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Everything posted by Bopper
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Funny, I just had this open for something I'm about to post. But man...what can I do about the images that show up when linked? That giant "x 0.50" looks intimidating haha. At least my PPM guide shows source code, so that at least fits
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Mids' Reborn Unofficial (MRBU)
Bopper replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
That one should be fixed in the next day or two, schedules permitting.- 293 replies
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- unofficial
- build planner
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Out of curiosity, so you have numbers that show what exactly is happening?
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Not sure if this search will help, but good luck to you. https://forums.homecomingservers.com/search/?q=Demora&quick=1&type=core_members
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I love the analysis. There does seem to be a bias and it appears it could be simply the logic of not outputting hit rolls on hits. The graph by Burk is a great illustration of this. For him, clearly he has a 95% chance to hit on every attack, and the hit rolls before the bias are uniform (0-95%). I suspect he may have 1-2 powers that were only 92.5% but, let's not pick nits. The other great thing about Burk's plot is he also showed results for just the enemies, where you could see a slight trend in its data. This is likely due to a similar issue (hit rolls not being displayed on hits) and how enemies of different levels and different ranks get different accuracy modifications. So he has a good distribution of enemies with varying chances to hit, and the skewing can be seen across the entire spread of 0-100%. Nice work everyone, hope the root cause does get pinned down.
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Just an FYI for all those who play Dual Pistols. Forever, Hail of Bullets had an oddity with its animation. It was long...beautiful, but long *insert "That's what she said" joke*. Despite that long animation, the power actually had a 0 second cast time, which was sort of amazing and unique. While the animation played out, the power was already recharging. This lent it to nice exploits like Force Feedback proc accelerating the recharge while the animation played out, and of course the obvious, the 105 second base cooldown was more like a 100 second base cooldown because you didn't have to wait for the animation to play out. Well, that is no more. I was digging through Ruby Red's API and happened to notice the Cast Time for Hail of Bullets showed 4.17s, and I checked in game and sure enough it was now 4.17s. And as I cast Hail of Bullets, sure enough it did not start the recharge clock until the animation finished (actually, I think it starts it about a half second before the animation ends).
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You have an old version. Go to the Tools Forum, go to Mids Reborn Unofficial, it will link you to github that will allow you to download database updates. Look for Bleeding Edge updates
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If I tell someone I like the cut of their Mainsail, will I get punched in the face?
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You don't need to use boxing/kick. But you do have to take them to make CP as strong as possible. But use boxing/kick? Only if you are exemplared to a super low level, where the added stun and knockback could be good and you fill your rotation. But endgame, boxing and kick shouldn't be in your tray
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Cross Punch (with Boxing and Kick) is very viable. It's my primary attack on my SS character, using it for AoE and Single Target attack chains. I don't say primary as in its my best attack though, it simply is the one that recharges the fastest and fills the gaps in my attack chain. But it also does very strong damage. The big reason why I was able to get a sub-3 minute pylon time on my Stone/SS tank was because of cross punch. Its added recharge helped get my other attacks back sooner, and it procs at a decent rate for additional damage and resistance debuffs. I dont recall off hand, but I think it does 1.65 damage scale at max synergy, for a cone with a 1.67s attack animation, thats pretty good DPA Essentially, I replaced Haymaker with Cross Punch, as they do similar damage with similar recharge and cast time, but Cross Punch comes with +Recharge and +ToHit for each target it hits, and it hits up to 5 targets.
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How much are you willing to sacrifice for the toxic resistance? I've seen some touch 61% recently while doing some minor sacrifices. I imagine you could squeeze more if that's desired, but likely not worth it. If you have a build, I recommend share it and some folks can get an idea of what you're going for and can help do tweaks
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Adrenal Booster Not Providing "Special" Buff
Bopper replied to Lockdown Artist's topic in Bug Reports
You'll be disappointed to know the +defense is not the same +defense you get from things like power boost and clarion radial. I don't recall what it affects off hand, but I believe it is defense debuffs and DDR. It's important to keep in mind +Special is not standardized. It simply is a short way of saying this power boosts the strength of a lot of random stuff, but what that random stuff is can only be determined in the power description.- 3 replies
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It probably disqualifies me, but my tank is Stone Armor. So I pull LR to a corner and hit him with auto-taunt then make dinner. Come back to the TF being over.
