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Bopper

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Everything posted by Bopper

  1. Horrible quality of life thing, but if you log in all 4 will be synced. If you unslot and reslot, you might get all 4 asynchronous and independent. Lame to do every time you log in though haha
  2. Great breakdown. I think your verbiage for the Yellow is misleading. It sounds like you're saying if you add +10% more recharge you would reach perma, however it is actually showing you are at 90% of your goal (which for longer recharges could require more than +10% recharge).
  3. Sure, send me what you have. What do you want to do with the build, exactly?
  4. Also going to bump this since it is a very annoying bug. I don't understand why Force Feedback would no longer proc in Hail of Bullets. It's been over 3 weeks since this bug was reported, @Jimmy are you guys currently tracking this? Can a hot fix happen?
  5. Anytime. Let me know if you need any analysis done. I'm guessing I'll have to expand on my simulator program to incorporate additional procs, which sounds like a fun weekend project.
  6. As long at Jet Packs (50k for 5 hours) and Jump Packs exist, I rarely will take a travel power. I'll take Hover for defense/LotG mule, though. MF I'll take as a KB protection mule on my way for Rune of Protection. If you're exemplaring that low, you should be looking at P2W attacks to fill out your rotation with Pistols and Empty Clips taking priority. Go Pistols- EC- Pistols- Blackwand- Pistols- EC- Pistols- Nemesis Staff. It also depends on your build. If you're going to go for an Origin Pool set, you can take one of those attacks instead of DW (since you need 2 powers from an origin pool to reach the power you really want). If you want Rune in your build, grab arcana bolt. If you want Unleashed Potential, go with Weaken Resolve as a proc monster debuff (or the attack). If you want Adrenal Booster, take Toxic Dart. In the end, Dual Wield would never make it into my builds. Es-P-EC-P is better dps than ES-EC-DW in my proc builds, and I'm thankful as I'm forced to take Pistols and I don't like taking powers if I don't use them. And you really should never consider subbing out your best ST attack to make room for a T2 attack (which has worse DPA than your T1) Very difficult with spreadsheet analysis and napkin math. That's why I wrote a computer program to measure this instantly... well, it takes a few seconds, but it covers nearly a year's worth of simulation haha. At the very least, it will improve burst damage. You could start a fight with regular Piercing Rounds for the resistance debuff (maybe double debuff if you have annihilation proc), switch to an Ammo you really want, use Suppressive Fire for heavy proc damage and potential Build Up, then roll into your regular ST attack chain.
  7. I am glad you are thinking outside the box and looking into heavier proc ideas. Just to help you along faster, keep Executioner's Shot and drop Dual Wield. Honestly, DW sucks. While simulating single target attack chains, I actually got better DPS subbing out DW for Empty Clips. If you'd like some ST attack chain ideas, I can provide some. Quick comment though, I recommend not using Piercing Rounds in an attack chain unless you are using its -resistance debuff. It's too slow. I would use it as an opener, then never use it again. I thing the single target attack chain i settled on (using heavy props, heavier than you most likely) was ES->Pistols->EC->Pistols. It actually was better DPS than my proc'd out Suppresive Fire. However, I didn't do analysis with BU proc, so maybe I'll revisit that.
