Desmodos

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  1. I'll join. Most likely with a Night Widow.

    EDIT: This is 9:45 PM EST?
  2. I've got about 5 scrappers that skipped over Tina and I've been slowly working my way through the Pratorean War arc with each one. The arch is exceedingly boring, quite tedious, and for Dark Armor an absolute PITA. (Energy blasts that have defense debuffs can SUCK IT)

    Next scrapper that runs through this level range will be camping the Anti-Matter mission because find the arc to be such a chore.
  3. [ QUOTE ]

    I also have everything else slotted as much as it needs to be, so I have a slot to spare.

    [/ QUOTE ]

    Which is what it boils down to. If you feel you have extra slots, by all means, the smidgeon of recovery gained certainly won't hurt you.

    I never feel I have enough slots, frankly I wish could get 5 more. All that really matters in the end is how much endurance per second are you recovering. Between all the max end bonuses and Recovery bonuses I find 4% unworthy of my slot investment.
  4. [ QUOTE ]
    That would drop me from 4.01 rec/s to 3.89, unless it's not gonna hurt me any.

    [/ QUOTE ]

    That depends on what your consumption is.

    Also, are you factoring in accolades? The +end accolades are a substantial boost.
  5. [ QUOTE ]
    Guys have feelings? O.o

    *blows kisses to the male members*

    [/ QUOTE ]

    This discussion is going places.
  6. [ QUOTE ]
    They absolutely were at one point. I remember clearly tracking my proc in Mud Pots. Wonder when all this happened...

    [/ QUOTE ]

    Well I don't know when, but at some point the combat log changed regarding PROCs. Currently, they show up in the log as " You blast Headman Gunman for 57.39 points of bonus negative energy damage!" (Cloud Senses: Chance for Negative Energy Damage, in this case.) The term 'blast' is too generic for Hero Stat to differentiate. On the same token, the "bonus" in front of "Negative Energy Damage" flags it separately such that it won't be included in Negative Energy Damage.

    I've been trying to test a Eradication PROC in Quills, and Death Shroud, and a Cloud Senses PROC in CoF. Despite both Eradication PROC doing "bonus energy damage", Hero Stats does not show I did any energy damage at all. It does show a "bonus damage" category, but I'm assuming that the combined total of all three PROCs.
  7. [ QUOTE ]

    You're thinking it'll last that long? Wow. I figured 10 minutes tops.

    [/ QUOTE ]

    I was trying to be diplomatic

    EDIT: and yes, I am fully aware I won't need to go to hell. It's coming to me here and now
  8. After reviewing "Known Issues" over at Hero Stats site, I've concluded it cannot be currently be used to evaluate this situation. I'm unable to pull my old Hero Stats data at the moment, but I would have sworn the PROCs were trackable initially. Presently, the PROCs are not named in the combat logs, which is where Hero Stats pulls it's data.

    This is supposedly why it cannot currently track Death Shroud, but I checked and I could clearly see Death Shroud data in the combat logs.

    I had hoped I could figure the numbers by process of elimination, (I figured Death Shroud damage by this) but I've noticed a lot of other oddities with Hero Stats. I suspect its mainly a CoH developer side issue with regards to combat logs and the labeling of powers.
  9. [ QUOTE ]
    [ QUOTE ]
    you have Stamina over slotted.

    [/ QUOTE ]

    Eh, 4 isn't overdoing it. I'd question 5 or 6, but I 4 slot Stamina all the time on many of my toons, usually with 4 Performance Shifters for the +End bonus (the 4 slot set bonus, not the proc)

    That would actually be my suggestion for your Stamina, get Performance Shifter End Mod and 2 of the 2 piece ones. You'll lose maybe 2% of your recovery bonus, but an additional 2 endurance, on top of the 2.5% recovery you get (I think) from 2 slotting it, so you come out ahead.

    [/ QUOTE ]

    I'll put it this way. (assuming no +end bonuses)

    2 lvl 50 IOs in Stamina = 45.8% recovery or 2.44 EPS
    3 lvl 50 IOs in Stamina = 49.8% recovery or 2.50 EPS

    So basically you spent a slot to gain 4% recovery or 0.06 EPS.

    That's no to say any additional recovery is a bad thing, but rather I feel the returns for that slot investment would be better pretty much anywhere else.
  10. [ QUOTE ]


    Though, what I really think would happen is only hearing a bunch of high-pitched Charlie Brown-trombone sounds.

    "Wah wah Waaah wah wah"
    "Wah!?!? Wah wah wah wahwahwahwah".
    "Wah! Wahwahwah Waaah Wahaha"


    [/ QUOTE ]

    Strangely...I'd imagine it would turn into a nasty cat fight...about 45 minute into it.

