-
Posts
88 -
Joined
-
Switch out that Spiritual for Agility, first off. That alone will give you 3-4% more defense across the board, and gives you a lot of flexibility as far as slotting.
The Body Mastery powers are completely redundant, Energy Drain is like strapping a nuclear reactor to your end bar, if you use it right. My Elec/EA can throw Lightning Rod and Fireball all day long, just pop ED and Energize whenever they come up.
You want to put the ATO set in AS pretty much always. The biggest reason for this is so that you're never randomly hidden when you're trying to AS. Then use Spinning Strike or Crushing Uppercut right after AS for the bonus crit.
Here's a quick sketch based on a mod of my Elec/EA. Could probably do a little bit better in a couple places, but this'll get you started. iCap for S/L, normal softcap for all but Psi. Perma Hasten, Energize.
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Considered Harmful: Level 50 Technology Stalker
Primary Power Set: Street Justice
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Villain Profile:
Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Hectmb-Dam%(45)
Level 1: Hide -- LkGmblr-Rchg+(A), Ksmt-ToHit+(7)
Level 2: Kinetic Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(9)
Level 4: Power Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(11)
Level 6: Assassin's Strike -- SStalkersG-Dmg/Rchg(A), SStalkersG-Acc/Dmg/Rchg(11), SStalkersG-Dmg/EndRdx/Rchg(13), SStalkersG-Acc/Dmg/EndRdx/Rchg(13), SStalkersG-Rchg/Hide%(15), Mako-Dam%(15)
Level 8: Sweeping Cross -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(17), Armgdn-Acc/Rchg(17), Armgdn-Dmg/EndRdx(19), Armgdn-Dam%(19), FotG-ResDeb%(21)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(21), RechRdx-I(50)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Kinetic Dampening -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(23)
Level 18: Spinning Strike -- JavVoll-Dam%(A), JavVoll-Dam/Rech(25), JavVoll-Dam/End/Rech(25), JavVoll-Acc/Dmg/End/Rech(27), HO:Nucle(27), Posi-Dam%(29)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam(31)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 26: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Achilles-ResDeb%(34)
Level 28: Energy Drain -- SW-Def/Rchg(A), SW-Def/EndRdx/Rchg(34), SW-Def(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/EndRdx(50)
Level 30: Super Jump -- Jump-I(A)
Level 32: Crushing Uppercut -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39), UbrkCons-Dam%(39)
Level 35: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(40), Dct'dW-Heal(40), Dct'dW-Rchg(40)
Level 38: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
Level 41: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43), Apoc-Dam%(45)
Level 44: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(46), Ragnrk-Dmg/EndRdx(46), Ragnrk-Knock%(46), Posi-Dam%(48)
Level 47: Overload -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(48), Numna-Heal(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(23)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 50: Agility Partial Core Revamp
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
------------
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1545;735;1470;HEX;| |78DA6D944B4F534114C7E7B617A1850A1468C1F2684B41A4F4D20A42500C917791C| |66A71DDDCC0502AD7DBE6B64471E707D0C44F602271EBDAAD1F41E5A151D7EAC2C7| |CE95A9877BFE40937A93E63773E69C99FF39733AA987F34DAF961ECF08C53367E8A| |5523653D68D6D69B9D7E4FA9659300AB95DA710C23B57304BF90D69C98DE0B26EDD| |DFDC31EAC9EC837736250D29B5594B7F60E4CD5CE0C43C2F37A55992DA8229ADDC6| |EF6C68EA5B726CD2DDAC62C6B2783A674A16068AB522F52A8C79E2CE6735B659AB9| |ED59A628E586D71EAED139C58255D6CBF982E95D28E6D7B559437F24B329BD5496D| |66E27898AD1EFD027F055EA449A105685E3367