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Quote:I'll run it as soon as it finishes downloading.Would Stupid_Fanboy or Hyperstrike be willing to run this benchmark demo? I tried it on my 7900GTX and got some odd results. The 7900 GTX is too old for this benchmark, but I'm probably about a week away from getting my card back. I'd really like to know what you get running the OpenGL settings on a 200 series card or newer.
Oh, and be sure and turn on the messages. -
One thing that seems to make the crashes more frequent for me is to have youtube going in a browser as I'm playing.
Have you guys noticed anything like that? -
Des, i'm having the exact same thing with a GTX 275. I get the exact same error dialog that Suzumebachi posted.
I really hope you figure this out because I don't have the energy to do all the work you're doing and I hope I don't have to replace this card.
Good luck man -
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I'd been using Maneuvers and Assault in one build. Maneuvers for the lotg 7.5 and assualt for more damage, obviously. prior to the incarnate slots, 10% dmg took several IO bonuses, so I liked getting that in one power. I think I'm going to get rid of it since the higher tier slots are so lovely.
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Quote:here's the correct link. and I updated the other post.Comparison looks nice and shiny, Stupid Fanboy, but I can't open the link. I get an error saying "unable to read data. unable to read beyond the end of the stream"
http://www.cohplanner.com/mids/downl...76FF172706E26E -
Quote:1. you're over the cap for 5% +recharge. The Doctored Wounds in IH isn't counting.heh, Claws/WP..might be a second toon.
Messing around with mids, i came up with this, think it needs some tweaking no doubt.
2. I would stop 4slotting heal sets for the +heal bonus. It only affects Recon and the heal part of DP. FH, Int, IH, and Health get nothing from it. Without getting Numbers Nuts, let's just say that the effect of the Spiritual Core Paragon slot is much greater than a couple +6% heal IO bonuses.
3. Why do you have acrobatics? And why do you have the +kb resists IO in Shadow Meld? You will not be knocked back as a regen. I removed both and was able to use the slot from Shadow Meld elsewhere. I replaced Acro with Maneuvers, giving you another place for the +7.5% recharge LotG and some nice +def of its own.
4. I would take the 6th Crushing Impact out of Slash for Proc, either the Dmg or the Res debuff. That 2.5% Psi res isn't that big a deal.
5. I would at least slot Integration. That's a lot of +Regen you lose by not slotting.
6. You can use LotG in MoG, but slot for recharge, not +def. It already will cap you without slots.
7. Why Kinetic Crash in Follow Up? Are you going for +Def out of MoG and Shadow Meld? Doesn't really look like it. I would normally prioritize enhancing FU's stats more. You could get more +dmg and +acc in there and maybe some different IO bonuses. But we'll stick with +def bonuses for now.
8. More on +Def. If you are going for it, pick one and do it well. Going for across the board won't do enough to really help compared to getting one group (melee and s/l) into the 20s.
with that in mind, I'd probably keep kinetic crash in FU, add it to Strike, 6slot Evis and Spin with Obliteration.
9. 5 slots in Shockwave gets you another 6.25% recharge
10. You grabbed tough, but you didn't through the Steadfast +3% def in there. We'll fix that. I'm going to take a few slots out too.
http://www.cohplanner.com/mids/downl...57F01D5E1E76A] l]
quick comparison between the two builds.
Code:Original Revised Regen: 616 726 Defense: 11.8% 24.9% (both are m/s/l) Recharge: 131.3% 140% Accuracy: 59% 52%
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Another small thing that might be affecting it is the arcanatime of the attacks.
I won't go into the big explanation of it here, but she points out that unless your next attack is queued, you're going to lose a server tick while the game is checking to make sure you're ready to use the next attack. I'd imagine over the course of the fight, that's going to change your output slightly. -
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Quote:I'm going to quote this because it's the most important point being made. I hope the question is actually answered.Yes if X=Y then Y=X. You're not revealing anything to use we don't understand. We're responding to you saying that "we get that... but we care about relative mitigation, not absolute mitigation." Why don't you understand us? Use your spreadsheet but look at time to defeat instead of damage mitigated.
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Quote:Two things here.Pick up combat jumping early for a nice boost to go with the Melee toggle, spec out later if necessary
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Air Superiority > Combat Jumping for damage mitigation? I like this idea because it gives soft control and can replace an attack power early
1. Combat Jumping adds defense to all positional types, not just melee. Other than Weave, it's the best Pool power you'll have for adding DEF and it will let you eventually have more options when adding IOs.