    The real question is, by how much would that increase a "gentleman's" desire to listen in?
  11. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Girls night? Can I watch?

    [/ QUOTE ]
    What's the big deal?

    They're just gonna talk about cleaning and cooking tips. And probably giggle at some celebrity gossip. *shrug*

    [/ QUOTE ]

    Some days, I really don't get you Voo. They could spend two hours arguing over which year Honeynut Cheerios had the best shade of orange on their cereal box and I would still want to listen in.

    [/ QUOTE ]
    Guess I'm not as hard up as some people


    [/ QUOTE ]

    My sympathies. You know, there is medical help for that sort of thing now.
  12. While the build does look much better, you have Stamina over slotted. I would remove one of the level 50 generic IOs out, move the slot elsewhere.

    Also, you only have 1 -KB IO? That's sufficient for most PvE content (80ish% I'd estimate), but that could be rough at higher levels. 2-3 -KB IOs is recommended. Maybe pull a slot from health and one from Stamina to place in CJ. A complete set in CJ would boost your Ranged and AoE defense by 3.13% and grant you the additional -KB protection.
  13. [ QUOTE ]
    [ QUOTE ]
    Girls night? Can I watch?

    [/ QUOTE ]
    What's the big deal?

    They're just gonna talk about cleaning and cooking tips. And probably giggle at some celebrity gossip. *shrug*

    [/ QUOTE ]

    Some days, I really don't get you Voo. They could spend two hours arguing over which year Honeynut Cheerios had the best shade of orange on their cereal box and I would still want to listen in.
  14. [ QUOTE ]
    [ QUOTE ]
    IO's solved Dark Armors endurance issues from Issue 9 on wards. I've spoken about this many times on the scrapper forums. I run 9 toggles on my DM/DA scrapper with no endurance issues: DE,OS,MC, DS, CoF, Hover, CJ, Tough, Weave. The guide in my signature explains the how and why. All the Dark Armor advice there will hold true for tankers as the endurance costs are the same.

    [/ QUOTE ]

    I'm assuming that's not taking into account the fact that Scrappers are more efficient with attack enurance.

    [/ QUOTE ]

    Well, I specified the Dark Armor info....although you could make a case regarding Death Shroud,...but that would hold true for any attack shared between Scrappers and Tankers.
  15. I've run into two problems in my first round of testing.

    1) Herostats does not appear to be tracking Death Shroud.
    2) Herostats does not appear to be tracking damage PROCs.

    Anyone know why or how to fix it?
  16. Because I said I would.



    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Maggie Bella: Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(3), M'Strk-Acc/EndRdx(5), M'Strk-Acc/Dmg/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(7)
    Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(45)
    Level 2: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(34)
    Level 4: Dark Embrace -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam(17), ImpArm-ResDam/EndRdx(19), ImpArm-ResDam/EndRdx/Rchg(19)
    Level 6: Obsidian Shield -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/Rchg(23)
    Level 8: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(27), Theft-+End%(27), Nictus-Acc/EndRdx/Rchg(29), RgnTis-Heal/EndRdx/Rchg(29), Mrcl-Heal/EndRdx/Rchg(50)
    Level 10: Murky Cloud -- S'fstPrt-ResKB(A), ImpArm-ResDam(11), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(31)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(50)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(39)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(31)
    Level 22: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(36)
    Level 24: Cloak of Fear -- DampS-ToHitDeb/Rchg/EndRdx(A), DampS-Rchg/EndRdx(37), DampS-ToHitDeb/EndRdx(37), Cloud-Acc/ToHitDeb(37), Cloud-Acc/Rchg(48), Cloud-Acc/EndRdx/Rchg(48)
    Level 26: Touch of Fear -- Abys-Acc/Rchg(A)
    Level 28: Soul Drain -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-%Dam(39), Erad-Acc/Rchg(45), Erad-Dmg/Rchg(46)
    Level 30: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-%Dam(42), M'Strk-Acc/Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(43)
    Level 32: Taunt -- RechRdx-I(A)
    Level 35: Cloak of Darkness -- GftotA-Run+(A), GftotA-Def(39), GftotA-Def/EndRdx(43), GftotA-Def/EndRdx/Rchg(43)
    Level 38: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Dam%(46)
    Level 41: Boxing -- Empty(A)
    Level 44: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(46), ImpArm-ResDam/EndRdx(50)
    Level 47: Weave -- GftotA-Run+(A), GftotA-Def(48)
    Level 49: Salt Crystals -- Acc-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1396;694;1388;HEX;|
    |78DAA5934B6F524114C7E7F2900297027D40E9933E296DA16 5E723C6A8AD515312A|
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  17. Umbral, help me understand your calculations. I'm looking at numbers in Mids and the differ drastically from yours...or what I understand of yours.

