Aliana Blue

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  1. Quote:
    Originally Posted by Eislor View Post
    Could you post your build, maybe there's a clue there.
    This is the IO'd build:

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Aliana Blue: Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Medicine
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3)
    Level 1: Barrage -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(7)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
    Level 4: Bone Smasher -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(15), P'ngFist-Acc/Dmg/EndRdx/Rchg(17), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/EndRdx(19), P'ngS'Fest-Dmg/Rchg(19)
    Level 6: Combat Jumping -- DefBuff-I(A), LkGmblr-Rchg+(21), DefBuff-I(21)
    Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(23), Aegis-ResDam/Rchg(23)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(27), Mocking-Rchg(29)
    Level 12: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(29), S'ngH'mkr-Dmg/Rchg(31), S'ngH'mkr-Dmg/EndRdx/Rchg(37)
    Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(33)
    Level 16: Whirling Hands -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33)
    Level 18: Invincibility -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(34), Rec'dRet-ToHit(34), Rec'dRet-ToHit/Rchg(34)
    Level 20: Weave -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(36)
    Level 22: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(37)
    Level 24: Stimulant -- IntRdx-I(A)
    Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(37), LkGmblr-Rchg+(39)
    Level 28: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
    Level 30: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(39), AdjTgt-ToHit(40)
    Level 32: Resist Physical Damage -- ResDam-I(A)
    Level 35: Energy Transfer -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Acc/Dmg/Rchg(42)
    Level 38: Total Focus -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 41: Resist Elements -- ResDam-I(A), ResDam-I(45)
    Level 44: Char -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(45), Thundr-Acc/Dmg(46), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46)
    Level 47: Aid Self -- IntRdx-I(A), IntRdx-I(48), Dct'dW-Heal(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal/Rchg(50), RechRdx-I(50)
    Level 49: Resist Energies -- ResDam-I(A), ResDam-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 50: Cardiac Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(13), P'Shift-End%(15)



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    The old SO'd build I can't put in Mids' since it's a legacy build (and I never put it in Mids' in the first place), but here's a screenie:

    http://www.walkiry.com/CoH/Random%20Stuff/ali_SOs.jpg

    (There's a couple of plain IOs in there I just noticed). EDIT: Oh yeah, and of course non-inherent fitness is in the build too, just couldn't fit all the pools in.
  2. Quote:
    Originally Posted by mauk2 View Post
    Wow.

    A 60 percent heal every 17-20 seconds on a WAY soft-capped toon?

    That's....impressive.
    It goes down as enemies around you do as well, so it's not as useful for, say, 1-on-1 with an AV, but it's still a very good power for bread-and-butter fury-chasing. The change that added that little heal to the power was very win IMO.
  3. I ran another test to see if I could pin it on Gauntlet.

    As things go, if Gauntlet is an AoE that is somewhat having to pass a to-hit check, there was a chance that, on its way out of the center of the AoE, it'd do its last check on a mob and missed, either forcing the streakbreaker if the chance was 90%+ (the second odd screenie) or preventing the streakbreaker from breaking off a string of attack misses (the original complaint - plausible if the final enemy was a defense-buffed roman).

    So, what I did was herd a bunch of grey monkeys onto a pylon, and attack said pylon. Gauntlet would work its way out and do the last check on a -10 underling.

    Well, here's the result:

    http://www.walkiry.com/CoH/Random%20...20_cropped.jpg

    I also had invincibility off to make sure _that_ wasn't interferring at all.

    Now, if the problem is that something the log isn't showing is trying to hit after my previous attack, and missing, and that sets the stage for a streakbreaker-not-kicking-in run, then the chance of that invisible thing hitting is less than 60% as it allowed four consecutive rolls without streakbreaker (the invisible miss, two more misses, and the hit that was not forced by the streakbreaker, but was merely a roll), and that doesn't mesh with the situation I had of the streakbreaker kicking in after a hit (and after itself!) when attacking a single mob that had much more defense than a -10 monkey.

    Next step: SOs-only build to make sure it's not something there (like the procs in Health or the Performance Shifter one). I tried a level 20 EM brute I have, but that had the streakbreaker kicking in as expected.

    EDIT: The monkeys were actually -6 apparently, not -10

    EDIT AGAIN: SOs only build made no difference, so I can at least discard the IOs too.
  4. Quote:
    Originally Posted by Tenzhi View Post
    Could it be Gauntlet or a slotted proc?
    Gauntlet is what we're currently testing, no procs on my attacks.

