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Bopper

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Everything posted by Bopper

  1. Kelvin, you might be interested in this guide.
  2. While on the subject of mechanics, the Hail of Bullets is actually up to 12 ticks, each tick having 60% probability to tick. However, there is a bug posted here that shows the standard ammo is the only one that is applying its minor ticks of damage at 60% rate. Incendiary and Chemical are having 100% of their ticks firing and Cryo is having 0% of its ticks firing.
  3. We already know about self affecting procs (like the Defender ATO +Absorb and the FF +Recharge) are not working in Hail of Bullets. For more information on that, it's here. Well, now there is another bug that has come to my attention. It appears the 12 ticks of minor damage (standard=lethal, cryo = cold, chemical = toxic, incendiary = fire) that accompanies the 12 ticks of major lethal damage is not doing what it's supposed to. Well, the standard ammo is. When using standard ammo you will get up to 12 ticks of minor lethal damage, each tick having a 60% probability. HOWEVER, Chemical and Incendiary ammo are having their respective 12 ticks of minor toxic/fire damage hit at 100% probability for each tick. Last but not least, the Cryo ammo is having its 12 ticks of minor cold damage hit at 0% probability for each tick. So long story short, use Chemical or Incendiary if you want all 12 ticks to hit, and use Cryo ammo if you hate yourself.
  4. Bopper

    ATO Placement

    The answer to this will depend on your build and expectations. If you are going to be in a mob and need your Resistance proc to hit 3 stacks quickly, a long recharge AoE might be your preferred attack. But if you need something to sustain in a long fight with a hard enemy, a single target attack with moderate base recharge might be preferred. If you post your build, we can probably see about how the ATOs would best fit for you
  5. Something to remember about the ticks, they are cancel on miss (at least it says it is, I haven't tested to verify). For cancel on miss, the average number of ticks hitting is calculated as: 0.8+0.8^2+...+0.8^N, where N is the max number of ticks. Fun fact, Mids actually calculates this correctly (although they do the math slightly odd, but it's correct), and the in game average damage calculation does it correct. You'd think with all the things that are bugged or done wrong, I would have thought it'd be this. A second thing, I'm wondering why you're dividing by 0.8. If you're factoring in the 20% more damage, shouldn't you be multiplying by 1.2, or divide by 0.8333?
  6. Haha, I think Wyoming. The size of Wyoming is represented by Footstomp, the only city worth while (Cheyenne) is represented by knock-out blow. Road Rage is prevelant, and nothing else is relevant (like Jab, Punch, Haymaker, Hurl, and Hand Clap).
  7. @Faultlinehas a root cause been found for this already? Or has anybody looked? Thanks,
  8. Interesting, might have to look at other self-buff procs and see if that's happening elsewhere.
  9. I checked to see if the bug could lie in Hail of Bullets not accepting Knockback enhancements, which is a long shot with HoB is not a pseudopet. Nonetheless, Explosive Strike does proc while Force Feedback does not.
  10. The numbers in the table do not factor in Rage.
  11. I mean the mechanic that only one application of bruising could be applied to an enemy. So when you had 2 tanks who weren't the same level, you'd get applications of bruising that would jump between different levels of the purple patch. So don't do that. Just do it like most other resistance debuffs where the debuff can't stack from same character, but they can stack from other characters.