    [ QUOTE ]
    Next, Death Shroud. 2 second activation, 12.51 neg damage. Every 5 ticks, you'll get a proc chance with the tick. 62.55 damage per proc chance. 14.36 damage on average with the proc. SO adds 20.6415 damage. Advantage to SO.

    [/ QUOTE ]

    DeathShroud has a base damage of 12.5 per tick.
    According to Mids, adding a Eradication PROC will on average, increase that damage to 13.9, roughly a gain of 10%.

    If Death Shroud is slotted for damage 3 SOs (94.93%) it does 24.4 per tick.
    Adding Eradication PROC increases the average damage to 25.8, roughly an increase of 3.09 %


    As I understand it, Mid's is assuming there is an actual target in range every time the PROC fires.



    Incidentally, a PROC placed in Cloak of Fear averages the same damage as one placed in Death Shroud. Death Shroud ticks ever 2 seconds. CoF ticks every 5 seconds. Can we verify somewhere that tick rates do in fact play a part in these PROCs. It would seem Mid's is set up how I originally understood it work, where tick rate is irrelevant to the 10 second rule.
  18. [ QUOTE ]
    Question is, even as small as it may be, why NOT put a proc in it, if you leave it running most of the time?

    [/ QUOTE ]

    If you looking for a set bonus that requires the completion of a set, by all means, place the PROC.

    I think the debate is more of an issue of just throwing a PROC in for extra damage. Presently, I am off the opinion that the contribution to your damage output is so minuscule that you'd be better served slotting something else in the power or place the slot else where entirely.

    I have serious reservations regarding claims that damage PROCs increase damage output of a damage aura by 20-30%. If that's the actual case, I my very well change my mind, so I'll help test it.
  19. Fair enough, Dave_p. It should be simple enough for me to drop a damage PROC in to Death Shroud on one of my DA scrappers. I'd be happy to compare results.
  20. Basically, I bind mousechord button (L mouse button + R Mousebutton) to Fly + Forward. I move into position via fly and switch to hover in the middle of my first attack chain. If spawns are bunched together, hovering from spawn to spawn is fairly quick. If I come to a hallway or long space with out spawns, mousechord to fly forward and search for my next set of victims.

    Some primaries look realy cool in mid air combat, others I wasn't so thrilled about. DM, Spines, and Claws all look very cool. Dual Blades looks cool in mid-air but I found lineing up AoEs and Cones to be more difficult. I tried but did not like BS or MA in mid-air, purely for aesthetic reasons.
  21. [ QUOTE ]
    Despite my penchant for number crunching, I've never done the math on procs for damage auras. Why? Because I did extensive "live" testing using Herostats and at least for Mud Pots, a single proc consistently returned about 32% of base damage over time (was 16% of my ED capped damage, out of Granite). That comes out to more or less an SO's worth of damage, so if your damage aura is unslotted, slotting a single dam SO or a single proc is almost a wash. If you're already capped for damage, adding a proc effectively makes it go over ED cap. I can't see why anyone would this this wasn't a great thing.

    Mind you, as stated above, I haven't done the math, and I somewhat assume that on higher damaging auras (say, Blazing Aura), the proc would be less effective as a % of base damage, but I still think it's completely worth it esp since you can easily frankenslot your way into capped dam &amp; end redux w/some healthy acc and still have room for 1 or 2 procs. I slot all my damage auras w/2x dam/end, 2x acc/dam/end, and 2 procs. Works out fantastically.

    [/ QUOTE ]

    I'll repeat. My comment are based specfically with scrappers. I didn't do the math, I ran Herostats. In 10 hours of testing the damage PROC contributed 0.01% of my over all damage. WAY below simply slotting a damage enhancement.

    As I understand it, Mud Potts is fairly low in the damage department, so it makes sense you would see the PROC contribute more to your damage out put. The greater damage your Aura does, the lesser the PROC will contribute.
  22. Desmodos

    Duo Question

    Spines/Fire. The differences in survivabililty between Fire Armor and Dark Armor become irrelevant if you duoing with a kin. Spines/Fire would be the higher damaging of the two, making it the better choice IMHO.
  23. [ QUOTE ]


    Please note that this is not my main build. This is my second AV spec build. It looks nothing like this on the live server, but on test it works pretty good.

    [/ QUOTE ]

    AH! I could see doing that on a secondary specialized build. Thanks for clarifying. I thought we'd lost you
  24. [ QUOTE ]
    Hover is the bomb now. I wish there was an emote you can use to hover with your arms folded like you do after you cast soul strom with a stalker or corr. (And they say heroes get all the good stuff)

    [/ QUOTE ]

    You can Yoga