage you are able to take with the same survivability. Let's look at the lower end with E/N attacks. Before you could take 1155 DPS and 1347 DPS for +0%/+10%. Now, you can take 1296 DPS and 1511 DPS. Again, this is 12.2% more damage. So...that's kind of a tutorial on how to use the tool, but also I hope it helps give you some ideas on what you can get out of adding the extra regen and HP (and HP proc).
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Here are some minor tweaks to the build to address some of the things you were wondering about. Since you had no endurance problems, I moved PS out and Miracle out, in went Power Transfer (2 piece also gives 6% regen) and plugged in Numina for 20% regeneration. I also found a slot in your build to replace a generic defense IO for a LotG defense, which gives 10% regeneration. I also removed Arcane Bolt and replaced it with Spirit Ward. That let me move the Preventative Medicine Absorb proc into Spirit Ward, and I put the extra slot into Rune of Protection to give you the +7.5% HP. Here's the build. The major changes, you now have 232% regeneration instead of 196%. You also have 136.125% HP instead of 128.625%. Let's see what those two changes do with your build. Also, the PT proc will add an extra 4.7 HP/s. Here are the new numbers from that build plugged into the spreadsheet. *Note...for some reason I can't paste screenshots right now. I'll try to add them into another post*
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With accolades, I have your HP showing in Mids as 128.63% (I'll assume that's actually 128.625%), which gives you a max HP of 2410.56 HP. I also see your Regen is at 196%. You also have Aid Self and Siphon Life, which I will partially factor into this analysis, but you are able to heal 286.7 HP with Siphon Life every 5.762s, with an 89.79% chance to hit against +4 enemies (95% against +3s). You also have Aid Self which heals for 725.4 HP that you can use every 11.76s. I don't expect you to spam this, but it would be a good "oh shit" button. Given your duties as a tank, let's assume you use both those at a rate that is half of what you could achieve if you spammed it (so Siphon Life you use every 11s, and Aid Self you use every 23s). Let's assume you're doing +3s, so you have 95% chance to hit, this means you'll average 0.95*286.7/11+725.4/23 = 56.3 HP/s from your heals. Throw in the Panacea proc, and that becomes 59.5 HP/s. Since you're SR, it's hard for me to factor in your scaling resistances. I'll plug in 10% to represent half life (50% HP) on average. Feel free to play with that. I'll show you numbers for both 0% extra resistance and the 10% extra resistance from being at 50% of your HP. I show this by applying the 10% resistance to Lethal, Cold, NE, and Toxic, while leaving Smash, Fire, Energy, and Psionic at +0% resistance. This is a trick I use to look at difference in Def/Res numbers between 2 builds, since typically S/L, E/N, F/C pair with each other. To score this, I'll assume you're facing a +3 AV with a base to-hit of 50% (you are over incarnate cap, so even if I increase it to 63.75%, it won't change the numbers). Here's your survivability with your current build. Inputs of your Current Build: Survivability of your Current Build: The Max DPS for Survival Duration was set to 10 minutes (600s). You'll see the average DPS from the +3 AV you can take for all Type/Position combinations, before dying at exactly 10 minutes. You'll notice the extra 10% resistance factored in adds 665 DPS you can take for S/L damage, while it adds 257 DPS for F/C, 201 DPS for E/N, and 188 DPS for T/P. The Survivability Score is a ratio of your build with a tank that had 0 buffs (base line level 50, basically). So as an example, your ability to take on Smashing/Melee attacks (assuming 0% resistance) allows for you to take 180x the damage of a baseline tank. The Immortality Score is the amount of DPS your enemy can send your way to finally overcome your HP/s. In otherwords, this is the threshold at which you will finally start losing HP on average. You'll notice these DPS numbers are close to the Survival Duration DPS, that's because 10 minutes is a long time. In this case, we are setting the survival duration to infinite minutes. Alright, that's a lot for one post. I'm gonna get to work on changing the enhancements you mentioned to see what the impact would be for your build. Edit: Quick note, I didn't plug in type defenses because you were capped to positions. However, there are psionic attacks that don't have position tags, so I should have input its defense. So that's my bad. Ignore all the "No Position" numbers, as you don't actually have 0% defense for all the types.
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I recommend checking out the Survivability Tool in my signature block. But here's the link if you're on your phone. The guide shows the math involved with calculating the survivability, but also the guide links to a spreadsheet I put together where you can select all of your build's parameters and see what the impacts are when you tweak things. Feel free to play around with that. I saw you posted a build, so I'll plug in your numbers into my spreadsheet and I'll let you know what the differences are when I'm done.
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The PT proc in stamina does average 3 procs per minute, and the average return on health per second is better than any other +HP or +Regen proc in the game for tankers. One sec, I have a link for you.
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The proc is useful in stamina, especially on a tank. Or are you talking about dark consumption? That I'd just load with damage procs
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Thats how the proc works. Only one proc per cast. They changed Call of the Sandman to work the same way.
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Woah, I've been following from the beginning. I'm sad to hear you're ending the work. I was excited to see where you go with it. I'm guessing this is a bit of a rage quit from software being dumb and/or burnout. I get that. I feel that all the time.
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Recharge doesn't impact IG as it is a toggle, and not only that, it drops a pseudopet every 5 seconds with its toggle. That's important because that gives IG the unique distinction of being the only toggle that has proc ticks every 5 seconds. All others are every 10s.
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The name of Infinite Corona (Excelsior) was reset
Bopper replied to czis's topic in General Discussion
If you made the name before this happened, you might try to ping a GM to reconsider. You're right, it is against the code of conduct. But much like folks who made videos before the change in their ToS, I dont think you can be punished for something made before the fact. -
Oh man, I'll have to check that out.
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Remove Travel Power Restrictions from Grounded
Bopper replied to Apparition's topic in Suggestions & Feedback
It actually is also mez protection. But your point is valid, the two powers in Stone Armor that provide mez protection also limits movement. If there is some hope, Capt. Powerhouse did mention a willingness to remove the travel debuff from rooted. Shoot, even if it requires being on the ground to have the mez protection, that's still a big boost to have the option to jump without detoggling everything. -
Mids' Reborn Unofficial (MRBU)
Bopper replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
I dont mean to sidetrack this thread further, but I believe the problem with claws on stone armor is due to the granite armor changing your costume to a fixed rock form. There's no way of adding claws to the rock, is my understanding. That being said, let's get back on track with MRBU or Mids related discussion. Suggestions and Feedback is more appropriate for this claws/stone armor discussion.- 293 replies
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Gotcha, I thought folks were asking about Page 6. Didn't realize it was about what currently is on beta. I wont speak for anyone but myself, but I suspect real world stuff may have happened that has delayed things on current beta. Things will probably start moving along again soon.
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The problem with giving those kinds of status updates is that people tend to react that those updates are definitive and flame wars start happening over nothing. We've seen this every time. So the lesson learned by those types of reactions is to simply hold off on sharing what the changes are until they're certain of what will be changed/addressed. That will limit the backlash over things that wind up being removed/changed anyways. I recommend, follow the Beta forums. When Patch Notes show up there, that will give you the heads up of MIGHT eventually will show up in the game. Given that Pages tend to be big updates, I expect it will live in Beta for 1-3 months depending on test feedback/bugs.
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I loved the movie. Have not seen it on TV since I canceled live television a year or so ago. If I recall, they cast the boss from The IT Crowd. So I'm not surprised it's good 🙂