Umbral

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  1. Quote:
    Originally Posted by Prof_Backfire View Post
    Why not have both Conserve Power and PP? The more the better.
    Because where endurance is concerned, more isn't better. Anything over endurance sustainability is wasted. Any point of endurance you recover that you don't use is a wasted point of endurance and there isn't really a way to increase your endurance costs to increase output to achieve some form of additional performance by having greater endurance sustainability.
  2. Quote:
    Originally Posted by Reptlbrain View Post
    Didn't someone point out to me (maybe you) that the proc actually gives 10% of max end, not 10 points, even though the combat log reads 10 pts per?
    It's still up in the air. I've actually got a couple screenshots (from I15, none from 16 that I've bothered to collect) of the proc granting 11 end and 10.36 end. It's not particularly reliable, though I have found that it only grants the higher amounts at times when you're not already at max endurance (re: in combat). Either way, it's a small enough difference that it's largely an academic question.
  3. Quote:
    Originally Posted by JamMasterJMS View Post
    defense without +defence debuff is worthless.
    Lol. Tell that to a decently IO'd */regen.
  4. Quote:
    Originally Posted by NeonPower View Post
    So from the point of PP, is it worth putting the Panacea proc into a passive power as, as far as i know, this gives you a 20% chance for whatever every 10 secs???
    It's exactly the same as the Perf Shifter proc (which has a 10% chance to grant 20 end). The big question when slotting these is whether you plan on using any activated power you could slot it in more than once per 10 seconds. If you can, then go for it. If you can't (like most people can't with Perf Shifter or Panacea), then slot it into a passive and net the benefits of it on a constant basis.
  5. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Agreed...
    It's not even worth the extra power pick.
    That's a bit debatable. Depending on how much end redux you're already packing and how many +recov procs you're willing to slot into PP, you could actually get more assistance for your blue bar than Conserve Power.

    The primary detractor from CP is that you need to be spending a lot of endurance and not have much in the way of end redux in order for it to be especially effective. If you're burning through 3.0 end/sec with an assumed 66% end redux in all of your powers, with 50% uptime (230% +rech), you'd only be getting your end redux down to 2.21 end/sec for a net gain of .79 end/sec. Devoting similar slotting to PP (3 slots) and assuming you have the extra 10 end from the passive accolades, you could put in the Perf Shifter proc, Perf Shifter End Mod, and Miracle proc and net yourself another .92 end/sec.

    Honestly, the way I would decide between the two would be whether you plan on taking more than 1 power from Body Mastery. If you can only afford to take a single power choice, go with Conserve Power. If you can afford to take more, go with FA and PP (PP will contribute more end/sec than FA will cost).
  6. Quote:
    Originally Posted by Vanden View Post
    Permanent Power Analyzer Mk III.
    I would love to see that as an accolade or vet power of some kind.
  7. Quote:
    Originally Posted by ToySoldierZolgar View Post
    1: This idea isn't technically possible, yet.
    And not just for the initial targeting reason posted. There are a number of technical issues with having temporally changing scenery that can be interacted with. It's possible to change the textures that cover the various pieces of geometry, but changing the actual geometry of the zone based on time and other variables (such as the GM actually attacking them) isn't possible with the current tech.

    This, I think, is the bigger issue. It seems perfectly fine and dandy for a Giant AV to be spawned but having that GM wreak havoc through the zone, destroying buildings and then having those same building rebuild over a period of time isn't currently possible, (as far as we know). They might actually have something like this set up for GR (considering all of the people they have working on it, I wouldn't be surprised in the least if they had managed to change the game engine that much), but we won't know until then. As of now, it's a highly problematic pipe dream and not just for the targeting reason (which many melee toons complain of even for targets aside from the Jade Spider, such as the Mitos).
  8. Quote:
    Originally Posted by Harkness View Post
    I realise that the best these kinds of calculations can do is give an average, but I still think that the average is useful to know.
    The point I was trying to make was that there would be too much situational variance to make that average particularly relevant. Imagine having a toon with 90% resistance to lethal damage but no resistance to any other damage. Operating under the arbitrarily determined assumption that 30% of incoming damage is lethal, you'd have 27% average resistance, but that's nowhere near useful. You'd really be incredibly survivable against energy damage types and painfully weak to all others. That's the same issue.

