Mezzosoprano

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  1. Wow -- 750k inf/min in SG mode? So twice that out of SG mode? That's a lot of *freem*.

    Thanks for the info!
  2. Quote:
    Originally Posted by Signpost View Post
    Because the mob doesn't matter, only the inf/xp/tickets does. Because of AE, we can pick and choose which type of mob we want.
    Out of curiosity, how much inf/xp/tickets per hour do these builds earn?

    I can manage a hair over 500k inf/min in AE with my Plant/Storm controller, but I don't know how that stacks up vs. the builds discussed here.
  3. Looking over your most recent build, you have CJ, Hover, and Fly. Could you drop either the leaping or flight pool and pick up manuevers?

    My current build is excessively purpled, but may give you some additional ideas.
  4. Quote:
    Originally Posted by Black_Aftermath View Post
    (2) I have heard, but never seen, that this can be an insane farmer (with capped S/L defense). If true, how good are they? Same level as Fire/Kin or SS/Fire Brute? Not building this toon to be a sole farmer, but I like to hop in farms from time to time.
    My Plant/Storm does not have capped S/L (haven't bothered to do my respec yet), but does have perma-hasten through ridiculous amounts of global recharge.

    Fighting Neuron's robots at +3/x8 in AE, herostats indicated my influence earnings were ~500k/minute -> 30M/hour. On the other hand, I don't know what a 'good' earning rate is for a Fire/Kin or a SS/Fire Brute.

    Running the demon farm at +1/x8, I earn much less in raw inf (15 - 18 M/hour), but the increased kill speed nets greater chances for purple drops per hour.

    Of course, YMMV.
  5. Quote:
    Originally Posted by Zanthar View Post
    I might try that, seems to me a few procs probably wouldent hurt and I have yet to use any on any of my characters.

    ...

    Slotting set bonusesm should I go mainly global recharge, or damage?

    Thanks for all the help, so far this character is a blast to play.
    I've slotted my Plant/Storm with ridiculous amounts of global recharge, and also added many procs -- one in roots, four in FR, three in creepers, and the FF +recharge IO in fissure. In my tests soloing large spawns, Hero Stats showed 40% of my total damage comes from the procs.
  6. Quote:
    Originally Posted by newchemicals View Post
    If you are having issues with the Oroboros contact screens and you have an ATI graphics card, check your drivers. I found 10.10 and 10.11 would crash the game out. If you have 10.10 or 10.11 drivers, try rolling back to 10.9
    My 5850 on Vista x64 with 10.10 gets serious graphic corruption opening the Ouroboros contact/mission list. I guess I'll try updating to 10.12 or rolling back to 10.9.
  7. Quote:
    Originally Posted by Indomitable View Post
    My Illusion/Storm can spare only one slot on Tornado to improve damage. What is the best IO for that damage slot?

    He already has the Achilles' Heel: Chance to Debuff in Freezing Rain, and I understand that this debuff does not stack with itself.
    IIRC the -RES proc will actually stack, since the 'caster' is the Freezing Rain patch, not your character.
  8. For me, the best solo ride to 50 was my Plant/Storm Controller. Seeds of Confusion, Roots, and Freezing Rain are an amazing amount of damage and control. At high levels Tornado, Lightning Storm, Fly Trap, and an epic AOE add significant amounts of damage and chaos.
  9. Mezzosoprano

    Group Fly idea

    My fixes would include:

    - remove the level-scaling of max flight speed.
    - group fly grants +max flight speed.
    - As someone else suggested, add an inverse repel effect to pull guest back into the field if they leave it. (I'd probably make the +fly area significantly bigger than the -repel area, so that you wouldn't fall *and* get pulled back.)
    - give players a way to decline (or cancel) the effect
  10. If I ran the zoo,

    (1) I'd make all the proc, unique, and special IOs exist only at the minimum level.

    Yes, I know that this would reduce the effect of some of these, but it would greatly simplify the reward and AH interfaces.

    (2) Allow the level slider to set the level of the final recipe

    (3) Make set bonuses work down to -5 levels, rather than -3

    (4) Go crazy and force all set IOs to exist only at the 5s and 0s like standard IOs
  11. Quote:
    Originally Posted by Another_Fan View Post
    The current situation is no one on the team is running leadership with the possible exception of the defender. Lets say the defender is running assault

    That gives us (1+.188)*1.3= 1.54 damage

    VS the revised 1.8 assumes everyone has the worst assault.

    Clearly the team under the revised situation is pulling ahead and that is without the debuffer.
    The above is only correct if no one on the team slots +DMG enhancers.