887A966C07BC4B82A46A20E2112AA| |9875D15CB16315D1A1D86BE7FED2B4471573B4A6F09A4369C15A3BB301BEF3E4E38| |48F133E0DF071C3E703E9AB83BEBAB74E5E7BC76C7A0FEE33CF1F80DBACF38862EB| |115B3FC59A5BAE82D798DE69F03AB37D86F758206D2ED6265C2161AF7DA4FD1A793| |F47E37387EDD7BEC74C44D9C747077AD8477890C322EDD58C3A35FB15BB3EBECB7C| |CE27DAB3151A5BC36CEB9C00279917A6C06972539DA2FB35E7A7D0596D38ABAD429| |F7092A50315ED88F3E9DD63CCDE71A64A3E7EF8F851F55E54BD178A3F93AA2EA8EA| |425704D115417445105D11425784DE5025DA54B14CD90684DB8E0D2CB1F25092D9B| |F023EE1AAF53F45F59E31FDA4AD0719F50C7145BF90963E68E9839608B444A02502| |2D83D03298E4DB4C929630C7AAE19B9CDBE02AF3620ABC05A6992FE8FA0638C639B| |0EFB06FEBD20178081E31F7C87708FB0FC5F8CC610D1C05E3CC9104F325C544914F| |740C6BE3CCD81570029C648EE2C657281F0D1DA86558EFE81A789719A61AC6D16D7| |174E54977FE709FFE2B851263DBAF6A5B846D3FAB6DB887DF67364509A2DBC1807A| |FA8A54BACFC6C753EACAE11A4BBCC692A8B18CD558C66B2CAB3596B48A27E958B96| |D71B5D02B036DFFFBFE507F2538AFCAD7B3D7B0F2AD6AFCBD6AFC0F696302EC| |-------------------------------------------------------------------|
-
Quote:30 seconds with Google says you can buy 10B Inf for $65US. So that 25B that Neander just burnt was.... $160? That's retail, and I have no idea if there's competitors selling cheaper or what rate they're buying at. (Or if anyone's actually buying anything, although I assume *someone* is, or they'd lower the prices.)Wait...wha? 25B? Thats a typo no? Im feeling woozy....cant breathe. Need to lie down.
Good form Mandur. Good show.
You know I have no idea what inf sells for in the real world....someone that does should figure out how much real money we've burnt so I can die a little inside.
--Frog -
I want them to add a button that flat out hides all the stuff I already own, so that I can spend less time scrolling.
-
Quote:It's been brought up before, but I don't know that we ever got the devs to address it. It's a fairly minor issue, since it doesn't lower your actual ToHit or Accuracy values, it just messes with the Streakbreaker code so that sometimes it allows back-to-back misses instead of forcing the second one to hit. Basically the Gauntlet applications are "eating" the forced-hit.If it makes you feel any better I have never noticed that issue on any of my tankers and I have never heard of it before. I am pretty sure that if there was actually a tohit problem for tanks then some of our resident math geniuses would have picked up on it a long time ago.
-
The Preamble
This guide is intended to be a performance-based attempt to answer the popular question Which Lore pets should I take?
Before we begin, a major credit is due to Deus Otiosus for the initial Lore DPS analysis that I've been using as a reference. The intial impetus for my own testing came about when I linked that thread in answer to a question in the AT&Powers forum and Arbiter Hawk posted to say that he had done a couple of balance adjustments, and Deus' numbers might be out of date. I decided to expand the project after reviewing the thread and noting that some people had tried to do analysis of the AoE performance of the various Lore pets, but no solid conclusions had been reached.
The Method
I could make this really easy on myself and just link you the spreadsheet, but I want to talk for a minute first about the setup I used to obtain the results, since data without method is suspect.
My testing character was my Claws/Fire farming brute, since I already had him on Beta for some other testing. For the majority of the tests, the only Incarnate power he had equipped was the relevant Core Superior Lore pet and a Musculature Total Core Revamp. Judgement and Interface were left unslotted for all tests. Destiny was unslotted for almost all tests, I'll note the one exception later in the guide.
