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Bopper

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Everything posted by Bopper

  1. I always think of regen in terms of HP/sec. So HP/sec = MaxHP/240 * (Regeneration%). So a +25% regen will always be an additional MaxHP/960 per second, assuming your starting point is greater than 0%. But to your point, I assume you're talking about -regen debuffs that are astronomical to the point you're still in the red after the buff is added. In that case, I agree. I think Electric would get some major benefit. Its damage toggle can take the proc, plus being a resistance based set, you will live life constantly taking some damage while not suffering as much from burst damage, giving you more healing over time benefits (defense sets will remain at full health most times, wasting the proc...but when hot it will get more time before its next hit so it somewhat evens out). Really, it probably helps electric melee more than anything. 4 slot kinetic combat in charged brawl, havoc punch, and chain induction, throw in a heal proc and a +5 Frankenstein to round out the attack. You could throw in the 15% heal for CotS into Charged Brawl (or Havoc Punch), but at best it will proc only 12.77% (or 25%) of the time (assuming no recharge).
  2. Regen debuffs don't affect your regen procs. Whether you have the proc or not won't change the fact you're taking the full regen debut. As for the proc being non-unique, might be because it can only proc once per cast, so AoEs can't stack up the +HP. As for the proc being placed in multiple auto powers, is it really that powerful? At base regen (100%), your character will heal 5% of MAX HP every 12 seconds. With only 200% total regeneration, this becomes every 6 seconds. The Power Transfer: Heal Proc in stamina will have a 50% chance to heal 5% of BASE HP every 10 seconds. So let's assume you have 3 procs in autopowers, that averages 5% BASE HP every 6.67 seconds. Compare that to a character with MAX HP equal to 140% of BASE HP (20% from accolades, another 20% set bonuses). With 200% total regen you will be healing 7% BASE HP every 6 seconds. Don't get me wrong, it's powerful, but it still costs you an enhancement slot (in this case 3 slots). The real abuse may come from electric sets that can put one into every attack. But don't be surprised if this proc gets relooked at similar to what they did with Call of the Sandman
  3. It could be worth looking at for potential changes, which is why I ask for details on what specifically is being seen. Before I retest something, I need to know if it's really an oddity or just small sample size.. The test is actually easier to do now thanks to the standardized combat log parser, so really anyone can do these tests. However the challenge of the test is knowing how many enemies are within the patch the whole time, so really it's just time consuming. Also, the test needs to not stack DFs, so ultimately any testing requires manually monitoring the screen the entire time. Its not something I can set on auto and look at data later. If anyone wants to do the test and have me look at the results, I'll be happy to do so. Just make sure only 1 enemy is in the patch the entire time, don't stack patches, and tell me what procs are slotted. Then upload your chat log and I'll parse it.
  4. Luckily, I already did extensive testing with Distortion Field last year. Check out all of page 2's comments in my guide (back before it was a guide and just a test results thread) These numbers look correct. A 3.5 PPM proc will have a 17.95% chance to fire on each target every 10 seconds. Since DF lasts 45 seconds, it will have 5 proc checks (0s, 10s, 20s, 30s, 40s). I'm curious what you're seeing @josh1622. Do you have numbers?
  5. Correct. Strength to Run speed is equivalent to a global enhancement that buffs all of your Run Speed boosting powers. So powers like Swift, Superspeed, Ninja Run, they would all have their run speed buffs increased by 34%.
  6. That was a Homecoming change. They removed the +Recharge. Pretty lame since Rune of Protection gets a 90s buff and UP only gets 60s. On the flip side, Mids still shows a description of UP that says it has a crash that can be prevented using Unrelenting...which again, doesnt have a crash. Smh
  7. Have no worries, I only know this because I tried the same idea once. Testing it showed I was wrong and I think a dev mentioned that feature of Unrelenting was not in homecoming.
  8. So I had to go back and retest this for FF proc, as I recall Sir Myshkin being the first to point it out. The proc does not refresh+, but truly seems to stack in duration (as opposed to magnitude, like the Boost Up effect). For example, I went into a Fire Farm and used Knockout Blow and Footstomp immediately back-to-back and I received a 10 second duration for my FF proc. I don't know the full mechanics of it, but it would seem it stacks only up to one additional time. I tested Cross Punch, waiting for the FF proc, when that fired I immediately went Foot Stomp and KoB. My buff still ended 10 seconds after the initial Cross Punch. Then I tried a chain of attacks, starting with Cross Punch, then Foot Stomp, waited 5 seconds (still within 10 second window), used KoB, then Footstomp again, then KoB. Then I waited. Sure enough, the buff ran out 10 seconds after the 2nd Footstomp. So it appears one additional stack is all you get, but still, pretty nice. +Ok, it does refresh too, but comes with up to one stack in duration (at least that's what my very short test seems to show)
  9. I have some big corrections you'll want to make to not spread misinformation. Unleash Potential does not have a crash. Unrelenting does not prevent crashes. Also, you say Unleash Power many times when you mean Unleash Potential.
