Frozen Rune Posted June 12, 2020 Posted June 12, 2020 (edited) OK so I was playing around with my Ice/EM blaster the other day in Mids trying to get perma Powerboost. I figured it would help me during hami raids holding Mitos. So this is the build I came up with Spoiler Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Frozen Rune: Level 50 Magic BlasterPrimary Power Set: Ice BlastSecondary Power Set: Energy ManipulationPower Pool: FightingPower Pool: SpeedPower Pool: SorceryPower Pool: LeapingAncillary Pool: Cold Mastery Hero Profile:Level 1: Ice Blast -- Apc-Dam%(A), Apc-Dmg/EndRdx(3), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(5), Apc-Acc/Rchg(5)Level 1: Power Thrust -- Acc-I(A)Level 2: Energy Punch -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Rchg/+Status Protect(7), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(46)Level 4: Build Up -- GssSynFr--Rchg/EndRdx(A), GssSynFr--ToHit/Rchg(15), GssSynFr--ToHit/EndRdx(15), GssSynFr--ToHit/Rchg/EndRdx(17), GssSynFr--ToHit(17), GssSynFr--Build%(19)Level 6: Aim -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(23), AdjTrg-ToHit/EndRdx(39), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(42)Level 8: Freeze Ray -- GldNet-Acc/EndRdx/Rchg/Hold(A), GldNet-Rchg/Hold(19), GldNet-Acc/Rchg(21), GldNet-Acc/Hold(21), GldNet-EndRdx/Rchg/Hold(23)Level 10: Bone Smasher -- Hct-Dam%(A), Hct-Dmg/EndRdx(25), Hct-Dmg/Rchg(25), Hct-Acc/Dmg/Rchg(27), Hct-Acc/Rchg(27)Level 12: Kick -- Empty(A)Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29), RctArm-ResDam/EndRdx(29), RctArm-ResDam(31), RctArm-EndRdx(31), RctArm-ResDam/EndRdx/Rchg(31)Level 16: Energize -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(33), Prv-Heal(33), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(40)Level 18: Bitter Ice Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(36), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(36), SprBlsWrt-Rchg/Dmg%(36)Level 20: Super Speed -- BlsoftheZ-ResKB(A)Level 22: Hasten -- RechRdx-I(A), RechRdx-I(50)Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), ShlWal-ResDam/Re TP(37), Rct-ResDam%(50)Level 26: Spirit Ward -- Empty(A)Level 28: Mystic Flight -- BlsoftheZ-ResKB(A)Level 30: Power Boost -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), RechRdx-I(43), RechRdx-I(43), RechRdx-I(43)Level 32: Blizzard -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(45), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46)Level 35: Rune of Protection -- RctArm-ResDam/Rchg(A), RctArm-EndRdx/Rchg(39), RctArm-ResDam/EndRdx/Rchg(40), RctArm-ResDam(40)Level 38: Flash Freeze -- Empty(A)Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A)Level 44: Hoarfrost -- Pnc-Heal(A), Pnc-EndRdx/Rchg(46), Pnc-Heal/Rchg(48), Pnc-Heal/EndRedux/Rchg(48), Pnc-Heal/EndRedux(48)Level 47: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)Level 49: Super Jump -- WntGif-ResSlow(A)Level 1: Brawl -- Empty(A)Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A)Level 1: Prestige Power Slide -- Clr-EndRdx(A)Level 1: Prestige Power Quick -- Empty(A)Level 1: Prestige Power Rush -- Empty(A)Level 1: Prestige Power Surge -- Empty(A)Level 1: Sprint -- Clr-Stlth(A)Level 2: Rest -- Empty(A)Level 4: Ninja Run Level 2: Swift -- Empty(A)Level 2: Health -- Pnc-Heal/+End(A), Pnc-Heal(11), Pnc-Heal/EndRedux(11), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(13), Mrc-Rcvry+(37)Level 2: Hurdle -- Empty(A)Level 2: Stamina -- PrfShf-End%(A)Level 50: Agility Core Paragon Level 1: Quick Form ------------ Powerboost has a recharge of 13.95 seconds! Excellent! So I went to try this out and something odd started happening. Instead of the power just refreshing (like Hasten when you have perma Hasten) the power began to stack on top of itself ON TOP of resetting the duration. It seems that this would take my powerboost out to infinity if I let it run that long. I made a video showing the progression, you'll notice eventually I end up softcapped to Smashing damage after a couple applications https://streamable.com/mnu0ap Anyways, I thought this was fun and wanted to show everyone. Now if we could only get this on dominators.... Edited June 12, 2020 by Frozen Rune Deleting huge photo 3
Machariel Posted June 12, 2020 Posted June 12, 2020 Cool find! I wonder if there's any speed strats that would be improved by this finding. 💡 Also I wonder why the S/L defense caps out but the heal mod keeps increasing 🤔
Solarverse Posted June 12, 2020 Posted June 12, 2020 25 minutes ago, Machariel said: Cool find! I wonder if there's any speed strats that would be improved by this finding. 💡 Also I wonder why the S/L defense caps out but the heal mod keeps increasing 🤔 Because the Heal Mod had not reached Cap yet? Pretty sure Heal mods have no cap. I could be wrong though. SFX and Music Mods by Solarverse (Consolidated) WP/EM God Mode Tank Guide and Build Help Support the Return of Missing Code for Sound Files!
