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Bopper

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Everything posted by Bopper

  1. I would think the approach is to balance around 1 stack of rage. And if that is the case, perhaps a Jab with single stack rage and enhancements would lineup as balanced. Although other sets get build up and other damage bonuses that would leave Jab in the dust once again.
  2. I should ask, because I haven't tested it but you have one so you'll know. Does Rain of Arrows cast a pseudopet or does its Proc chances take advantage of the long base recharge? My bias is assuming it's a pseudopet, but you might educate me.
  3. Edit upfront: I went in the game and tested, Hami-Os work like regular IOs, they scale with exemplaring. Since that is the case, I will highlight and strike-out the irrelevant parts of my post. Feel free to ignore the frankenslotting in my build. I like your use of the Disorient proc with the Disorient from the set. I think I asked this before, but I don't recall the answer, do Hami-Os exemplar? I know you say you're big on being able to run any content from level 1-50, and I am under the assumption that Hami-Os would stop working when you are exemplared outside of 3 levels of the Hami-Os. Hami-Os? If they do stop working when exemplared, I might recommend some reslot ideas, for instance I would probably frankenslot with enhancement boosters instead of using the Hami-os. It would be intended for exemplar purposes (so you hit level 50 already and are playing lower level), but I'd go with Crushing Impact to balance your DMG/ACC/END (your endurance reduction could use love) and go with Purple Sets on the Stun/Immobilize. I'll provide a build to show you what I'm talking about. You'll see Cobra Strike will have a 75% chance at a 16.9s Mag 3 Stun (paired with a stun proc that does 8s of Mag 2). Eagle's Claw will do a 7.9s Mag 3 stun (paired with a stun proc for 8s of Mag 2). Crippling Axe Kick will do 19.8s of Mag 2 Immobilize (50% chance at Mag 3). So the control you're wanting is still there and you'll still be near 90% damage enhanced, while having ~48-60% end reduction). (I left the last part as consideration for endurance reduction, but ultimately boosted frankenslotting is not necessary unless you feel your endurance becomes an issue). Resistance Having Rune of Protection not slotted for resistance feels like a big missed opportunity for God Mode. I don't know how important that 7.5% recharge is from the Power Transfer set, but I would probably recommend taking some slots from that (maybe 2-3 slot P.S. with the P.T. proc) and move it to RoP. Slotting it with a 4-piece Unbreakable Guard will give you an extra 11.5% resistance to E/N (your weakest amongst the resistance types) and an extra 9.25% to the rest of your resistances. The slotting also brings the recharge to 258 seconds, down from 324 seconds. Since you don't have a self heal, you might want the ability to absorb the damage from your enemies' attacks with a higher up-time. Also, I would replace the +perception in Vengeance for the +5% resistance from Shield Wall. You already have over 1000 ft perception between Focused Senses and Tactics, having an extra 100 ft of perception seems unnecessary when you could have 5% resistance to everything. Other Thoughts I can see why you have Victory Rush in your build, and I can see why you would take vengeance. Both are 1 slot wonders. Overall, though, I would probably try to sub those out for Boxing and Tough. The extra S/L resistance would make you so much tougher to handle (pun not intended, but now that I noticed it is...it is intended). Or you could go with Hasten and Super Speed. It'll get your RoP up that much sooner, and you could put the Winter proc into SS for 60% resistance to slow/recharge. Swift/Quickness You don't need to use Hami-Os for Swift and Quickness. Those two powers only boost your Run and Fly speed, but there is no purpose for boosting Fly Speed as Mystic Flight is capped right out of the box. Better to use a +5 Run Speed IO since it is the only thing of use you're actually going to be enhancing. Having +53% is better than +36.63%. This will increase your run speed by 1.8 mph. If this truly is a concern, I recommend getting a jet pack. You will still be at capped 58.63 mph with your unenhanced Swift and Quickness, plus the Jet Pack only costs 0.19 end/sec to use, whereas your Mystic Flight costs 0.29 end/sec. So you can save 0.10 endurance consumption per second (equivalent to +6.25% recovery) while also gaining 20% slow/recharge resistance. Just a thought. Build Suggestions: Here are some tweaks I recommend. I will not touch power choices, as that is entirely the personality of your build, so I only tweaked some slotting to try to improve on overall performance. The summary of changes include: Passives Good: +3.1% Melee Defense, +5% Resistance All, +2.25% E/N Resistance, +2.5% EndRedux, +1.8 mph run speed, +20% slow/recharge resist, +0.134end/sec EndRecovery (after performance shifter proc) Passives Bad: -1.88% HP, -1.35% Max End, -100 ft perception, -9% accuracy, -7.5% recharge redux Active Good: +8.25% Resistance All when RoP is up, RoP uptime increased from 28.8% to 34.9%. Endurance Reduction in CS, CAK, and EC go from only 21.75% to 48.25-63.16% (probably won't need Victory Rush anymore). Active Bad: Accuracy, Damage and Mez in CS, CAK and EC all slightly reduced. However enough Accuracy to still have over 110% chance to hit against +4s, so no impact. Damage dropoff is minor, going from 95.28% to 89.23-93.86%. Other benefits, can exemplar without losing effectiveness of Hami-Os. Tanker - Super Reflexes - Martial Arts.mxd
  4. It really depends on how many groups there are and how frequent they show up. Calling it a share is fine, but the value of the share changes based on level. I rather treat it as conditional probability. Given a set of parameters (level, alignment), this group will show up X% of the time. Shares can kinda do that as long as you stay within the confines of the parameters. But when you want to expand your data to reflect multiple parameters (e.g. levels 30-50, heros and villains) you'll want to make sure the units are equivalent. But we'll hash all that out as we go. Just need to start categorizing enemies and where they show up and how often.