  10. This is what happens to "The Never Ending Story".
  11. You did a lot of the math for this already, so perhaps you can check my work. The amount of enhanceable regeneration required in a power to make it more desirable to slot a Heal IO instead of a PT:Heal is: Regen > 60% x (BaseHP/MaxHP) / EnhancementAdded For example, let's assume a Brute that has max HP equal to 2248.5 (50% more than base) and we slot 42.4% Heal IO (no E.D.) we get Regen > 60% x (1/1.50) / 0.424 = 40% / 0.424 = 94.34% So a power that provides 95% enhanceable regeneration would be better served for slotting than the PT:Heal. Now let's say a regen power is already 2 slotted with two +5 IOs (thus it has reached full E.D.). Then adding a third +5 IO would equate to adding only 15% of the 53% = 7.95%. Thus in the same example provided earlier, we would need the enhanceable recharge to be: Regen > 40% / 0.0795 = 503.14%. I dont know of any power that offers this much enhanceable regeneration. IH for Regeneration has base 800% regen, but only 200% of that is enhanceable.
  12. Fly, Hover, and the like have a bunch of buffs/debuffs baked into them. This is a way to handle things like getting mezzed, or attacking, or what have you (basically causes you to slow down). Also, some of these powers' effects are enhanceable while others ignore buffs/enhancements (which is why you get so manyrepeated fly/hover attribute). So you wind up with a piecewise function for fly speed based on what parameters your character is experiencing. Look at what happens to fly if you attack, bet you'll see zeros, or numbers disappear, and your fly speed drops. As for the -14 sometimes becomes -3, that's because sometimes the combat attributes will combine like attributes by adding them up. Your -14.46 added with your +11.45 to give you a -3.01. This happens in lots of attributes, and it's usually momentary. It's only a bug in terms of displaying data, not in terms of impacting character performance. Edit: Long story short, this penalty isn't a bug, it's working as intended. However, there is a bug in those screenshots, but nothing you mentioned. All of the contributions to fly speed that show beneath the "Base" are wrong. The total is correct and the Base is correct, but everything else needs to be multiplied by 1.5 to be correct. The numbers generated are using the regular base speed of 14.32 mph, but fly gets a 1.5x multiplier to its base speed (makes it 21.48 mph) and the attributes are not reflecting that multiplier. The dev team (at least Number 6) already knows about it, as I brought it up a few months ago. There's no easy way to fix it.
  13. For what its worth, my PPM Guide didnt start as a PPM guide. I was one of 3 different threads created on the topic within 24 hours or so, and someone commented that a dev should consolidate them, or close them, or something like that. Either way, glad they didn't. There were so many similar threads because so many people had questions on PPM and nobody had answers. In time, the thread evolved into a test thread for those who might take time to get numbers and reverse engineer the correct mechanics, and those findings was the basis of what the guide would eventually become. Long story short, you never know what can happen.
  14. Up until they made a late correction on Chain Procs, I was using Insulating Circuit as a sweet Panacea proc power. Early beta testing had an AF = 1, which was giving everyone in my chain a 90% chance to get HP and End to go along with the Absorb shield. Now I think it is using a maxtarget of 5 as its area factor which equates to 1 + 0.75 * 5 = 4.75. After dampening, it turns in an Area Modifier of 3.8125 (equivalent to a 25 ft radius AoE). So it's not nearly as powerful as it could have been, but it was fun while it lasted on Beta. Gaussian in Empowering Circuit also was a sweet tool for MMs as it was near guaranteed build up every 7 seconds or so. A 26% chance to proc on each pet will do that. But, that was all Beta. Now all those probabilities are roughly a quarter of what they once were making a potential proc monster set into a meh set, imo.
  15. Ah, that's right. Thank you. I knew there was a similarity but couldnt recall what it was.
  16. If you do this, can you also pair everything? So columns with Smash-Melee, Smash-AoE, Smash-Range, Lethal-Melee, ...
  17. Correct me if I'm wrong, but don't you have another analysis sheet like this, showing the different types of damage in the game? If so, what is the difference between the two analysis sheets (sorry, going off memory and haven't had a chance to dig for what Im talking about).