    EDIT: Also, discarded any single attack, did a few tests with using individual attacks and got the same no-streakbreaker-kicking-in effect with all four attacks separately.
  5. Couple more screenies.

    First, a double miss with the previous hit captured:

    http://www.walkiry.com/CoH/Random%20...25_cropped.jpg

    (Notice that the hit that finally broke the streak wasn't forced by the streakbreaker, I just rolled a 6).

    But even more weird is this:

    http://www.walkiry.com/CoH/Random%20...56_cropped.jpg

    Which would point at something running a to-hit check that, at the time, had 90+% chance to hit, and wasn't an attack, and wasn't showing on the logs, and kept missing.

    This is all very odd indeed.
  6. Quote:
    Originally Posted by GuyPerfect View Post
    I'd assumed the images depicted entire miss streaks, with the first powers in both (Energy Transfer in the first, then Total Focus in the second) being the first misses. But if they weren't, and the user missed with an attack with < 60% hit chance (like a Vet attack - enemy Defense) before the miss streaks documented in the images, it's certainly possible to miss with three consecutive 95% chance attacks.
    Yes, they are the entire miss streak.
  7. Quote:
    Originally Posted by Shadowe View Post
    Love how streakbreaker confuses people.

    People above who have asked for more hit rolls are doing so for a reason. From the screenshots we don't know what your maximum miss streak is allowed to be.
    All those misses come right after a hit.
  8. Quote:
    Originally Posted by Katie V View Post
    Your log doesn't show enough to tell what's happening. You need to include every attack from the last hit onward.
    Hm? What is missing? There is nothing else between the two attacks of the first screenshot, and the three attacks of the second, that missed in a row - I attacked, missed, then attacked again, and did nothing else. The combat tab includes:

    Combat Warnings
    Damage Inflicted
    Hit Rolls
    General Combat
    Damage Received
    Error
    Healing Received
    Healing Delivered
    Rewards

    I was actually solo at the time - in the first screenshot totally solo, in the second the rest of the team was dispersed and I was fighting a couple of spawns on my own. There was nothing obvious external messing with the combat (as in, teammate buffs/debuffs/etc).

    As far as invincibility being the culprit, I thought of that but my DM/Inv scrapper doesn't seem to have this problem. Other than missing twice, or thrice, in a row, this character sees often enough "You MISSED at 95% chance to hit" followed by "You HIT at 95% chance to hit" instead of the usual "You HIT due to streakbreaker".
  9. Any idea how this is possible?

    http://www.walkiry.com/CoH/Random%20...24_cropped.jpg
    http://www.walkiry.com/CoH/Random%20...26_cropped.jpg

    (Spoiler: Check my hit rolls)

    Doesn't seem to be Invulnerability itself, as I don't see it happening with my DM/Inv scrapper.

    EDIT: It's not the Romans either, I've had it happen in a Tip mission with DE inside - I just forgot to turn the UI on for the screenshot -_-

    Ideas?
  10. I'm trapped in Mids'... again...

    Here's the tweaked version of the stalker:

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    (While I have selected the T4 incarnate alpha, the truth is that the T2 alone is enough to get you to that Apex cap).
  11. Quote:
    Originally Posted by bAss_ackwards View Post
    I am currently using: [Rebirth Radial Epiphany]

    It degrades over time, but at the most degraded portion of the buff my perma-HP capped DM/Inv Scrapper gets 46.10HP/sec. The buff lasts for 2 minutes and is on a Recharge time of 2 minutes, unaffected by any +Recharge or -Recharge. For half of the duration (1 minute) I get 72.81HP/sec or more. Lets also not forget that it is also a heal at activation, healing me 1139.43 HP.

    Oh, and at the beginning I get 233.04HP/sec for 10 seconds.
    That's insane o.O

    Sorry, that's "incarnate", not "insane". My bad.
  12. Quote:
    Originally Posted by Werner View Post
    Apex softcap would be 59%, but since it's close, I assume it's achievable. So is this sort of like getting Shield Defense to the Apex softcap? That's fairly difficult, though doable.
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    (Add 3% from Hide, which is toggled off to avoid the misleading +def of being hidden).

    It IS light on recharge, but yeah. Adding a 3% PvP IO would probably make it tweakable to have more recharge. I mean, for one thing, there are no LOTGs in there! Add some LotG sets in the defensive powers, add a couple of purple sets if you can drop some of the current ones by using the 3% PvP IO and/or the T4 incarnate, and you're set.

