Sentry4

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  1. I've got a SS/invul brute that does well, the closest thing to a loss was a draw with Ca Blaze's Kat/regen which he says is undefeated. How'd your shield do against him Merc?
  2. DR would make 64.5% defense into about 41%, which is just about where most SR toons sit. Of course DR would affect the defense enhancement (ie. the 0.56% enhanced) and lower those numbers first, so you're probably looking at around 60% defense changed to 40% defense, which is fine as well IMO.

    What you need to do is add some -tohit to your build, as -tohit is like adding more defense, although weaker than raw defense it doesn't have to overcome the huge DR curve you're already at.

    Basically, put the absolute amazement proc into Jab and spam it, with 2-3x you're looking at an unresisted -15% to -22.5% tohit, which will be like adding around those amounts of defense.

    Diag interface is listed as 100% chance for "unresisted"* -5% tohit stacked up to 4 times, each lasting 10 seconds...which means perma -20% tohit if you hit them 4 times in 10 seconds (quite easy).

    A players chance to hit you is presented as...

    50% tohit + their tohit bonus - your tohit debuffs - your defense

    So let's say they had tactics and kismet for 14 tohit (slotted tactics after DR is 8% tohit on melee toons)

    50+14-0-40 = 24% chance to hit (then their acc is multiplied)

    with some tohit debuffs it becomes

    50+14-15-40 = 9% chance to hit (then acc is applied again)

    Unfortunately many people have more tohit than that or have a lot of ACC (not to mention that -tohit debuff starts to diminish more and more once it goes past the tohit bonus value), so you will probably never see numbers that low, but it -does- show the effectiveness of tohit debuffs, especially unresisted ones.


    tl;dr Defense needs tohit debuffs to be effective as the main means of survival.


    *I've heard multiple people testing it getting it being resisted and unresisted, but I haven't done the number crunching myself
  3. How would it work if you were beisde an enemy player? Better, worse or the same?
  4. Quote:
    Originally Posted by Werner View Post
    Leave multiple gigantic bids for the 51-53 level range on the market for month after month. Also check the market forum, since they sometimes come up for sale there. Now ignore all that because I want them all. Mine mine mine!!!
    Aren't there possibly thousands out there? I know they're rare but they still aren't as much as a glad armor proc.

    As for how i got mine, it was all through PvPers. PvPers were exploiting the hell out of the game to get em when you could, and i know a bunch with bases full of them. Paid 500 mill to 1 bill for anywhere between 51-53 HOs and combined them up to 53 levels of performance.

    Also, i have 4 level 52 Acc/Dmg HOs i couldn't even sell on the market forums, so it seems they aren't popular or their effectiveness isn't well-known.

    My PvPers are full of 53 HOs (maybe 5-6 per, and one guy has 15 of them), it can really make the difference in a fight.
  5. Quote:
    Originally Posted by Sarrate View Post
    Why not just swap them for Crushing Impact? You'd lose a hair of recharge (5%), but deal more damage and have better enhancement values with just 5 slots.

    Kin Crash: 47.7% acc, 68.9% dmg, 47.7% end, 53% rech
    C Impact: 68.9% acc, 97.49% dmg, 42.2% end, 68.9% rech (all but the dmg/end, with it 101.47% dmg, 68.9% end)



    I was actually doing some calculations, and while double stacked Rage is amazing in short, discrete fights, it's less amazing for dps. It was coming out to be only about a 7.97% dmg buff over single Rage for a Brute.

    Why? Two reasons:
    1) Rage itself is a smaller boost to a Brute than it is a Tanker, so the crash is more of a penalty.
    2) Rage's activation and crash are eating up a higher percentage of your active time.

    Methodology:
    DamagePotential = ((Enhancements + Fury + Rage) * DmgMod) * (DmgUptime) * (FreeActivationTime)

    DmgUptime is basically non-debuff time. The extra second is to account for the 10% dmg period.