    Quote:
    Do you know roughly what percentage of mezzes have a Positional component? And what percentage have Typed?

    Or general attacks, for that matter.
    I don't know the exact amount, but I do know that it's a very small percentage of them. Those enemies that do have non-positional attacks (which are all psi typed, iirc) are well known for them (Praetorian Malaise, Rikti Mentalists, Mesmerists, and Priests) and they only have a limited number of them (except for Malaise, who has only non-positional psi attacks). Of the Rikti, only the boss Mentalist will use his non-positionals more than his normal attack, which is positional.

    Quote:
    How directly do dark's to-hit debuffs equate to a character's Defense? For example, if I have 25% Def, and I'm opening with a -20% to-hit debuff, am I effectively at soft-cap for those people I've successfully debuffed?
    That depends entirely upon what the debuff resistance of the target is. Bosses have 20% native tohit debuff resistance. Lieutenants have 10% native tohit debuff resistance. Archvillains (and many AVs) have substantial near global debuff resistance that scales with their level (as seen here). Of course, if there is a level difference, you'll also have to content with the purpl patch, which is going to reduce the effectiveness of any effect you apply before any other resistance is even applied. The only time any percent of tohit debuff is equal to any percent of defense buff is against minions of equal level to you. Anything stronger than that and the tohit debuff is going to be progressively weaker. This is the big reason why tohit debuffs are so much larger than defense buffs (re: Radiation Infection does 31.25% -tohit base; Dispersion Bubble only provides 10% +def base even though it costs the same end/sec).
  9. Quote:
    Originally Posted by Negescape View Post
    Not to mention that with the smaller starting numbers in PP, putting the procs in PP and generic IOs in health would also yield a higher end result.
    This is the point entirely. There isn't really much point in enhancing the native values of Physical Perfection because they're so low. The Miracle proc adds more +recov than Physical Perfection does. Your best bet is to simply slot the Perf Shifter proc (seeing as it's not unique) and putting any of the other procs that you couldn't afford to place elsewhere (such as in Health) thanks to slotting constraints in PP.

    Because the values for PP are so low, it's honestly not all that important to enhance it up. It's barely worth the slots to put the procs in there (you'd be served just as well to put the slots into an earlier passive power so that you'd benefit from them for a larger level range). That has always been my problem with PP: its only real use is a proc mule.
  10. Quote:
    Originally Posted by Fleeting Whisper View Post
    And play on Guarrrdian!
    But Freedom be what pirating is all about! We be free do so whatever we want, yar!
  11. Quote:
    Originally Posted by Kurugi View Post
    Was reading through the Kat/Regen guide and kinda following along putting the build together on mids' (yeah that's probably kinda weird...) and I noticed when I slotted Integration with healing enhancements the regen only went up by 0.9% (to a total of 51.9% from 51%).
    The +regen that is listed on the info tab isn't completely accurate. Because of how it was set up, it doesn't really calculate all of it quite accurately. What's happening is that it's reading the 50% +regen(unenhanceable) as the full value while interpreting the 100% +regen(enhanceable) as a percent (so 100% is just 1) and then adding that percent to the original value. This is why, when it's unenhanced, the value is 51% +regen (50 + 1) rather than 150%. Whenever you enhanced it, you increased the 100% to 195%, so the "51%" became "51.9%".

