John_Printemps

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  1. Quote:
    Originally Posted by Granite Agent View Post
    I have no idea what's going on. Ricodah said Empower meaningfully improved his time, and he got 2.27. I'm killing myself trying to get past 2.45, and Empower seems to slow me down. (I tried to match the self-damage buff he has in his Video of 36.5%, and I went Agility like his build).

    John / Nilhi / Ric -- someone help a brother understand what the hiccups are here please. I have been itrialing my eyes out this weekend and I'm ready to bash head in monitor lol. My only thoughts are that (a) somehow Reactive (75% dot) is stronger than Degen 75% on DB running this chain (which would be a suprise, as Degen always seemed stronger before) or (b) there are damage procs somewhere that I didn't slot (maybe reslot Ablating - try to fit 2 dmg procs, make up the recharge somewhere else?).
    Reactive DoT is superior to all other DoT's by a "considerable" amount. (Not overtly huge, but compared to some, it's impact is definitively noted). If you're going to shoot for Degenerative, the better side is the Core tree. The DoT (Radial), only averages two stacks of -MaxHP, whereas the Core (-MaxHP) can get up to four stacks consistently for most any chain, and maintain it. Think of it this way: Reactive adds DPS, Degenerative subtracts Time. Honestly, in comparison to two equal builds, a Degenerative Radial versus a Reactive Radial, the Reactive will most often come out ahead, if even by margins of 5-10/s (which is primarily your concern...).

    Ultimately, if you really want to find the "no holds bar" DPS, craft the Recharge Buff from a base Empowerment station, and then grab three of the large Def/Res Dual Inspirations. Leave Hide/Entropy/Assault on, turn everything else off, suck down the inspirations, and beat the snot out of the Pylon with Zero interruptions. The number wont be 100% accurate to a live-battlefield, but you'll probably get the number you're desiring.

    Beyond that, I can't see any areas that scream for improvement in either build, and ultimately it sounds like the only major difference in what you're doing versus Ricohdah's runs, is in choice of Interface.
  2. Quote:
    Originally Posted by Nihilii View Post
    I don't remember the date, but I remember reading your post about it on the scrapper pylon thread either the day before or after I did my own testing.

    The bug I'm talking about is not the queued/dequeued thing*, but something specific to Street Justice (in my very limited experience). Against a static target, Sweeping Cross activates in ~1s or below, rather than the 1.848s it's supposed to take; unless you miss, in which case the entire animation play out normally. It's like queueing the next attack skips the rooting part of the animation.

    *then again, considering both bugs involve queueing, perhaps it is related; but specifically, I wasn't talking about the same symptoms here.
    Okay, yeah, no, that'd be a similarly sounding but different issue altogether that I didn't catch from your previous post. In that respect, I have no idea!
  3. Quote:
    Originally Posted by Nihilii View Post
    When I tested it on my scrapper a few days ago, all melee ST attacks (QS, BB, SB, CS) had normal activation times. Perhaps it's different on stalkers - if so, that would be interesting because it'd show this is a bug tied to stalkers specifically. I can't test it myself, having no KM stalker.
    Where exactly did you make your test for Kinetic Melee? Since i24 Loaded, I haven't been able to do a Pylon run with my KM/SR because he massively falls victim to the activation bug. Posted a bit about it in the Scrapper Forums on one of my attempts. One out of every three attacks fails to activate whenever I'm within melee range of a Pylon. If I move out and try and fight other 54 Rikti in the zone, however, the problem is not nearly as persistent, but I still get maybe one in six failed attacks. This is definitely not limited to just Stalkers, among a handful of other bugs I experience solely with Pylons (ie: Hasten's animation goes spastic and disappears when I'm within 7' of a Pylon).
  4. Quote:
    Originally Posted by concu View Post
    What are the standards for this. No lore? Hybrid ok?
    No Temp Powers, No Inspirations, No Lore.
  5. Quote:
    Originally Posted by Red_Shadow View Post
    Trying to get some opinions on a different approach to defenses. I aimed for 32% M/R/A, instead of S/L/E/N. Not sure about it though...numbers look good...(Dark Regen is at 11ish seconds) and SJ doesn't NEED mountains of recharge anyway. Hover is for KB and another LotG slot..