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Numina's Convalescence on PBAoE To-Hit heals like DNA Siphon
Bopper replied to GopherCuresSelf12's topic in Bug Reports
Great follow up, and find. So this isn't a stacking issue but a purple patch issue. -
I use so many 120s powers that I anchor what I do to my destiny cooling down. It's tedious for sure
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I did the math (albeit with just a basic calculator, so I hope this is right). If I recall, Ageless does 10s of 40%, 30s of 10%, 60s of 10%, and 120s of 10%. Add and multiply that all together 10*0.4+30*0.1+60*0.1+120*0.1 = 4 + 3 + 6 + 12 = 25s. This means, over the full 120 seconds that Ageless is up, it will reduce the base cooldown of a power by 25s. That's not useful normally, as most powers will recharge well within the two minutes that Ageless is up, so they never get the full effects of that 25s reduction. However, Hasten has a base recharge of 450s, so it does apply. You mentioned the cooldown of Hasten shows to be 130s, this implies the current recharge in Hasten is 450/130 = 346.15%. So what I need to know is if that amount of recharge would reduce Hasten's cooldown to 120s or less if we apply the 25s reduction for Ageless to Hasten. We solve that by dividing 425s by 346.15%, or if I want to show all my work, it means: (450-25) / (450/130) = 425 * 130/450 = 122.777 seconds. So not quite perma, but close enough you won't care.
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Personally, I would not add any enhancement slots to any of those powers (they're one-slot wonders in my opinion). Hover and Afterburner would get a LotG + Recharge, and Group Fly would get either a KB protection IO (Zephyr) or a Slow Resistance IO (Winter). From there, I can achieve the following with Jump Pack and Steam Jump: Hover + Steam/Jump = max fly speed (58.63 mph). Group Fly + Afterburner + Steam/Jump = max capped fly speed (87.95 mph). This is for you only...teammates lose Group Fly when you activate Afterburner (affect self only) Hover + Afterburner + Steam/Jump = something faster than 58.63 mph, but less than 87.95 mph. Can only affect self, but you'll have good defenses while both are active Group Fly + Steam/Jump = teammates all go 58.63 mph.
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Numina's Convalescence on PBAoE To-Hit heals like DNA Siphon
Bopper replied to GopherCuresSelf12's topic in Bug Reports
And to clarify, that is 1%/sec and .83%/sec, which is equivalent to 60% recovery and 50% recovery, respectively -
Numina's Convalescence on PBAoE To-Hit heals like DNA Siphon
Bopper replied to GopherCuresSelf12's topic in Bug Reports
there is some sort of stacking that shows 3-4 times the strength of what Numina SHOULD be (Miracle too... maybe Regen Tissue too) -
Panacea +HP/END not activating on skills like Dark Regeneration
Bopper replied to GopherCuresSelf12's topic in Bug Reports
Panacea did work in powers like Dark Regeneration, on yourself. Much like how Performance Shifter will proc on you when you drain the enemy's energy. -
What if we add DPA to the damage formula?
Bopper replied to aethereal's topic in Suggestions & Feedback
I think you mean to incorporate cast time into the damage formula, not DPA. There would be no direct way to incorporate Damage per Animation Time into a formula that would produce that Damage. That would introduce a feedback loop, that just gets messy. -
I hope you guys are right. The quote I recall was Farsight will not get a token resistance to slap it with an "Ignore Buffs" flag. So not sure what they do with the set if that's not the "fix" between Farsight and powers like PB, PBU, and Clarion Radial. I assume Farsight will have its duration nerfed, make it 90s like ChronoShift which would be a nuisance (Time is already clicky) but gets it out of Clarion's stacking cycle. Or the numbers could get nerfed (maybe 10% instead of 12.5% for defenders, and all AT mods scale down with it). But honestly I have no idea what the path will be. Capt Powerhouse didn't seem sure at the time, and he wasn't even sure if Page 6 was when it will be addressed...just the earliest it would be looked at. Sounds like something I should give a try to some day.
- 20 replies
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- time/dp
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It's been mentioned by Capt.Powerhouse that Time could be looked at in Page 6 (which is around the corner)
- 20 replies
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Tough from Fighting Pool is most like what you're looking for. The only other options I can think of for a controller is Rune of Protection from Sorcery pool (available level 20), or an Epic Armor (available level 35+).
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hmmm... I am thinking that Lightning Rod (being a pseudopet) has a lower damage cap than a Brute (like 400% as opposed to 700%)...and you are hitting that cap with ease. If that is the case...dang, sucks to play Electric Melee as a Brute. Is Shield Charge the same issue, I wonder.