Microcosm

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  1. An interesting question. I will have to look at the defender damage at some point.

    What is the activation time of the snipes with the requisite tohit? 1.884s arcana?
  2. Anyone able to check this out yet? My own tests on degenerative seem to confirm the cancel-on-miss being applied.
  3. While this thread is here I have another question: was cancel-on-miss introduced to the dots at some point? Previously you could see a tick of the dot fail to fire but the next tick would still go off. Now it seems the dots are behaving like fire, in that if one tick misses the rest fail. This is a big difference in terms of dps...
  4. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Usually I would say good on you, but I'm pretty sure that there are laws against disagreeing with Microcosm about math. Not just regular laws, scientific laws.
    Hah :P hardly.

    Rakeeb has brought up that interface might have been changed regarding its cancel-on-hit behavior, which could seriously alter the damage it does per proc. Will be checking this out.
  5. Quote:
    Originally Posted by Rakeeb View Post
    I do my own research - build the numbers and then try things out in-game - so I'm typically confident in my conclusions. I'm not particularly worried about other voices/opinions unless they bring up important information, such as Micro pointing out that the game needed a full server tick to finish resolving a power before enabling the execution of the next one.

    EDIT: The project was more a labor of love than anything else, says so right in the introduction, so unless anyone else has anything meaningful to add I'll probably move on.
    Hey now, no need to 'move on.' Your efforts are appreciated and I'm glad you shared them. It is to the benefit of all that anyone's work be checked and challenged by another. We can be more confident in the accuracy of our conclusions that way. Ask Smiling_Joe, I give him grief just about every time he posts a kheld number

    Speaking of which, I still haven't gotten around to checking this. I've been a bad Micro
  6. Quote:
    Originally Posted by Rakeeb View Post
    I gotta say - frankly, when exemplared (which I typically only doing for teaming) Kheldians are out-and-out overpowered in teams. Either we have too much gun, are virtually impossible to kill, or some nightmarish combination of the two.

    They're not "oh that's kinda neat" overpowered, they're ludicrously overdone.

    EDIT: On topic, I don't think you'll have to worry about surviving anything, save for Endurance drain mobs that give us all a headache. I think the big fear for this character will be, ironically, too little AOE... although I don't live in a world with Solar Flare doing knockup rather than knockback, so it's really hard to say how much we'll gain by that change. My gut says a *lot*.
    Ya, this. AoE is where the other forms can help some, especially with new instashifts. If you want to stay human for concept and keep the e/n, then I don't really see much else I might change except putting procs in bolt.
  7. Dechs, I would forget about the e/n defense and focus on just s/l. For dark armor it's good to get both, but the pb does not have the energy weakness that da does. I think by going for the e/n you are streching the build a little too much.

    Why are you doing human only? I thought you were a triform guy... Also are you limiting your budget on this, cause we can throw some more inc at it and get a few better bonuses.

    Incarnate powers or no?
  8. Question for the masterdoms: If you were going to make an /earth dom and all you cared about was max damage, at least 31% defense to m/r/a before veng, aid self, and enough recovery to keep running assuming permadom and ageless core, how would you do it? In other words, make a stone melee brute with a dom.

    Fire seems like the best primary for this for hotfeet, imps, and bonfire (with the new -kb proc when it comes). However, the imps are squishy, and hotfeet has prohibitive end costs especially when combined with Mud Pots and the rest of earth's attacks. Would Dark or Plant possibly be better just to grab Haunt/Umbrabeast or CarrionCreepers/FlyTrap? (Not concerned with any of the mezzes).

    APP/PPP: Seems I need Psionic for Link Minds in order to hit my defense goal, and also get some resistance. PPPs, however, would give me another pet for damage... Would I be better off with Mace for S/L/E defense, poisonous ray and a pet? How significant of a survival difference do you think I would have switching to mace?

    I am really quite lost here, so any thoughts would be appreciated.
  9. Thb is right, i just haven't had the time to check this. Hopefully ill get to it this weekend but somewhere along the line there is an error.
  10. Level of investment is also important to know. You talking SOs, IOs, or fully maxed out? The answer will vary greatly based on that.
  11. Quote:
    Originally Posted by Rakeeb View Post
    Individual Attack Data

    Quick Reference Guide:
    Name: Base Damage / Base Cast Time / Arcana Cast Time / Damage per Arcana Time / Endurance Cost / Recharge

    Gleaming Bolt: 26.69 / 1 / 1.118 / 23.872 / 3.12 / 1.5s
    This is a light and fast ranged attack. While it does very little damage per cast, its relatively quick cast time means that it can effectively be used as filler, and it serves both as a sort of grease for attack chains and a proc carrier.

