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Personally, I can't recall ever finding Aim's tohit bonus not large enough, so I wouldn't bother slotting to enhance it specifically. A full set of Gaussian's can be nice for the defense bonuses, if you're building for positional defense; two pieces of Rectified Reticle can be okay if you're building for S/L defense; if you're not building for either, just some recharge and the proc.
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Quote:PPM is an average, not an upper limit. At 1.5 PPM, it still could go off 6 times in a minute (and in fact it's more likely to do so than the 20% version). It could go off zero times.That sounds so odd to the layman:
20% chance to go off every 10 seconds. This sounds like it could go off 6 times in a minute - sure, it's highly unlikely, but possible. New version locks it at 1.5 times a minute.
I'm sure it might sound odd at first. Many things do. The 10-second timer for procs in auto/toggle powers sounds odd the first time you hear about it. -
Quote:You've already quoted the post that gives the general overview of the changes. PPM procs are explained here: http://paragonwiki.com/wiki/PPMI'm not sure what this all means as to how it works to begin with and how it will be changed. Can someone point me to each change and how it will affect procs? And as I saw someone post, I assume that things like numina regen/recovery and Regen tissue +regen will will grant a constant bonus when slotted in things like health right?
If you have specific questions, I'm happy to help, but for the general overview I don't know what to tell you other than to direct you to Synapse's posts in this thread. -
I assume you're talking about the PPM version of the proc, purchased with points? Or is this pre-planning for i24?
You'll get more procs, total, over time with the proc in Tactics than in Aim. However, Aim lets you control when it goes off, which means you can combo it with your nuke or any other time you want burst damage, rather than having it just happen randomly when you may not need it or even be able to use it. So, personally, I'd say to put it in Aim. -
I don't recall there ever being a damage buff that worked only outside of Domination; the changes whenever ago removed the damage buff from Domination and baked it into the AT modifiers, so you did old-Domination-level damage with or without Domination active. But in any case, whether or not my memory is faulty on this point, there's definitely no damage buff that only works outside Domination now. You do the same damage with or without Domination, so perma-Dom is purely beneficial.
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Yes. It's pretty easy to check with a power analyzer, if you're curious.
There's a decent argument to be made for the benefit of layered defenses, since it's more robust against one layer failing, and can get more benefit from buffs. But in terms of average damage taken, everybody is equally vulnerable to resist debuffs. -20% res means you take 20% more damage than you took without the debuff, no matter how much resist you had in the first place (unless you were beyond the resist cap and the debuff just ate some of your over-the-cap padding, in which case the resist-based character is affected proportionally *less*). -
Well, for one thing, Defenders weren't built from the ground up with a Vigilance damage bonus in mind. That was a much later change, targeted at a specific problem, which does not necessarily include low-level soloing.
Also, Fury at low levels is pretty frickin' amazing. Low-level brutes significantly outperform pretty much everyone else of the same level, if they can keep Fury going. It isn't actually a very good example of a large low-level damage buff being well-balanced.
But, 100% is a lot larger than 30%. Would a full Vigilance buff for lowbie Defenders be particularly overpowering? Eh, not really. But is a not-full Vigilance buff for lowbie Defenders particularly detrimental? Eh, not really. -
I seem to recall personally checking and seeing that converters *did* work on SBEs, at one point, but I guess it has been changed, because it no longer lets me put them in the converter window.
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Dozens of views and no replies is completely normal. Even a pretty busy thread, like say the "Plant/NA Troller" thread slightly further down the page, has only 63 replies despite over 2000 views. Also, the AT-specific forums generally don't move very fast; 3 hours with no reply is not a cause for alarm.
Perma-PA requires very high global recharge; this is less about getting a few specific items, and more about tailoring the entire build towards that goal. LotGs (as many as you can fit, up to the limit of 5), set bonuses (purples are especially good for recharge, if you can afford them), Hasten, and anything else you can get will all help, but none will get you there by themselves. -
For large sample sizes (thousands of hits), yes. For small sample sizes (a few dozen hits), no - getting zero crits out of 40 attacks isn't even noteworthy, and it certainly doesn't violate design principles (unless the designer fundamentally failed to understand what randomness is). Same for getting 10 crits out of 40 attacks.
