Hopeling

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  1. Hopeling

    Force Melee???

    There's no command that I know of that will specifically force them into melee mode, but you can use goto to send them into melee range. From there, they're much more likely to figure it out.
  2. Yup, the WoW forums are also rife with posts from keylogged accounts with links to more keylogger sites. Usually they're pretty easy to spot (broken english and nonsensical topics), but they're becoming smarter, I've seen some that are distinguishable from normal posts only because the account cross-posted them in every forum. It's kind of scary and my time reading the forums there taught me to be very careful about which links I follow.

    I was going to say that the reimbursement thing probably only applied to actual money ("Gimme back my subscription fees!"), but rereading it definitely says they will do squat to help you at all.
    Well, at least SOs are cheap.
  3. In a PBAoE power, you can use 3 Eradication and 3 Cleaving Blow for 4.38% defense.

    Blessing of the Zephyr also gives 1.56% for only 2 pieces.
  4. Talk to the contact (phoning them works, if you can), and select 'Drop the current mission from this contact'. It says 'drop' but it's really 'autocomplete', and you can only do it once every 3 days.
  5. When your item sells, you get the money you paid to list it back, I believe. So you really only pay once.

    In any case, this game really needs inf sinks, so the fees aren't a bad thing.
  6. To double-stack it, you need it go off every 60 seconds.

    200 / 60 = 3.33 = 333%

    333% - 100% base - 95% slotted = 138% global. Actually, slightly more to account for activation time.
  7. ...I want a do-over on my childhood.

    The nerf swords were pretty funny, though.
  8. Was that a nerf gun with an ammo belt?
  9. For making money, Bronze rolls are you friend!
  10. Hopeling

    Soft Cap - Myth?

    Are you fighting even-con minions? Higher-level and higher-rank enemies get Accuracy bonuses, which will raise their tohit above 5% even with softcapped defense.

    However, I can guarantee you that the softcap is at 45%. Combat log hit chances and personal experience demonstrate this: on my Bane with 45% defense, I see avoided/dodged/whatever popping up many times for each time I get hit.
  11. Hopeling

    Romulus in AE?

    I don't see why it shouldn't count, it's the same fight, you just don't have to convince the whole team to sit around while you do it.

    Did you fight regular Romulus or nictus Romulus?
  12. It's usually referred to as "Arcanatime". The formula is

    Arcanatime = 0.132 x ( roundup(cast/0.132) + 1)

    What it means is that when you use a power, the server performs the animation, but it doesn't do anything else until the end of the server tick (the roundup part). Then, it has to wait another server tick for the server to say it's ready for the next attack (the +1). According to Arcanaville's testing, the length of a server tick is 0.132 seconds.

    I have a spreadsheet that has Arcanatime and the "real" DPA of every Scrapper attack calculated, but I don't remember where I got it from. Somebody else may post one, but if not, the math isn't hard with a calculator.
  13. Since you're going to be using it at least once every 10 seconds, I think it's best to slot it to be an effective attack. Frankenslotting works great too.
  14. Well, there's always the Miracle unique. You might be able to adjust your attack slotting for more end reduction (for example, trade the Crushing Blow acc/dam's for dam/end/rech).

    Edit: Also make sure you have all your +Endurance accolades (if you don't already, can't check your build atm). Recovery is percentage based, so your recovery goes up if you have more max end.
  15. Hopeling

    Provoke?

    Provoke is a two-handed "come get it" gesture. I can't speak to the effectiveness of the power, though.
  16. Forget the trays, imagine how hard slotting choices would be!

    I also find it funny that the OP mentions WoW Death Knights as an example of "it can work", since (last I played, a few months ago) the players of that game largely regard DKs as badly, badly broken.
  17. I'm not sure I understand what your theory is, but Arcanaville wrote a guide on how recharge works, it's in the Guides section somewhere.

    The short version (hoping I haven't mangled this too badly) is that Hasten will affect its own recharge, for as long as the Hasten buff is active.
    Hasten has a base 450s recharge. Let's say (for ease of math) that you have 100% recharge slotted in Hasten, and 30% global recharge, for a total of 130%, or 200% while Hasten is active.
    During Hasten's 120s duration, you're recharging at three times (+200%) the normal rate, so you can count 120 x 3 = 360s off of the recharge, leaving 90s. Then, Hasten wears off, and you now have +130% recharge (2.3 times normal speed). The remaining 90s pass at 2.3x speed, which means 39.1s (90 / 2.3).
    Total, Hasten was up for 120s, down for 39.1, for a 159.1s recharge.

