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Everything posted by Bopper
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Yes. Footstomp, Knockout Blow, and max-synergy Cross Punch (which gives its own +10% recharge per target hit, up to 5 targets). However, Hasten is difficult to achieve perma. But with Ageless Destiny and those previously mentioned powers, I was able to take down a Pylon (so only 1 target) and hit perma-Hasten with non-stop attacks. So a target rich environment isn't necessary, just have to keep punching whatever is there. And if nothing's there...then we don't really care about perma-anything, anyways. Edit: I'll be honest though, this isn't my 90% psi resistance build, it is my DPS build. Still has 90% resistance to S/L/E/N/F/C/T, with 50+% defense to S/L/E/N/F/C, while having the permanent Earth's Embrace for capped HP. But my Psi resistance isn't very good. I can run 32 mph though while in Granite, so that's something I guess. And it takes down a pylon in 4:15. So it hits hard for a granite tank.
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Sorry for the spams, I should have consolidated the response in one post, but got too excited to test and wanted to share results right away before I finished reading your entire post. FWIW, I think swapping the slotting is a good idea. Having a reliable +resistance proc in an AoE synergizes well with SR as your biggest problem with SR, and to use your words, is to "chuck lot's of dice". Having a lot of enemies attack you, some will get through. But countering that by reliably building up your Resistance against those many enemies is good, and you should be able to maintain 2-3x stacks given how often Dragon's Tail is off cooldown. And now that I'm seeing the issues with Absorb, all the more reason to not waste it in an AoE that has a quick recharge. You can put it in a low probability to proc attack and once it does fire, you know it won't proc again anyways for quite some time.
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Yes, Damage Resistance applies to damage to an absorb shield. So if you have 90% resistance, the shield takes only 1/10th the damage.
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I believe it's 20 seconds, actually. When I slot it in a damage aura in target-rich environments, I can reliably achieve x2 stacks, which makes sense now that I know it can't proc more than once (I would have thought x3 should have happened more often, but it was typically x2).
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@RedlynneI am glad you asked the question because I was working off of incorrect information. I thought the Chance for Res proc would proc multiple times if used in an AoE. I apparently am wrong or very unlucky. I went on test server to check it out and despite being swarmed by enemies (practically saturated) and using Footstomp about 5 times, I only saw the +Resistance proc once per application. Good news, it was reliable, similar to how FF +Rch proc works...it only needs to hit once. The Absorb proc on the other hand seems to do something odd. I don't think it stacks, but also, I don't think it replaces. So if you have an absorb shield from the ATO, and it hasn't worn off yet, another ATO proc will do nothing. I can't confirm that just yet, but every time I try to get the absorb shield to stack or simply replenish, it never does. I'll keep you posted if I find out anything different, but I hope that helps. Edit: Follow up, ok, it's seems not only will is not replace/replenish the absorb shield when the absorb shield is active, but if seems to have a complete timeout of the proc. So if the shield dies within whatever the duration is (15-20 seconds?), you still won't get another absorb proc until after that duration ends. Kinda lame.
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You might like Bio. It's not so much a resistance king, but it can softcap most defense types and you'll have tons of absorb and regen.
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You might like Rad. You get an absorb shield, and you can pair Meltdown with Rune of Protection to keep up awesome resistance numbers (likely capped or close to it). I haven't played it, but if I make another tank I'll probably look at that set.
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If what's coming at me is non-stop (which is basically a farm environment), I can. But honestly, I don't really need perma-Earth's Embrace, I never take damage to need it.
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Well...Stone Tank can hit 90% in everything. It requires Granite Armor, emphasis on Psi resistance set bonuses, and 1 or 2 stacks of the Tanker ATO. It also comes with softcapped defenses in every type except Psi (switch out of granite and use minerals to have softcapped psi defense while retaining 90% psi resistance). You can also hit perma-max HP (3534 HP) using Earth's Embrace, and you can have 500-600% regeneration with rooted. You also won't be able to jump/fly. Your damage and recharge will be debuffed, and you'll feel required to take teleport.