Getting zero crits out of 4,000 attacks would be noteworthy and a problem if it happens with any frequency at all, but it should be borderline impossible for that to actually happen, unless something is broken somewhere. -
Quote:Yep. To state that another way, 1.5 PPM gives it a 25% chance to proc every 10 seconds.Someone said that the Performance Shifter proc was set to 1.5 PPM - isn't that a massive nerf? Wasn't it a 20% chance to go off in Stamina every 10 sec before?
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It procs on power activation, not on hitting enemies. So it gets one chance to proc when you activate the power, and doesn't care whether you hit one target or sixteen.
It procced with no enemies nearby when I had it in Burn for a while. Burn is kind of a special case though, since it summons a pseudopet, so I'm not sure if it behaves the same way in other PBAoEs. -
Steam Spray is possibly the best cone in any blast set. It's much wider than powers like Fire Breath, and hits very hard.
If you play primarily in melee range, a cone may not be desirable to you, since you'd have to back away to use it properly. But as long as the positioning isn't a problem, I'd skip Whirlpool (which does ~the same total damage as Steam Spray, but only if they stand in the thing for the full duration, and it takes longer to deal the damage, and it recharges much more slowly) before skipping Steam Spray. -
Mostly because of the level shift, yeah, but it's a rather subjective decision, not necessarily the One True Path to optimality.
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Quote:I should get around to updating, user-friendlifying, and sigging my i24 spreadsheet at some point. Before i24, preferably...Cool.
I realized a week or so ago I hadn't included that in my version of your Hybrid Assault comparison spreadsheet (from where I added it locally before you added it to yours). It made me conscious of the need to account for it when reading this.
Edit: I'm not actually sure if Doublehit's PPM was increased in i24 as I had assumed it would be. It's not in the patch notes, so probably not. -
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If you're looking at the accuracy display in Mids, it's showing you your final hit chance. Hit chance caps at 95%, so 200% is way past what you need. But Mids, by default, shows your hit chance against a +0.
I prefer to build for capped accuracy against +3s, where your base hit chance is 48% instead of 75%. You can adjust the base hit chance in Mids under Options - Configuration - Exemping & Base Values - Base Tohit. Replace the 75 with a 48, or whatever other number as appropriate for your goals. Then the Accuracy display will show your final hit chance against an enemy of the appropriate level. -
I usually say that if you haven't used Whirling Smash, you haven't actually tried Titan Weapons. So, level 26 at least.
You never stop having to deal with Momentum, but you do get more attacks, and more recharge to string them together, to actually use Momentum. At low levels, when you have 1-3 attacks, most of the attacks you use will be slow; at high levels, most of the attacks you use will be fast. If it seems to suck at the low levels - it does. But it really does get better.
But also, from the players I've talked to, it's partly a love-it-or-hate-it set. Momentum makes TW play very differently from most melee sets, and it's different in a way that not everybody enjoys. So YMMV. -
Quote:I've got Mids builds for them, the slots for the new sets are just empty currently. I can post the builds if you really want, but the point isn't "I have an awesome build" - I planned, respecced, and slotted each build in under an hour. They're basically rough drafts, not masterpiecesBoth those look pretty solid. Care to share the builds?
EDIT: Oh, nm these aren't on Mids yetI'm just trying to illustrate the kind of things that can be done with the set bonus changes.
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Quote:A power that does -50% doesn't necessarily reduce incoming damage by half, depending on relative level and the target's resistances, but if the target is debuffed such that it's getting -50% after applying those things, then it'll reduce damage by half. Oh, and unless the target also has damage buffs. Bleh, caveats. Always makin' stuff complicated.No it doesn't (necessarily speaking). Reducing enemy damage by half reduces damage by half, but that only sometimes is caused by a -50% damage debuff.
Or were you referring to something else?