    If you check your effects or totals tabs, you'll see that it's actually tabulating everything correctly. It's simply an error with the info tab.
  12. Quote:
    Originally Posted by Frosticus View Post
    elec/stone melee for tanks.
    Having played this one up to 22 over the course of the last 2 nights (and having gone through both a Posi and a Synapse as the aggro magnet), I can honestly say it's a great combination.
  13. Quote:
    Originally Posted by Ghost_Ripper View Post
    Would you take Melt Armor instead of Fire Blast for AV soloing then?
    Lessee... Assuming ~200% +rech, 1.716 sec animation to get 40 seconds of 9.75% -res every 68.5 seconds. That's roughly 58.5% uptime for 5.7% -res on average. Of course, that's also gonna put some hurting on your blue bar because it costs 22.75 end to activate.

    Honestly, I wouldn't even bother. You would probably generate decent enough damage numbers (4.3% of your animation time for a ~5.7% increase to DPS isn't all that bad of an exchange), but it wouldn't be that much better than just using an attack because APP Melt Armor is just bad.
  14. Quote:
    Originally Posted by BlackBellatrix View Post
    First thing to note: I do not like Shockwave. Yes, you may think it's the best power ever created but I just don't share that opinion, so it won't be making it in the build.

    Second thing to note: I decided to go for 5x Doctored Wounds in Dark Regen with my Theft of Essence Proc. I figured with Focused Accuracy, my global accuracy and the Kismet Unique, I'd be sitting pretty as far as being able to hit enough targets with it. Please let me know if this assumption is erroneous. (I'd prefer math to back it up, just because I know a lot of people who advocate overslotting accuracy, which I don't agree with.)

    Third: My main goals with this build are a decent amount of recharge and a nice, extra layer of defense. Specifically melee defense being one luck away from soft-cap. I'm not looking to farm or to solo AVs without inspirations.

    So, with that being said, any obvious oversights?
    Your survivability looks more than adequate. While I don't necessarily agree with using 5 piece Doc Wounds rather than 5 piece Touch of the Nictus or 5 piece Theft of Essence, I'm reasonably confident you'll be able to hit enough targets each time to completely refill your hp. You only need to hit 2 targets to get yourself to full, and you're packing 13.9% +tohit and 79% +acc in DR (with FA turned on but the proc removed) which means you'll have just shy of a 95% chance to hit against +4s, discounting FU (which will make it even easier).

    The only problem I can really see is that you are nowhere near endurance sustainable. You're only packing 3.91 end/sec (factoring in the Perf Shifter procs, assuming you grab the 4 passive accolades) but you're burning through 2.1 end/sec from your toggles alone. Assuming you go with FU>Evis>Focus>Wait(.396 secs) as your attack string (you don't have the +rech to run FU>Focus>Slash>Wait; of course, you may be intending to use FU>Focus>Slash>Strike for 3.18 end/sec, counting on global +acc and +tohit to account for completely ignoring the slotting otherwise), you'd be burning another 3.33 end/sec. That's a net loss of 1.52 end/sec. You'd only be able to sustain that for 74 seconds before you run out of end. If you conditionally run DS and FA (re: DS for AoE, FA for ST), you'd be able to extend that to 105 seconds, but that's still not very endurance sustainable, especially considering that's ignoring Dark Regen (which would be just barely over endurance neutral at target saturation; with only a single target, you're gonna expect an average cost post proc of 17.5 end).