  8. For completeness, there are two things I need to update. First, I have to correct my analysis for the single target attack chain. I used the damage enhancement from the Level 40 decimation set, which I should not have done because I used the proc probability of the Level 27 decimation set. So I will correct the following section. Instead of Executioner's Shot having a +8.97% improvement with the Apoc set, it should have been a +17.86% damage improvement. I quoted the incorrect topic below. The correct DPS added was not 13.20, but rather 14.36 DPS, which is equivalent to a 46.1% Damage Bonus. The following is not a correction, but a completion. There was confusion of some results because I did not do the full analysis. So here is the full analysis of the AoE attack chain, using a 0.528s gap, and 6 targets in the AoE's coverage. I also ran the simulation for longer and more times, so I will update the number of 9.16 to 9.18 to better represent what I'm seeing. Level 27 Decimation: ES -> EC (6 tgts) -> BR (6 tgts) -> 0.528s gap -> *repeat* = +9.18 DPS (+11.3% Damage equivalence) Level 50 Apocalypse: ES -> EC (6 tgts) -> BR (6 tgts) -> 0.528s gap -> *repeat* = 9.97+5.39 = +15.36 DPS (+18.9% Damage equivalence) And just so I don't have to search each comment for my results, I'll put the 10/16 target analysis here, as well as a 1 target AoE analysis (which isn't useful but shows the upper/lower limits of the AoE rotation. Level 27 Decimation: ES -> EC (10 tgts) -> BR (16 tgts) -> 0.396s gap -> *repeat* = +18.6 DPS (+11.3% Damage equivalence) Level 50 Apocalypse: ES -> EC (10 tgts) -> BR (16 tgts) -> 0.396s gap -> *repeat* = 10.19+8.78 = +18.97 DPS (+11.5% Damage equivalence) Using AoE chain for single target, increasing the gap to 1.056s (less likely FF procs). Level 27 Decimation: ES -> EC (1 tgt) -> BR (1 tgt) -> 1.056s gap -> *repeat* = +2.4 DPS (+11.3% Damage equivalence) Level 50 Apocalypse: ES -> EC (1 tgt) -> BR (1 tgt) -> 1.056s gap -> *repeat* = 9.17+2.84 = +12.01 DPS (+55.5% Damage equivalence) Tables: all of these simulations ran an equivalent of 5500 hrs (229 straight days) Lvl 27 Decimation Set vs. Lvl 50 Apocalypse Set Chain gap (s) AoE Tgts Decimation (BU proc) Apocalypse (Dmg proc) Es-P-Dw-Es-Pr-Dw 0 1 +4.33 (13.9%) +14.36 (46.1%) Es-Ec-Br 1.056 1/1 +2.4 (11.3%) +12.01 (55.5%) Es-Ec-Br 0.528 6/6 +9.18 (11.3%) +15.36 (18.9%) Es-Ec-Br 0.396 10/16 +18.6 (11.3%) +18.97 (11.5%)
  9. Tactics, Kismet, Farsight, set bonuses. You shouldn't have trouble finding the accuracy. Even for MMs, as they can leverage the Build Up proc in Tactics. Throw in the AoE defense debuff from Slowed Response, and you're just flushed with options on accuracy. But sacrificing the +2 hold proc for the Supreme Entomb Acc/Hold and gaining its set bonus is certainly a good way to go.
  10. SuperPlyx, Redlynne is technically correct that placing the Superior Entomb proc into Time Stop will result in your 3.5 PPM damage procs dipping below 90% probability. However, it only dips down to 88.42%. Hardly a reason to not consider slotting the proc. Your 4.5 PPM damage proc will still hit at 90% and your Entomb Absorb proc will hit at 90%. Honestly, you would probably love having a power that will average 286.72 Damage, that has a 63.15% chance at a mag 5 hold for 8 seconds, while providing a 15% Absorb shield 90% of the time. All while being able to cast it every 6-8 seconds, depending on the amount of global recharge in your build. All you have to do is 6-slot Time Stop with the procs from Superior Entomb, Gladiator's Net, Ghost Widow's Embrace, Neuronic Shutdown, Unbreakable Constraint, and Lockdown.
  11. Hold on a second there, you may not have noticed I simply stopped analyzing when I already showed the Apoc Proc by itself resulted in better DPS than what an AoE attack chain was getting from occasional build ups despite consistently having 6 targets to hit. I did not analyze the +4% damage set bonus and I did not analyze the +17.86% damage enhancement in Executioner's Shot. If I finished out the analysis, my guess is you would have seen the Apoc set would perform twice as good.
