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Everything posted by Bopper
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Thanks for that. Looks like all of this was found already. Odd it hasn't been fixed yet. All it is is a damage scale error on the crit effects
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Couldn't you have added rows to the table showing what the cap was at each level, then colored in whether or not cap was exceeded? The test should be fairly easy, just need a partner or two with Clarion Radial to buff you to your maxes
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All credit goes to @Bonkleberry for noticing this behavior in this post: I looked at the effects of Cross Punch and sure enough, on Critical Hits and Containment damage it is using 0.76 damage scale for its Containment/Criticals, which is the damage scale of Boxing. Cross Punch uses a 1.27 damage scale. It would appear a copy/paste error happened when coding the power, but it should be a simple fix.
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ugh, my wife gave me the same suggestion/feedback last night. "Sorry it's not wider, honey"
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I was curious of the same thing, containment maybe doesn't have to be 100% of the damage. But when I saw Stalkers and Scrappers having the same thing, I felt like that was odd. I am usually sure a chance for crit from those ATs are always 100% (don't get me started on savage melee). And when I saw the scale perfectly lines up with the DPA, I thought this could be a user-input error. So I would recommend posting this in bug reports, because the devs do look at that. Highlight the fact that Cross punch is a 1.27 damage scale attack, but the Containment/Crit damage only does 0.76 damage scale. Also show that the ratio 1.27 / 0.76 = 1.67, which is the cast time of the power. So hopefully that points them to where the root cause of the problem came from (if it is in fact a bug). Edit: It's also more likely a copy/paste job of Boxing's damage. I just noticed Boxing's damage scale is 0.76, same damage as the Cross Punch containment/crit damage.
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I dont play controllers, so let me first ask, is Containment always supposed to do double damage (meaning applies a second application of the regular damage)? Or is it just extra damage that scales? Looking at the numbers from RubyRed's API tool, I see the base damage (before synergy) is 38.84 (50.49 after synergy). The containment damage shows to be 23.25 damage (30.23 after synergy). Looking at the old City of Data, it seems it always has been that way (the scrapper and stalker crit is the same way). Now...its possible it's a mistake. Coincidentally, the DPA of the attack is equal to the damage from containment/crits (1.27 / 1.67s = 0.76). It is possible someone entered the DPA in for damage, as opposed to the damage itself, just a thought. Either way, I recommend this being moved to the bug reports.
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A quick aside, I appreciate you correcting the wiki. When putting this guide together, I used the original wiki and overall it was OK. However, things like How to Calculate Flight (linked by the wiki) was dreadfully inaccurate and/or nonsensical. If you would like me to review your finished product, just ping me. If I notice anything missing or needs correcting, I can let you know.
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Thanks, I will look into it. It certainly would be worth mentioning. I know many of the travel powers have a speed component that scales based on level, but i did not look to see if the speed caps did as well. Not sure if these numbers are correct, but the archived TopDoc guide shows the following. Fly Cap (fps) = 54.5 + LVL*0.63 Run Cap (fps) = 93.67 + LVL*0.84 Jump Cap: not tested. The above numbers are in feet per second. The conversion is 21 fps = 14.3181818 mph. Using your Jump test, I suspect the cap is Jump Cap (fps) = 78.16 + LVL*0.73 When I get time I'll verify those numbers
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Ok...was this fixed? I put out a bug update from a bug report last year showing how Spring Attack was not taking enhancements (so damage enhancing and procs would not fire from the Spring Attack pseudopet). If this changed, I must have missed the patch note...which seems like a common theme lately.
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Interesting find. I can only dig so far in my past stuff, but I think Tar Patch originally was resistable in PVE and unresisted in PVP (not sure if intended, but thats how I see it flagged in an old spreadsheet). Perhaps while doing recent changes with tar patch, the flag accidentally got set.
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I agree with Hjarki's approach to the build. I love Cross Punch and I think it would pair well with Shadow Maul as an AoE rotation. I found the slotting was tight with that decision though (as I always go for max synergy if I'm taking CP), so I cut taunt in favor of utilizing Gloom and Dark Obliteration (this is not for everyone). My other option would have been to Slot up Shadow Punch (which I do like as a power given its fast cast time and DPA) but then decide what to cut between Siphon Life and Midnight Grasp. Honestly...if it came to it and I need to take Taunt, just cut out Kick and take the weaker CP. The build is capped resistance in S/L/F/C/E/P (after 1 ATO stack), with NE near 80% and Toxic near 39%. I softcapped Melee defense to near 45%, almost 48% with Stealth on. Should be able to hit +4s with 95% chance. Hasten is perma'd, and Energize/Soul Drain are close to it. With the help of CP, you should be close to perma...or basically perma sometimes, but not all the time...depending on your luck with FF proc and how many hits you get with CP and its 6 seconds of +5% or +10% recharge (depending on level of synergy). Note, the buff is per target hit, so if you can get 5 targets on one swing, you'll enjoy a short 25% or 50% recharge buff for 6 seconds. Ultimately, I could have allowed a large Toxic hole and not capped Psionic to push other areas a bit more, but ultimately I wanted to soften Toxic damage and leverage the Darkest Night's damage debuff to layer that mitigation. Finally, I have alternate slotting for Energize, Shadow Maul, and Soul Drain. I put Panacea into Energize and Armageddon into Soul Drain because I wanted to use Enhancement Boosts to improve the recharge. But you could go with Preventative Medicine in stead, and swap the Armageddon and Obliteration between SM and SD (just click Shift+Right Click on the power). Bopper Elec-DM-Soul - Tanker.mxd
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You do for me. White/common salvage is typically what Base Empowerments require for their temporary buffs. Burn them on those. Or throw them on AH for 100 inf and let everyone enjoy buying them cheap for their Base Empowerment buffs haha.