  12. Yeah, we're in full agreement there. The T1 and T2 from SS are pitiful. The T3 isn't that great either (it's the same damage as Hack, but slower). Now, I get the fact Rage is the reason all the attacks (other than KoB) are weaker compared to other powersets. But I'm not here to request a redesign of the entire powerset. Those requests have been made and those changes will come when they come. But for right now, I'm simply requesting what is simple. Speed of cast time, or buff up damage. For one power. Just to make it average. As of now, assuming 95% damage enhancement, a double rage jab would not do better than the top 5 on the list. So five sets have a T1 that does better DPA without any build up (just enhancements) than Jab (with the same enhancements plus double rage). If we only look at a single rage, plus the 95% enhancement, Jab is still middle of the pack, not even besting a max-synergy boxing. So all I'm trying to request is to simply reign in a power that is egregiously low performing and make it middle tier. It's a simple change that can be done now, as opposed to months/years down the road for a powerset revamp that may never come. As of now, honestly, you're better off just taking Boxing, Kick, and Cross Punch and just skip all SS attacks until KoB. Boxing +2 you won't use at end game, but it'll be useful when exemplared. And Cross Punch will hit at 94% of what Haymaker can do, but CP will hit up to 5 tgts and comes with nice synergy buffs. You'll definitely use it at end game for both ST and AoE attack chains. I clearly digress, as I have not slept and I'm supposed to be up in an hour. In the end, I like your idea to bring back bruising (not just for tankers!). But really, it should just be a basic resistance debuff, as bruising mechanics were too limiting. That alone would make jab useful. But I'm also good with simply improving the DPA, preferably faster casttime just because it would be fun. Sprinkling in a jab between each of your attacks, it would be beautiful.
  13. You could go that route. Punch has a DPA that puts it just ahead of +1 Synergy Boxing, which isn't good (still bottom quartile among T1s), but it would no longer be laughably behind the rest of the sets. I did think about introducing Bruising again, just for Jab. Doing so would not require it to be moved from its T1 spot, necessarily, as we can see Punch is still an unusable attack (at least bruising has a use). Plus other ATs would get to benefit (maybe different AT mods would be needed). I would recommend decreasing the strength (maybe 15% res debuff for 8s), and have it not stack from same caster (but other casters can stack on top of yours). I don't see a need for a defense buff, though. It's something extra, I guess to sweaten a pot, but I prefer changes to be as simple as possible. I would still like to see a decreased animation time, because to me that would be a niche (so many attacks use a 0.84 scale already and so many attacks use a 1s cast time already). If Jab is going to be unique in its laughably low damage scale, at least give it a niche with an amazingly low animation time. It fixes its DPA while still making it a unicorn in the T1 world.
  14. Not sure if this counts as a typo, but it is misinformation. There are a couple of Tanker melee attacks I came across that shows an incorrect Average Damage. The most egregious is Barrage, that states it does 101.12 damage for a level 50 tanker (it really does 69.72). It would appear that the Fiery Embrace is sometimes being calculated into the total damage. Nimble Slash is another one.
  15. Jab is the worst T1 melee attack in the game. It is slow (for a T1) and it is weak (for anything). Honestly, since Bruising has been removed, Jab is less useful than Boxing...even without synergy. Here is a breakdown of the DPA (Scaled Base Damage per Arcanatime). As you can see, Jab is only better in DPA than Brawl and the Slow Defensive Sweep; however, Defensive Sweep is an AoE that would out DPA Jab if it hits more than one enemy. Even worse, Jab is less than half the DPA of Broad Sword's Hack. All I ask/request, is for Jab to have a DPA that is more in line with the other T1 melee attacks. There are two ways going about this, buff the damage or decrease the animation time. Personally, if the power is called Jab, I would like to see it have a quick rabbit-punch animation, something quick like Gambler's Cut, which has a 0.67s animation time. With an animation that quick, you're looking at an arcanatime of 0.924s and a DPA of 0.736, which puts is just behind a max-synergy Boxing. If changing the animation can't be done (*sad face*), then a simple buff to put it in line with other attacks should be sufficient. A damage scale of 0.84 would give it the same DPA as Dual Blade's Nimble Slash, which is also just behind a max-synergy Boxing. Again, I would love/prefer for Jab to be turned into a Rabbit Punch animation that puts it as fast as Katana's Gambler's Cut (fastest melee attack in the game). But if resources for such a thing is limited, than a buff to 0.84 scale would still accomplish the request.