  12. You're gonna either love me or hate me for what I'm about to show you... Test 1, I used a gap of 0.5280 seconds (because it divides evenly with arcanatime). The build up proc adds 11.3% more damage than without. This equates to +9.16 DPS. Using a 5 piece Apoc Set, we would see the DPS from the proc provide: 107.1*0.595*0.95/6.072 = +9.972 DPS. So even without factoring in the extra enhanced damage from using Apoc over level 27 Decimation (~18%), nor factoring in the extra 4% damage from set bonuses, the total DPS for a guaranteed 6 targets is still better with the Apocalypse set as opposed to the build up proc. Test 2, so let's add one last gift of this analysis. Let's guarantee 10 targets for Empty Clips, 16 targets for Bullet Rain, and a guaranteed +100% recharge from FF. This leaves a 0.3204 second gap, however my simulator runs on ArcanaTime units, and 0.3204 equates to 2.4 ticks. So I will have to round up to 3 ticks, which makes it a 0.396 second gap. Still, the improved DPS is equivalent to a +11.3% damage boost. But because it is more targets, the DPS added is now +18.6. So let's now look at a full analysis of Apocalypse in Executioner's Shot. The extra DPS from the damage proc is +10.1936 (thanks to shorter gap). The extra damage between Lvl 27 Decimation Set and Lvl 50 Apocalypse Set is 17.86% (assuming no enhancement boosters). This creates a new DPS over baseline as +8.78 DPS. So in total we have +18.97 DPS. So there you have it. Even with MAX TARGETS in all of your AoEs, the added DPS from the Apocalypse set still outperforms the added DPS from the Decimation set. I was not expecting to come to that conclusion, but sure enough it definitely proves that the Build Up proc is just not worth it. You can maybe game the BU proc and put it in a proc'd out Soul Storm or Suppressive Fire, but it certainly is hurting your build having it in Executioner's Shot.
  13. Since I don't want to spend too much more time on this (my time is limited), I will just use a gap of 0.5s which is very generous, and I will use target quantities equal to 6 since that is about double the Area Factor and a fairly generous number to use in its own right. I'll work on the numbers shortly.
  14. I think there are only a few times I used ignore in the game, and one time on the forums. In game, there are times someone purposely will spam the chat (broadcast channel, typically) just to be a nuisance. Ignore. Sometimes someone will be purposely be offensive or provocative (not sexual, but to cause anger/annoyance deliberately). Ignore. That's really it. I ignore annoying people.
  15. I actually said level 40 slotting. If I go back and use level 27 slotting, it gets worse by maybe another 2.5-3 DPS I can, but there is no way of knowing how many targets you will hit on average. And really a Soul Drain + Bullet Rain + Distortion Field + Hail of Bullets should take out most of the rift raft anyways. You might have a few bosses left, but you should be using Single Target at that point, probably. But sure, I can do the analysis for AoE. I will assume an average number of targets equal to the Area Factor of the power. Just tell me what attack chain you want, unless you want me to use Executioner's Shot -> Bullet Rain -> Empty Clips -> 0.32-1.5s gap (depending on FF procs)
  16. Just for you, I redesigned my simulator program to address your very specific Single Target attack rotation. I ran the simulation to reflect 2,200 hours of non-stop single target attack rotation. The end result? The Build-Up proc gives you +4.77 DPS. Oops...that assumes 100% chance to hit your target. Let's see what the numbers are if we make it 95% to hit... *simulating* *simulating* *ding*. It's +4.33 DPS. There's not much meat on that bone. That is equivalent of adding 13.9% Damage Bonus (less than an assault). If you were to 5 slot Executioner's Shot with Apocalypse, you would get a +4% Damage Bonus to all, you would get a purple proc that hits at 59.5% proc rate for 107.1 damage, and you boost the enhanced damage by 8.97% (assuming you used level 40 enhancements instead of level 27). What does this all mean? Assuming 95% chance to hit, the Proc damage alone will add (2*107.1*0.595*0.95)/(11.22 seconds) = +10.7932 DPS. But that's not all, let's factor in those Damage bonuses. That comes out to an extra +2.4102 DPS. So in total +13.20 DPS added, as opposed to +4.33 DPS. That's equivalent to adding 42.38% damage bonus. So whereas the Build Up proc provides a poor-man's Assault (+13.9%), Apocalypse adds a free Level 50 Damage IO to your attack chain.
  17. So your solution is to grant everyone perma hasten...except even better (I'll show math on what I mean, below), thus allowing everyone an extra power (and power pool) to pick from? The game is easy enough as is, why are you suggesting nerfing what's left of that difficulty? Simple math, let's say someone currently has a power with a 100 second recharge, and they have 95% recharge enhancement plus Hasten (70%). The new cooldown for the power becomes: Cooldown = 100 seconds / (1 + 0.95 + 0.70) = 37.74 seconds. Your proposal to reduce all power's recharge by 70%. Then have that new base recharge enhanced by 95% recharge reduction. Cooldown = 100 seconds / (1 + 0.70) / (1 + 0.95) = 30.17 seconds. So not only does someone not have to make many sacrifices to chase perma-hasten, we also give that person FAR more recharge reduction, allowing for a player to instead chase defense/damage/whatever. I apologize if someone has already made this argument, but I didn't feel like reading 3 pages of comments that must have been quite a flame war.
