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Bopper

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Everything posted by Bopper

  1. You could, but you could do that now by just waiting longer. The way I see it, I think those who rest are generally going to be solo players so this is more of a quality of life thing. In groups, you likely won't have a chance to slow down to rest and their buffs may make the extra recharge from rest not matter. And its not like you can rest during battle, you'll likely get one or two-shotted
  2. Sniped by Carnivax, but wanted to highlight on #4 where we differed. If you slot Gaussian in tactics while doing teams, you likely will see more procs than if it's in buildup, however having it in buildup allows you to better control when you receive the buff which is much more useful. It really depends on the number of pets/teammates you have. If you have 8 teammates/pets within your 60 ft radius, you have a 42% chance to proc every 10 seconds. If that number goes up to 12, the probability becomes 55%. But with buildup, you typically have a 90% chance to proc every time you cast (depending on how much recharge slotted)
  3. Yes, that is the correct understanding of Gaussian Proc in Tactics. That would be a preferred slotting if you're teaming with that many. Especially if there are pets involved. It's still added damage. The only time it hurts is if the enemy heavily resists Lethal damage. Typically more offensive and less survivable. But you can make a tanker plenty survivable and not notice an impact defensively.
  4. Certainly I would. I'd love to compare it with my program. Yours sounds further along so if it checks out, it'd be nice to not have to finish mine lol
  5. All the base damage is the same between ammos, with each doing a different secondary effect. The secondary effect for incendiary is a fire DoT, so yes it's gravy but again you get no other secondary effects. The fire DoTs are cancel on miss with each tick having an 80% probability to fire, and there is a limit to how many ticks you can get based on the attack. So Hail of bullets can have up to 5, Executioners shot can have up to 4, and pistols can have up to 3. The amount of damage from each tick can also scale based on the attack. You'll see that info in mids
  6. Swap Ammo is great. For one, it gets rid of the knockback from your Standard Ammo. Incendiary Ammo is nice as it will increase the damage of your attacks by roughly 20-25%. Chemical Ammo is great for its -damage debuff. Cryo, I rarely use but that is likely because I am a Time/DP defender, and Time has me capping the slows of my enemies already. The only reason to ever use Standard Rounds is for the resistance debuff from Piercing Rounds. But I only take Piercing Rounds as a set mule, it's animation is painfully slow (but cool).
  7. Superior, 7.5% of 1071 HP (80.3 HP). It is a 20s duration, I don't know the stack limit. It only does one Absorb for each cast. To monitor you have to look at your health bar. On top of your green bar a gray bar will appear when you have the absorb. Hover over it to see the amount of absorb, it will be in parentheses (+80.3), (+160.6), etc. Edit: I was responding to a notification. It looks like you already were given your answer.
  8. I've always found the absorb proc to be uninspiring. Level 50, it grants a 7.5% absorb from base HP (80.3 HP shield for all) and you only get one per cast. It stacks on multiple casts though, so that's nice. Empty Clips does well with its fast recharge and AoE (for multiple proc chances) to keep it reliably firing. The Heal Proc is nice though, especially because it can be power boosted. I think I've hit something like 387 Heals with it using Clarion and PB.
  9. I like it, make it 100% recharge perhaps? At most it cuts the time to recharge in half. Can't really abuse it since you're so vulnerable while resting.
  10. Mids does not calculate Pseudopets correctly. Sorry. We worked on incorporating correct Proc probabilities in the last version of Mids (2.6.0.7?) and we were able to do it for click powers, autos, and toggles just fine. Unfortunately, Pseudopets don't flag in Mid's as something that would recognize use of the Toggle PPM formula as opposed to a Click PPM formula. It would require the developer to go in and change every pseudopet power by hand to flag it as needing the Toggle PPM formula. So don't expect that any time soon. If I recall, Tankers are also bugged because their taunt radiuses are recorded into Mids as a radius, so all of the single target attacks calculate their proc probability using the AoE formula, using the radius of the taunt. So be aware of that.
  11. A run with my Granite/SS/Soul Tank, Musc T4 Radial, Degen T3 Core, Ageless T4 Core, Assault T4 Radial Rotation consisted of randomly mashing Knockout Blow, Gloom, Cross Punch, Dark Obliteration, and Foot Stomp In Granite Armor. This build isn't optimized for single target DPS, it's just my regular offensive build that I occasionally farm with. Intended more for AoE. Hybrid OFF (No Insps) 4:15 = 278 DPS (changed damage proc to fury proc in cross punch) 4:49 = 261 DPS (changed damage proc to fury proc in cross punch) 4:53 = 259 DPS 5:29 = 244 DPS 5:13 = 250 DPS I had never tried to take down a pylon with this character before, so this is mostly me flailing trying to figure out how to best execute my attacks on the fly. Edit: I added two more times that reflect the impact of Fury of the Gladiator Proc in my Cross Punch. Edit #2: I originally posted my build used a T4 Degen Core. Actually it was only T3 (no 25% DoT).