    Haven't poked at the brute version, but shouldn't be too hard.

    EDIT: Forgot to say, this IS my current Stalker, who ages ago took on the RWZ challenge and won =) I may actually tweak the build to drop something and get Overload back, just because it's a fun power.
  13. Quote:
    Originally Posted by Werner View Post
    I know nothing about Energy Aura, so forgive my ignorance. What's surpising?
    I'm guessing the fact that one can get beyond the Apex softcap for everything but Negative Energy (where you'll be around the regular softcap) and Psionics (the typical, trite psi-hole of typed damage types) without much trouble - and then there's the Tier 9 if the SRHTF.
  14. Quote:
    Originally Posted by bAss_ackwards View Post
    If this character is going to progress through the Incarnate abilities, I'd drop the Medicine Pool and instead pick the Destiny Incarnate power Rebirth. It can be upgraded to be a large area heal that also gives large amounts of Regeneration. You can even upgrade the power to be perma on the Regeneration.
    O.O

    How... "large" are we talking about here?

    (Note to self: Stop agonizing over a half percent on builds until you've seen the new stuff).
  15. Aliana Blue

    Goatrules

    Quote:
    Originally Posted by Dr_Occult View Post
    Maybe I'll craft some and see what happens. LOTS of Crushing Blow and [whatever the other, similar-sounding melee set is] as well as Serendipity and resist sets. Oh and Triage and some Doctored Wounds. The holds/sleeps/etc still get trashed :P
    Careful what you trash. One of your demographics for low-level recipes are people making exemp-friendly builds. If a set has useful bonuses you may snatch a decent premium even if it's not the greatest set ever.
  16. If I were to do something /SR based around Elude, I'd probably do something like this:

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    May not work, but damn it'd be hilarious to try.

    EDIT: The toggled-off powers are toggled off on purpose...
  17. Quote:
    Originally Posted by Arcanaville View Post
    Incidentally, CO Invuln was bugged at release. It was supposed to mitigate a fixed amount of damage per attack, then a fraction of the rest. Instead it mitigated a fraction of the damage, and a fixed amount of the rest.
    BWAHAHAHAHA! Oh dear, that so... Awesome is the only word that comes to mind. When I was making the first post I was thinking of how the absorption mechanics would stack with resist/defense/regen in CoH. if your powerset is based on absorption, what second "layer" to build? Mitigation from resistance may not be all that great if all you do is take a % of the damage left after it goes through absorption, you may be better off with regen or, even better, plain +HP, if you have high levels of absorption.

    All the while thinking how of course it'd matter greatly in what order the layers get executed. Absorption first then the rest or... Yeah, that.

    Quote:
    Someone pointed out that little mistake, but never got an acknowledgement about it, *or* the PFF blocking balance error, *or* the Defiance r^2 balance error, *or* the Regen strength calculation error. I can't imagine who would go to all the trouble to test damage mitigation powers like that with exactly zero feedback on whether their tests were even matching the power's design requirements. Sounds kinda stupid if you ask me. Now.
    I feel for you. Nothing is worse in gaming than seeing a complex system full of potential fun that gets badly mangled and misused. And then get "fixes" that flatline the potential diversity into nothingness...
  18. Quote:
    Originally Posted by Arcanaville View Post
    This means, and I think this is clever but tricky to balance, that a large number of things plinking weak attacks at you are far less dangerous than one strong target shooting a few really high damage attacks at you, which is a gameplay feature we don't currently have in CoX.
    Ayup. I remember back in the D2 days we used to have charts of how "deep" in the game you could go depending on how dangerous the enemies were for a given amount of damage absorption. Of course you could always go deeper, but then damage would start to come in - quite fast at times - and how there were borderline areas where depending on the random spawns one could encounter groups of manageable enemies mixed in with things that would kill the character in seconds.

    There were some "staging" areas, where for a given amount of absorption one could safely "farm" gear with high enough ilvl to spawn the next step up of affixes in the magic items to progress further. Like the steppes of the expansion.

    I also remember being terrified of multishot, lightning enchanted bosses with this particular character (a melee sorceress, at that, go go fast staff attack animations!), because I'd enter scrapperlock and forget to check what it was I was attacking at the time.

    *Crack*

    *BZZZZZZZZZZT*

    x.X

    Good times. I didn't know Champions had rescued the concept and used it in their Invulnerability set.