    No Rage:
    ((1.95 + 1.5 + 0.0) * 0.75) = 2.5875

    Single Rage:
    ((1.95 + 1.5 + 0.8) * 0.75) * (111 / 120) * ( (120-1.32)/120 ) = 2.916

    Double Rage:
    ((1.95 + 1.5 + 1.6) * 0.75) * (51 / 60) * ( (60-1.32)/60 ) = 3.1485

    Comparison:
    3.1485 / 2.916 = 1.0797 ~= 7.97% more damage


    I was actually wondering if double stacked rage hurt DPS because of the constant crashes, glad to see it ups it by 8%. The thing to remember is, during that downtime Reactive Interface and Procs still work, and in reality when you need to pop inspirations or heal, rage crash is the time to do it.

    It probably ups DPS more if you factor in those things, specifically reactive. On the other hand, even if it's DPS was the exact same and it balanced itself out, the fact that I do larger orange numbers and more damage in a shorter amount of time than other brutes (every second before the rage crash i'm doing more damage) fits the concept of the God Mode for a limited amount of time with mini crashes. It fits perfectly actually.

    I could switch out boxing for Dampening field and put adjusted targeting in Rage. This would make rage better and give me more res, as well as a +3% def IO, but the goal was to get as much recharge as possible to have Overload up as much as possible as well as my attacks to create a better chain of KD and damage.
    In fact i would only lose 1.25% recharge, and of course the right to brag about 220% recharge. I think the brute with 220% rech seems more impressive than the 218.75% or 215% rech.

    Also, calculations are much appreciated, I never got around to do them myself.
  6. Quote:
    Originally Posted by Sarrate View Post
    I only have a couple thoughts:



    The EA changes are removing the heal from ED (it's getting +def instead, like Ice/EA) and instead transforming CP to Energize (same as Elec Armor).



    True, but keep in mind that since you slotted KB sets into Punch/Haymaker, that will make them to KB 30%/60% of the time (respectively). Fine for GMs/AVs/mobs with kb protection, but annoying as hell against anything else.

    The changes would overall probably improve the build and it's concept, but you're right it would need some tweaking.

    The KB was definitely noticed, i forgot about that part, it was a little annoying, but also very funny at times. Could always replace them both with 2 taunt sets, although it would lose some damage, not sure how much with 90% fury and 2x rage.




    Also, the Overload downtime is annoying, but so is the rage downtime. It's definitely worth it to feel like a god destroying everything while having to rest every few minutes for a couple seconds. My characters name was "Unlimited" on Virtue. Pure white costume with the psycho pattern all over and a huge joker grin on his face, except energy cloak just made him look like a powerful/nightmarish figure (Phantasm but shinier).
  7. Although it's a brute, let's just say i'm porting it over to scrappers when possible and since it's based off of Murdok's Spine/SR....scrapper forums seems better (as it is for nearly everything).

    As soon as Murdok posted his Spine/SR, he and I started PMing as I had an idea for the same concept with a SS/EA brute. Perma Overload with the +hp bonus and constant energy drain seemed extremely nice. The build is not theoritical. I made this exact build (from the 53 HOs to the shield wall/panacea proc) but eventually stripped it as I am a PvPer, and just thought i'd test out something that dominated at PvE that wasn't a pure farmer.

    It uses phase for the crash instead of hiber, but it can use demonic every 2nd crash. Instead of using a blue for the crashes where demonic was down, I used energy drain instead, timing it right before and getting the end after, then phasing. (The timing is difficult and when i did mess up i always had a blue anyway)

    It has....

    -Near perma double rage (1 second off)
    -Energy drain healing 1105.8 (on average with panacea proc) every 16 seconds with animation time(70 hp/sec)
    -Perfect end (Full end every 16s)
    -2759 hp with 30.1 hp/sec (100 hp/sec in total with Energy Drain)
    -Foot stomp with +rech proc every 6.724 seconds (6.244s if it procs)
    -Very good KD between foot stomp/Dark oblit with proc
    -Can achieve the best SS chain (Possibly better with this much Rech)
    -Overload down 33.7 seconds (not factoring +rech proc or Geas)

    Seeing how the +rech proc works, it should be on 80% of the time if you use FS everytime it's up.