    Did I go overboard trying to go outside the norm?
    Overboard? No, but your S/L Defense is higher than Melee/AoE, so I wouldn't be surprised if 60% of your incoming damage gets filtered there first. For what it's worth, you could easily flip your melee attacks to Kinetic Combats (three sets) and be at 45% S/L. Also, a Numina's Unique would be a good idea for some extra +Recovery (I'd take a slot from Stamina for it, and move it to Health--your net gains will be far superior). That extra KB IO in Hover would be better suited in Obsidian Shield as a Steadfast to net you another 1.5% Recovery.
  6. John_Printemps

    DM/Shield

    Quote:
    Originally Posted by ORACLE View Post
    o_O

    I wish you were right John...Now if you are not willing to comment on my build, please move along.

    _________

    For your reading pleasure-
    http://wiki.cohtitan.com/wiki/Attack_Mechanics

    http://coh103.gtm.cityofheroes.com/s...d.php?t=274667


    Now anyone have any suggestions for my build?
    I did comment, I told you to look in a more relevant and meaningful place for information that already existed. If you are not willing to read it, then why would I comment further? Have a nice day

    As for the To-Hit, you're right, I did quote the wrong value, but you were still wrong, 39%, not 35%. It doesn't make me any more right, or you any more wrong, but your way of handling/responding was poor.
  7. John_Printemps

    DM/Shield

    Quote:
    Originally Posted by ORACLE View Post
    accuracy to give better indicator with +4 content.
    Base to-hit is 75, setting to 54 is equivalent to +4
  8. John_Printemps

    DM/Shield

    Quote:
    Originally Posted by ORACLE View Post
    Also, note I set my base accuracy to 35 in the math so don't panic when you look at my accuracy for attacks...
    Whatever you set your configurations to wont impact someone elses, but I am curious as to why you have it so low o_O

    In regards to the DM/SD Thread, the last couple of pages have a lot of recent builds that are worth comparing to and will give you a lot more information that can be re-hashed in a new thread
  9. Quote:
    Originally Posted by ricohdah View Post
    I don't see MB in the chain.
    For two reasons: One, wanted to point out what the chain can do without it, given the origin of this thread; and two, I am not 100% certain what the "instant" time is for Moonbeam. Synapse had stated in the Coffee Talk that they would be at a "1/s" animation time. So, 1.032, 1.188, 1? Or is it removing the interrupt time, and Moonbeam is actually 1.542? In either situation, all you'd have to do is swap out Moonbeam for the appropriately matched time slot--either replace with an early QS or SB depending.
  10. Quote:
    Originally Posted by Granite Agent View Post
    I was coming from the Scrapper pov of just getting Ablating to recharge in SS's time .. given Blinding Feint I guess recharged in the chain's time ... forgot AS was different
    Blinding Feint is 1.452/s, so it would've worked on a Scrapper, just less convenient for a Stalker because Awesome Strike But having the gap isn't necessarily a terrible thing, and likely you wont be able to fill it without bringing down your DPS. Some attack chains just have holes.
  11. Quote:
    Originally Posted by Moonlighter View Post
    ...in a crazy, I doubt it will make it to live kind of way. Using Follow Up + Tactics + Kismet to make the snipe perma-fast, and then going for perma-Hasten to bring the recharge down. Fun stuff.
    Double-Stacked Follow Up is 20% To-Hit, with Kismet you're already there. But, Redraw?
  12. Quote:
    Originally Posted by ricohdah View Post
    I really just made this character to utilize the snipe power on a stalker as KM has the best chance to add it to a normal attack chain without outside buffs. I haven't gotten my grubby mitts on a stalker ATO2 yet but maybe it might help fill the gap when CS critical fails.