For single-target dps testing, I used the ever popular Rikti Pylons in RWZ. I engaged the pylon solo with Taunt set to auto, then dropped the pets off to the side and started the timer. If the pets were able to defeat the pylon unaided, I noted the kill time, otherwise I noted the Pylon's HP remaining at the 5 minute mark. The formula used to calculate DPS from that is ((30677-HP)/0.80)/(Time in Sec)+127. For the non-math types, that's basically the HP lost divided by 80% to account for the Pylon's 20% resistance to all types, divided by how many seconds it took. 127 is the base DPS required to beat the Pylon's regeneration.
For AoE testing I considered a few different approaches, and opted for the simplest one I could think of that promised vaguely accurate results. I set up a custom AE map, densely populated with Council Empire (they clump nicely for AoE, and they have zero resistances/defenses). I set the map to 0x5, bosses enabled, and turned the pets loose on them. I used a couple of Team/Dual Def/Res insps on each run to eliminate concerns about survivability, and I unslotted Blazing Aura and left it running to keep the mobs from simply scattering to the winds. For the actual test value, I used my Influence stash, and calculated how much Inf the pets could earn me before they died off.
The Data
Full Results can be viewed at: https://docs.google.com/spreadsheet/...0eE9odEE#gid=0
It's not the prettiest spreadsheet ever, but I know some of you want to see the whole of the data collected. For those of you that just want some lists and conclusions, feel free to skip that one.
The Charts
Single-Target DPS (aka Pylon DPS)
Code:AoE Score (aka Inf Earned)Cimeroran 397.86 Warworks 281.20 Phantom 267.25 IDF 263.31 Rularuu 243.32 Nemesis 219.18 Carnival 218.43 Robotic Drones 214.31 Arachnos 212.03 Rikti 210.76 Longbow 204.72 Polar Lights 195.39 Clockwork 187.19 Storm Elementals 179.73 Vanguard 167.43 Seers 128.92
Code:Polar Lights 1041796 Nemesis 1010949 Storm Elementals 981154 Rularuu 878394 Cimeroran 858387 Arachnos 844769 Vanguard 836014 Longbow 822541 Carnival 808371 IDF 802811 Phantom 777798 Robotic Drones 758903 Clockwork 701380 Warworks 650252 Rikti 575777 Seers 482400
As is normal in testing of any system this complex, there were a few outliers and oddities, and I feel that I should point these out as they might be indicative of bugs or balance concerns.
Several of the Lt-class pets had substantial endurance issues on the pylon test. Carnival and Storm Elementals Bosses also had endurance issues. For the Lts it's probably a minor issue, but if I calculated DPS based on partial times, both Carnival and Storm Elementals ended up ~15 dps higher than their final posted times. Given that we can't slot them, we can't feed them blues, and mob AI is completely incapable of doing anything intelligent about end management, it's kinda a problem that a couple of pets are getting gimped by something we can't mitigate. (As a special note, I equipped my Ageless and re-ran the Storm Elementals through the AoE test. With the endurance issues removed from play, they snatched the crown on that test from the Polar Lights.)
The Longbow Cataphract never once used his Cone AoE attack against the Pylon, but was quite happy to use it against the Council Empire. This is a problem for them, because the Cone is both highest damage-per-activation and highest damage-per-animation-second of its available attacks. As it stands, 1/3-2/3rds of the Longbow's posted DPS is actually the effect of the 500% -regen available, and their true dps is shockingly bad against a single hard target. This makes their overall effectiveness highly dependent on the relative value of -Regen. All of the other pets were happy to use all of their available attacks against any available targets.
The Conclusions
Here's where I give some generic advice for people that just want easy answers, and then ramble on a bit about some non-DPS-based advantages. The vast majority of this section is going to be OPINION, refer to the charts and spreadsheets for objectivity.
Cimerorans are really good. Like, shockingly good for ST. At 41% over the number two contender, they're almost kinda too good, but we've known they were awesome since they came out, so they're probably safe from the nerf bat at this point.