    Feel free to play with it, use it or give suggestions. I don't post any builds i currently use, but this one worked very well while it did. Although Psi was hard, with KD and purples it was never a huge problem. Should be more fun when EA gets a +rech toggle.

    It had t4 alpha but no other incarnate.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1431;683;1366;HEX;|
    |78DA65947B53524118C6770524514452F37E015410E208A3D564B7D1D41947291DF|
    |EA8F11F8674835384CCE1D06437ADA6CF6097AFD0D454569FAACB37A097F7598DE9|
    |30B0BF3DCFBEFBBCBBEFEE21F368A94388836B42B65F2FE5ABD5DCA255B39527932|
    |F98DBEE6C7679C12B84186431975125A58C6CADA2AC5CD6B654B960170730B4A4EE|
    |AA725519CB656515F6720B352B1F5C2D171505D9C671C7BFB1BB5B3256CC42D136C|
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    |094E17E063C67B4EE333E3426F0CCBA14BDB221A5D75C0D44A41E203F09A356D876|
    |C0AF037E9DF0EB84DF478A77C14FB8E027A97E1E18B93DFB2C450E18F1178CE44BE|
    |01563925AAF0EF746D9F4540C9866F8E2408211A6D8369DB02D211AD2276ADBB5D4|
    |1E62698A1EFD7A337E93277615817B8CD3F78112A3E7012342DE01CC1281241B45C|
    |928285B580ACE13BC2EF199D0ADF37563CF13D4F6EA4DF4AEB1D9997520C3E8BF01|
    |DC64F829519F4ED407870049035A1A80F4851E86A48F4D87427C48C323C02863740|
    |C18678468D2885EC308EA3E8ABA8750F708EA1E41DDA7A91DD3251ABBC8CB1A9F07|
    |2E019719A12BC06B468C66857592F021212A26DE006F81778CE87BC611B59328956|
    |712A735A5A18B79CCE87FDCA63DC574A25892734F1BC00C9066C4538C1D0A4FE8F0|
    |C457CE70F608F8067C67247F3014851B3ADC9865879939E01C709E91BE804B43879|
    |3D28793C2FA87DD27AF1F7DE923E20E25E550D20E65D6A1CC3994958622B71A4A7D|
    |DD31BAE13E79718564A5AD8B5E4A28F59F747FA46C1EFDFD4FF1C861BE3A3DB8568|
    |3B85683B856715CABF455BE57BF1C3E7F9A9543AED36637B590EAB77CFC1FC3FDCD|
    |A6FE5653FF7653FF2FF76AEC38|
    |-------------------------------------------------------------------|

    Suggestions? Flaws? Improvements?
  8. New update, was offered a better deal on the spot.

    Lost 6 of the Hecas for 3 glad jav procs.

    Left with

    1 - Heca Dmg/Rech - 550 mill
    1 - Heca Dmg/acc/rech - 600 mill
    1 - Heca Dmg/end - 700 mill

    Stilling willing to trade these 3 with you Computer if you'd still like them.
  9. Quote:
    Originally Posted by Computer View Post
    Last I heard they dropped to 52 if emailed or put on the market, but not if directly traded.
    You can't email 52+ or else it gives you an error saying they're combined. I actually complained to support about this, as the mechanic doesn't make any sense. They changed my 4 52+ HOs into regular 52 HOs, and i'm complaining to them again. I'd have to buy 4 more HOs, and that's assuming it doesn't fail like it has before.


    Also, my friend has traded me 51++ HOs before, so they can be traded. Of course, until mine are changed back or made 53 to compensate, i obviously don't current hold those 52+ HOs.
  10. Quote:
    Originally Posted by Computer View Post
    These are the things I would be interested in acquiring.

    If my math is correct: 4.65 Bil




    These are the things I can supply (Sorry, other people have dibs on my Gladiator's Javelin Procs.)

    If my math is correct: 4.2 Bil

    Let me know if you are still interested and, if so, how you want to slice it so the numbers are closer together.


    Got your message a little late, I traded a couple of the Hecas but gained a couple more from a respec trial (was more on the toons i've been stripping).

