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Onlyasandwich

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Onlyasandwich last won the day on March 28 2022

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  1. I think disruption arrow is an exception. This is what allows it to be on such a quick cool down, and not be unbalanced given higher than average values.
  2. Very true! They also don't stack from different casters.
  3. What fun is it if you don't have at least one foolish person on the team to test your limits? 😀
  4. I don't mind the crash too much in this combo! Crashes are more readily handled on sets that can stage a lot of persistent effects while the power is up. If I crash while everything is debuffed to the end of the world, I can bounce back pretty easily. I didn't realize the weapons won't animate - I guess they just sort of splort out of the gremlin I turn into? Surge is partially a mule here, but has decent enough utility in a dire situation, even with no extra slots. I keep both LN and Glue in order to have additional effects to throw down at a moment's notice, and rely less on any one power being available constantly. Also it's just fun to vomit out so many patches. Part of my character's theme is having an absurd variety of munitions. : ) LN doesn't really need any enhancement beyond the one slot here. It has max hit chance, and the recharge is good enough considering all the other powerful effects I have to throw out, along with modest global recharge helping. Even throwing a +5 recharge IO in there only shaves off a few seconds.
  5. I can confirm that in game it behaves as @Spaghetti Betty says. The primary target gets a full load of procs to the face upon contact at 90% (no recharge slotted), while the patch pops any relevant procs on the 10 second pulse. Certainly not what you would expect from CoD, but there you have it! Even so, Sleep Grenade's behavior seems to match what you project. All of this has been very useful in repositioning my own build. I feel like this might be the final landing point for my next respec: Controller (Arsenal Control - Trick Arrow).mbd All of this makes me sort of wish they'd kept it in its original form during feedback. At first I think there was no patch/pseudopet involved - just a procable aoe that slept mobs on a relatively short cooldown. Still, carving a niche for a power almost purely on its procability is sort of silly, so this is for the best.
  6. Thanks! This is the part I wasn't sure of, and would explain the inferiority of ranged AOE here. Oddly, blaster glue arrow, which @Spaghetti Betty pointed out here, has the same 0s recharge on the damage component of its psuedopet, but is actually excellent for procs. Maybe it's not as good as it seems though, and warrants parser testing itself!
  7. I wonder if the key here is that the pace of battle allows the slow field to actually get multiple fires off. Usually patches are not the greatest for procs, as often the mobs are dead before they have the time to fulfill their proc potential through multiple pulses. In most powers, the immediate damage component is more proccable as its potential is realized up front in one go, but though it's still up front here for ranged aoe procs, the math works out poorly. I'm a little lost on what proc math I would actually expect from the stats in CoD for this part of the pseudopet: 100 activate period 0 recharge 20 ft radius 1.167 animation time Perhaps the 0 recharge is killing the formula here? If this part of the power were direct damage tied to the actual power recharge and not a psuedopet, it would proc amazingly well for ranged aoe. In any case, I'll probably just swap to slow procs only and save the ranged aoe slots for something else. Thanks for the insight @tricon! While it's sad that the ranged aoe procs don't do the work I thought they would, shifting to slow procs gave me the room to squeeze in some much appreciated extra end support in my build, and even rounded out some ED in Sleep Grenade itself. Controller (Arsenal Control - Trick Arrow).mbd
  8. The pertinent field is the 7th column (first entry 36666.50). This represents total damage.
  9. I didn't actually realize this! Interesting. Does this mean I can dance with Carnie bosses when they try to get all sneaky? Perhaps Ascendant Archons and their annoying shield. It looks like theirs is an invuln rather than a phase shift though. Maybe the game treats it the same. Both are flagged as "untouchable" in City of Data. Also get to show Diabolique who's boss!