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It's not a critical metric, but it's a metric that can be useful. The bulk of the -resist debuffing occurs from a single power I don't buy. Either you're saying the mob dies too fast to let a second power take effect (thus debuffs don't matter anyways) or you're applying logic from other sets that have to wait for cooldown, or you are assuming you are getting the full effect of your "efficient" debuff yet disregarding the fact in the time that debuff wears off sonic could have applied far more resistance debuffs or the target already died. You can't debuff what is dead. I have not avoided addressing anything, I said many times you can fit nearly two Sonic Attacks in the same time it takes your Piercing attack to animate. Don't make stuff up, because I will call you out on it. Your analysis is flawed, but we've see than over multiple pages already. Let's put your "critical metric" to actual use. I'll use Piercing Beams since it's the superior option. Piercing Beams: 20% debuff for 10 seconds, takes 2.508 seconds to animate. Takes 4 seconds to recharge in high recharge builds (350% recharge). So your timeline with the enemy is wait 2.508 seconds, apply a 20% debuff, at 6.508 seconds you can start to animate your next debuff, at 9.016s your 2nd debuff stacks, at 12.508 seconds your 1st debuff wears off. So you achieve at best 40% debuff for ~3.5 seconds, most of the time only have 20% debuff while using a power that is slow to animate. For Sonic, you can do the following: Shriek takes 1.188 seconds to animate, 20% debuff applied for 5 seconds. Screech takes 1.716 and at 2.904s you hit 40% debuff. Shriek takes 1.188 seconds to animate and you hit 60% debuff at 4.092s. Scream takes 1.848s to animate and at 5.94s you hit 80% debuff. Shriek starts to animate, at 6.188s your first Shriek wears off (down to 60%), at 7.128s your 3rd Shriek applies and your debuff reaches 80% once again. So class, what have we learned? Sonic can apply its 20% debuff faster, fast enough that its effects will probably take place before your teammate's first attack lands. Sonic can reach 40% debuff in nearly as much time as Piercing Beam/Rounds can apply its 20% debuff. Sonic can reach 60% in ~4 seconds and stay at or above 60% going forward. Before Piercing Beams applies its 2nd debuff, Sonic is already at 80% debuff (and has been for nearly 2 seconds). Your debuff per animation time is nice, but it means jack-shit when it comes to real gameplay or for measuring Sonic's debuff capability. You can't take the same Damage per Animation metric used for DPS and think it directly applies to Debuff per Animation. DPA is useful as each attack applies damage and you can build a good DPS attack chain using it. Debuff Per Animation is not useful unless you are chaining attacks that all provide the same debuff (or treat the other attacks as 0 debuff). This is what I did when I incorporated cooldown to your metric (and was extremely generous by assuming 500% recharge), to illustrate exactly how that Debuff will apply in game situations. You missed that point when I tried to explain it to you. If you think I'm wrong, then prove me wrong or get off the court. I can't spend all day dunking on you. Again...for numerous times it's been stated, if everything is getting railroaded already, you having more DPS or more debuffs won't matter. Stop making an argument everyone has already stated. You are arguing in circles, and it's sad. If you have to coordinate the fact your teammates should attack the enemies, you have bigger problems than powerset choices. If you can't attack the enemies your teammates are attacking, then you have bigger problems than powerset choices. Once again, everyone here has already stated if you are on a team railroading, you don't need to care about what DPS or Debuffs you're bringing to the table. You care when you play content that is actually a challenge or with a team that is not as strong. Sonic can bring up a team that is not as strong and it can provide significant assistance to content that is challenging.