  5. I never thought you did. Again, any blast set should be fine and you shouldn't have to feel pigeon-holed into what you think you have to play. Everything has its merits...except maybe Archery.
  6. I don't know exactly how you want to break things up, but would you want it broken out by our odorous arcs? Take everything from the level 50 section and make that a resistance breakdown, them step down to the next, all the way through. Spit balling here, just trying to visualize how you want the end product to look
  7. I'd be happy to help, but I'll likely have to rely on your guys' game knowledge as my skillset is mostly just number crunching. Are you wanting everything weighted, or is it best to weight things based on categories (red side, blue side, gold side | low level, mid level, high level, incarnates | etc)?
  8. So far your metrics have including wrong numbers and wrong info. Most of us had to spend more time correcting your work than to counter argue it. But once again, nobody is saying sonic is a top tier dps set, so saying its not good because it's not bursty in general content...OK, tell us something we don't know. But killing of minions and lieutenants fast doesn't impress me much, anything can do that. Sonic can even do that. Bosses will take a few cycles of attacks, and you can achieve a pretty good buildup combo with something like screech, shriek scream, shriek, proc'd out dominate. If other sets are doing it better, great for them, but I'm pretty sure you'll take down a boss in little time hitting them with a few sonic attacks then your ST nuke. But the true benefit of sonic comes in team play. All the damage boosting you get from resistance debuffs may not make up for the slow attacks in solo content, however those same debuffs help the entire team, thus making your contributions significant. For as much as belittling the ability to tear down a AV/GM quickly, I mean...what else is there? What content are you running where you're struggling with minions/LTs? If you're already steamrolling, you're unlikely to notice zero debuffs from -100% debuffs.
  9. This certainly should not feel like the case. Many of the blast sets are viable with defenders. It depends on what you like. Debuffs are aplenty with blast sets.
  10. It certainly was, although given the increase in max targets and AoE I'm not really sure. But apparently play testing in regular content has shown Brutes doing nearly 10% more than tanks
  11. Annihilation can go into Howl, Shockwave and Sirens Song. FotG can go into Dreadful Wail (or cross punch if you go that route). Achilles can go into Weaken Resolve if you want to go that route. None of those procs self stack though. You can achieve 95+% resistance debuffs using sonic (without procs). Throw in procs and weaken resolve, you can do more. But comparing apples to apples and ignoring options available to everybody, sonic can hit 95+%, Piercing Rounds or Piercing Beam might get you 2 stacks for 30%. The problem with this analysis (besides numbers being wrong in some spots) is it only looks at the activation portion, as opposed to an attack chains duration. You can't spam Piercing Rounds on repeat without gaps, but you can chain Sonic Attacks without gaps. I'm going off memory, but I think Piercing rounds has 15s base recharge, so at best (capped recharge) it recharges in 3 seconds. Combined with activation time you can stack its buff every 5.64s. So 20*10/5.64 = 35.5 doesn't look nearly as impressive. Edit, I'll add piercing beams numbers assuming 500% recharge. 20*10/(14/5+2.508)= 37.7 Edit 2, I'll correct your numbers. Screech = 20 * 12 / 1.716 = 139.9 Shout = 20 * 10 / 2.904 = 69 Scream = 20 * 7 / 1.848 = 75.8 Shriek = 20 * 5 / 1.188 = 84.2 Piercing Rounds = 20 * 10 / (15/5+2.64) = 35.5 Piercing Beam = 20 * 10 / (14/5+2.508) = 37.7
  12. I don't understand. The design with the buffs were to have Tanks be 90% of Brutes damage and Brutes be 90% of Tanks survivability. Your Brute is 261 DPS Your Tank is 247 DPS You achieved about 94-95% of that in a single sample. That seems within the range of outcomes for how the sets are designed to scale.