And yeah, defense wins across the board on granularity in general, for average performance. But that's not really -dmg favoring defense, but the mechanics favoring defense at a more basic level. Although I think, in practice, the effect of granularity tends to be swallowed by other factors, not least of them the inherently unreliable nature of defense. -
Quote:With the same 2000 hp, 50% resist/25% defense, and a -20% damage debuff, but an attacker that deals 900 damage instead of 1000, the resist-based character will take 450 per hit, and will die in 5 hits. With the debuff, he'll take 360 per hit, and will die in 6 hits. The debuff bought him one extra hit before death....So while there are situations that favor the Defense character, none (that I can imagine) favor the Resistance character. Defense derives a greater benefit.
The defense-based character dies in 3 hits with or without the debuff. The debuff provides him with no benefit at all.
Similar things happen at 1500 damage, or 650 damage, or 370 damage, or 320 damage, or 282 damage, or any of arbitrarily many other possible values. There's a whole bunch of intervals on which resist gets more benefit from the debuff, even just for the specific res/def/debuff values in this example. All you're really doing here is looking at the graph of
y = 2*ceil(2000/(.5*.8*x)) - 2*ceil(2000/(.5*x))
compared to the graph of
y = 4*ceil(2000/(.8*x)) - 4*ceil(2000/x)
...and neither graph is consistently above the other.
And for small hits, the difference of a fraction of an attack of overkill is swallowed into negligibility.
Also, realistically, enemies that can 2-shot you usually have more than one attack, and their attacks do not usually all deal the same damage. And very far from every enemy can 2-shot a character with 2000 health. And you're very often fighting multiple enemies (of multiple types, each with multiple attacks of different strengths) anyway, so reading too far into exactly how many of a specific attack you can survive is not very illustrative.
Reducing the enemy's damage by 20% means they deal 20% less damage. The granularity of attacks can matter, but doesn't consistently favor one over the other.
Well sure, yeah. It's yet another layer to get mitigation from. But -dmg doesn't have any special bonus when combined with resist, is all I'm saying; a -50% damage debuff reduces incoming damage by half, no matter how much resistance you have. Having 90% resist and 90% -dmg prevents 99% of incoming damage, but so does softcapped defense and 90% -dmg. -
-dmg doesn't favor resistance nor defense, in terms of damage mitigated. If the enemy deals 20% less damage, they deal 20% less damage. The debuff mitigates only 100 damage for the character with resistance, which is half as much, but it's mitigating that twice as often because the resist character gets hit more. Your 10-hit vs 12-hit conclusion is just an artifact of the specific numbers you've chosen, and how overkill can dominate the numbers when talking about such large hits. The difference disappears entirely if we look at 500-damage attacks instead, and can flip the other way with the right numbers.
Now, since defense is inherently unreliable, -damage does help smooth out the spikes that tend to kill defense-based characters. But it doesn't mitigate more overall.
It IS erroneous to say that -dmg specifically synergizes well with -res, though. Resists make you take less damage, and -dmg makes you take less damage, but they don't have any synergy in doing so. -
1. Once every 10 seconds.
2. Haven't tried, but I assume it works the same way as the Lockdown proc.
3. It seems to go off independent from DF's chance to hold.
4. No
Time Crawl can miss should be slotted for a bit of accuracy and/or cost reduction, btw. But yeah, enhancing the slow isn't very important. -
I don't want to give the impression that Scrappers can't benefit enormously from the changes too, though.
How about my TW/WP, for example:
Or my WM/SD:
That one doesn't have TF Commander yet, which would make a total of 2162 health. The S/L resist isn't quite capped, but the Reactive Defenses unique gets you there once you drop to 97% health or below. Might be possible to cap it without the scaling buff, using some enhancement boosters.
(Note that both the StJ/FA and TW/WP builds were made without the Reactive Defenses proc, which I only just found out scales from 3% to 13%, rather than 0 to 10, which is way awesomer.)
(Note also that I'm posting very high-end, spare-no-expense builds, but that's NOT required to get such resist numbers. Those are just the kind of builds I happen to be making, because the characters I like enough to plan builds for months in advance are also the ones I like enough to make top-end builds for. In fact, since most purple sets provide no defense and no s/l resist, removing them would make it *easier* to get comparable resist/defense values. You'd just be giving up some recharge and some procs.)