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I can confirm the following 2 COV ONLY badges. They are only COV because you cant find these villains in any zone other than Cap Au Diable (aka CAD).
The first is a hunt badge. Its for killing those little electric guys that hang out around the transformers in CAD. They are called "Cap Au Diable Demons". I lost count, mainly because I hunted them for 2 days straight, but I suspect its a bunch... my best guess is 200. Anyways, defeating them earns you the Electrician Badge !!!! Pretty sweet badge.
The text for it reads: The Cap Au Diable Demons have learned not to mess with you.
Upon earning the Electrician badge for hunting those demons I also was awarded the Gremlin Gladiator Badge. So the Gremlin gladiator is linked to the CAD Demon hunt badge!!!
The badge description reads: This living spark is a capricious sort.
You are welcome -
I posted it on another thread, but I'll add it here..
Wraith is awarded same time you earn the Haunted badge. Thats the Croatoa badge for hunting ghosts. -
Astartus,
I can help out your list some.
Wraith is for defeating 100 Ghost in Croatoa (for those who wanted Croatoa galdiators) Hmm, may be more than 100... at any rate its tied to the Ghost Hunt badge in Croatoa
Arch Mage of Agony is from completeing the 3rd Shard TF
I'll post more as I figure them out. -
Could have sworn I already answered that question...
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Basically, the final numbers wont be deduced till all the attack rates are determined. For that to happen, Pilcrow will need to go through all of the demo files he made. Expect that to take awhile (and he may still be missing pieces of info which I'll have to try to supply him with as needed)
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and once again... read before posting -
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Animate Stone:Hurl Boulder - 91.9 initial damage + 0 tics of 0 DOT / 11 Brawl = 8.35 BI initial + 0 tics of 0 BI = 8.35 BI total. Assuming an attack each 6 seconds, this is 1.39 BI
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Not to be a spoilsport, but you seriously cannot expect this attack to cycle every 6 seconds. It may trigger at 6 seconds, but the attack itself is on the long-tooth side of 4 seconds...which is to say from the point of attack to the actual damage, you're looking at 10 seconds betwen activation and damages at least...not to mention that his attacks are the most resisted damage types and he often knocks back villians out of his own perception range. Shouldn't animation time be factored into the equation?
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Try reading before posting, it does wonders
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First off, Mad Props to P-Dude and Tremere for all the help and an extra prop to Tremere for some nice log summarizing, here are our preliminary results on Pet Damage.
They are preliminary because:
[*]I haven't measured the attack rates, just assigned every attack a rate of 6 seconds [*]We haven't tested outside of PVP to see if PVE values are consistent or if something else may have skewed us in the arena[*]My hero was a different level, which may have had some effects[*]We didn't have access to singularity, dark fluffy, or the kheld pet
Would be most happy to meet volunteers with any of those three pets in the arena 1 on 1 on test to try those out. My global is @pilcrow but on test it's @goose man
OK, on to the first draft results, all of these are w/o DMG enhancers (so this is BASE damage)
<ul type="square">[*]Imps:Melee - 27.8 initial damage + 3 tics of 11.11 DOT / 11 Brawl = 2.53 BI initial + 3 tics of 1.01 BI = 5.56 BI total. Assuming an attack each 6 seconds, this is 0.93 BI per imp for a total of 2.78 BI[*]Animate Stone:Hurl Boulder - 91.9 initial damage + 0 tics of 0 DOT / 11 Brawl = 8.35 BI initial + 0 tics of 0 BI = 8.35 BI total. Assuming an attack each 6 seconds, this is 1.39 BI[*]Animate Stone:Stone Fist - 55.6 initial damage + 0 tics of 0 DOT / 11 Brawl = 5.05 BI initial + 0 tics of 0 BI = 5.05 BI total. Assuming an attack each 6 seconds, this is 0.84 BI[*]Animate Stone:Stone Mallet - 91.9 initial damage + 0 tics of 0 DOT / 11 Brawl = 8.35 BI initial + 0 tics of 0 BI = 8.35 BI total. Assuming an attack each 6 seconds, this is 1.39 BI[/list]
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Note the bold Red portion
As well as my quote:
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The stone mallet has a MUCH higher BI however the rate of attack on it is roughly once every 8-10 seconds. The Stone fist attack has a lower BI but the attack itself recharges faster, I'd estimate once every 4-6 seconds.
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For those of you interested Pilcrow & Myself just came from Test and this is what we found:
Pet dmg is capped at 400%
Thanks Pilcrow for your time. Hollar if you ever need a test subject. -
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When are you guys expecting to test?
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Tonight (Thur) @ 9pm central. If interested just find us on Test, my global over there is @Tremere1 -
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Slacker, where are those numbers?
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Well honestly its more complicated than just figuring out BIs (give the man a break)
You see the imps have only one attack which cycles every 6 sec. Whereas Stoney has 3 attacks of which he never uses more than one in a set period of time.
For instance while he is hurling his boulder he isnt using his mallet and his stone fist. Now if he is using his stone fist he will NOT use his mallet. Then after a period of time he switches from Stone Mallet to Stone Fists. My rough (very rough at this moment in time) suggests that he usses one of the attacks for 2 min before switching to the next. That is to say Stoney will use the Stone Mallet attack exclusively (while in melee range) for 2 minutes before he puts that weapon away and then switches to Stone Fists exclusivly for the next two min (again in melee only). So, why is this important? The stone mallet has a MUCH higher BI however the rate of attack on it is roughly once every 8-10 seconds. The Stone fist attack has a lower BI but the attack itself recharges faster, I'd estimate once every 4-6 seconds.
Note, a similar situations occur with Jack. Singularity and Phantasm use their attacks freely and in complete rotation (no exclusivity to any one attack at any time), so for these 2 pets just determining their attack rate will be sufficient.