    Now i've got

    1 - Heca Dmg - 400 mill
    2 - Heca Dmg/Rech - 550 mill
    2 - Heca Dmg/Rech/Acc - 600 mill
    1 - Heca Rech/acc - 550 mill
    2 - Heca Dmg/end - 700 mill
    1 - Heca Proc - 200 mill

    (Lost Heca Proc, Heca rech/acc. Gained Heca dmg, Heca dmg/rech)

    That's 4.85 bill all together, but since it's not full sets, and usually the heca dmg is left out, not to mention my inventory changed, i'd be happy to trade all 9 Hecas for those glad javs + fury glad proc.

    I'd be willing to meet ingame if you'd like to trade at any time. My globals are in my sig
  11. Quote:
    Originally Posted by Fulmens View Post
    Sentry4: There are two reasons I disagree- perhaps, disapprove- of your viewpoint.

    1) It's not a tax- unless a bookstore is "taxing" you by buying wholesale books and selling you retail books. It is a cost paid for a service. The service is "You don't have to start a thread here every time you want a Soul Trapped Gem; you don't have find a counterparty, set up a time to meet, negotiate a price, and worry about getting ripped off. You get access to 50,000 people whenever THEY feel like logging on." Taxes are abstract; you can argue about the justice of a tax; taxes may or may not be a good thing and fair. This is not a tax.

    2) On a larger scale.
    2a) If more influence is added to the game as a whole than removed, prices on the things people buy go up. Do you agree?
    2b) Where does inf get removed from the game? Let's say more than 10 million inf per player, because a L50 frequently creates 10 million inf in an hour or two of normal play.

    The service is not a player, and the service is never going to use the money on anything. It simply eats it up. If i pay a bookstore for it's service, those people are going to put the money back in the economy, not hoard it up or light it on fire.

    I don't need 50,000 buyers for one item, i need one buyer for 1 item. On the forums, i can usually get that.

    It's true that the more money created, the less it's worth. Basic idea, common sense, but if you look closely, the prices of things don't instantly jump up or down depending on how much is created. If i instantly create 100 billion throughout 50 different characters, the prices on the market will still be the same, and that's how you take advantage of it. I'd spend my billions well it's worth every penny it is and let everyone elses money go down in value because of it. I don't care about long term investments, if i skip the market it's because i want the most money for both the seller and buyer at this exact moment, when it matters. I'll let other people throw their influence away to increase the overall worth of influence, but my influence is nothing compared to the grand scheme of the influence sink. Whether mine is deleted or not does not matter to the system, but it does to me. If everyone had this attitude, it would be bad, luckily i can depend on others to burn through their cash because they believe "everyone should". I usually end up richer.

    Don't assume everyone makes that much in an hour or two. I PvP and make 0 in an hour, or two hours, and the overall income from killing players is so low you could round it to 0. I got a PvP recipe 4 weeks ago, I sold it for 70 mill.
  12. Quote:
    Originally Posted by Fulmens View Post
    ... because you'd clearly rather spend a week shuffling around bouncing tells from person to person than spend 9 billion instead of 8 billion? If "the prices don't have to match up exactly" you're going to spend more than 10% on rounding errors.

    My hobby is fighting inflation and burning inf - but even BEFORE I got into that hobby I didn't regret spending 10% at Wents. It's the difference between trading, realistically, with a thousand or so people and trading with 50,000 at Wents.
    I'd prefer to skip a step, instead of selling them for inf and using that inf to buy it, i want to take out the middle man.

    The tax means the money disappears, whether i'm selling or buying, nobody gets the influence i've worked for, it's eaten up and deleted.

    One way, there is a lot of work using the market, this way when i get rid of my IO, i instantly get what i need, rather than inf meaning more work on the market to buy it.
  13. Yea, i've got about 12 billion and everything I need is only 8-9 bill, I just hate using the market with the tax and would rather just trade one i have for one i need. After this i'll sell on the market
  14. Maybe someone has an IO i'm looking for and happens to need one I have. I don't expect to get every single one, and will end up selling whatever is left in order to buy what I need. The prices don't need to match up completely, as i'm not here to make money, just build my PvP toon. That being said, i'm not trading you my Glad armor proc for a glad jav dmg/rech, the rough prices should be somewhat considered.