2. Speaking about IOs. You talked about how you have accuracy and tohit as a concern for your attacks, right? CJ takes the Kismet +6% tohit IO. It's not that hard to get really and it's pretty cheap with merits.
Quote:Endurance
Basically, I need enough recharge to run the SR toggles full time + mez prot + run my attack chain without running my endurance to 0 therefore :
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Stamina -> 3 EndMod
toggles/attack chain endrdx -
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You don't use Slash? what attacks are you using on a single target? The only slotted single target attacks you have are Slash, Follow Up and Focus. You don't have enough recharge to make that a perfectly smooth attack chain, so how exactly do you use your attacks while playing? I'm curious.
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if you assume hasten will always be on, then that 2nd recharge in MoG only takes off about 5 secs. you could use that slot for an attack for more damage. You seem to be around 90% in dmg enhancements in each attack. you could add procs or the debuff to Slash if you want.
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where's arcana?
i'm fairly sure she's disagree with you Bunny, and perhaps strongly. She and... damn who was that, nevermind. Anyway, this discussion about how to treat increasing amounts of defense has been done several times and IIRC, it's been concluded repeatedly that you must consider the current level of defense when looking at adding more.
I apologize for this type of "nuh-uh, someone else says your wrong but I can't point to why right now" reply. i'd type a real reply but i'm lazy and not the crazy math lady. and it's 1am. hopefully someone else who remembers the discussions better than me will post about them.
or maybe someone will summon Arcanaville. -
before I post a new one for i19, does anyone have anything else to add?
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Quote:Based on all the testing done, the drop rate approximates to these values.I'm curious about drop rates on shards. I have 2, so I know i've done everything needed to generate drops but I don't know when they dropped. After getting those 2 I went to the Storm Palace and lvl 50+ killed bosses and LTs for over an hour (I watched the last 3/4 of a movie at the same time). 0 drops. I kill fast, so that seems to me like I was either unlucky, or the shadow shard is outside of the effects of the well of furies.
minions: 1/1000 or about 0.1% (that's one tenth of one percent)
lieuts: 1/150 or about 0.66%
bosses: 1/50 or about 2% -
Plus, power selection order is nicer on a Brute.
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I would imagine that the Rogue's Gallery of minmaxxers that spend a lot of time in the Pylon soloing thread have their own versions. I tend to make one on the fly when I need it, which is rarely since I don't normally spend time in attack chain calculations.
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Quote:I assure you, Tanks can do everything a Regen can and then some. If you survived while your tank was dead, I would think the difference in aggro was the cause of that more than who has a stronger defensive capability. Though that Tank just might have been poorly built.I play tanks quite a lot, and I don't think they can do what the regen scrapper can do. I'm wondering if other kinds of scrappers are this insanely durable. If so I may need to play more of them.
And yes, you can do some crazy things on Scrappers. You can make some of the other secondaries do things a Regen wouldn't even attempt without a billion+ in IOs invested. -
Re: the Cast times
You've got to factor in Arcanatime too in order to see the true cast time of each power.
=((ROUNDUP(CAST/0.132,0))+1)*0.132
what's that mean? Divide the cast time by 0.132. Round that up to the next whole number and add 1. Then multiply by 0.132 and that's the real cast time you'll see ingame.
Modify your attacks like that first, and then you can look at the length of the chain.
Re: the Recharge times
Once you do that, you can figure out the recharge you need in each attack to make the chain work.
Say you're Claws and you want to run this:
Follow Up
Focus
Slash
Strike.
How much recharge do you need in each one?
Add up the cast times of all the other attacks in the chain to see how fast a particular attack needs to recharge in.
So for Focus, it needs to recharge in the same time that Follow Up, Slash and Strike take to animate.
Let's say those attacks take 4 seconds to animate. Then you do this.
(base recharge of attack) / (cast times of other attacks) -1 = recharge buff you need in the attack.
So if Focus recharges normally in 6 seconds, then we do (6/4)-1 = .5. You would need 50% worth of recharge buffs in Focus to make it fit in this chain.
Do that for all your attacks in the chain and you'll see if the chain works and how many buffs you need to gather to make it work.
Spreadsheets help out immensely. Let me know if this made sense. -
I would think that with its 40 second duration, it would be useful. You'll probably only be able to cast it every 100 seconds, but even then, I'd think that with the Bruising debuff up constantly and the procs going off, it would still be a positive effect on DPS.