macskull Posted June 12, 2020 Posted June 12, 2020 14 minutes ago, Machariel said: Cool find! I wonder if there's any speed strats that would be improved by this finding. 💡 Also I wonder why the S/L defense caps out but the heal mod keeps increasing 🤔 So it looks like what is happening here isn't Power Boost stacking, since that would be shown as a linear increase in defense and heal bonus with each cast (i.e. you'd see heal bonus go up by 78.67 each time). It seems like Power Boost is boosting the already boosted values though, by the percentage boost Power Boost is supposed to give. The math works out like this: Initial boost: 78.672 Next boost: 78.672 * (1 + 0.78672) = 140.5648 Third boost: 78.672 * (1 + 1.405648) = 189.2572 ...and so on. The reason you see defense stop going up while the healing bonus keeps going up is because the way that math works out, you're seeing a smaller and smaller increase with every cast, but the absolute change per cast for heal bonus is high enough where it'd take 44 casts of Power Boost before combat attributes would stop showing a change. The defense bonus follows similar math as shown above but only applies to the defense granted from Weave and Combat Jumping (3.5% and 1.75% defense base, respectively). 1 "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme @macskull/@Not Mac | Twitch | Youtube
0th Power Posted June 13, 2020 Posted June 13, 2020 4 hours ago, macskull said: So it looks like what is happening here isn't Power Boost stacking, since that would be shown as a linear increase in defense and heal bonus with each cast (i.e. you'd see heal bonus go up by 78.67 each time). It seems like Power Boost is boosting the already boosted values though, by the percentage boost Power Boost is supposed to give. The math works out like this: Initial boost: 78.672 Next boost: 78.672 * (1 + 0.78672) = 140.5648 Third boost: 78.672 * (1 + 1.405648) = 189.2572 ...and so on. The reason you see defense stop going up while the healing bonus keeps going up is because the way that math works out, you're seeing a smaller and smaller increase with every cast, but the absolute change per cast for heal bonus is high enough where it'd take 44 casts of Power Boost before combat attributes would stop showing a change. The defense bonus follows similar math as shown above but only applies to the defense granted from Weave and Combat Jumping (3.5% and 1.75% defense base, respectively). Magic, got it. 2 I am Pro-Human I invented Combat Teleport I invented K'ong (More proof here too) Battle Rifle
Bopper Posted June 13, 2020 Posted June 13, 2020 (edited) Very interesting find. I never thought to try this. But for those who are not in the know, Power Boost is not flagged as "ignore buffs", this is why Clarion Radial + Power Boost (in that order) is a multiplicative boost. But if you go Power Boost + Clarion Radial (which does ignore buffs) is additive. I never thought to try to power boost a power boost, but it makes sense. You will buff up a previous boost and it would multiply with the new boost, and you can perpetuate that to fantastic numbers. I could not see the numbers in your video on my phone (not enough resolution), but my guess is your defense capped out at +300% (4x strength) of whatever toggles you had, plus your set bonuses. You'll find that defense buff powers cap out at that number (+300%). This is why when I use Clarion Radial + Power Boost + Farsight, it caps at 50% defense (12.5% is base, 4x stronger is 50%). Kudos to you for finding this. There is an easy fix for the devs...simply flag Power Boost as "ignore buffs", just like they do Power Buildup. Maybe if they do that, they won't nerf the power boost + farsight synergy :). Please devs, don't nerf PB + Farsight. Edited June 13, 2020 by Bopper 1 PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn
macskull Posted June 13, 2020 Posted June 13, 2020 Yeah, there have been several mentions of how +/- special aren't supposed to effect each other starting with the release of Issue 26 Page 4, it's just that Power Boost in its various forms (Energy Manipulation, Primal Forces Mastery for Controllers, Soul Mastery for Defenders and Corruptors, Mace Mastery for Masterminds, and the various Dominator versions of Power Up) never got the "ignores buffs and enhancements" flag that Weaken, Benumb, Clarion, Amp Up, Adrenal Booster, and Power Build Up all got. "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme @macskull/@Not Mac | Twitch | Youtube
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