Warworks are odd. They're 2nd from the top for ST, and 3rd from the bottom for AoE. Given that they don't have any AoE, that's not too surprising, but it really points up how much context matters. On the flipside, Storm Elementals go from 3rd from the bottom on ST to 3rd (or 4th/1st if they have help with End) on the AoE list.
You can't go wrong with Rularuu, they're a solid contender in both lists, plus Giant Eyeball. Similarly, Nemesis, IDF, Carnival, and Phantoms have solidly balanced performance.
Seers are horrible. They're just flat out bad, and are crying for some kinda of buff. Clockwork aren't quite as bad, but they also have nothing much to recommend in favor.
Two out of the three top contenders for AoE are spamming AoE KB powers. If you're like me and uncontrolled KB makes your teeth itch, then you're either taking Storm Elementals, or you're taking 2nd tier AoE performance. (There's a small but significant gap between #3 and #4 on the AoE list).
Honorable Mention for Control, because I've seen it asked, goes to the Rikti Mentalist. Twice during his duration, he'll cast a powerful AoE Hold, and he's spamming an ST Sleep in his primary chain. Secondary mentions go to Rularuu, for a fast recharging ST Hold (albeit damageless), Carnival for spamming AoE Knockup, and Longbow, Polar Lights, and Nemesis for spamming AoE KB.
Honorable Mentions for Buff/Debuff:
- Longbow Boss, for -500% Regen, stackable
- Carnival Support, for perma Forge, +20% ToHit, +15% Dmg
- IDF, Warworks, and Robotic Drones Support, for a mini Force Field Generator
- Phantoms Support, for Adrenaline Boost (two casts, 60s each)
- Rikti Support, for Accelerate Metabolism (two casts, 60s each)
- Storm Elementals Support, for a non-Repelling Hurricane
- Rulauu Support for AoE +50% Dmg, (two casts, 30s each)
- Seers Support, for Fortitude (5% ToHit/Defense, 15% Damage, but see also Seers are bad)
- Clockwork Support, for 7.5% Typed and 5% Positional Defense
And one final note. Take all of this testing with a rather large grain of salt. I didn't do nearly enough runs at it to get real statistical validity, my methods might be flawed or biased in some way that I didn't detect. There might be bugs. The devs might do another balance pass. I'd love to have the time to do 5 or 6 runs with each pet, set up multiple variant tests for AoE performance, or something better than a simple farm for real world conditions. But at 15 minutes minimum per test run, times 16 different Lore pets (not even going to mention Radial Superior variations), there's just too much to do. So you get a rough sketch of some numbers that are probably vaguely accurate enough to maybe influence your decisions. But outside of a handful of outliers, most of them are respectably balanced, and so you should never feel bad about taking Longbow just because Giant Robots OMG!!. -
Most of the time, when people are quoting actual numerical DPS, it's derived from empirical testing, generally from breaking a Rikti Pylon and timing it.
Median resistance probably isn't quantifiable enough to make it worth the effort. You can make estimates based on certain factions, but there's too much variance involved to make broad statements. And it's a game-able system. Like, if you're playing Psi blast, you know to avoid missions with a lot of robots in them. If you're playing Katana, then you can know that you're going to tear up some Carnies. -
Quote:The door selection code glitches once in a while. Most of the time it happens when I'm talking to my contact while I'm in Oro, or something. Generally, if you head back to the zone that the contact is in, then abandon the mission and re-take it, it'll select a valid door and you can proceed.Nothing. There is no waypoint or anything to indicate where to go. I tried hitting the Ferry and the Black Helicopter to see if it would show up like a train mission, but there was nothing.
I filed a petition, and they auto-completed the mission for me. That is a solution, but I could have done that myself. I'm a little disappointed that I don't get to do the mission. It sounded interesting, with built-in choices that affect things that happen later.
Before I filed the petition, I tried to use the mission teleporter. This error showed up in my combat log:
"You have a mission, but it has an invalid door_id. Make sure that the city zone containing your door is running on a live mapserver!"