    Glinting Eye: 44.49 / 1.67 / 1.716 / 25.90 / 5.2 / 4s
    A slightly heavier ranged attack, but one with a cast time that does not justify its low damage. Glinting Eye is widely perceived as the worst attack for Peacebringers because of its long execution and low damage for that execution.

    Gleaming Blast: 72.96 / 1.67 / 1.716 / 42.51 / 8.53 / 8s
    Gleaming Blast, on the other hand, does justify its cast time, albeit barely. Gleaming Blast serves as adequate attack chain filler, but is hardly a star attack on its own. It’s our heaviest single-target ranged attack.

    Radiant Strike: 92.65 / 1.07 / 1.118 / 82.289 / 10.19 / 10s
    Radiant Strike is far and away our best DPA attack. At 82.289 damage per cast it’s almost on the same level as Dark Melee’s Smite ability (~86 dpc), which is the gem of a very good single-target set. Because of its swift cast time it’s also a good proc delivery system for melee proc IO’s. The only downsides here are its substantial knockback and that at the recharge for Radiant Strike is a considerable 10s, meaning that even in the most recharge-accelerated world you’re unlikely to get it under 3 seconds, whereas in Dark Melee, Smite has a 6s recharge time and comes up significantly more often in a compressed attack chain.

    Incandescent Strike: 168.28 / 3.3 / 3.3 / 50.93 / 18.51 / 20s
    Not an attack often considered to be useful in a consistent attack chain, Incandescent Strike’s very heavy damage manages to overcome its downsides, such as its long cast time. Notably, its enormous cast time happens to line up precisely with server times, which is a rarity. Not every player is going to be comfortable with forcibly holding still for 3.3 seconds, but those that use it will be rewarded with the PB’s 2nd highest DPA attack.

    Proton Scatter: 44.04 / 2.17 / 2.245 / 19.61 / 11.86 / 12s
    Bad. Might just define “bad”.

    Luminous Detonation: 40.04 / 1.67 / 1.716 / 23.3 / 15.18 / 16s
    Not quite as bad as Proton Scatter, but still pretty abysmal.

    Solar Flare: 67.12 / 2.1 / 2.112 / 31.78 / 18.51 / 20s
    This ability is getting closer to “good”, and a great AoE, but definitely not a single-target rotational ability.

    Photon Seekers and Dawn Strike are large AOE abilities with long recharge times. They don’t have much of a role in a sustained attack chain.

    Bright Nova Bolt: 40.04 / 1.5 / 1.584 / 25.28 / 3.12 / 1.5s
    Bright Nova Bolt is essentially a second Gleaming Bolt. Despite doing more damage and having a better damage scale (1.2 versus 0.8) the Bright Nova Bolt is constrained by its animation time, which is a way-too-long 1.5 seconds base.

    Bright Nova Blast: 66.73 / 1.5 / 1.584 / 42.12 / 5.2 / 4s
    Bright Nova Blast is a reasonably good attack. It’s the heavier of the two Bright Nova attacks, and can hit relatively hard due to its heightened damage scale even despite a relatively lengthy cast time.

    Bright Nova Scatter: 66.06 / 1.5 / 1.584 / 41.70 / 11.86 / 12s
    Bright Nova Scatter does damage roughly on par with Bright Nova Blast, which is notable because it’s an AOE. In a Bright Nova attack chain, it’s actually reasonably effective… at least, as effective as Bright Nova chains can be, which is something we’ll go into further below.

    White Dwarf Strike: 46.71 / 1.2 / 1.32 / 35.38 / 4.37 / 3s
    White Dwarf Strike is a reasonably good fast attack. The animation is a wee bit too long for the results, but it’s the most efficient quick attack available to the Peacebringer.

    White Dwarf Smite: 73.41 / 1.5 / 1.584 / 46.34 / 6.86 / 6s
    Not bad! Smite as a power is reasonably effective and can hold its own in a rotation, although it’s certainly no Radiant Strike by any means. The 6s recharge time does hurt the Peacebringer’s ability to build an attack chain that works for White Dwarf form, since it cannot constantly be available after White Dwarf Smite. I’ll diagnose Dwarf chains below and go into this in more detail.

    White Dwarf Flare: 50.05 / 2.1 / 2.112 / 23.697 / 15.18 / 16s
    This ability is not intended for single targets, and the numbers back that up in a big way. Overcosted, too slow, and not a hard hitter.
    Rakeeb, I got a chance to look at some of your numbers briefly, and it seems you have some arcanatimes wrong which is affecting your evaluation.

