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About Me

Found 3 results

  1. This was a triumph. I'm making a note here: HUGE SUCCESS! Regeneration Durability Calculator v1.0 HERE This has been a project of mine for the better part of this year, tweaking and tuning and building whenever I have the spare time and energy, and it is finally ready to share with all of you. Its not perfect, and its not as exhaustive and expansive as I'd like to make it in the future, but its ready for my Scrapper friends. So what is this? This is a spreadsheet that is able to calculate the durability of a regeneration build when provided the appropriate build information. I made it because while Mids is a masterful tool that I cant imagine living without, it lacks this kind of calculation, ultimately giving raw values. This wasn't good enough for my goals to master the Regeneration power set, I needed more, I needed to be able to see the impacts of my power picks and enhancements beyond how it felt, or abstracted testing such as the fantastic 801 series. Initially I intended to fork Mids and see if I couldn't develop a tool to do this regardless of powerset, and I may yet do that one day, work life permitting. However this was faster, and gave me results for my true goal. As I mentioned my goal is to master the Regeneration power set as a whole, and this is the first big step I feel to that beyond my years of experience with the Scrapper version and constant tweaking. As such you can expect updates in the future to include primary power set powers, as well as the addition of a sheet for Brute, Stalker, and Sentinel. Brute will be the fastest and thus the first, so keep an eye out for that. I tried to include notes that help explain the sheet's use and if anyone has suggestions or wants to offer help in improving its readability and function, or notices a mistake in my calculations, please let me know. For now to help add clarity the rest of this post, with the exception of the link itself will be an explanation of the sheet and how to make use of it. Terminology Lets begin with clarifying some terminology. In my personal experience I've found a lack of consistent terminology when describing the durability of a character beyond the preexisting health, resistance, regeneration, and defense. I have seen things like survivability score, time till death, and a few other things, but nothing consistent. This frustrates me because the terms we need have mostly existed outside of CoX for some time. As such here I have adopted/created my own terminology for some of these values. Effective Health: This refers to the amount of raw damage that must be thrown at a character to defeat them. This value factors in max health, resistance, and most importantly defense. This means this is an estimated value, as a high damage attack landing or missing can noticeably throw off the value in practice. However as an estimate it is more than capable of telling you what kinda abuse your character can sustain. Effective Regeneration: This refers to the amount of raw damage per second that must be thrown at a character to begin doing permanent damage. This is ultimately the amount of damage per second you can sustain without dying. As such you can assume your Health will not meaningfully move so long as your incoming damage per second is below this threshold. This has been called a survival score or immortality score elsewhere I believe. Like with Effective Health this value fluctuates in practice due to luck, but over a long period of time will hold true. Resisted Health: This is Effective Health but without defense factored in. As such this is the actual amount of raw damage that needs to be thrown at you and hit for your character to be defeated. This is not an estimate, and has no luck involved, however it is also inaccurate as a raw durability state because it does not take the possibility of a miss into account. Resisted Regeneration: This is Effective Regeneration without defense factored in, it has all the caveats listed above in Resisted Health. Use I tried to make the sheet as intuitive as I could but CoX is a complex game. As such to get the most accurate values possible you will need to keep some limits of both the sheet and Mids in mind. You will need to fill out each of the green fields which will require some extra work than just copy the totals tab of Mids. First you will want to disable all powers in Mids, including auto powers like Health, then copying the totals. This will provide you with the effects of all of your enhancement sets but there are exceptions. One example is Numina's Convalescence +Regeneration/+Recovery, which is actually a proc but is usually treated as a set bonus. Additionally to fulfill the "Additional HP/s" field you will need to consider the effects of procs like Panacea or Power Transfer. You can also factor in self heal primary powers like Life Drain if you wish but you will have to do the math yourself. Formula for procs is provided in the Notes. Lastly in order to properly enter the POST ED enhancement values. In Mids this is the value listed, but in game this will be the blue value when mousing over the power in the enhancement menu. I hope this will prove useful to everyone interested in optimizing my favorite power set in CoX and give us all a better view into how this set operates. The sheet also includes a small "Basic Calculator" for quick fire comparisons with any power set or AT or just for getting a quick estimate. https://docs.google.com/spreadsheets/d/1FwIJzvmAOyni9hRWS7XKLeqD0fo6PiVnhhe6e5RTTqk/edit?usp=sharing
  2. This is a reference to take into account when you suggest new powersets or changes to existing ones. While these formulas can be broken with enough justification, they should definitely be followed as a starting point in order to make sure your power "feels right" when compared to other powers in COH. Note: I am not a powers developer and I have no idea what most of these numbers mean in a practical sense, I am just posting them by request. Standard Damage Formula 0.2*(0.8*Recharge+1.8) Standard Area Factor Spheres: (1+(Radius*0.15)) Cones: ((1+(Radius*0.15))-(((Radius/6)*0.011)/5)*(360-Arc)) Standard Attack Endurance Cost =0.2*(0.8*Recharge+1.8)*EndConstraint*ATConstraint EndConstraint = 0.65 ATConstraint = 0.8 for most ATs primary and secondary power pools, 1.0 for Master Mind primary and secondary, and all other non-primary/secondary pools. PvP Damage Formula ((CastTime+InterruptTime)*0.7+Recharge*0.04+0.4)/AreaFactor PvP Damage Modifiers AT Melee Ranged Tank 1.04 0.83 Scrapper 1.32 0.75* Blaster 1.26 1.82 Defender 0.88 1.33 Controller 0.95 1.21 Brute 1.04 0.89* Stalker 1.04 0.80* Corruptor 1.04 1.33 Dominator 1.51 1.75 Mastermind 0.85 1.09 Kheldian 1.05 1.26 Soldier 1.04 1.33 Sentinel 1.22 1.37 *Keep in mind Epic Attacks for Melee ATs tend to always use Melee damage modifiers, but pool powers like Sorcery's Arcane Bolt always use ranged modifiers.
  3. Core vs. radial makes sense at tier 2 (double bonus for pets vs. accuracy buff) and tier 4 (double bonus for pets vs. slightly larger bonus for players and wider radius), but at tier 3... (All links to City of Data. Thanks to UberGuy.) Support Total Core Graft: +7.5% passive endurance discount When toggled on, all leaguemates (including pets) within 50 feet receive: +4% defense (melee/aoe, s/l/f/c/e/n) +4% damage +4% accuracy All of these bonuses are doubled for pets Support Partial Radial Graft: +7.5% passive endurance discount When toggled on, all leaguemates (including pets) within 50 feet receive: +8% defense (melee/aoe, s/l/f/c/e/n) +8% damage +8% accuracy BUT WAIT! THERE'S MORE! Support Partial Core Graft: +7.5% passive endurance discount When toggled on, all leaguemates (including pets) within 50 feet receive: +3% defense (melee/aoe, s/l/f/c/e/n) +3% damage +3% healing +3% mez duration All of these bonuses are doubled for pets Support Total Radial Graft: +7.5% passive endurance discount When toggled on, all leaguemates (including pets) within 50 feet receive: +6% defense (melee/aoe, s/l/f/c/e/n) +6% damage +6% healing +6% mez duration What am I missing? Surely there's something the core side gets that I'm missing to make up for halved buffs to players?
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