I've never seen that before. And yes, the exclamation point was included in the original. -
Quote:^_^I haven't tested it either, so I can't be positive. I'm just noting the difference in what LN and the patch note were describing (or how they were respectively saying it).
LN does test a lot of stuff, though.
The reason I brought up the Dom and Tank procs in relation to the Brute proc is that they're all self-buff procs. Which, in theory, should all work the same. I don't remember that patch note, but...
Given what that says versus what the proc does in practice, what probably happened is that the "limit to one proc per activation" got left out by accident, so people were getting multiple procs per activation. The patch put the limiter back in. Mechanically, a proc in a foe-targetted power *must* check the proc for every foe hit. It's just that the self-buff procs are supposed to block out the proc after one activation, whereas damage or debuff procs keep hitting everything they can.
So, recap. Hitting multiple targets with a foe-targeted self-buff proc will increase your chances of getting the buff. But you can only ever get one buff per cast. And Footstomp on a farmer will probably give you +Fury on every cast, if you're a halfway decent farmer. -
Incorrect. It rolls per target, but it has a limit of one proc per activation. You can test this pretty easily, if you want. Grab a Dominator (proc is a self-buff) and put the proc in your AoE Immob. Against a single target, your proc rate will be rather abysmal. If you're spamming it against a large spawn, your proc rate multiplies up to "pretty darn good". But no matter how many mobs you're hitting, you'll only ever see one proc per activation.
(The same effect was also seen with the Tanker ATO when the gauntlet bug was in place. Pounding on a single target, I was getting only 50% proc rate, but when I was surrounded by enemies, I never saw it fail to proc.) -
Regular Brute's Fury in Footstomp will proc about 45% per target. Superior will proc 56% per target. You can only ever get one proc per activation of the power. Assuming this is a character that's hitting FS regularly with lots of targets, you'll basically get the +Fury on every cast. However, if it's not specifically a farming toon, I'd put it somewhere else, because putting the proc in FS is going to seriously hurt your ST efficiency compared to putting it in KO.
-
So far, the only thing that stands out is that Cimerorans are still *insane* on ST DPS. Although they're solidly in the middle of the pack on the "real world / aoe" test that I devised. Also, buffs Seers already.....
-
http://tomax.cohtitan.com/data/power...Poison.Envenom
Quote:It's just a text error.* StackingNo AoE-30% Defense for 30s
* No BuffsStackingNo AoE-30% Res(All Types) for 30s
* StackingNo AoE+15% Res(Heal) for 30s
* PvENo AoE-50% Regeneration for 30s
* PvPUnresistibleNo AoE-397.9% Regeneration for 30s
* StackingRadius-15% Defense for 30s
* No BuffsStackingRadius-15% Res(All Types) for 30s
* StackingRadius+7.5% Res(Heal) for 30s
* PvERadius-25% Regeneration for 30s
* PvPUnresistibleRadius-198.95% Regeneration for 30s -
Probably because Alpha is mostly the same as slotted recharge, code-wise, and they'd have to write extra core code to disregard the Alpha +Recharge, and it's enough of an edge-case that it's not worth the programmer time. I highly doubt that they're like "Let's punish Spiritual!"
-
Quote:I have a comprehensive Lore analysis in the works, hoping to publish the results Sunday.And on something completely unrelated, are there any updated Lore Pet DPS calculations? The thread/reference to the thread on paragonwiki seems to be out of date by about a month per a post from a GM.
Thanks!
MT
As far as the Accuracy question....
Code:Level-Based BaseHitChance for Players Attacking Critters Critter's Relative Level BaseHitChance 4 95% 3 90% 2 85% 1 80% 0 75% +1 65% +2 56% +3 48% +4 39% +5 30% +6 20% +7 8%
-
I'm not sure that Nerve is really doing that much for you. You've got a *ton* of +Acc in set bonuses, so you're far enough over that you're hit-capped to +3 without the Nerve, even in something like Smite that's underslotted. The +Hold is nice if you're trying to perma-hold an AV, but against anything less you really don't need it. You get 30 seconds of Mag 6 out of Dominate, without Nerve, and twice that duration out of Confuse.