  13. Thanks, I always wondered why its scale looked so unique.
  14. Its coming along well. With your posts about what it does, can you list the amount of defense it is granting from set bonuses, and the total defense of the character? I recognize the IOs from your last post but I don't do math in my head that fast 🙂
  15. SuperPlex, it appears nobody has answered your question. Unfortunately, I don't know off hand why there is a difference in the numbers you're seeing. It could be a Mids-ism. I recommend to check the numbers in game (either on Beta or HC Live). I logged in and checked and it shows Screech as only doing 16.68 damage for a level 50 corruptor. I opened up your build and I saw you have the Corruptor ATO Damage Proc slotted in Screech, that is why you are seeing 104.2 damage, as Mids is adding in the 86% chance that you'll do 107.1 damage with the proc. As for Soul Drain showing over double the damage, that is because Mid's is showing the Scourge damage which doubles it. If you Click Off the Scourge, you will see the expected damage from Soul Drain to be 75.1. As for which AT to play for this build, depends on if you want to do more damage or more debuffs. But generally speaking, defender is the way to go as your resistance debuffs are 33% stronger and that makes up a lot of the gap between Defender damage and Corruptor damage. On the other hand, I do see you are going for a proc build, and if that's the case, Defender again offers more debuffs which is desirable, but Corruptors get an extra "purple" damage proc in the ATO. So really, just pick whatever you prefer. If you team, probably defender.
  16. Sonic is great for debuffs, but the slow cast and low damage makes it unappealing to a solo player. Don't get me wrong, it can be very strong solo, but it just feels meh. I say this with experience as my main on live was a Rad/Sonic defender. I actually like Dual Pistols a lot and is now my main. Swap Ammo just offers so much utility for teams and solo. Typically I'll do Incendiary, but I have no qualms with switching to Chemical for the -damage debuffs (it's fun to floor an enemy to -90% damage). I don't really know how you would make Tiers for this as I think it really falls into two categories, damage tiers and support tiers. Damage Tiers, you're looking at Fire and sets with effects that allow for lots of proc use. Support, you're looking at which sets offer the best debuffs for keeping your team alive and/or killing the enemy faster. For Support Tiers, I would say Sonic, Dual Pistols, Radiation, Water, and Dark are very strong. For Damage Tiers, you're probably looking at Fire, Ice, and some of those previously mentioned. Since I don't play all the blast sets, I can't really speak to how they would rank, I'll let others do that. But what I can say...Archery is probably the worst 😛
  17. I suggested this just before page 5 was released. The idea is to create more secondary effect IO sets that have a damage emphasis, similar to Power Transfer or Synapse's Shock have done with Endurance Modification IO sets. This isn't especially creative, as it steals the slotting used by PT, but it incorporates what would be the game's first Cold Damage Proc, and is a Slow Movement IO set with a Cold theme.
  18. Would this video tutorial help you? @Vayek put this together.
  19. I always believe you should play the way that is most fun to you. Many don't take either Fallout nor Mutate, so don't feel bad for only taking one. As for slotting, Fallout is huge damage so you should slot it for damage over anything else. As for procs, I'm not sure of its procability. I believe Fallout is a pseudopet, and if that's the case, the low probability to proc won't justify the cost of slotting it. I'd probability six slot it with Artillery for the ranged defense bonuses, or 5 slot it with Bombardment or Positron for the recharge bonus. Or just 2 slot it with +5 damage IS if you want the damage but not the slots.
  20. I'd start with the first post of the thread, always. But basically it's about leveraging PPM mechanics to maximize damage potential in typically non-damage ATs to achieve respectable DPS.
  21. Incorrect, global recharge bonuses like hasten does not affect Proc probabilities. Only slotted recharge and any additional recharge you might get from Alpha incarnate (Agility or Spiritual).
  22. I was going off memory, so I forgot the Aegis came with status resistance too. I assumed they were both purely Psi Res, and having more than 5 would break the rule of 5. Good to know, though.
  23. My thought is, whatever is strong enough to survive it is probably something I want to debuff. Not necessarily for my survivability, but my teammates too.
  24. Haven't tried it. I typically go with Void for the -damage though. Love the debuff
  25. I think the Rule of 5 is why you would want to have a different value.
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