    Quantity - IO - current price on market

    I have:

    1 - Glad armor proc - 2.5 bill
    4 - Glad Strike procs - 400 mill
    1 - Heca dmg/rech - 550 mill
    2 - Heca procs - 200 mill
    2 - Heca acc/rech - 550 mill
    2 - Heca acc/end/rech - 600 mill
    2 - Heca dmg/end - 700 mill
    1 - Glad strike acc/end/dmg/rech -500 mill
    1 - Glad strike acc/end/rech - 400 mill
    2 - level 53 (actually 52+, but exact same 38.3/38.3) Nucleous Exposure - 600 mill
    2 - level 53 (again, 52+) Synethetic Nucleous Exposure - 500 mill

    I want:

    2 - Glad jav dmg/rech - 100 mill
    2 - Glad jav dmg/acc - 250 mill
    2 - Glad jav dmg/end/rech - 100 mill
    2 - Glad jav acc/end/rech - 500 mill
    2 - Glad jav acc/dmg/end/rech - 650 mill
    4 - Glad jav proc - 1.1 bill
    1 - Fury of the glad proc - 1 bill

    -Make all offers here on this thread-
  15. Siphon Life is not affected by Heal Decay but it does activate it. If you use a green and then Siphon life, both are at full strength. If you reverse the order, the green is diminished.

    This is similar to reconstruction and healing flames.

    As for the entropic chaos proc, I have no idea, mainly because it's horrible and should never under any circumstances be used unless it's for a set mule. It's such a small heal and the % is not worth it, 10% for around 60 hp is 6 hp on average, use the attack every 5 seconds and you're averaging an extra 1.2 hp/sec, and whether it's affected by heal decay or not, it will definitely trigger it the same as siphon life.

    tl;dr Nope, but they trigger it for heals that are.
  16. Sentry4

    Necro/???

    Necro/Dark is too cliche, so I rolled a necro/pain and used Provoke from the Presence pool to draw all the aggro to myself while taunting.

    BG mode + World of Pain + Regen aura + auto nullify pain = awesome

    I once saw some level 25 SOed thug/pain with provoke take on some mob of 29 or 30s for the fun of it.

    They're very survivable, it's like a moving base.
  17. I want to be able to grant an ally a +1 level shift, by speeding up time for them as they become more powerful. In the arc for a hero to become a villain, you see your future self as more powerful, so with time manipulation, you could make an ally +1.

    Then that buff could only be used once on them, and perhaps a long recharge so that an entire team wouldn't be overpowered, but also long duration to not make it uselessly wear off too quick.

    Then again, although a powerset name like Time Manipulation allows a ton of creativity, I expect nothing completely new and out there, but basic powers that already exist out there brought into a new set.

    I'll also admit the sleep power from the electric control surprised me...but until new sets continuously show new ideas for powers, i'm leaning towards no new surprises.

    Here's hoping TM is a success
  18. Sentry4

    psi is broken

    Hey OP, source for the PFF nerf?

    I don't remember PFF being nerfed. I remember DR being implemented. DR nerfed everything, some things more than others, and yes it even nerfed hibernate. If you're complaining about DR, you're a couple years too late.

    If you think Psi is overpowered, instead of trying to convince us with your "experience", perhaps some numbers would be more convincing. Or you could save a couple of hours doing math with blaster primaries and acknowledge people smarter and more qualified than you have already done it.

    I have more trouble with fire than I do with psi, proc'd flares hurts. The only scary thing is that a dev might accidently click PvP forums and take this thread seriously.

    This thread is a rant and a joke. No basis of proof.
  19. Barrier isn't nearly as good as you think, and my characters never have a problem with it. If we assume t4, for 10 seconds (3 of which is the animation) they're using a power like Moment of Glory, except less of a duration, then after for 20 seconds they have +30% def and +30% res, which is DRed. It's more like shadow meld, but not as long. After that, it's nothing.

