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That's why I mention the rule of thumb. Take the first 94%, and add it to the rest of the buffage times .15. That's your post-ED percentage for any amount of buffs.
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A simple way to think about it is this:
At about 94% total buffage, ED kicks in. From there, your enhancements lose 85% of their effectiveness. So 6 SOs (would be 200%), ends up being:
.94 + (1.06 * .15)
=
.94 + .156
=
1.096
This is inexact, because ED is actually tiered, but it ends up being a decent quick rule of thumb for it you are wondering about end results. For example, you might ask: if I 6-slotted L53 IOs (43.5% for sch A) what would that be net?
.435 * 6 = 2.610 (or, without ed, a 261% boost)
2.61 - .94 = 1.67
So
.94 + (1.67 * .15) = 1.1905
So 6-slotted IOs net 119% boost, a total of 24 percentage points (about 3/4 of an SO) better than 3 even-level SOs in a power.
For a full explanation of ED, see:
http://www.net-marks.com/software/edcalc -
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TO's = 5%
DO's = 10%
SO's = 33.3%
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I think TOs are 8.33% and DOs are 16.67% (1:2:4) scheme, but most people aren't too concerned about those anyway when it comes to caps.
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For Schedule A enh (heal/acc/dmg/etc):
TO: +8.33%
DO: +16.66%
SO: +33.33%
For Sch B (def buff, def debuff, dmg res, etc):
TO: 5%
DO: 10%
SO: 20% -
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Where are the tohit buffs? I only see one in the paragonwiki info, which is the unique in Kismet.
+accuracy can cause issues, but +tohit is considerably worse for defense in pvp, I think.
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According to Arcanaville, everywhere you see "Accuracy" listed as a set bonus, it's actually To-Hit buff.
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ouuuuchhhh. -
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To-hit set bonuses - This one is going to be sneaky. I don't think it's the best PvE option, but I'm a little concerned at how much to-hit there is out there. Defense is basically screwed in PvP, even more so than it has been before I think.
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Where are the tohit buffs? I only see one in the paragonwiki info, which is the unique in Kismet.
+accuracy can cause issues, but +tohit is considerably worse for defense in pvp, I think. -
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Ok, now I'm confused. I thought with the lvl 30-50 IOs if you slotted them it would mean you wouldn't need to reslot those powers with new enhancements as you progressed because the IO would scale with you. Is this not the case?
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That is the case. He said you couldn't slot ones higher than +3. He did not say you couldn't slot ones that were -3 and below. (Although that may ALSO be the case, but that would just mean that a L33 who slotted a L30 enh would keep USING it, but once they were L34 they could no longer PLACE it; it probably doesn't matter.) -
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Currently:
<ul type="square">[*]They can be slotted into passive movement powers.[*]You can have one of each type on your character for some massive bonuses.[*]Escort NPCs will not follow you if these are slotted on your characters.[/list]
Now, before the uproar starts, I have to say that unless we find a satisfactory solution for the last item on the list, these IO's have a high probability of being cut before reaching the live servers. Even if that problem is solved, it is still unlikely that you will be able to slot all 4 versions in a single character -- either that, or the stealth aspect will be reduced greatly.
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Better to just deny the +stealth ones in a passive. Then we could still slot them into things like SS, other travel powers, and sprint. A lot of people have 6 different slottable sprint powers anyhow, thanks to vet rewards. -
I did a variant on this and liked it a lot. The key eventually to packing the most stuff in seems to be sticking to 2x2 rooms. My 9 rooms were:
(1) Entry
(2) Control
(3) Energy
(4) Port
(5) Port
(6) Port
(7) Port
(8) Workshop
(9) Medbay
You can slap a few containers (inspiration storage, enh storage) into rooms like the control/energy room. The tech inspiration storage looks cool in the energy room.And then I had room to get both work tables and 2 tiers of empowerment stations into the workshop. (Although I think the tier 2 INCLUDE powers from the tier 1 so I'll sell those off once I confirm that)
Partially I was unwilling to give up the workshop because I'll hopefully be able to put the gear for IO crafting in there in I9. -
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My suspicion is that when I9 goes live, a lot more players are going to be experimenting with recharge, and asking questions like "can I get perma-DP back"? or "what's the best possible uptime for Elude?" or "if I slot up these IO sets in order to get these set recharge buffs, what does that do to hasten?"