    I want to keep the chain at a 12 second cycle. 12 secs was the magic number to get CU to crit all the time on StJ. I do get 6, 7, 8 BU's in a row but a goof up in the chain and/or misses sort of messes things up a bit.
    For your consideration, then: Build Up > QS > BB > QS > SB > AS > QS > BB > QS > SB > QS > AS > CS

    With Build UP and the Gaussian's Proc inside it, and only Musculature T4 for incarnates, this chain should ballpark 280 DPS based on the platform I'll give a data-chunk for at the end of this. With Interface and Hybrid options, this value has a massive margin for improvement still. If I add Assault (Leadership) and only the 10% Bonus of Hybrid: Assault Core, it should be just barely under 300 DPS. Of course, that all comes with a +/- 10 DPS margin of error.

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  13. Quote:
    Originally Posted by SuperBull View Post
    Hi Guys
    My Night widow is close to hitting 50.
    I was wondering what the general consensus was as to what Alpha most usually take. Im considering Agility and Musc at the moment. Which of the two would be better for a night widow?

    Night Widows can be built to not need Agility at all, and the can dish out some serious damage that Musculature likes to improve. You can easily build to 45+% without Agility, and even get to 59% with a bit of intuitive thinking.

    I'd say Musculature.
  14. Quote:
    Originally Posted by ricohdah View Post
    Even though CS has a longer cast time, it still does have higher DPS than QS, BB and SB.

    Bit of double posting, but twice the exposure on two relevant (albeit similar) topics: Using "the same" slotting, Quick Strike (Mako Proc, Hecatomb (except Acc/Rech): 162 DPA, Concentrated Strike (Mako Proc, Hecatomb (except Dam): 166 DPA. In most other cases where you choose not to slot QS with the Purple Proc, it can still match Body Blow for DPA. So, Concentrated Strike's leverage isn't quite as clear cut.

    Swiped this from my Scrapper Pylon post:

    Using QS > BB > QS > SB on KM/SR including the ATO2 +Critical, T4 Degenerative Radial, T4 Hybrid Assault Core, T4 Musculature Radial: 3:27 or 313 DPS. With no Hybrid - 4:40 for 264 DPS. I also pulled data from during Hybrid's duration out of the combat log and the KM/SR was doing 400+ DPS during the two minute run of Hybrid. The additional ~1:30 post Hybrid is what leveled it down to the 313. I couldn't match this using Concentrated Strike in any chain without a rather lucky string of CS criticals recharging PS.

    Edit: I thought I should mention that the ^ test I ran used the store-bought Hecatomb to make sure I could weigh the PPM in its use.
  15. Quote:
    Originally Posted by ricohdah View Post
    I paired KM with Energy Aura. I'm playing around on live and haven't tested it out on beta. Endurance is only a problem vs a pylon, I use Energy Drain freely during normal play. I do not have any plans to add Focused Burst or Quick Strike to the attack chain though I did take both to act as mules. Current build is below, it will likely stay the same until i24 is released otherwise I will just end up burning respecs.
    I'd strongly encourage you to reconsider the redaction of Quick Strike from your attack chain. Taking your build as an example, using the same exact slotting to show the comparison, Quick Strike: 162 DPA, Concentrated Strike: 166 DPA. Obviously you don't want to exclude CS due to its insta-charge on Build Up, but it is still something to consider. QS maxed to the gills with Hecatomb puts out nearly the same level of potential damage as your heaviest hitter, and it does it far more often.

    Also, are you using Energize "Perma"? The End reduction that offers looks like it should be sufficient to sustain you.
  16. Quote:
    Originally Posted by Moonlighter View Post
    I like to pretend that the villain Epic Archetypes don't exist so I have a reason to run other archetypes.
    I used to think that too, but here I am with a Fortunata, slowly working her into Hybrid (curse you Rare drops!).
  17. Quote:
    Originally Posted by Granite Agent View Post
    Here's the Musculature version.
    AS > SS > AS > AB? Mids shows AB with an animation time of 1.188, is this incorrect? Unless I'm missing something I'm not aware of in Stalker Dual Blades, you've got a bigger gap between AB and Ablating.