    Maybe we could replace the paltry mez resistance set bonuses with damage absorption ones over here in CoH land. Oh, the possibilities that'd open.
  19. Quote:
    Originally Posted by Organica View Post
    You needn't worry that 40 merits in 2.5 hours is crazy merit earning. There are other Ouro arcs you can run solo that you can earn 40 merits on much faster than that... though I also think 1 hour to 1.5 hours for an Ouro Posi is quite doable.
    My typical daily regime with one scrapper is a bit over 50 merits and the daily allowance of tips in about 90 minutes, so yeah.
  20. Quote:
    Originally Posted by Werner View Post
    OK. So it has some defense and resistance but no heal? So... Shield Defense without a shield? Super Reflexes with power pools? How will you distinguish it from other secondaries?
    There is a third avenue for protection that has not been explored in CoH, although I'm not even sure it's feasible, first from the tech point of view, second from the balance one.

    Absorption.

    No, not "you get healed by fire but are weak to ice" absorption, or "you reduce % damage", or "you're hit % times when attacked". I mean straight absorption: Can nullify up to X amount of damage per attack, and everything else above it comes in at full force.

    The best example I can think of this was a niche playstyle from the Diablo days that was later expanded (but still niche) in Diablo 2. There was straight absorption of damage points (not % based, just plain -1, -5, etc.) in several places - armors had a fixed value per type (the heavier, the higher it was), there were magical affixes that could grant them. Full-blown dedicated absorption builds could in fact do surprisingly well in the end-game, with the tradeoff of having less available room to enhance the spells/skills/attributes.

    It would mesh extremely well with an "exoskeleton" set concept. It is similar to both defense and resistance, without the randomness of the first or the scalability of the second, which could make it a bit of an oddball.
  21. Quote:
    Originally Posted by Daemodand View Post
    Rectified Reticle? At 1 AM, it'd have to sell for about 34 million to "be worth it". Ima check, but I don't recall RR being anywhere near that expensive.
    It used to be the best kept secret for softcapping typed damage builds - 2 slots for the 1.875% S/L bonus is a very sweet deal, and it was doubly so when it was cheap as dirt.

    Yes, the going rate is in the tens of millions these days. Very low supply as everyone runs their incarnate stuff doesn't help (and, looking at my ticket rolls, they seem to be surprisingly rare at the 10-14 range). Still a sweet deal when builds are tighter on slots than they are on influence.
  22. Quote:
    Originally Posted by Arcanaville View Post
    My understanding is that the 6-set Gaussian is three separate set bonuses of +2.5% defense, and does in fact count against the rule of five for +2.5% defense buffs for each of the three positional types.

    The tier 3 positional defense buff isn't that common though, at least I don't think I've ever run into a prototype build of mine that ran into that cap before. I guess if you want to use a lot of Titanium Coatings or Gladiator's Armor sets you could hit that cap.
    That's a real shame, I was hoping it was a bug in Mids'

    I've run into the 2.5% in AoE thanks to lots of lockdowns in a hold-happy blapper, other than that it really is not as common, as you say.
  23. Quote:
    Originally Posted by Arcanaville View Post
    The rule of five applies to the *names* of the bonuses, if you are not aware. For all set bonuses that offer +7.5% recharge, the bonus is actually called "Improved Recharge Time 5." Its the 5th tier of recharge buff. LotG's buff is special: its called "Luck of the Gambler." As a result, the game thinks its a different buff. You can have up to five +7.5% recharge bonuses from sets *and* up to five LotG's separate from that.
    Slightly offtopic, does the 6-piece bonus from Gaussian count as its own, or is it just three times the 2.5% defense bonus and, thus, takes one of the "five slots"?
  24. And here's Walkiry's build. As I said, this build's older than dirt, and it's actually littered with SOs in-game (but it's all IOs in Mid's). It'd be trivial to make it even better by replacing the plain IOs with Set IOs (like, replace the plain Accuracy IO and the plain Recharge IO with two Acc/Rech set IOs and bam! Instant improvement), but it amuses me to keep the build like this and still kick copious amounts of butt.

    Code:
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    |-------------------------------------------------------------------|
  25. Quote:
    Originally Posted by Defenestrator View Post
    Spend some time on some level 50 teams. Get lucky and get two of the "good" purple recipes.

    BAM.

    1 billion INF.
    My Elec/Shields Scrapper went from level 0 (creation) to level 50 with 2B influence and her endgame soft-capped build in about 300 hours of in-game play, all by herself (no handouts, no PLing). And that was back when the top of the line non-PVP recipe cost was 100M, if lucky (i.e., purples, LotG, Numi/Miracle).