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Insightful! I was already thinking this way, but I hadn't thought about how confusing this can be if you're not a bit of a numbers junkie. -
Good night. Sleep tight. I'll most likely kill you in the morning.
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Awwwwww Papa's Guide is gone?? I wish i had thought to copy/ paste it somewhere...I was gonna have my cousin read through it for ideas when she makes her PB.
They cleaned up the boards and removed old posts not too long ago, didn't they? I wonder if his Guide got wiped cuz it was older....too bad too, it was a nice beginner's Guide in my opinion.
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I think the link is just to the old version. There is still a version around. -
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This algebraic method is extensible to any number of speed boosting powers operating simultaneously. You could use it to see what happens when 8 rads all use AM on each other, for example.
a = 0.3 * 120 * (1.95 + 8a) / 422
a = 0.170
AM recharge: 422 / (1.95 + 8 * 0.170) = 127.49 seconds
AM cycle time: 129.52 seconds
Very nearly perma, with no hasten.
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I was with you until here, and then my brain red-flagged this because I know that AMx8 is nearly perma without even slotting recharge SOs.
a = 0.3 * 120 * (1.95 + 8a) / 422
a = .522
Of course, this is wrong, since the factor [a] for a buff cannot be higher than its maximum buff; it reflects the fact that with 3 SOs and 8xAM, AM is up WAY before it expires (about 20 seconds early). So we have to cap any recharge factor at the maximum of its own buffage before we insert it into the next part of the formula:
a = max (.3,0.3 * 120 * (1.95 + 8a) / 422), which is .3 since our .522 > .3.
So then the actual recharge:
AM recharge: 422 / (1.95 + 8 * 0.30) = 97 seconds
AM cycle time: perma, baby
If we run the numbers without the 0.95 from the SOs in place, we get a = .268, and then:
AM recharge: 422 / (1.00+ 8 * 0.268) = 134.2 seconds
AM cycle time: 136.23
That about jibes with my experience. -
This one appears up in the guide and is now my recommended bind for tab:
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/bind TAB "target_enemy_next$$target_custom_next enemy alive quantum$$target_custom_next enemy alive void$$target_custom_next enemy alive cyst"
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The only thing is no +perception. But still, it doesn't take long to apply, lasts just 15 secs less than a Clear Mind, and if worked right you could save emps a lot of hassle or negate break free needing.
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Stimulant is 45s, Clear Mind is 90s. -
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awesome guide. as a (very) new PB owner i suspect i will spend a lot of time referring to this.
when is V2 coming?
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Whenever the urge overtakes me, really. At this point, there's only one new piece of information going in - the tohit chart which appears already in this thread - and the rest is errata, like the missing quote in the one bind, and the error in the Warshade triform build (there should not be an EndMod at L6). Keep in mind that I posted this as a draft in the Kheldian forum prior to v1, so I had a chance then to get feedback and incorporate it. -
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Good guide, I originally posted because I had a problem with the binds, but I figured it out. There is a small error on the Warshade part of the binds. There's a " mark missing at the end.
But once again good guide. You really got me pumped to make a Kheldian. Thanks
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Ah, thanks for spotting that. I've corrected my copy so V2 will have it right. -
That's interesting. Supposedly, the system treats bindloadfile, bind_load_file, and b__in__d_lo_a__d__fil______e as the same command. But good to know.
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Ok, dumb question time: Having recently got my WS to 20, I am beginning to appreciate the importance of binds/macros. The problem is; I have never used one before. Seeing as I am following Plasmas' guide, I would like to use his binds (as described earlier in the guide).
How do I implement those binds in game? They seem significantly different from other binds described on the boards.
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Let's take a look at this example from the guide:
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pb_humanform.txt
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e "powexec_toggleon White Dwarf$$bind SHIFT+LBUTTON powexec_name White Dwarf Step$$goto_tray 3$$bind_load_file c:\coh\pb_whitedwarf.txt"
q "powexec_toggleon Bright Nova$$goto_tray 4$$bind_load_file c:\coh\pb_nova.txt"
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You go to your C: drive (probably using the "My Computer" link to get to it). Create a "coh" folder, go into that folder, and create the file "pb_humanform.txt" and put what's shown under the filename into that file. Save it. Do that for each of the binds that have a .txt filename above them in the guide.
Once you've created all three files, load one of them in game, with:
/bind_load_file c:\coh\pb_humanform.txt
for example.