Basically, the final numbers wont be deduced till all the attack rates are determined. For that to happen, Pilcrow will need to go through all of the demo files he made. Expect that to take awhile (and he may still be missing pieces of info which I'll have to try to supply him with as needed)
A quick NOTE about all the numbers supplied by Pilcrow so far:
<ul type="square">[*]Imps:Melee - 27.8 initial damage + 3 tics of 11.11 DOT / 11 Brawl = 2.53 BI initial + 3 tics of 1.01 BI = 5.56 BI total. Assuming an attack each 6 seconds, this is 0.93 BI per imp for a total of 2.78 BI The imp dmg as far as I can tell is 27.8 of lethal and then the 3 ticks is fire dmg [*]Animate Stone:Hurl Boulder - 91.9 initial damage + 0 tics of 0 DOT / 11 Brawl = 8.35 BI initial + 0 tics of 0 BI = 8.35 BI total. Assuming an attack each 6 seconds, this is 1.39 BI[*]Animate Stone:Stone Fist - 55.6 initial damage + 0 tics of 0 DOT / 11 Brawl = 5.05 BI initial + 0 tics of 0 BI = 5.05 BI total. Assuming an attack each 6 seconds, this is 0.84 BI[*]Animate Stone:Stone Mallet - 91.9 initial damage + 0 tics of 0 DOT / 11 Brawl = 8.35 BI initial + 0 tics of 0 BI = 8.35 BI total. Assuming an attack each 6 seconds, this is 1.39 BI all of Stoney's attacks are pure smashing dmg [*]Phantasm:Eng Blast - 27 initial damage + 1 tics of 8 DOT / 9.71 Brawl = 2.78 BI initial + 1 tics of 0.82 BI = 3.6 BI total. Assuming an attack each 6 seconds, this is 0.6 BI[*]Phantasm:Eng Torrent - 39 initial damage + 1 tics of 15 DOT / 9.71 Brawl = 4.02 BI initial + 1 tics of 1.54 BI = 5.56 BI total. Assuming an attack each 6 seconds, this is 0.93 BI THe first number listed for each of the Phantasm attacks is Energy dmg while the second dmg # listed is smashing dmg [*]Phantasm's Decoy:Eng Blast - 52 initial damage + -52 tics of 0 DOT / 9.71 Brawl = 5.36 BI initial + -52 tics of 0 BI = 5.36 BI total. Assuming an attack each 6 seconds, this is 0.89 BI[*]Phantasm's Decoy:Eng Torrent - 52 initial damage + -52 tics of 0 DOT / 9.71 Brawl = 5.36 BI initial + -52 tics of 0 BI = 5.36 BI total. Assuming an attack each 6 seconds, this is 0.89 BI All of the Decoy's dmg is illusionary, meaning it will fade away[*]Jack Frost:Ice Blast - 34.72 initial damage + 1 tics of 8.67 DOT / 10.73 Brawl = 3.24 BI initial + 1 tics of 0.81 BI = 4.04 BI total. Assuming an attack each 6 seconds, this is 0.67 BI[*]Jack Frost:Ice Sword - 27 initial damage + 1 tics of 27 DOT / 10.73 Brawl = 2.52 BI initial + 1 tics of 2.52 BI = 5.03 BI total. Assuming an attack each 6 seconds, this is 0.84 BI[*]Jack Frost:Greater Ice Sword - 69 initial damage + 1 tics of 54 DOT / 10.73 Brawl = 6.43 BI initial + 1 tics of 5.03 BI = 11.46 BI total. Assuming an attack each 6 seconds, this is 1.91 BI For the previous 3 attacks of Jack's the first dmg number listed is Cold dmg while the 2nd # is smashing dmg[*]Jack Frost:Ice Touch - 0 initial damage + 6 tics of 15.18 DOT / 10.73 Brawl = 0 BI initial + 6 tics of 1.41 BI = 8.49 BI total. Assuming an attack each 6 seconds, this is 1.41 BI all of this dmg appears to be Cold dmg [/list]
Lastly, to determine the dmg cap of the pets I'll need a volunteer to head over to Test with me. This person will need to have a Kin toon, either defender or troller, and must have a spare respec. Just send me a PM if you have time and are willing to help. -
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My handle is @pilcrow for those who can make it.
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Doh! I was comcasted. Cable just came back up.
Anyone up for Thursday Night at 9 PM EST?
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hah Perfect.... Thur works out much better for me. Cya on Test then -
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I can throw in Stoney, Sing or Phants. My question is how do you plan on buffing the pets damage? everyone respec into assault? or forts?
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This is in the arena, so there's no need to buff the pets' damage since we'll (hopefully) be able to read it straight off the combat log of the person getting attacked, which means that all damage enhancements should be removed from the pet. I will say though that I've occasionally had weird things happen to my combat log in the arena and you *might* not get all the numbers you want. If it's a time I can attend I can provide a tank without any passive resists and Aid Self. Wednesday or Thursday evening probably won't work for me.
Here's the Brawl Index I've tested on imps, Controller Brawl at level 50 is exactly 11.00 smashing damage for reference.
Imp Brawl (melee): 2.53 smashing, 1.00x3 fire (DoT)
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Sorry, but not quite correct. What you are suggesting will gives us the BIs, however the goal is to find out what and IF there is a damage cap for the pets. For that the pets will need to be buffed, but incremently. So, to start off yes the pets will need to be stripped of all enhs, and then slowly added on. Yet I doubt 6 Dmg ++ SOs will be enough for the pets to hit the dmg cap, and thus they will have to be buffed by other means as well. -
If its on Test server, just let me know Day & Time. I can contribute the following... imps, Jack and Stoney