    Build for more accuracy and +tohit.
  20. Right, sorry. Natural as in, physical body, not tech based. Mutation is sort of natural, it is part of nature, but i'll change that.
  21. Quote:
    Originally Posted by Arcanaville View Post
    Cyclops needs *glasses* to function normally, and I don't normally consider glasses to be technology in this sense. The visor allows him to control when he emits the energy and how much of it with more precision, and that is a more functional piece of technology. But he's been shown to be able to use his optic blasts with just ruby quartz glasses with no mechanism.

    And this thing about any power involving eyes just requiring "looking" is a double myth that needs to die. First of all, its *extremely difficult* to stare directly at an object. The eye tends not to fixate on a single direction as part of how vision works: it moves in various autonomic ways. Second, the presumption that all eye-based powers would emit perfectly in the direction of vision is an assumption and it has a problem: if your eye powers are visible and move in exactly precisely the same direction as your eyes look then as you activate your power you'd block your line of sight to the target.

    In fact there are tests you can do with sensors that can project precisely where the eye is facing at any instant in time and even people asked to stare at one specific spot and believe they are doing so aren't. The brain censors out that motion, so the conscious mind usually can't even tell its happening. This makes the notion that aiming via line of sight is trivial basically not consistent with reality. Cyclops could definitely hit a target by looking at it with trivial effort, but without training he'd also randomly destroy a large orbit surrounding the target involuntarily. Even the conscious act of concentrating on not looking in a particular direction can cause the eyes to glance in that direction without any conscious control. Aiming with the sort of pin-point precision that Cyclops demonstrates in the comic books is not just non-trivial, but bordering on biologically impossible.


    I agree cyclops is mutation origin, since the only "super power" he has is his laser beams, which come naturally from his mutation. He wouldn't have to live as a blind man, but would have to be directed, or live in a sunlight-free zone (when he spends time underground, his beams shut off)

    As for aiming, he doesn't. The beams start from his eyeballs and would blast everything in his field of vision without his special targeting visor. The visor is tech because it allows him to target something without having to rely only on "staring at it". Don't ask me how, it's just the tech explanation. But when cyclops opens his eyes with no visor, everything in front of him gets blasted; he can only aim by turning his head. Also, it's not technically a laser, which is simply super focused light. His is kinetic energy, and the red colouring is translucent, letting him see through it at all times.

    Also, he relies on super hero physics. Technically that kind of energy output would blast back on its origin (his head) with equal force. So his real power lies in his super human neck muscles I guess :P Which is part of his mutation apparently.
  22. Sentry4

    NCsoft launcher

    Windows XP professional with Service pack 3

    32 bit

    And yes i tried the newest launcher. Installed/reinstalled etc.
  23. Sentry4

    NCsoft launcher

    I'm getting this, and it started yesterday. I updated my net framework as some forums in aion suggested, but it still isn't working. I've uninstalled and reinstalled the launcher as well.

    I used the link and i can normally get there fine, but as soon as it's finished either downloading or repairing itself, it crashes.

    "NCSoft Launcher has encountered a problem and needs to close. We are sorry for the inconvenience."

    Any ideas?
  24. In this situation i was only there for 2 seconds at most, and i got away -in hide- so i wasn't hit by anything. That's why i checked my combat. This is literally me breaking from hiber and running at max speed away (and then running near a spine warden near the end). My hide wasn't broken during this time, and sleet didn't hit me.

    Also, thanks for pointing out the math error.
  25. In a PvP zone my stalker was in hibernate surrounded by heroes. I came out of hibernate and ran. I checked my tohit window to find this...