Then your q and e keys should work. (Depending on which form you're in at the time you do the bind_load_file command, you may have to change forms twice before they work fully)
If you get errors, feel free to post them here; some people have done what I've written and had issues, and for others, it works fine. No one is sure if it's a bug or user error, but people can definitely provide workarounds.
If there's another bind you have trouble with, post the actual bind and I'll explain. -
Just wanted to say I read it all the way through, and I was fascinated. (Side note: and I thought *I* was thorough writing the Kheldian guide. Hah. Disabused.)
Another thing to consider: given how much SR benefit from lucks, consider the difference that Divine Avalanche/Parry makes; if you're bold, you might even ask what cost it has relative to another choice (ie, the weaker of the initial two attacks which is usually skipped, or cycling other attacks faster) in terms of lost DPS, but what gain in survivability you yield. -
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In my book, you laid waste to Vidiotmaps once City of Data was put in. Priceless. -
If MoG is really just meant to be a last ditch panic button, they should make it a time-limited toggle so we can drop it after we survive that fight. Crashing is fine, but even you do use it as a panic, then live, you have to sit around for minutes to crash. Boring.
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All I have to say is, I don't care if Ultimus can solo the LRSF in 17 seconds. I don't want to see nerfs, and I don't want to see limits on repeatability. I don't care if someone can solo AVs, and I don't care if he can farm IOs at a rate that absolutely horrifies people. I just want to enjoy the game. -
Build #2 is basically identical to my Siren's Build with my namesake, Plasma, who is fire/dev. And yes, stalkers HATE you. In fact, everyone hates you. My build is HO-laden, but I believe the power choices are identical. Yes, it does fine without Hasten.
It is incredibly deadly. If they don't port you first, you can just camp somewhere, set up mines, and drop someone on them, and they die. It's that simple. You'll get a lot of complaints about how cheap you are, especially from non /EA stalkers. You can ignore that. No one forces them to get into range, constant motion will save them from a tpfoe death, and you are a sitting duck while sitting around setting up mines (more or less). Finding creative ways to use terrain is critical!
You'll be absolutely amazed at how many stalkers will hop down and literally stand right next to you (or, say, 50 ft away), thinking they're invisible. You drop 'trops, toss a grenade on them, and begin porting. The one sad thing about it is that caltrops have a relatively slow "pulse" on their slow effect, so people ported into their area of effect in super-speed motion can often be out or mostly out by the time the slow kicks in.
Anyhow, Brutes are a pain (esp /FA), but for stalker-killing it can't be beat. It's nice when there are allied heroes with you, because you can give up on the mines and just use your obscene perception to hunt down stalkers and caltrop/web grenade them.
About the only bummer is that anyone can get a grenade more or less just like yours via temp powers if they have zone control (or a tie). -
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Now I hear you guys... you all seem to dislike the Story Arc aspect of this system. I've had some discussions with the team yesterday about what we could do instead, and still keep the flavor of the four pool system, because having the extra three pools allows us to not only reward risk/reward, but time/reward as well. Takes longer to do a Task Force? Here's a nice bonus you can't get anywhere else. Finish the Respec trial, but already have all your Respecs? Here's a nice reward that carries with it some good inherent value.
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Several of my characters are L50 and have finished all the story arcs. What about them? Is just trading the answer?
Secondarily, if each hero gets 4 arcs only from L45-50 (Kheldians can get 5), and there are enhancements where those 4-5 chances are the ONLY chance to get them, and they are desirable, the value of those pieces of salvage will be ASTRONOMICAL. No matter what else you pick - TF, Trial, Killing things - it can be done ad infinitum. We raid 3 times a week, you can exemp down for TFs and Trials... but you can only do an Arc once, and it is gone forever. If you passed it en route to 50, it is likewise gone forever.
In other words, there are four pools, but one of them can only be accessed a finite number of times, and that number is small. This is going to cause those drops, unless they're simply not really worth having, to have a ludicrously disproportionate value compared to other drops of similar quality, because they will be obscenely rare.
At least, that's how it seems to me, and I don't see why this is particularly desirable. If Arcs could be repeated (flashback system?) then I'd be fine with it. -
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Start the chant...
Exchange Force of Nature for Moment of Glory!
Blasters get sustained Defiance before they faceplant! They will love it, my Blaster would love it!
Regen 'finally' would have some resistance through FoN! We could fight our little hearts out like madmen for 3 minutes! That is what I call a REAL level 38 power!
So chant "FoN for MoG... Blaster and Regen go Yippie!"
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We can dream, anyhow.