If you switch to Agility, you can steal a lot of slots from your support powers and shift them into properly slotting out your attacks. You've got a lot of minimally-slotted or even under-slotted attack powers. Smite and MG are your best attacks, and you've only got 4-Kinetic in them.
Here's a pass at fixing up your slotting a little bit without moving any powers, and only moving a few slots. Brought the Energy Defense up to softcap, a little more global damage, and brought the slotting on Smite and MG up to where they should be.
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Dark Assault
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Mesmerize -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(3), CSndmn-Acc/EndRdx(3), CSndmn-Sleep/Rng(5), CSndmn-Acc/Sleep/Rchg(5)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/Rchg(7)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(11)
Level 4: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(17)
Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(21), CoPers-Conf%(21)
Level 8: Smite -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(25), Hectmb-Dam%(50), Mako-Dam%(50)
Level 10: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(25), FtnHyp-Acc/Sleep/Rchg(27), FtnHyp-Acc/Rchg(27), FtnHyp-Sleep/EndRdx(29)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Fly -- EndRdx-I(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(33)
Level 20: Engulfing Darkness -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(36)
Level 26: Terrify -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(36), SAotDominator-EndRdx/Rchg(36), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37)
Level 28: Life Drain -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(37), Nictus-Acc/Heal(39), Thundr-Acc/Dmg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/Rchg(40)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(42), Mlais-Acc/EndRdx(42), Mlais-Conf/Rng(42), Mlais-Acc/Conf/Rchg(43), Mlais-Dam%(43)
Level 35: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def(45)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46), SAotDominator-Rchg/+Dmg%(46), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
Level 44: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg(48)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Gather Shadows -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 50: Ion Radial Final Judgement
Level 50: Barrier Core Epiphany
Level 50: Agility Partial Core Revamp
------------
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1496;692;1384;HEX;| |78DA6594596F524114C767E06265A98040E94A5B6CCB2614D457539B524D4C49AA4| |DEA12156F5A42AF452080893EFA667CF4A52E31F613F8ECFAE6F6015CBE816FDA06| |6A316E78B8E75F206102FC98FF9C39F39F33736FEA66D2F6F4D4ED1921ED7339B55| |C4E270BD7B5BC5A29944C2935ABAD1805B51EFAFA5A03E9B942BE522AE462292DBF| |BAD7E9189E2D97D51BB94A2CA996D6F73AC2BA58A01927735A76AD62D7FF2F64D4D| |54CA9BCA6157B79AC39A4E5B316BDB754CC645687E68BDA4AAC9D39A5AE64E8A75C| |C9946EF593A7107D8FEB0E9BADA18837528884220C6FC1774CE53DF88159F5B6E61| |8C463A16BFB36C127CC19CA2B39C6283F1A841851C4FE4FE067A6E50B7387F219E1| |C1B8410828C2769F79E001F890E978C43C41134C3CC764BA64D0D7745C661EBC02A| |699EEABA0CAAC79F94C9A737B02ACF505C110B33FCC4C44C075A17B9DA575CDF06A| |5E46EC39E6E079F00273F822D34C8B59F5623484D5C335B492D6CB7944EF38D7CC4| |99A9DE30C76C40DBB993E07738ED677A2AE4ED4D587BAFA50D731D4B54EFB74619F| |AEDFEC65EC0FF89739FE0F6C80CD93204AF2E2813F4F839A3092C207DF90DE231C7| |5C82BF59592D41D4055069E51274E63CFC117CC8997E02BE64F4A360477432ECE37| |E1664E7940DCAE29DCAE006E97425E4650A911542A804A0550A9794A318AFCA355A| |9AF19AA813BE00F667817AC33EFD05C3FF2FB913F8CBC87B1CE2FF23F89FC938B04| |3F8D9D01CF32A34BE06BDE4FE29AD0F37FB50911447583C87F97422238D9C8169F4| |6B4CA9CAE81DB4C3FED3FC6FE642CC235990677C9571CB9E3D0BE59E869C40D9451| |D6B6DA9A94CBECC1725AEA4FD7F7CEF820C76F77C66FB00FDB3DDC74A5F546A04FF| |3B6F89B0A4737C25DA3F12E25D1A51CED528E75290B5DCAA2D27AEF08A92B6647EB| |EDC26DD04D9E616D939E8F0406EB7D6DFD3FACAEF8CF| |-------------------------------------------------------------------|
-
Quote:TL;DR: "Never attribute to malice that which can be adequately explained by stupidity." -- Hanlon's RazorHere's the problem. Because how it was "designed" isn't in line with what was "intended", they were screwed. They could make it good in click powers but be insanely good in autos and toggles, or they could make it good in autos and toggles and suck in click powers. Right now they can't make it sensible in both.