    Let's look at it another way. Team of 7 (excluding our debuffing defender) does D base damage, no one runs assault, everyone slots 3 SOs of damage (essentially +100%), and no debuffs are available.

    Without the defender:
    Total damage = (1 + 1) * D = 2D

    Adding the defender, with base damage d, assault, and -30% RES:
    Total damage = (1 + 1 + 0.188) * (D + d) * (1.3) = 2.84D + 2.84d

    Adding the defender has added 0.84D + 2.84d damage. Even if the defender's personal damage (d) is insignificant, the defender has boosted the team's overall damage from 2D to 2.84D, a 42% increase in total damage.

    Adding a blaster, with base damage 2d:
    Total damage = (1 + 1) * (D + 2d) = 2D + 4d

    Even if the blaster has 2x the base damage of the defender, adding that blaster only adds more damage if 0.84D + 2.84d < 4d or 2d > 1.45D. That is, only if the blaster's base damage is roughly one and a half times more than the entire rest of the team, combined.

    This is why defenders are considers force multipliers.

    If everyone on both teams runs assault, the damage totals are:

    Defender: (1 + 1 + 0.888) * (D + d) * (1.3) = 3.75D + 3.75d
    Blaster: (1 + 1 + 0.8) * (D + 2d) = 2.8D + 5.6d

    The team with the blaster will only do more damage if the blaster's base damage is slightly greater than the base damage of the rest of the team.
  12. Quote:
    Originally Posted by Another_Fan View Post
    Rad Defender -Res is 30% go for the full 100% enhancement that works out to +60% off base damage

    Rad Corruptor -22.5% or 45% off the fully enhanced.

    TA defender -20% or 40% off the fully enhanced

    Any set that doesn't have a double -res or a self stackable -res is going to be at a loss to the assaults.
    Except, however, for the fact that -RES multiplies total damage (and cannot be boosted by enhancements).

    Team A has +80% DMG from stacked assault. A power at the ED cap now does (1 + 1 + 0.8) x (1) = 2.8x base damage.

    Team B has no assault and -30% RES from debuffs. A power at the ED cap now does (2) x (1.3) = 2.6x base damage. (Nearly as much total damage as having everyone run assault.)

    Fortunately, a defender with -RES and assault adds even more total damage.

    Team C has +88.75% DMG (defender assault is 18.75%) and -30% RES from debuffs. A power at the ED cap now does (1 + 1 + 0.8875) x (1.3) = 3.75x base damage.

    And, of course, all defender teams are silly:

    Team D has +150% DMG and -30% at least double-stacked. Unslotted powers now do (2.5) x (1.6) = 4x base damage.
  13. The MNU file is a text file. You can create the file as a .txt, then rename it to change the extension to .mnu.
  14. Quote:
    Originally Posted by TeChameleon View Post
    And Mezzo, the 192% recharge is a bit of an artefact of how Mid's displays some procs- specifically, the chance-for-recharge one. If you don't count that, it only has 92% global recharge with Hasten running.
    Doh! I usually remember to turn that one off when looking at builds. :-)
  15. Character: Fumina Hara (Purpled Plant/Storm Controller)
    Settings : +2/x8/No Bosses
    Mission : Custom AE mission

    Time 14:05
    Influence from Kills: 4,091,757
    Villains defeated: 261
    0 Bosses
    106 LT's
    155 Minions

    Hourly Rates
    Influence/Hour : 17,418,279
    Villains/Hour: 1111
  16. Quote:
    Originally Posted by Argentae View Post
    Oh I think the Plant/Storm/XXX will be a lot more FUN, but I doubt it'll be as fast. What makes /Kin so perfect for farming is the +rech from Siphon Speed and the tremendous dmg boost from Fulcrum Shift.
    Quote:
    Originally Posted by Argentae View Post
    Plant/Storm is way WAY more flexible/survivable in my experience. I did play with a Plant/Kin and it was really rough in a scenario with non-optimum spawn configuration. If the mobs were scattered, I had a good chance of faceplanting, Plant/Kin just plain lacks the soft control.

    Now, in a fully IOd Purpled out Farm build with soft capped def? Heck ANYTHING would be survivable . A Plant/Storm with that kind of build would be a total beast, I'd love to see one taking a map apart like fried chicken, but it'll still probably be slower than a similar Fire/Kin.
    As you noted, Plant/Storm is an amazingly fun combo for plowing through large spawns. I don't know the average inf/hour rate of the ever-popular Fire/Kin, but I just ran several tests with my Plant/Storm for my own analysis.

    PI Demons @ +2/x6: ~15M influence/hour from enemy defeats
    Custom AE @ +2/x6: ~17M - 20M influence/hour from enemy defeats

    What amazed me in my HeroStats data was the amount of damage done by my pets and by damage proc IOs....