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Your original numbers simply showed how quickly you can apply a significant debuff within a small animation window. You're over emphasizing a metric that is good to use for chaining debuffs but doesn't focus on the end result, which is the amount of resistance debuff. In about 2.5 seconds, Piercing Beam or Piercing Rounds can apply a significant debuff (20% for 10 seconds), but once you apply it, you're done until you can fire that power off again. Sonic can use Screech-Shriek to hit 40% debuff in 3 seconds. Then continue to ramp up if necessary (e.g. AV/GM/EB) to reach 90+% resistance debuffs. And if you need to hit more targets, you have Howl which can hit a handful of targets fairly easily and can be designed to cover a large area with range buffs. If there is a significant target of interest, your teammates will be hitting the target you're hitting. If you're worried about the minions and lieutenents not being apart of your debuffs...well I can't help you if that's trouble for you. Again, Howl on a mob is meaningful. Might be superfluous, but so is most DPS in the game. If you're steamrolling, no debuff matters. If you're not steamrolling, then your debuffs matter. I don't speculate. I just back up my claims with game mechanics, numbers and evidence. I also provide context instead of throw out metrics that try to prove my point yet doesn't apply to actual content. If you prove my numbers wrong, then I'll concede it. But I've yet to see that.
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Your counter argument has turned into making up a phony hypothetical? Is this what happens when numbers don't support your claims? That's pretty weak, honestly. Let's look at the math. NewDMG = DMG(1 - OrigRes)(1+ResDebuff) By applying an additional 20% resistance debuff you achieve NewerDMG = DMG(1-OrigRes)(1+ResDebuff+0.20) So your -20% debuff will apply an additional DPS equal to 20% of all of your teammates damage including procs. So even though your personal DPS is lacking, your single debuff more than makes up for it in larger teams. Take your damage + 0.2x(team damage), and that is your effective dps. Your more capable teammates have you to thank for melting enemies.
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HBO's Watchmen *possible spoilers inside*
Bopper replied to Jawbreaker's topic in Comic, Hero & Villain Culture
I loved it. I wish there would be a 2nd season but I think it finished on a good note that doesn't need more storytelling. I'm surprised comic fans are hating it, I thought it was really well done and seemed like comic fans liked it too. -
I actually wasn't making the comparison. I was showing your metric, while showing the caveat that you can't stack it until it comes off cool down (*also correcting your numbers). Sonic doesn't have that problem because you can fill the gaps with the other attacks. And to build a resistance debuff attack chain you can use your metric to decide how to possibly best prioritize your next attack. If you want to truly compare debuff capabilities, I'll gladly show my work. I've done it before if you want to dig through my early forum posts for graphs that showed different chains achieving various average resistance debuffs. But you can take my word that single target can achieve an average of 97+% resistance debuffs without procs. BR or DP can do ...less than that.
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Yes! Someone who uses the tool lol. You might be the only one :).
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Sure, personally I would move RoP up in the build. I have a few ideas, but probably too extreme for this audience so I'll keep it in house. But even moving RoP to level 32 for 27+ content would be significant. Although I would probably aim for 24, to use in 19+ content. Anyways, let us know how it plays from levels 1 through 50+. SR is not my cup of tea for tanks (I like them on Scrappers since they have lower Resistance caps), but for thematic builds it looks fun and strong. I'm always down for tank-trolling builds.
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Just saw the updated build [v3.0.1] and it looks good. One thing I would like to test, and you probably can tell us if you have the build on hand, is the 5% resistance from Shield Wall always on, or only on for 120s when you use Vengeance? One of those CoH-isms that I always have to think about when I do builds. Edit, found the Special Effects list on Paragon Wiki, I don't see a 120s duration for Shield Wall, so you should be good. Kismet is 120s though, so good you have it in an auto power.