How often do you see Performance Shifters in click powers in proposed builds on these forums? Compare that to how often you see them in Stamina, Quick Recovery or Physical Perfection. If they wanted the SBE acted most like they "intended" for the most people, which should they choose to fix?
Look, I'm not saying you have no reason to be annoyed. I say this in just about every thread on this topic . I feel that, across the sub-teams involved in creating and selling them, ranging from marketing to the powers team, the collective handling of designing, testing, marketing and selling SBE procs has not been very good.
But I think it's ridiculous to carry on with seeming insistence that the only explanation for how this played out is that they were out to screw us all, particularly when it comes to focusing just on the powers aspects. The actual changes they have made make too much sense for the changes to be them trying to screw us. Feel free to go on refusing to accept this, but I know that (a) the original PShift PPM piece was brokenly too strong, (b) brokenly too-strong things get fixed, and (c) the fix they implemented has unfortunate side effects but makes perfect sense given how most people use Performance Shifter procs. -
Quote:The best attack chain is going to be the chain that maximizes Seismic Smash. At near-recharge-cap, that's going to be SS/Heavy/Gloom/Fist. That's.... probably unsustainable, so you throw an extra Fist in there somewhere, for SS/Gloom/Fist/Heavy/Fist.I'm considering bringing an old Stone Melee character off the shelf so I'm currently trying to give him a build in Mids. I'm wondering what the best attack chain is though so I can figure out how much recharge to put together.
At that point, your limiter is pretty much SS. Base 20 seconds, and you need it down to 5.28 to be gapless. Solve for X, you need ~280% recharge in SS between enhancements and global. That's within a few % of the number for permahasten. -
Quote:But you have to also consider the opportunity cost of all the *other* things that you can spend the cash from that hour of overtime on. Versus there's not really anything else you can do with inf.I haven't bought any, but I'll have to examine the possibility. I can buy a set for less than 1 hour of overtime at work. I can't make that much inf in game in an hour. It's probably going to be more efficient to just work extra. Good thing I like my job
(Plus for me, I tend to accumulate a lot of inf just *playing the game*, which I'm going to do anyways. Your comparison only works perfectly if you consider "making inf in game" and "working overtime" to both be the same value on the leisure vs work spectrum) -
Quote:So for smaller teams stacking a couple copies of Assault, the Brute keeps his edge. As soon as you toss a Kin on there or start talking about Leagues, the Scrapper is probably going to edge it out. If both players are spamming reds efficiently, the Scrapper is almost always going to be in the lead.Assuming 1.07 critical rate and 1.95 slotting, break even occurs at about +69.5% damage buff. At that level the Scrapper ends up at 1.07 * 1.125 * (1.95 + 0.695) = 3.18 and the Brute ends up at 0.75 * (1.95 + 1.60 + 0.695) = 3.18.