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Inconsistent purple patch behavior with Frigid Protection and Benumb
Bopper replied to Thezanman's topic in Bug Reports
Looking at the flags for the power using RubyRed's API tool, I can see this effect is flagged with "ignore level difference". Probably a good thing if you fight harder enemies, but bad if you're trying to defeat Level 1 enemies. -
I think it was an effect of the coding process. Maybe this is how other "one proc only" procs work and this is the first time we've seen the effects of that type of proc in an auto. Perhaps there are toggles that do knockback that could stack, and maybe we'd see dampened effects with multiple force feedback, but that would be a very niche situation. Overall, I'd probably only slot one in an auto...2 at most if there's room. There are cases where even having half the expected value of PT still compares well to slotting up Health for regen. In the end, though, I think an electric armor tank would leverage the proc the best since its lightning field could easily become asynchronized with an auto by re-toggling it whenever you zone in. Or....if you want to be a psychopath, you could unslot and reslot the PT proc in an auto everytime you load into a new map. You'll make the asynchronized and get the full 3 PPM benefits once again...until your next map load. I dont advise this for anyone, I'm only providing silly game mechanics people could consider.
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I don't know what blaster sustains do, so I'll leave someone else to answer that. You're right, Conserve Power, Energize and other endurance discount powers don't take endurance modification IOs, so Power Tansfer can't be slotted. Consume will only proc Power Transfer up to one time on one cast. But the chance to proc is still checked on each target hit, so you greatly increase your chance of getting that one PT proc. I don't know Victory Rush's mechanics intimately, but I suspect it would trigger only once with PT proc. If anyone is familiar with how Force Feedback works, Power Transfer works the same way (procs only once per cast). It truly is the silliness/bug of autopowers being synchronized causing only one PT proc to fire between all the auto powers at a single instance of time. If the proc was working as intended, the chance to proc between all auto powers would be independent and you could get multiple PT procs during each auto proc tick chance. Until that's fixed, just know autopowers are being treated as one cast of PT, thus only one PT can proc (but with better reliability because you have more autopowers with a chance to proc...it requires all to miss for the proc to not fire).
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Sounds like a common problem lately. Saw similar behavior with Numina and Miracle slotted in Dark Regeneration.
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Necro/? Advice and Build Request -- Help Please! :)
Bopper replied to Deadshot7's topic in Mastermind
I don't have experience with MMs, but folks (like Monos King) express great appreciation for EA during Beta testing. It's like an MM-friendly kin, which is one description I heard. I personally don't know the numbers between Thermal and EA, but I could look it up. Sounds to me though, you would like to play it and for that reason I think you should play it. -
The only proc that has diminished returns in auto powers is Power Transfer when there are other Power Transfers slotted. All other procs/IOs have no impact on Power Transfers proc. The only other known procs that only can proc once per cast are Force Feedback (which doesn't get slotted into an auto) and Call of the Sandman (which doesn't get slotted into an auto). So the behavior I described is strictly a Power Transfer concern, as it also only can proc once per cast, but because auto powers are synchronized with proc ticks, the other autos are effectively being treated as the same cast (thus up to only one proc can trigger). Slot as many Performance Shifters as you want, they can't hurt you.
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Only Power Transfer. And thank you 🙂 Edit: by only power transfer, I meant only power transfer has this effect and its against itself. Other procs (not called power transfer) have no effect. Sorry for my vagueness
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Well...Hail of Bullets on blaster is pretty useful. DP in general is very useful on any AT though, as the proc potential is excellent and the swap ammo provides a ton of utility.
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Agreed, but until recently I might have argued the "best to slot for health" claim. For 95% of the time, that is a very true statement, however slotting it in a power like Dark Regeneration or DNA Siphon was awesome. But recently (likely around the time of introducing the PT proc and tweaking how call of the sand man only proc'd once per cast), the Panacea stopped procing in those AoE powers. Very frustrating. So now that Panacea is bugged in AoEs, I have to say you are 100% right that its best in Health (well...99% perhaps, there might be other cases I'm not thinking of 😄 )
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If you want to do damage with it, proc it out. But at 6s base recharge, it's not gonna be amazing proc rates (but decent). The other route is to simply go with an Apoc set for the 10% recharge or a Winter Set for the survival set bonuses.