  10. Great feedback working with @Carnifax's excellent tool! I wanted to point out something else related to Sleep Grenade that bears out with further testing. You may find that Targeted aoe procs have better results, as they are associated with the burst of ranged aoe damage, rather than the patch effect of the sleep, which is less optimal. It sounds like you have done some testing of your own here, but it may warrant further focused testing for comparison. An example report of my recent session on Sleep Grenade alone: "Burst" here at the bottom represents the total damage the actual aoe effect itself does, which is actually pretty respectable. I'm not sure if this counts containment damage or not - I don't see a separate entry for it. Assuming this does indeed encompass containment, each proc is contributing ~30% extra damage overall to base (only 15% if you take containment into account). I had expected more dramatic results here, but indeed procs don't seem amazing! However, it does show us that baseline damage slotting may be pretty worthwhile, with procs to supplement. The actual damage of the power itself is surprisingly good! My testing grounds were very different, and more aoe oriented. From your results, it looks like you employed much more single target into your rotation, which brings the proccy hold and its components to the forefront. My top contributors were instead: Acid Arrow (with procs) ~76,000 Flash Bang (with procs) ~70,600 Sleep Grenade (total procs and burst) - 67,199 Fire (oil slick burning) - 30,857 Tri-cannon - 28,357 My build isn't yet 50, so I can't effectively test my ST chain yet to compare. This was from roughly 24 minutes clearing a S/L farm at -1X8. Not intended to reproduce average play session, but more as an exercise to compare procs between powers. Here is my own build for reference, which actually shares a very similar approach in slotting philosophy, though a few different power choices. Controller (Arsenal Control - Trick Arrow).mbd
  11. It would be perfect if were in set with the performance shifter proc : D
  12. Thank you for taking the time to review! Normally I do keep my Winter ATO's to a 2 slot to stack slow res. The idea here in a three slot approach (as well as the 3 slot purple in Flashing) is to establish some F/C resist along with some extra end efficiency. I could change course and gain slow res+more procs, but I feel it's a worthy enough trade. To clarify, my actual End/sec is +2.21/sec positive. My toggles aren't taking 2/sec. Mids hasn't incorporated the halving of Targeting Drone's usage since the last page update. With perf shfiter and Panacea proc, this should put me at ~2.76/sec effective, though of course procs are unpredictable. I'm comfortable with that sustainability for a typical rotation. I don't include my travel power in usage here, as I don't keep it toggled in battle. Fully read on Smoke Flash! I'll drop it for sure. As you noted, the slots there weren't serving me very well anyhow. In my newest iteration I've taken Kuji-In Retsu and muled it as you suggested, and redistributed slots elsewhere. I do like Caltrops! I feel like the drop here would be Combat Teleport, but it's too core to the concept, and the slotting is efficient towards my goals as well. As for Assasin's Blade, I could for sure maximize its damage further with procs. However, the ATO proc lives best here in the rotation, and the set bonuses are too juicy to pass up. I also get the benefit of better local recharge here than if procced. It provides great value to the rotation just through vanilla enhancement! Good point on FFback! The real benefit would be to my aoe rotation, but it isn't actually a part of my aoe rotation. I think an achilles will be perfect here, as soaring dragon will be my typical stealth opener, followed up by Assassin's blade which will really appreciate the -res. Latest version: Stalker (Ninja Blade - Ninjitsu).mbd
  13. I've been on a stalker kick lately, and the discussion in another thread regarding /nin got me interested in giving it a spin! The only /nin I've built before was a Sentinel, which has a fairly similar spread, but of course very different slotting opportunities and a handy +end power. I'd love to share my build and invite any suggestions for improvement! Goals: Softcap to all positionals of course. High Slow res. Side dish of S/L resist and any other low hanging +res I can get my hands on. Max hit chance against +3's. Areas I'd love to improve in the current build without sacrificing these priorities: A bit more Slow res would be nice. I feel there's a way to move stuff around for more S/L that I may be missing. For once, full Gaussian's is actually pretty efficient here, as I make use of all the positionals gained. However, it always bums me out to slot