    Controller ~98 DPS
    - Roots ~35 DPS
    - Fissure ~37 DPS
    - Other ~2 DPS
    - 2 Procs (in roots) ~24 DPS

    Pets ~141 DPS
    - Bite (Fly Trap) ~2 DPS
    - Fling Thorns (Fly Trap) ~3 DPS
    - Thorny Darts (Fly Trap) ~7 DPS
    - Entangle (Fly Trap & CC?) ~43 DPS
    - Creeper Vine (CC) ~4 DPS
    - Vine Smash (CC) ~4 DPS
    - Vine Thorns (CC) ~7 DPS
    - Procs (3 in FR, 3 in CC) ~71 DPS

    Overall, damage procs accounted for almost 40% of my total damage -- zoiks!
  17. Quote:
    Originally Posted by Local_Man View Post
    Freezing Rain: Procs are nice and all, but you need to have this up as much as possible -- the power is far more important than the procs. It needs to be slotted with Recharge first. Freezing Rain is the single most important Storm power.
    Amber's build looks to have enough global recharge for perma-hasten. With hasten running, Mid's reports 192% recharge -- reducing the recharge on FR to 20.5 seconds and on Creepers to 96 seconds.

    While the recharge on FR is good, I'd also advocate for more. Replacing the -Def and the HO with common recharge IOs gets FR to a 16.5s recharge.

    Quote:
    Originally Posted by Local_Man View Post
    Creepers: Slot for Recharge first. Then it is my understanding that the procs only work on those parts of the power that the proc enhances. I think all aspects of the power include a slow, so the Slow proc works, but you would probably be better to slot for pure damage rather than the other procs.
    In my build I slotted CC with three damage/recharge set IOs and the slow, immobilize, and kb damage procs. I've always assumed that all three of these procs had a chance of firing for every vine smash -- I'll be very disappointed if I'm wrong.
  18. Quote:
    Originally Posted by TeChameleon View Post
    I did put the Achilles' Heel proc in Freezing Rain, though- as an AoE, it's likely to proc far more often, and it's stacking with the -Res already in there.
    IIRC, the procs get two chances to hit each enemy in the aoe every time you use FR -- one at the cast time, another ten seconds later. Ideally, you'd like to cram three damage, three recharge, and four procs into FR -- alas, not enough slots. Three damage procs in FR should on average do ~86 damage (further increased by the -res of FR) to each baddie in the area of effect. (The two sets of three proc rolls should have a distribution of hits 0:26%, 1:39%, 2:25%, 3:8%, 4:2%, 5&6: <1%, and each hit would do 71.8 damage at level 50, ignoring resistances.)

    With slots at a premium, I think the AH proc is a fantastic option in FR.

    Quote:
    Originally Posted by TeChameleon View Post
    I'm still a bit fuddled as to what to do with Carrion Creepers- the Slow sets are garbage, the Immobilize sets are worse, and putting in a damage set (Positron's Blast) would give me a meager 30.18% boost in damage and 15.94% in range (which is kind of useless) at the cost of losing 26.5% recharge, 1.25% global +Rech and the KB protection that Kinetic Crash gives. Frankenslotting doesn't look much more encouraging, either.
    I don't use Creepers as much solo -- the patch tends not to keep up with me -- but I use it as an alpha whenever it is available. The various pets and subpowers spawned by the creeper patch all benefit from basic damage slotting, and can also trigger the procs. Of course, CC is the other power I'd love to have ten slots in -- 3 damage, 3 recharge, and 4 20% chance damage procs. I believe frankenslotting is the best option, but YMMV....

    Quote:
    Originally Posted by TeChameleon View Post
    Mind you, I'm giving Basilisk's Gaze a good hard look- trying to decide whether that 7.5% Global Recharge is worth the weakened AoE hold...
    BG is definitely a trade-off -- 7.5% global recharge with only 4 slots, but lesser enhancement values in the hold itself. For me, the choice was easy, as I use Seeds as my primary control, my every-spawn opener. Vines and Spore Burst are much more "Oops, I bit off more than I can chew...." powers. (Of course, Spore Burst is not so great in recovering a pear-shaped situation, as I usually have creepers, tornado, and/or LS throwing damage everywhere.)

    Good luck with your Plant/Storm! Mine was my most fun (and fastest) trip to 50, and the first character I've ever played regularly after hitting 50.
  19. I'd also advocate using Seeds first. I find Seeds->Freezing Rain->Roots to be the best opening sequence: get them to charge each other and clump up, debuff them and make the stragglers flop over, then immobilize them. (Sprinkle with Creepers, Tornado, LS, epic AOE attack as available.)
  20. My purpled plant/storm build (here) was expensive, but is a very fun, high-recharge dynamo of destruction.