  18. It certainly is possible, and in that case I would get a performance analyzer from P2W and monitor an enemy within my RttC aura to see if they are getting health/endurance returns or regen buffs (if regenerative tissue is in there)
  19. If you have Boxing or Kicking, it will give Cross Punch a 15% damage boost and also you get a +5% To Hit Bonus and +5% Recharge Bonus for 6 seconds for each target you hit. If you have Boxing and Kicking, it will give Cross Punch an additional 15% damage boost and also you get an additional +5% To Hit Bonus and +5% Recharge Bonus for 6 seconds for each target you hit. So by having both, your CP gets a 30% damage bonus, and get a 6 second buff of 10% To Hit Bonus and 10% Recharge bonus for each target you hit (up to 5 targets). Pretty helpful for a Stone Tank. Boxing, Kicking, and Brawl also get buffs for Synergy. I'll put details in a spoiler window to not overwhelm this post.
  20. I found out there's a fix for this. You need to follow the Cutting Edge instructions here: https://github.com/zethriller/MRB-Updates This decision is entirely based on how much you love playing the character and if you don't suffer too much with Alt-Itis. I have 3 level 50s decked out and they are the only ones I play, plus I have a farmer on a 2nd account. So it doesn't take much time for me to deck out my characters as I don't have other alts dividing my resources. That being said, I took a 2nd stab at your build and made what I think are improvements. But with any improvement, there is usually a cost. In this case, I lost some of the psi resistance that was in the build before (20% reduced to 11%), but I was able to cap your Max HP to 188.6% (3534 HP). I removed Tough (it wasn't needed) and added Boxing, that way Cross Punch now has its Synergy Bonuses increased to +10% To Hit and +10% Recharge as well as increases its base damage by 15%. I also added back in your Chance for Build Up proc. I also reordered some powers just in case you exemplar. So the Stone Armors that are not Granite go to the back of the line. The New Build
  21. Stay safe and get well soon. Thanks for the hard work you're putting in
  22. I love the idea. I have a stone tanker myself but yours greatly out runs mine. If you don't mind I made some adjustments that should provide better performance all around. It is MUCH MORE expensive though, but even if you don't go as expensive you still might get some ideas. So expect to see Supreme ATOs, PVPs, Uniques, Enhancement Boosts, LotGs, and 5 slot Armageddon. Added an extra 6% run speed, moving you to 37 mph in granite, 39.8 mph if you have the Base Empowerment +Run Speed temporary buff (90 minutes, costs a common salvage) Changed all the 6% run speed buffs to your Prestige Sprints, freeing up a lot of slots for improving other aspects of the build. Unslotted Jab and removed the FF procs from Kick and Punch. I see these as attacks you wouldn't need to use, and having 6 more slots to work with was helpful. I changed the Alpha from Agility to Musculature to leverage your FF procs. Less recharge in a power, more likely to proc. I added much more Recharge. What was once 32.5% global recharge, now becomes 83.75%, more than making up for the lost Agility. Gained defense to all your types, now at 48.8% instead of 45.5% (again, without Agility). Positions and Psi defense also improved from 11.9% to 17.4%. Lost some global accuracy (34% down to 24%), but with perma Rage you still hit at 95% against +4s with all of your main attacks (Haymaker, KoB, Hurl, Foot Stomp, Cross Punch...all have FF proc btw) Gained some Psi Resistance, was 4.5%, now it's 20% Improved Recovery from 3.21/s to 3.78/s, while increasing max endurance from 114.1% to 117.2% (assuming accolades) Reduced Endurance consumption from 0.71/s to 0.62/s. Also, Rooted uses less consumption now if you wish to run it. Regeneration outside of Rooted went down slightly from 224% to 210%. But when Rooted, the regeneration increases from 345% to 415%. Max HP increased from 181.1% to 186.8% (could easily cap it at 188.6% but I chose to keep +6% psi resistance instead of the little bit of extra HP). Earth's Embrace recharges much faster, as does Hasten. Hurl has comically strong KB now, 16 mag. Tough is not turned on for this analysis, as you are capped at S/L whether it's on or not. In the end, you are faster, tougher, and more punishing. Anything not boosted is attuned. Da Crusha2.mxd
  23. Many can. I have a Bio Scrapper softcapped to all types (other than psy). The defense based sets certainly can (shield, SR). If you're willing to spend anything on a build, many sets probably can hit softcap.
  24. I would love it. Personally, before I log off, I clean up my personal salvage as it's usually full. So I use the base Empowerment station to take every temp buff available (giving myself a 90 minute buff next time I log in). I need something to burn the salvage, as the 100 limit is too easily reached.
  25. It's no joke, one of the hot fixes had a major bug. I guess doors no longer appeared. So they need to roll it back
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