  12. Correct, they're pseudopets, so if it's a Location AoE, you create the patch and it will proc in 10 second intervals using a 10 second activation period. If it's a Targeted Location AoE (like Glue Arrow), then the target of the attack gets a Single Target Proc calculation (so longer recharge is good, and there's an Area Factor of only 1), then after hitting the target a patch area is created on that target, and that patch will do the same as a Location AoE patch. What's neat with target location AoE, you can get a double proc instantly. One on the cast, and another on the first tick of the patch.
  13. Fair enough. But since we're talking about this in a thread about Time/DP defenders, I went ahead and updated your analysis from above and included Slowed Response in the analysis. I also corrected the numbers to reflect expected value for Incendiary Ammo ticks and also Hail of Bullet's tick probability. Since your numbers were a favorable benefit to the effects of the resistance debuff as well as the incendiary ticks, your ratios were not that far off (two wrongs can make a right). It's also worth keeping in mind that procs get buffed by the resistance debuffs, so if you incorporate procs, you will see the ratios favor standard ammo more so than what these numbers would indicate (but we are only talking single target, of course, and we're not analyzing the detriments of Piercing Round's slow animation for DPS attack chains). My take on Piercing Rounds...I use it only for team utility in boss fights (-res debuffs for a team is worth more than your lone DPS) and I only slot it as a 3-piece Defender ATO mule (+3.6% endurance and +10% recharge on the cheap).
  14. They are. In the Beta Forums.
  15. Looks like they are already fixing the bug I found so you can now expect all 12 ticks from Hail of Bullets to have an expectation of 7.2 ticks hitting. Also all procs work in Hail of Bullets again, so that's nice. A suggestion for your Piercing Rounds analysis, also look into what the effects would be when you include the resistance debuffs from Slowed Response. Your numbers will change from Piercing rounds providing a 20% damage boost to a 15.38% damage boost (150%/130%=15.38%)
  16. I hope plugging in the numbers helped with understanding the formula. Out of curiosity, did you look at the derivation of the formula? It's buried in a Spoiler block in the same section. I try to go step by step on how to derive it, but I may have combined steps that got confusing (I'm looking at step 3 and am realizing I probably should have turned that into two steps). Also, step 4 probably should have been turned into two or three steps haha. Ok, I should revisit it, sorry for the confusion.
  17. Certainly, I've seen that as well and it tends to be frustrating. I like being able to know how something works as opposed to seeing "special" everywhere.
  18. Nice timing, I just finished looking at Hail of Bullets on the Staging server. It looks like the power is working as intended once again. Glad to see the fix go in so quickly.
  19. Great work Faultline. I was able to confirm that all of the ammo is now having its individual ticks check for a 60% chance to fire, and also Force Feedback Proc and Defender ATO procs work in Hail of Bullets as well.
  20. Correct you are safe to put as much recharge as you like. In your example, you're looking at: EnhRCH = (120s / [54*1/1 - 1.93s] - 1) * 100% = (120s/52.07s - 1)*100% = 130.45% So you can slot up to that amount and still retain 90% proc probability.
  21. I'm not sure of how it is meched, but its probably similar to the buffs like Numina's +regen/recovery, or Miracle's +recovery. If you use the power, it will automatically fire and last 120s. Putting it in an auto power simply refreshes those 2 minutes every 10 seconds, so it's effectively always on. But if you slot Numina in a click heal, but never click your heal, then the buff won't activate.
  22. That question greatly depends on the base damage of your attacks. The thing I always look at is what is the expected damage of adding a proc as opposed to slotting damage enhancement. The other thing I consider is if I can afford the extra endurance it might cost me and the lost accuracy. Until you are comfortable enough with understanding how procs work, I recommend keep it simple with just 1 or 2 procs per attack while still slotting as you normally would intend.
  23. I agree, I would love to see that. If you are wondering about what the formula is, you can see it here: http://web.archive.org/web/20140821034741/http://tomax.cohtitan.com/data/powers/powerset.php?id=Pool.Fighting&at=Class_Defender It's for Defender though, so adjust the melee modifier appropriately.
  24. The bonuses from Hybrid are not affected by ED limits. Only Alpha gets that distinction as it's treated as a global enhancement.
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