    With 80% global recharge and 99% slotted in Hasten (from 3 50 IO's), Hasten will be up for 120s and down for 11.1s, for a total recharge of 131.1s.

    Mids' does not know how to calculate all of this: it can only calculate with hasten either on, or off (the little green button).
  18. Headsplitter is your best attack. Slash and Slice have much lower DPA.
  19. What's inherently evil about regular robots?
  20. I notice that Sting, DA, and GD are very overslotted for damage; you're getting almost nothing out of the 6th enhancements there. You could trade them out for procs, or look into some sets for the attacks' secondary effects. Knockback, Def debuff, and Def buff sets can all have straight Endurance/Recharge enhancements, and they're usually cheap. Resist Energies and Unyielding are also way overslotted; if you're looking for more +recovery, you'd be better served putting one of those slots in Health and grabbing the Miracle unique. It's expensive, but actually not so much more expensive than the Impervium Armors would be. (A quick check at Wentworth's shows that one Impervium Armor: Resistance goes for 27 million or more.)

    Invincibility is a great defensive power, it's worth another slot to bring its defense value to the ED 'cap'.


    [ QUOTE ]
    And why would you slot Kick???

    [/ QUOTE ]Because Brawl was already full!
  21. To be sure you're at the softcap, you can check your values under the Totals tab. Be sure all your defenses are turned on, though (the little green button next to the power is lit up).
    You're 5% shy on ranged defense, but that's easy to make up for - take two slots from somewhere (maybe Combat Jumping) and put them in Focused Fighting and Focused Senses to complete the Red Fortune sets. You're also a couple percent short on melee defense.
  22. Also, Anti-Matter's info says "He and Neuron were once the best of friends and created the Clockwork of Praetorian Earth together."
  23. ...could somebody check it over for me?
    The goal is recharge and secondarily defense; as you can see, my budget is very high. I just want to see if there are some obvious improvements that I missed.
    My ST attack chain would be HS -> Hack -> Dis -> (.32s pause) -> Hack.
    The empty slot in TI is for the Gladiator unique.
    Parry and Confront are just there for set bonuses, I don't really care about either one. I could drop one for Unstoppable, but I rarely use that in my current build, and this one would need it even less.
    Anyway, here it is:

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

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

    Hopeling: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), C'ngImp-Dmg/EndRdx/Rchg(7)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9)
    Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(34)
    Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
    Level 6: Build Up -- RechRdx-I(A), AdjTgt-ToHit/Rchg(11), AdjTgt-Rchg(37)
    Level 8: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(11), DefBuff-I(43)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
    Level 12: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13), RctvArm-EndRdx(15), S'fstPrt-ResDam/Def+(46), Empty(46)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(46)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(43)
    Level 24: Super Jump -- Jump-I(A)
    Level 26: Disembowel -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), Achilles-ResDeb%(43)
    Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(29), LkGmblr-Rchg+(31)
    Level 30: Kick -- Empty(A)
    Level 32: Head Splitter -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), Achilles-ResDeb%(34)
    Level 35: Tough Hide -- DefBuff-I(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
    Level 38: Parry -- LkGmblr-Rchg+(A)
    Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
    Level 44: Weave -- S'dpty-Def/EndRdx(A), RedFtn-Def/EndRdx(45), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45)
    Level 47: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
    Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Critical Hit

    Any comments or flames are welcome
  24. I'm not sure what you mean by 'innate' resistance. Some critters have an auto power simply called "Resistance" that gives them resistance (and sometimes vulnerability) to certain damage types; even though the power is always called Resistance, it varies from one enemy to another.
    However, resistance from any source is still vulnerable to debuffs. You can see this by using the Surveillance power, or a Power Analyzer temp power. And as Catwhoorg said, the only lower limit is -300%, which you won't usually reach.

    It's also worth noting that monsters with resistance apply that resistance against resistance debuffs. So if an enemy has 50% damage resistance, and you hit it with a 20% resist debuff, it will resist 50% of the debuff, so your 20% debuff will become 10%, giving the mob 40% total resist.