    My biggest recommendation would be to move off of the +def and instead try to hit the +end and +recov a bit harder. See if you can turn some of those Aegis 3 pieces into Impervium Armor 4 pieces. Tweaking some other slotting (re: removing the AH proc from Slash to free up a slot; getting rid of the Perf Shifter EndMod in PP for the Numina Proc), I managed to get your recovery up to 4.4 end/sec so that you'd at least be able to run for more than 115 seconds with both FA and DS on or more than 215 seconds with only one of DS and FA active. Of course, what could help you out the most might be getting rid of something in order to grab Conserve Power (which will most likely do a good bit more for your endurance). Either way, it's gonna be a set of tough choices to make this blue bar burner decently sustainable.
  15. Quote:
    Originally Posted by Turgenev View Post
    *blink* OMG I LOVE BEHOLDERS
    You're wrong. It's actually Drow (heeheehee... I lurv me that Drow knockout poison. I got 3 of the 5 players in the party with it last game).
  16. Quote:
    Originally Posted by Aoide Muse View Post
    Welcome to The Ebil Marketeers Club.
    Does having more than a billion automatically make you an Ebil Marketeer/Farmer? Cuz I didn't play the market or farm for my 2 bill.
  17. Quote:
    Originally Posted by U_S_C_I View Post
    Just wondering when this game is going to get with the times and celebrate the International Talk Like A Pirate day, which is every September 19th.
    I'll be hosting my weekly D&D game. Can anyone guess what they'll be fighting?
  18. Quote:
    Originally Posted by Vanden View Post
    How does that combo perform, anyway?
    Where Elec/* is concerned, think of it as a lower damage version of Fire/* that's actually packing a decent bit of mitigation.

    With SOs, */Elec should perform about as well as */Fire and */Shield. It'll deal slightly less damage, but it'll have an easier time with endurance. With IOs, it'll be pretty much on par with */Fire (*/Shield shoots ahead because it's defense based).

    Quote:
    Also, why is the default color purple and not blue?
    I've got no earthly clue, but I think it looks pretty kewl actually.
  19. Quote:
    Originally Posted by BrandX View Post
    So I guess the question would be, would the .5 second pause lower the DPS of the one chain by only 1 or 2 DPS? Would they be the same?
    Assuming that you didn't calculate the wait into the other attack string, you'd have a drop of roughly roughly 12 DPS thanks to that wait. Honestly, if there is a question of CB + .5 sec wait or HP and no wait, you're going to be best off with Havoc Punch simply because, for that instance, you're comparing a 1.584 second functional animation Charged Brawl (1.056 sec animation + .528 sec wait) against a 1.716 second functional animation Havoc Punch. Of course Havoc Punch is going to be better whenever you get rid of the animation time advantage that Charged Brawl is packing.
  20. Quote:
    Originally Posted by Fury Flechette View Post
    I'd spec in charged brawl and then respec out of it after you get high enough to get other attacks.
    Charged Brawl > Havoc Punch. People need to quit spreading misinformation.

    Charged Brawl: 52.55 damage (57.8 w/ 10% crit), 1.056 sec activation time, 49.7 DPA (54.7 w/ 10% crit)
    Havoc Punch: 82.58 damage (90.8 w/ 10% crit), 1.716 sec activation time, 48.1 DPA (52.9 w/ 10% crit)

    And that's completely ignoring the fact that Charged Brawl recharges faster so it's easier to fit into attack string and that it will be available substantially more often to provide its superior DPA.

    Havoc Punch is the attack you are going to take at low levels to fill out your attack string and then spec out of later whenever you've got enough recharge. Charged Brawl is gold. Don't just pay attention to the tier of the attack. It's more important to pay attention to the actual attributes of the power.
  21. Quote:
    Originally Posted by Harkness View Post
    However, I don't know where the effectiveness of one overtakes the over. Surely 40% Def (All Positions) is as good as 45% S/L Def, but where is the line? 35% Def (All Positions)? 30%?
    There isn't really a definable point wherein a specific amount of typed defense is better than a smaller amount of positional defense because the benefits of the two are highly situations and vary greatly across those situations (too much to make me feel comfortable giving an average). There are simply too many variables. For example, what if you were fighting Cimerorans? That 45% +def(s/l) would be more valuable than 40% +def(melee/ranged/AoE) because all of their attacks are either smashing or lethal typed. Of course, if you were fighting Hydras, the exact opposite would be true because almost none of their attacks (none at all, iirc) are typed for smash/lethal (I believe they're fire/ranged or fire/melee even though they deal toxic).