I had actually thought that Brutes had a bigger lead than that. Clearly I need to roll a couple more Scrappers. Now to wait for Hybrid Melee and the Taunt aura option so that stuff stops running away every two seconds. -
-
Quote:What's the breakpoint if you assume a reasonable 80% Fury for a Brute going all out, and then start stacking exterior +Dmg% on both of them? Eventually the scrapper ends up way ahead when they're both at 500% total, then the Brute makes up some of the difference when you keep going. But at what level of global +Dmg are they roughly equal?Amplifying Claws' post, at the damage cap a Scrapper will be doing 1.125 * 5.0 = 5.625 effective damage, while the Brute will be doing 0.75 * 7.75 = 5.8125 effective damage, which is higher. Specifically, 5.8125/5.625 = 1.033, or 3.3% higher. This means if the Scrapper can achieve a critical rate of 3.3% or higher, the Scrapper will beat the Brute at the damage cap. Since the minimum Scrapper critical chance is 5%, the Scrapper will tend to beat the Brute when both are at their respective damage caps, by a small amount.
At lower numbers, the damage modifiers and damage strength numbers shake out a little differently. At 1.95 slotting, the Scrapper does 1.125 * 1.95 = 2.19 effective damage. The Brute at 1.95 slotting and at an average Fury of about +160% damage (80 fury) deals about 0.75 * (1.95 + 1.6) = 2.66, or about 21% higher. No Scrapper can critical at that rate normally, but at a more reasonable 7% average critical rate the Brute will end up about 13.5% higher damage.
Working backwards, at a 7% critical rate the balance point between Scrappers and Brutes where both deal equivalent effective damage occurs at an average fury of about +120% damage or 60 Fury. With the current Fury decay mechanics, its hard to average lower than that. -
Quote:SBE purples are only slottable at 50, the same as crafted purples.1) After getting tricked for 800 points worth of the PS Proc before I heard it was not WAI, I have no intention of being sucked in again. "Fool me once shame on you, fool me twice shame on me!" applies here I think. Buying a Heca Proc only might be an option, if we are told it is cast in stone as is.
2) In any event, since enhancement boosters cannot be applied to Store Bought sets, the only use for SBE I see is on an exemplar oriented build. EDIT: Guess I had my full dose of Duh pills today. Exemplaring is a useful feature of non Purple SBE, but crafted Purples already exemplar just fine. I suppose being able to slot it at a low level might be worthwhile, if the SBE Purple follows the level 10, or whatever it is, minimum rule of other SBE.
Jak -
Quote:Here's the first problem. That chain is *horrible*. Guarded Spin is utter crap for damage *Because it's a defense power!* And EotS is even worse unless you're surrounded, because the animation is so insanely long.I'm unsure what you mean? I slotted for recharge without purples and followed this chain:
Eye of the Storm -> Guarded -> Sky Splitter -> Guarded -> Depending on situation - Sky Splitter again or EotS.
Try running using actual *good* attacks like Mercurial, Serpent's, Innocuous, instead of spamming the worst DPA power in the set every second hit. Also, you want to build up three levels of Perfection before blowing your finisher, so that you can actually leverage the Form benefits.
If you need to have the +Def from GS to stay alive, then try MB/GS/SR/SS. Or MB/GS/IS/EotS for AoE. -
Quote:They don't need new code, they just need a new vendor. Standing right next to Empyrean Michael, takes Catalysts as payment, returns emailed Character Item voucher for Catalysts. The emailed catalysts already exist, the "takes special salvage as currency" already exists, and I remember redname comments surrounding Null the Gull that adding an NPC to do some weird thing is easier than UI work or code.SBEs are Enhancements, not Special Salvage. What makes Special Salvage so special is that it has the baked in (i.e., coded) characteristic of being character bound. Look at all the other items in your Special Salvage tab.
So, to change that, programming coding needs to happen.
This is all Dev-confirmed info. -
This. Energy Aura is probably the strongest of the defense-based sets *defensively* in the current environment. But if you're building an offense-tuned melee, it's hard to come even close to AAO + Shield Charge for making things dead.