    Fumina Hara: Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Entangle -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(5)
    Level 1: Gale -- Acc-I(A)
    Level 2: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9)
    Level 4: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Dam%(13), TotHntr-Dam%(36)
    Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(17)
    Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(21)
    Level 10: Steamy Mist -- ResDam-I(A), LkGmblr-Rchg+(25), S'fstPrt-ResDam/Def+(29)
    Level 12: Swift -- Run-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(23), Numna-Regen/Rcvry+(48), Numna-Heal(50)
    Level 16: Freezing Rain -- Achilles-ResDeb%(A), RechRdx-I(17), RechRdx-I(31), ImpSwft-Dam%(31), Posi-Dam%(33), LdyGrey-%Dam(36)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(40)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(25)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
    Level 24: Vines -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(34)
    Level 26: Carrion Creepers -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(27), AirB'st-Dmg/Rchg(33), ExStrk-Dam%(33), TotHntr-Dam%(40), ImpSwft-Dam%(42)
    Level 28: Super Jump -- Zephyr-ResKB(A)
    Level 30: Thunder Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(34), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(37)
    Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(34), C'Arms-Acc/Dmg(39), C'Arms-Dmg/EndRdx(39)
    Level 35: Tornado -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(36), C'Arms-Acc/Dmg/Rchg(37), C'Arms-Dmg/EndRdx(42)
    Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Acc/Dmg/Rchg(40), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(45)
    Level 41: Fissure -- FrcFbk-Rechg%(A), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 44: Seismic Smash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(45), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(46), Hectmb-Dmg/EndRdx(48)
    Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 0: Ninja Run

    Pros: perma-Hasten, Seeds of Confusion and Freezing Rain available every 17-18 seconds, Fissure every 9 seconds, and Lightning Storm, Tornado, Creepers, Fly Trap available as necessary for more damage, control, and/or chaos.

    Cons: very hard on the blue bar, even with Stamina and the +recovery uniques. (To help offset this, I highly recommend reading the "Magic of POPMENU" and "The Inspiration Maker's Guide" threads. Custom key bound to a custom popmenu, invoking inspiration-combo macros allows me to produce blue inspirations from almost any mix in my inspiration tray, using two keystrokes. Macro-fu, popmenu-fu, bind-fu. Four stars. Joe Bob says check it out....)

    Acheiving high recharge without LotGs will require lots of slots, and lots of oddly slotted powers, as you probably noticed when compiling your build. But if money truly is no object, I'd recommend using LotGs rather than six-slotting multiple sets of Kinetic Crash.
  21. Excellent work with the inspiration/popmenu guide, Micro! Adding the inspiration creation macros to a popmenu (bound to a key) has greatly improved my QOL in game!

    Thanks!
  22. Quote:
    Originally Posted by Exxar View Post
    So not only do scrapper LR and SC do more damage because of the higher base values, but the brute versions of those attacks can't do the full damage that they numerically should.
    Don't the Brute and Scrapper versions of SC summon the same pseudopet? (And do the same amount of base damage?) Or is the info on City of Data out-of-date/incorrect?
  23. Yesterday at my local Fry's I saw a whole shelf of both GvE and AE editions, all priced $14.99. Since that would be $25 worth of stuff for $15, seems like a great deal! (They must want to get those off the shelves?)
  24. Thanks for the info.

    From all the discussion here, it certainly sounds like buying a higher-end ATI card would be a better eye-on-the-future purchase, other than the fact that I can't go crossfire further down the road.
  25. Like many previous posters in this thread, I'm considering an upgrade to my video card, and could use some guidance....

    My motherboard supports SLI (and doesn't support crossfire, right?), with a QX9650 running at 3.0 GHz and 4 Gb of memor; I suspect my video card (GeForce 8800 GTS 512) is my current limiter.

    Looking at the "Graphics Card Hierarchy" on Tom's Hardware, there are five tiers above my current card. Excluding the $800 HD 5970 and the unavailable GTX 295, I'm considering the GTX 285 (~$375), HD 5870 (~$400), a second 8800 GTS 512 for SLI (~$100), or doing nothing.

    These performance comparisons on THW all suggest that both the 285 and the 5870 would be serious upgrades from my current card -- generally 2.5x the FPS on various tests at 1920 X 1200.

    If Ultra Mode ultimately supports SLI, would 2x8800 GTS 512s seem like a good option? On the THW tests, this configuration seems to perform near the level of the GTX 285, and would cost significantly less.

    If UM does not support SLI, I'm leaning towards the HD 5870. Any thoughts or suggestions?