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Since Power Transfer was introduced with its 3 PPM chance at +5% HP, there has been discussion on which is better Panacea or PT? The answer is, it depends. They work very differently from one another, as PT's heal is 5% of your AT's base hit points (so it will benefit Tankers/Brutes more) whereas Panacea does a 6.7% heal of the general base AT hit points (1070.9 HP) using the Heal Other - Melee modifier (so it benefits Defenders the most). Some things to note, Power Transfer is mechanized to proc only once per cast. However, this functionality appears to actually only proc once at an instance of time. So with an AoE attack, this works as intended: multiple procs from multiple hit targets get reduced to 1 proc as all those multiple procs try to resolve at the same time. However, there are consequences with this mechanic, as you could slot Power Transfer into multiple Auto powers (Stamina, Physical Perfection, Superior Conditioning, etc), but Auto powers are synchronized and a Proc from one will prevent additional procs from others. This figuratively reduces the PT proc's effectiveness by half for each additional proc slotted in an auto power (3 PPM for 1st, 1.5 PPM for 2nd, 0.75 PPM for 3rd, and so on). For chain attacks, multiple PT procs can occur from a single cast, as the jumps do not happen at the same time and/or the jumps are treated as separate casts. (This was fixed awhile ago). The +Regeneration procs in the chart are the Regenerative Tissue +25%, Impervious Skin + 25%, and Numina's Convalescence +20%. This chart will show the amount of HP received from a +HP proc, however +Regeneration works very differently (you get back 5% of your total HP faster, as opposed to getting back a fixed HP at a fixed time-interval/cast). So I scaled the +Regen procs to show the amount of additional HP received in a 20 second interval. I chose this duration because if you slot a +HP proc into an auto power, it will average 1 proc per 20 seconds (both Panacea and P.T. are 3 PPM). Also for +Regen procs, I show the amount of HP per 20 seconds for both the base HP and the max HP for each AT. Since regeneration works off your total hit points, whereas the +HP procs do not, I chose to show the range of values for the +Regen procs. I highlighted in green which proc is the most effective, and I highlighted in yellow which proc is 2nd most effective. There are edge cases where the +25% Regen proc outperforms Panacea, so I wanted to highlight it. Finally, all Heal Other - Melee modifiers were taken from Paragon Wiki...so things could have changed over time. If there is a difference between my chart and what shows in game, let me know and I'll update. Update 27 May 2020: On my original cheat sheet table I showed the equivalent HP per 20 seconds from adding a +Regeneration IO as a means of directly comparing it to the Power Transfer and Panacea procs (the procs fire on average once every 20 seconds in auto powers). I have updated the table to now also show the reverse of that, making the Power Transfer and Panacea procs equivalent to added regeneration. I hope this puts into context how strong these procs can be under various levels of total Hit Points. I highlighted in green whichever IO provided the best return (most HP over time). I highlighted in red the lone exceptions/scenarios where a +HP proc is not superior to a 25% regeneration IO. Update 02 September 2020: Corrected the charts to properly calculate the equivalent values for VEATS. Previous charts did not reflect their Conditioning Inherent.
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I also have to admit one major shortfall with my tool, I do not incorporate enemy defense debuffs, and I do not incorporate defense debuff resistance. There is a reason for that, I have the user input average damage per second, but not average attacks per second. I played around with tweaks of the tool, where the user inputs average damage per attack, then average attacks per second, however there is no simple formula for calculating the cascading defense failure (or I simply haven't tried hard enough to solve it). I did build a simulation program to show the cascading defensive failure, and it is mostly pretty (with enough padding and DDR, the defense debuff would oscillate kind of like a sine-wave, but otherwise, the plot looks like a low pass filter, eventually falling off fast). So...if I am ever bored or motivated, I may revisit defense debuffs, but unless I can do a simple formula for incorporating it, the spreadsheet Survivability Tool likely won't house it. It would need to become a program that simulates the effects many times and provides a distribution of results. Still useful, but I build programs in MATLAB, and I don't know how I would go about sharing that with others.
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Some notes on my tool, as I haven't really updated the guide to match. The Immortality Score is the most useful for comparing across ATs. It simply calculates what average DPS your enemy can throw at you that will exceed your average Hit Points per Second. The Survivability Score is an AT specific ratio measurement. So for a tank, a Survivability Score of 9.00 simply means your tank build can take 9x as much damage to survive the user defined Survival Duration (defaulted to 600s, or 10 minutes) compared to a bare-bones Tank. So if you have a Brute with a Survivability Score of 10.00, that does not necessarily mean the Brute is more survivable than the 9.00 tank. Can't compare across ATs with this metric, it's intended as showing how well you built your AT for survival.