    Either way, your Musculature DPS is still higher than your Agility DPS, but that single .1/s can make up the exchange of nearly 7-8 DPS considering it is impacting two different points of interest--after Sweeping and after AB. The tail-end of Ageless would shrink that down to ~1.5/s recharge leaving you only a .36/s total gap in the chain which isn't terrible, and not strikingly far from where a flawless chain would be anyway.
  18. Quote:
    Originally Posted by Agent White View Post
    Right here:


    Right there in the first paragraph
    That...really doesn't answer the "why him" part.

    Quote:
    Originally Posted by Goliath Bird Eater View Post
    Yeah, it'd be weird for Marauder to instantly jump from Praetor to trainer of Primal heroes. Especially with Back Alley Brawler twiddling his thumbs inside the Atlas Park PPD station.

    Not saying it's impossible ... just not the most sensible thing.
    Exactly.
  19. Am I the only one who wants to know why/how Marauder of all people is standing on the "Trainers Podium" in front of Atlas?
  20. Quote:
    Originally Posted by Jdagon View Post
    ...and do you think it would be better to forget assault entirely and take tactics, six slotting it for the extra defense from gussians?
    Honestly, no. The bonus from a six-slotted Gaussians' isn't spectacular enough at 1.25% for Typed. If it meant making everything balance out, maybe, but you can get those same benefits in smaller slot-choices if you needed. Also, the Glad 3% (crafted) sells for ~300 Million right now, just fyi .
  21. Quote:
    Originally Posted by Jdagon View Post
    Here's the new one, still got a few slots i can work around if i really needed to but i don't see gaining much more from moving one or two slots, I don't really know where I would put them, The advice on energy drain was awesome though because if ever i do add in purples then i will be able to add in another set.
    Right now you're build is probably on the patient side of 500 Million Influence not including the Glad Unique and the Panacea you have in Energize--both of which are PvP IO's, by the way. I wanted to point this out because you said you had ~4 Billion to work with but didn't seem to want to include Purples/PvP's, and given how desperately you're chasing 5% bonus (6-slotting Stamina for 5% isn't worth any part of it) there are better answers. A 5-of Hecatomb Purple Set will get you 10% alongside some other nice bonuses, and patient bidding could keep the costs down on that to help get some Global Recharge without senselessly over-slotting somewhere. Ragnarok set is also a noteworthy option for Spinning Strike.

    Second thing I wanted to point out is your defense numbers. If you're looking to just chase down AV's, 45-50% Defense is fine, but Incarnate content "requires" 59% Defense to handle the boosted to-hit many of the mobs there have. Boosting S/L/E closer to that mark is more beneficial then having everything sit ~53-55%. Energy Drain can help supplement that, yes, but it can often be safer to only rely on 1-2 enemy hits from that, rather than 10. Just something to consider.

    Some other slot notes: Double-slotting Assault is a waste. With energize you'll find the cost of that power cut in half quite often, and Ageless will solve anyendurance issues anyway, that slot could easily be used elsewhere. Force Feedback +Recharge proc is really unnecessary. You don't have any major powers where that single proc is going to give you any real notice, and, again, you have Ageless*. Rib Cracker, maximize your slotting in that power (Dam/End/Rech), the recharge on that needs to come down a bit in order for an attack chain to use it more reliably.

    *Ageless isn't an end-all, you want you build to function on its own for sure, and have that power be an excellent benefit to how it functions. Energize cuts your end costs for 30/s (which can be near perma), and you have the global recharge for most of anything else, so that's good.
  22. Quote:
    Originally Posted by Jdagon View Post
    Ok, So I think that I have something that will work fairly well against pretty much everything, with negative energy damage being the one fail point in the defenses, and not by much, with all the incarnates on (exempting the damage one in the hybrid, its turned on however because it will always give that passive damage boost, and also exempting Ageless in the destiny slot, more there to give me recovery than anything else)... Here is what I got, Any suggestions?
    Review your slotting a bit, you can cut back from unnecessary slotting in several places, and better enhance in many more. For your toggles, you really want the */End, and */End/Rech to keep their costs down. In a power like Energy Drain, with Agility Core, you really don't need to slot that power for all that Endurance Modification (actually, don't slot it for any at all, its not really needed in that case). Same goes for Physical Perfection, you're just burning slots in that power; the end gain it gives you is very insignificant beyond its base.