a power only for set benefits. The actual enhancement values here get very little mileage. Do you see a way to gain 2.5% to all while making better use of enhancement values? Power questions: To you find Smoke Flash worth it? I've been enjoying Placate's use in minimizing runners lately, and hope that having another easy aoe placate to rotate in will help keep things in one place. Sting vs Gambler's vs Divine Avalanche. Gambler's seems to be best DPA for a non-proc worthy power, and therefore a great place for the Mark ATO set. Do you choose differently, and if so why? Parries are nice, but Divine recharges too fast to be worth proccing, so relying on it would be a pretty big hit to my DPS rotation. I don't think having more than one of these is all that useful based on how quickly my other heavy hitters will be up. Caltrops - do you think it's silly to skip? I like the power myself, but it just doesn't fit into my package here. Kuji-In Retsu (the T9) seems to have a pretty decent use case on /Nin, giving you some hefty DDR in situations where you might otherwise be overwhelmed. Do you enjoy it? I was considering taking it, using the mule to save a slot, and dropping Super Jump (free slot would go to keep the slow resist IO elsewhere). Thematic considerations: The epic integrates well into my goals, but is also thematically where I want to be. Combat Teleport is a commitment - especially for a Ninja : ) Part of me wants to trade the Ninja blade for a Broad Sword. Slotting would be almost 1:1 - what set do you think comes out on top? Note that I do have the FFback proc in Soaring dragon toggled on here when reviewing totals. Also - Mids doesn't have accurate data on Targeting Drone end consumption. It is half what is listed, which brings my end/sec closer to 2. I figure with the Perf Shifter procs and Panacea proccing, this should be decently sustainable. The only other question remaining - do you think this would be better as a Scrapper? I've been avoiding Scrappers without a Taunt aura, as the runners are just so very obnoxious. I find this less of a problem on Stalkers due to placate. However, Bo Ryaku and the +end tool both offer a lot of build flexibility - it's tempting. Build: Stalker (Ninja Blade - Ninjitsu).mbd Text: Chunk:
  14. To be fair, Aid self is nowhere near as good as Kuji-In Sha. Long activation time, interruptible without enhancement for it, lower heal, no resist component, 1 power tax in the pool to get there - pretty big difference! Of course going for Tough/Weave is quite taxing as well, though SR typically benefits from grabbing at least tough already. For the sake of argument, let's call this relatively even, though I think the /nin heal is powerful enough that it's a firm advantage to /nin. From there we have in SR's column: +Recharge Far superior DDR. Scaling res. Really great of course! However, value is slightly diminished on Stalkers due to lower HP. Edit - knockback protection! How did I miss this? Without Bo Ryaku, /nin lacks any native KB protection. This is an annoying tax for sure that I didn't realize until just now. Usually essentials like this that are missed due to power re-arrangement on Stalkers get incorporated into other powers, but not here. Boo. Compared to nin's: Caltrops (useful, good set mule if needed, requires minimal slotting, but not an auto-grab for all playstyles) Psi resist. Other resists will typically be lower, but you're probably going to be 40+ percent ahead here most of the time. Notably missing from SR/s scaling resists! Smoke Flash. How good is this? I'm not quite sure. I'm actually building a nin/ right now with the intention of using it. My hope is that it will, alongside placate, make runners a thing of the past. Would be nice if it had the -res as the Blaster epic version does, given that the animation isn't exactly snappy. Blinding Powder. A powerful set mule, and pretty strong grab bag of debuffs. My main complaint is the range. I get it thematically, but another 10 -20 meters would be a game changer. Lower end consumption and more efficient power focus, because you have 2 toggles for your positionals instead of 3. It's hard to objectively value all of these utility powers, but it's a pretty nice bag of tricks! Ultimately SR is a clean machine, and Nin gives you more to play with, not only in terms of power tricks, but also interesting slotting opportunities. Overall it's a pretty fair trade.
  15. Nice, @Nemu! Lightning Clap is doing a lot of work here. It's like a controller on wheels with mez protection, armor, and shorter cooldowns. Something for everyone. You even manage to keep some decently slotted attacks while doing so. Looks fun! You quite literally have your fears disorienting as well. Hilarious.
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