  18. Thanks for tracking this. I made mention of it late last night and was gonna look into it in detail today but glad I don't have to now. I have used Panacea in heal others and it is great (Electric Affinity is perfect for it), so I'm not surprised it is using that modifier.
  19. Thank you, this is helpful This was a concern I had too. With Tactics on, Time Crawl and Slowed Response had 95% chance to hit for +2, 89% for +3, and 82.5% chance at +4. That was good enough for me, but not for everyone. I probably would use Slowed Response first to improve my odds of Time Crawl hitting, but then I lose out on the extra benefits of Delay. You could try to move Tactics to earlier in the build and plug in a Kismet. That comes at a cost though as Assault also needs to move up. So either you can replace Hover with Maneuvers (and use a jet pack for your flying needs), then swap Tactics with Time Stop, or move Assault somewhere very early but you lose one of your better powers until late game (Distortion Field, Hover, Temporal Selection). But let's say you figure that out, and you put in a Kismet and run Tactics, you will then achieve 90% chance to hit at +4 and 95% chance to hit at +3. True, but Executioner's Shot and maybe Piercing Rounds (if it's in your attack chain, I took it out of mine) are the only attacks that truly take advantage of that 15% chance at +80% damage. If you're firing it once every 5 seconds (not sure what your attack chain is, but let's say it's Pistols-DW-ES, then you could fire it every 4.884 seconds. In that case, using a simulator I built, you will see an average uptime of approximately 15.1% (15.3% with stacking)+. If you are using a chain of ES - PR - Pistols - DW, then you would fire ES once every 7.524 seconds. In that case you will see an average uptime of approximately 9.85%+, however your chain is so long that ES would never benefit from the buff. So basically, on average you are looking at boosting your damage by 12.24% with the first chain, and the second chain would average a 7.88% damage boost and none of that goes to your best DPA attack. Ultimately, there just isn't meat on the bone, so I went with an Apoc set that would boost the damage of all the powers by 4%, plus gives Executioner's Shot an extra 17% enhanced damage, and you get more recharge and HP out of your build. And a purple damage proc...almost forgot that. +Full disclosure, I assume the boost works as a replacement, so I applied a 5.25s duration, but I did not provide a lockout of 4.75s afterwards. I assume if you get the proc again, it will refresh the 5.25s. I also stacked the buffs if it were to happen. It does have great synergy, but the radius is fairly small so you're not looking at that much damage boost (maybe +50% on average?). If you want true synergy, put the Gaussian Proc in Soul Drain for a near guaranteed +80% damage for Hail of Bullets. However, due to the long animation, I recommend going Soul Drain -> Bullet Rain (make a PBAoE macro) -> Hail of Bullets. Very true, the +2 HOs are superior, but while leveling up where are you getting them? You can't find them at the AH, so you have to run content that grants it and HOPE that you get the drop. And hope for that multiple times, and hope that you don't outlevel the HOs while doing so. Unless I'm completely wrong and the effects work like attuned enhancements, I don't see anyone actually trying to use HOs outside of strictly level 50 content builds.
  20. I usually skip it in my builds, but it does provide -100% regen and floors their recharge. So I wouldn't fault you for keeping it. Time Stop also has -50% regen, so I actually wouldn't fault you if you dumped suppressive fire. HOWEVER, if you don't plan on ever fighting an AV, then both Time Stop and Time Crawl can be thrown away. I actually did make a minor rebuild last night but didn't share it. I simply replaced Soul Drain with Dark Armor to beef up the defense and resistance and maxHP. I could look at different tweaks if you like, such as incorporating soul storm. The argument for keeping Suppressive Fire, you can turn it into a one shot hold using multiple hold props (3PPM +2 for 8 seconds and a 2.5PPM +2 for 8 seconds). This would give you potential for +7 for 8 seconds, a reliable +5 for 8 seconds, and the regular +3 for however long it is buffed to. Just a thought. Soul Storm can do it too, but on longer recharge but more reliable +7 hold (for your EBs).