    For your Incarnates, the -Regen is pretty insignificant/doesn't do much against AV's, you're better off choosing something like Degenerative or Reactive for -MaxHP or -Res respectively.

    Since I actually happened to have a Street/Energy Aura Scrapper build, I'll go ahead and toss it up so you can see the kinds of choices I made, and glean some knowledge from it

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  23. Quote:
    Originally Posted by Jdagon View Post
    I have wanted to make an AV/GM/TF solo-er for quite some time now, the problem that i run into is that after i start to think about it its far far easier for a ranged character to solo an AV or GM than other characters, but honestly I just don't have anywhere near as much fun playing a ranged character as I do playing a Melee character. That leaves Brutes, Stalkers, Scrappers, and Tanks. Of those Tanks seem almost completely out of the question as their dps, while it can be made into something very effective, really doesn't match up to the other AT's. Stalkers would probably be a really good bet, but I have no desire to run around hidden all the time, and I just don't enjoy playing Stalkers. That leaves Brutes or Scrappers. With the new AT sets that have come out and Scrappers having a higher crit percentage I think that it would be easier to do this with a scrapper. I do already have a concept in mind and a name on the server saved, and that concept revolves around Street Justice as my primary, however I am uncertain as to what would be the best secondary... Of the scrapper secondaries the easiest ones to work into my concept would be Super Reflexes, Invulnerability, Willpower, and Energy Aura. Dark Armor, Fire Armor, Electric Armor, and Regen would be more of a stretch but I could work them into it if that was the way that it needed to happen... I would like to be able to solo almost all of the games big bosses (excluding those in incarnate trials obviously) as AV's. I have around 4 billion influence to work with now, but making more isn't really an issue. I would prefer not to have to try for PVP IO's however.... I asked on server in the help channel but got mixed responses so I thought it would be best to come here.

    Something I want to point out briefly about Stalkers. If you're willing to build towards/invest in a Street Justice Stalker, you can get 300+ DPS out of hide*. It is more than possible to play them like a Scrapper and get very good single-target DPS.

    As for Scrappers, and even Brutes, getting the sufficient DPS to take on an AV is pretty straight forward these days so long as your willing to make the effort, and pretty much any combination can do it. In terms of what might be an easier ride: Energy Aura or Electric Armor. Both have some solid tools to manage End, and are particularly favored towards current "end-game" content (50+++). One takes a bit more Influence to maximize than the other, though. Ultimately, you need to decide what you will find fun, and it'll all work out for you in the end.

    *More specifically, you don't have to rely on the thematic Stalker experience. The ATO Hide Proc functions nicely with this set, and I believe a Combo 3 Crushing Uppercut on Stalkers always Crits? That's in passing, I don't know that for sure.
  24. Quote:
    Originally Posted by SteelRat View Post
    Perhaps the more relevant question is how many Fire / MC characters in a white gi with a red headband or orange / blue gi with black spikey hair will be created within the first hour of the sets going live? My guess would be somewhere in the region of 3-400.
    Obviously it'll be over 9,000!

    On Topic:

    Dual Pistols/Martial Combat for all the obvious reasons. Fire/MC would (re: will) be insane for AoE potential though. Water/MC would probably be in that same boat with a bit more mitigation options to help traveling through mobs.
  25. Quote:
    Originally Posted by Arcanaville View Post
    That's a joke?
    T_T


    heh, but in a more serious tone, I actually want Martial Combat for the Auto "Build Up", the "Slow Field", and the Teleport. Throw in Spring Attack for an extra method to jump into a group, along with Vorporal Judgement, I'll be a blur across a battlefield. Equilibrium meets The Flash.