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Can you elaborate. I'm not sure what you're trying to say by this. That would be a very large rounding error. I'm sure you'll get by fine having ~20% resistance from RoP as opposed to ~30% resistance. You have lots of defense, you have Tanker ATO in Storm Kick (probably good for 1-2 stacks depending on rotation). But for me personally, when I need RoP I want it to be ready and I want it to be strong. You can chase the little bits of set bonuses from 6-slotting stamina, but most of those bonuses you won't need. You'll be sitting on 100% health a lot of the time, and with the reduction in endurance you'll be doing, the little bit of extra max endurance won't be noticed, especially with Victory Rush to cover you 40% of the time. So when the shit hits the fan, and the enemy is buffed with their To-Hit or simply getting lucky on RNG, I would feel more comfortable having the extra 8.25% resistance on the ready with a 66s shorter cooldown. You won't have the 7.5% recharge anymore, so the potential up-time will now be 27.75%, compared to 34.91%. It doesn't seem like much, but it is 25.8% more up-time, and that's nice. I think it would save your bacon more than the extra 35 HP and 1.35 endurance. Just try it out, you might like it. Plus you get a little more E/N resistance (your biggest hole) and some endurance discount which nets you a splash of recovery...though not much.
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That genuinely might be the nicest comment I've had on the forums. You get me. Haha
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It depends on the team really, but at +4, you certainly may not steamroll quite as much, but sonic will still bring Howl and Dreadful Wail to the table to help the team get through a mob faster.
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It is easy, but builds can also achieve a 33-43% uptime with Build Up, and Build Up doesn't come with a crash (or double crash if double Rage is used). So I figure a single stack Rage puts things roughly on par with a non-BuildUp powerset, while the 2nd Rage puts things roughly with a high recharge BuildUp powerset.
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If the mez is needed to be a few seconds longer, I'll concede that point. I didn't see a need for it to be extra long, but I don't know how you like to use the stuns. Sounds like tweaking two of the three will leave you in "close enough" territory while you gain significant endurance reduction for your attack chains. As for my slotting of stamina, i believe reducing it to 3 slots (1 PT end mod, 1 PT heal proc, 1 PS end proc) actually netted you more recovery because of the PS end proc. I'll admit, it was late and I was tired when looking at it last night and I'm still groggy now as I wake up, so forgive me as I am working my numbers purely off memory. But I believe my build will show a loss of 0.15 end/sec because of the reduced slotting, however my build (with accolades) has 113.6 endurance. A PS end proc on average will fire once every 40 seconds, which equates to 11.36 end/40s = .284 end/sec. So my slotting actually nets you +0.134 end/sec. This does not include the 2.5% endurance reduction gained from UG in RoP. So the reason for wanting to keep 6 slot PT would seem to be strictly for the 7.5% recharge (your chains don't need it, and RoP is the only long recharge you have), or for the 9% accuracy (which you don't need against +4s, as you still have 111+% chance to hit, iirc), or for the 1.35% max endurance (might not be important with the increased recovery from PS end proc already providing significantly more recovery and UG providing an endurance reduction of 2.5%), or for the 1.88% HP (which would be less needed if RoP was up more often). You could elect to take RoP sooner. Its so powerful, if I have it in my builds I try to design to have it available asap. As for the 28.8% uptime versus 34.4% uptime, I haven't looked at the average effects but assuming you're right, 3.5% average resists to all is significant. But even if you're not concerned with average but just the uptime, I think having RoP on for up to 20% more of your game play is good. And having that uptime coincide with 8.5% more resistance is very good, especially when we know the closer you get to cap the survivability grows exponentially.
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Seeking advice for melee-focused blaster. Radiation/Dark
Bopper replied to Metatheory's topic in Blaster
They all affect each other. If you have two out of the three, the two you have will both be 15% stronger. If you have all three, all three will be 30% stronger. And that is a 30% strength to your base, damage, not a 30% damage boost. What's the difference? Let's say you have 100% damage enhancement and your base damage is 100. Then your enhanced damage is 100*(100% + 100%) = 200. If Synergy simply added another 30% damage enhancement, then the new enhanced damage would be 100*(100% + 100% + 30%) = 230. However, with Synergy your base damage increases by 30%, so what your actual enhanced damage is 100*1.30 * (100% + 100%) = 130*2 = 260. -
Fully agree and it probably be suggested in the Suggestion Forums. Not sure if they'll consider it, but I really wold hope so.
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Ah, a shame. I'll have to review your TA/Archery and see what the proc-ability is. I don't see it off hand, but I'm not as familiar with the sets.