  21. Maybe it's checking AT modifiers
  22. I believe the Defender ATO procs are both PBAoE with 20 ft radius around the caster and can hit up to 16 targets. The regular is 4 PPM, the superior is 5 PPM. For the regular Absorb, it is 5% of default base HP (53.55 from 1070.9 HP) and for Superior Absorb is it 7.5% of default base HP (80.3 from 1070.9 HP). They last for 20 seconds and it does stack. Not sure what the limit would be. For the regular Heal, it is 0.67 scale, and for the superior Heal it is 1.00 scale. So using Frosticus' numbers, that will be 72 HP for regular and 108 HP for superior (I would think it is 71.75 and 107.09, but not sure). Continuing with Frosticus' defender's numbers (base 1017.4 HP, max 1308 HP) The Panacea heal is 8.82% of your base HP (89.73 from 1017.4 HP) The Power Transfer heal is 5% of your base HP (50.87 from 1017.4 HP) The Entomb absorb is 10% of your max HP (130.8 from 1308 HP) The Superior Entomb absorb is 15% of your max HP (196.2 from 1308 HP)
  23. I'm a little lost on details of the build. Is this a leveling up build, or an exemplar build? I see you slot a lot of things as level 31 or 27 when you could just make them attuned. Also, the Hami-O's would seem like a challenge to maintain (and obtain) if you're moving around in levels a lot. I would just frankenslot a Damage/Range and make it +5 (Positron's Blast and Detonation can do that for you). Also, in a build with so much emphasis on recharge and range, why not split up the ATOs? 3 piece them in DW and Pistols, make them supreme, and enjoy +20% recharge and +20% range. Plus you get an extra 3% HP and 3.6% Endurance. Also surprised you don't put more into S/L resistance. I know you can softcap your defenses, and perhaps that's enough if you're staying out of range. But if that is the intended playstyle, I would think Soul Drain is a peculiar power choice. I'd probably go with the resistance shield in that case. Also, you might consider getting rid of Time Stop (or Suppressive Fire) and replace it with Soul Storm. Longer base recharge makes for higher proc probability. But then again, I know you're not going for a proc-monster build, but still...it's reliable. You'll probably do more damage than hoping for a Boost Up proc to fire at 1 PPM. Here are some tweaks that will improve on your recharge (Hasten is near perma at 120.2 sec recharge), improve on your range (Piercing Bullets not has 150 foot range), improve on your Health and Endurance (+9.4% HP, +11% Regen, +3.1% End, +14% Rec), improve on your S/L resistance (+3.5%), and improve your proc rates and proc damage. The downside, some defense is lost (~5%). Personally, I would roll with Maneuvers and/or Dark Armor to make up the lost Defense, but I didn't want to change any of your power selections in the build.
  24. Defense. I have over 45%+ defense in S/L/E/N/F/C in offensive mode. I believe it reaches 51%+ in defensive mode.
  25. It looks like you're seeing all the stuff I saw on Beta. You'll likely find Panacea works like Performance Shifter, giving the proc to the target. I never went back and tested proc performance after they said they changed the PPM formula to properly use Chain Area Factor instead of Single Target Area Factor (imagine the fun I had seeing Panacea hit 90% of the time on every ally with Insulating Circuit). Anyways, I digress. I am curious as to whether or not the procs are triggering at a rate expected for a 5 max target chain. That's what the devs said it would do, but I didn't bother confirming it with hours of testing. The Power Transfer is a very interesting find. I always wondered if it would proc more than once in a chain and you confirmed that suspicion. My guess is its not WAI, but enjoy it while its here. I don't think Defibrillate is a chain, but it might be worth testing Call of the Sandman in it. As for the Gaussian double stack, I've seen that too a few times but I had a hard time getting it to reliably do it. That was when it had a 26% chance to proc on each target, so I'm surprised you're seeing it if it has a supposedly much lower chance to proc (7%ish?). If you're seeing much higher proc probabilities than that, then I should revisit the set to see what the devs really changed.
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