    Arcanatimes:
    Radiant Strike 1.32
    Gleaming Blast 1.848
    Glinting Eye 1.848
    Incandescent Strike 3.432
    Gleaming bolt 1.188
    Proton Scatter 2.376
    Luminous Detonation 1.848
    Solar Flare 2.244
    Nova Bolt 1.716
    Nova Blast 1.716
    Nova Scatter 1.716
    Nova Detonation 2.64
    Dwarf Strike 1.452
    Dwarf Smite 1.716
    Dwarf Flare 2.244

    You can turn on arcanatime in Mids to make it way easier than doing the calculations.
  12. @Reppu, please do not misquote me. I did not say only SS and TW can beat it, I said it is roughly on par with brutes other than TW and the specific combo of SS/fire. In fact, SS with another secondary is pretty low dps, actually. For a reference of what brutes are able to do, you can search for a thread called Brute Top End Dps by Deus_Otiosus. You will see a range that barely ever breaks 260 dps outside of the two I mentioned.
  13. Haven't checked your numbers, but two things to make sure you are doing: bolt gets more damage from procs than damage IOs, so you should fill it up with procs first, then add some damage if you want. You can get three non-purple damage procs in there besides heel.
    The other thing is nova's best chain does not include bolt at all (good indicator something should be changed). It gets better dps with blast>cone>blast>detonation. Still not going to be a contender for single target, bit it's better.
  14. Microcosm

    SkySplitter

    Hah, yeah I personally will not hold out for a buff anytime soon. There are many other things that need fixing more than this power...plus the set as a whole functions well enough.
  15. Microcosm

    SkySplitter

    They are unlikely to lower the activation time as they would have to alter the animation. The best thing to lobby for is increased damage and maybe a golden dragonfly-esque cone.
  16. At the high end, a pb can do roughly the same as a non-ss/fire or TW brute.
  17. Microcosm

    SkySplitter

    Its long activation time keeps it out of the top chain for stalkers, which is a little unsatisfactory for a tier 9, even with its possible res buff.
  18. Microcosm

    Control Hybrid?

    Will be going support on my shade for the end reduction and extra pet defense. Not sure on the pb, but probably assault radial.
  19. I know I said id wait for toggle suppression, but I just worked out a way I can stay in human with softcapped defense or form hop one small purple from the softcap. Lost me orbiting death on my warshade and a little psi def/res on my pb, but meh. Worth it. Now I have to buy some enhancements, but I've become poor
  20. Microcosm

    Extra Power Tray

    Sorry, AIB, but I have to stand on the other side of this one. This will help new kheldians who may not know of binds and tray swapping way too much to be removed. The tray should be accessible via keyboard, though.
    For the moment I recommend detaching and slightly moving your insp tray if this causes you problems.
  21. Quote:
    Originally Posted by Dechs Kaison View Post
    Hey now, with instant shapeshift, this is back up for debate. I see your orbiting death, and raise you triple mire nova AoEs.
    It's really about the defense and loss of toggle effectiveness with shifting. When they give us toggle suppression, the debate will be over.
  22. Solar flare all the way. Would be nice if it would affect radiant strike as well or nova detonation, but just changing solar flare is huge itself.

    Will probably put the proc in nova detonation on my shade, though the thought of knockdown gravitic emanation is intriguing.

    Toggle suppression next please.
  23. Quote:
    Originally Posted by Granite Agent View Post
    Caltrops and hibernate aren't in the build

    Retsu solves the debuff issue but not the 5%+ chance of being hit, which I find really hurts in big groups like herding the Romans on maps or n the Crystal cave with the Kheld bosses. Maybe I need to chug oranges like Auro says.
    Not having Caltrops is part of the problem. Hibernate is not essential but is really nice because if you do get in over your head with debuffs you can freeze and let them wear off, simultaneously pitting you back in hide and healing you.
  24. Quote:
    Originally Posted by Dirges View Post
    Reppu are you talking about Ice armor here? If so it doesn't decently protect against ice attacks, it ignores ice attacks. Ice Armor runs around with 90 resists to cold, caped at 75, without even slotting for res.
    Additionally, the s/l defense covers most cold/fire attacks.

    I was initially concerned about the lack of psi protection, so I jumped into a mob of +1 tarantula mistresses and fortunatas in rwz. With hoarfrost, chilling embrace, and icy bastion it was completely a non-issue. Hopefully that will also be the case when i get to MoM trial level.
  25. Ice (stalker version) and electric are my favorite two armors. They can both be unstoppable behemoths with the right slotting choices, and are probably the two best at most itrials. That said, ice beats electric slightly for most max survival scenarios, though I feel it also likes to have aid self. Electric's thing is its complete endurance drain protection, which can be a huge deal in those rare events when you need it.

    For Granite, I would say make sure you use Caltrops at your feet, take/use kuji-in retsu and hibernate and you should have no problem with Romans.