    Dismantler Essence MISSES! Particle Blast power had a 5.85% chance to hit, but rolled a 23.19.
    Sleet MISSES! Sleet power had a 95.00% chance to hit, but rolled a 98.99.
    Sleet MISSES! Sleet power had a 71.96% chance to hit, but rolled a 97.60.
    Night Swordsman. MISSES! Kick power had a 42.90% chance to hit, but rolled a 93.21.
    Sleet MISSES! Sleet power had a 71.96% chance to hit, but rolled a 72.84.
    Sleet MISSES! Sleet power had a 71.96% chance to hit, but rolled a 93.86.
    Sleet MISSES! Sleet power had a 71.96% chance to hit, but rolled a 77.04.
    Sleet MISSES! Sleet power had a 71.96% chance to hit, but rolled a 72.64.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 82.92.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 21.99.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 89.57.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 23.47.
    Builder Essence MISSES! Particle Blast Barrage power had a 7.86% chance to hit, but rolled a 60.15.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 74.43.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 86.90.
    Ice Storm MISSES! IceStorm power had a 41.87% chance to hit, but rolled a 92.37.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 43.95.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 14.72.
    Ice Storm MISSES! IceStorm power had a 14.81% chance to hit, but rolled a 33.47.
    Ice Storm MISSES! IceStorm power had a 14.81% chance to hit, but rolled a 58.46.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 16.77.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 24.61.
    Ice Storm MISSES! IceStorm power had a 14.81% chance to hit, but rolled a 76.12.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 27.20.
    Dismantler Essence MISSES! Particle Blast power had a 8.89% chance to hit, but rolled a 39.06.
    Ice Storm MISSES! IceStorm power had a 14.81% chance to hit, but rolled a 28.51.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 76.24.
    Ice Storm MISSES! IceStorm power had a 14.81% chance to hit, but rolled a 86.51.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 52.44.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 81.77.
    Ice Storm MISSES! IceStorm power had a 14.81% chance to hit, but rolled a 20.04.
    Builder Essence MISSES! Particle Blast power had a 7.86% chance to hit, but rolled a 21.12.
    Ice Storm MISSES! IceStorm power had a 14.81% chance to hit, but rolled a 72.77.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 27.08.
    Ice Storm MISSES! IceStorm power had a 14.81% chance to hit, but rolled a 45.40.
    Sleet MISSES! Sleet power had a 13.90% chance to hit, but rolled a 41.40.
    Ice Storm MISSES! IceStorm power had a 12.26% chance to hit, but rolled a 60.76.
    Sleet MISSES! Sleet power had a 11.35% chance to hit, but rolled a 75.77.
    Ice Storm MISSES! IceStorm power had a 12.26% chance to hit, but rolled a 89.48.
    Sleet MISSES! Sleet power had a 11.35% chance to hit, but rolled a 94.61.
    Ice Storm MISSES! IceStorm power had a 12.26% chance to hit, but rolled a 88.02.
    Sleet MISSES! Sleet power had a 11.35% chance to hit, but rolled a 41.10.
    Ice Storm MISSES! IceStorm power had a 12.26% chance to hit, but rolled a 14.66.
    Sleet MISSES! Sleet power had a 11.35% chance to hit, but rolled a 50.78.
    Ice Storm MISSES! IceStorm power had a 12.26% chance to hit, but rolled a 71.50.
    Ice Storm MISSES! IceStorm power had a 12.26% chance to hit, but rolled a 23.74.
    Longbow Warden MISSES! Quills power had a 10.02% chance to hit, but rolled a 24.41.


    Subtracting each % from 1 and multipling them...
    =0.9415*0.05*0.2804*0.571*0.2804*0.2804*0.2804*0.2 804*0.861*0.861*0.861*0.861*0.861*0.9214*0.861*0.8 61*0.5813*0.861*0.861*0.8519*0.8519*0.861*0.861*0. 8519*0.861*0.9111*0.8519*0.861*0.8519*0.861*0.861* 0.8519*0.9214*0.8519*0.861*0.8519*0.816*0.8774*0.8 865*0.8774*0.8865*0.8774*0.8865*0.8774*0.8865*0.87 74*0.8774*0.8998

    I get 1.096697E-07

    Which is...

    0.0000001096697

    Converted to a % is

    0.00001096697% chance of this happening. 1 in 1,096,069 chance.

    Is something broken or was there really an, almost exactly, 1 in 1 million chance of this happening? Did i just win the lottery (unfortunately on misses in a game), or is something broke....or is my math wrong.