  16. A Bio Scrapper is very sturdy, even in offensive mode. You could tank with it in the sense you can stay upright. How well you hold aggro will depend.
  17. I haven't checked it out yet, but I look forward to seeing your progress.
  18. I took a quick stab at it. My concept was to have increased range for two reasons, stay out of reach of your enemy (defense), and to maximize coverage of your proc'd out cones (offense). For defense, I went with Scorpion Shield and got your S/L/E defense all above 38%. When power boost is active (which you don't really need in the build), you will increase to 47% and more. You are not perma'hasten, but your recharge is ok. It could definitely be improved if you wanted to skip on one of the cones (Siren's Song or MBV). That would re-allocate 5 slots elsewhere for focusing on balance/recharge. I envision an AoE attack chain that starts off with Howl (for the res debuff), followed by MBV (hits like a truck), then a rotation of Shockwave (knock them down) - Howl (debuff some more) - Siren's Song (put them to sleep) - repeat (sprinkle in MBV whenever it's up). The fun thing with this, SS has a 94.59 ft range, while the others reach 102.3 ft, so you are at a safe distance while providing soft control. If you're in an open map, feel free to fly above the enemies and just smack them with essentially a giant AoE (100 ft * tan(30/2) = 26 ft radius). Since I went proc heavy, you will need to rely on Build Up and Aim for your accuracy. For Single Target, you can go with the traditional Shout-Shriek-Scream-Shriek, sprinkle in screech for heavy resistance debuffs. All of these attacks have a range of 163.7 ft. For extra survivability, I went with Rune of Protection to provide you a break free that last 90 seconds plus offers excellent resistance. Overall, this is a somewhat meh build. Sorry, I just don't play blasters so it's not natural for me to find efficiencies/inefficiencies. This is much easier for me if it was a defender, because I know the optimal attack chain used Screech. That's the only reason why I have it in your build, but honestly it can probably go. Anyways, I hope it gives you some ideas, but feel free to tweak things as needed. Blaster - Sonic Attack - Energy Manipulation.mxd
  19. Do you have a log that shows this? I would expect only 1 at a time every 10 seconds, never more. Or a screenshot would do
  20. We mean it does not work in Hail of Bullets. It used to work. And given its long recharge it should fire almost every time it is cast. However, now it never procs. Not sure if this is a result of the new Knockback mechanics they put in.
  21. Ultimately, I think Electric Armor wins with its Lightning Field. You can asynchronize by simply detoggle/retoggle. And it's a PBAoE so it can do multiple checks per 10 seconds in mobs.
  22. Honestly, it feels like it's even better now. Not only do you show it is a must have, but the cost of not being a unique results in diminished returns. You also educate folks on how to game it with unslotting. There is one more thing I want to test that might game it, I'll let you know .... ... ok, if you exemplar to where you lose access to the power, then un-exemplar, it will unsync them. However, as soon as you zone, you will re-sync. So no matter what, unslotting/exemplar is very temporary workarounds that ultimately will not be worth it.
  23. As much as it is disappointing, it actually feels like a pretty good mechanic. With 1, it is the best single enhancement for +HP/sec (even better than Panacea). But after that, diminishing returns.
  24. So for a 3 PPM proc that can't stack you will see the following performance in autos: 1 PT Heal: 3 PPM (50% chance at a proc every 10 seconds) | +15% HP per minute 2 PT Heal: 4.5 PPM (2.25 PPM each, 75% chance to proc every 10 seconds) | +22.5% HP per minute 3 PT Heal: 5.25 PPM (1.75 PPM each, 87.5% chance to proc every 10 seconds) | +26.5% HP per minute 4 PT Heal: 5.9375 PPM (1.4375 PPM each, 93.75% chance to proc every 10 seconds) | +29.6875% HP per minute
  25. I reloaded in with 4 slotted, I have yet to see more than 1 proc
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