    Quote:
    Additionally, I'd love to know if anyone has a clue how mezzes affect these results. I'd imagine that most mezzes have a Positional component, but that the Type has a greater variation than non-mezzing/damage attacks.
    Mezzes are interesting insofar as there are more of them without positional components than there are of attacks, so it would negatively impact positional stacking. Of course, I don't believe there are many s/l mezzes, so s/l typed isn't really going to help you much in that department either.

    Quote:
    For ATs other than Scrappers, doesn't Positional Defense have a greater impact simply by virtue of covering a greater percentage of incoming mezzes? For those ATs, surely the balance is even more skewed towards Positional Defense?
    The positional v. typed issue for most ATs isn't really a question of impact. It's more a question of how much you can get. It is vastly easier to get positional defenses from set bonuses in substantial enough quantities to have it matter than it is to get typed defenses high enough, not to mention that, with positional defenses, though you'll still have to contend with the occasional non-positional psi attack, there are fewer categories that you have to stack, especially if you're running as a hover/fly character (in which all you really need is ranged and a bit of AoE). Typed characters, in order to be softcapped, have to stack s/l, f/c, n/e, and psi. Positional characters only have to contend with melee, ranged, and AoE.

    Quote:
    Additionally, if you're a dedicated flier, can you safely cut Melee from your Positional Defense and just worry about Ranged and AoE, or does that work out badly in practice?
    Yes, you can. All you have to do is hover/fly more than 8' away from any enemy and they'll never use their melee attacks on you. This is exactly how the softcapped Blasters operate.
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    Oh, and let's not forget the SuperStrength buff set, too.
    Bill, it's not Super Strength Support, it's Super Strength Control: through control of your incredible, rippling muscles and statuesque jaw, you are capable of striking such incredible poses that your foes will cower in fear before your masculine beauty.
  23. Quote:
    Originally Posted by Kractis_Sky View Post
    There is a ranged damage proc (i think in the decimation set) that could be used. But, like Guassian's, the set is worth more than the IO most of the time.
    Both of the BU procs are unique, which also means that the 6 piece set bonus for that particular set is also going to be unique (all of the other pieces are as slottable as you want them). Considering the 6 piece set bonus for Decimation (1.58% +res(tox/psi)), I wouldn't consider slotting the Decimation proc alone to be at all a hindrance or even at much cost (woo... losing a tiny bit of potential +res to two rare damage types), especially consider the low level and thereby lower enhancement values of the Decimation set overall.
  24. Quote:
    Originally Posted by Negescape View Post
    So given the option between putting a build up proc in an ability, would you put it in focus or follow up?
    Focus, for 2 big reasons. The first is that there aren't any other ranged set procs that contribute damage unless you go with the Gladiator's Javelin proc so it's the best of a bunch of rather mediocre options. The second is that you're not preventing yourself from accessing the Gaussian's 6 piece by slotting the Decimation proc.

    Of course, if you don't ever plan on even trying for the Gaussian's 6 piece and have a free slot available to put into either Focus or FU, then you'd want to put it into FU because then you'd be getting higher damage/DPA attacks being affected by the buff for a larger effect overall.
  25. Quote:
    Originally Posted by Reptlbrain View Post
    For Elec/ you can easily skip Taunt and Handclap and probably one of the single target/melee cone powers, if, say, you don't like the long activation time on Thunder Strike or the low damage of Charged Brawl. (Leveling you should probably take all these attacks until you can get an uninterrupted chain with some single-target attack getting left out. Switch builds or respec at this point to get the attack chain you like.)
    Stop giving bad advice. Charged Brawl may be lowish damage, but it's got substantially better DPA (49.8) than most of the other attacks you have access to. It's better than Havoc Punch (48.1) and recharges faster so it's easier to cycle in attack strings.

    For ST damage on an IO build, your best bet is Chain>Charged>Jacobs>Charged, which has similar recharge requirements as DM's MG>Smite>Siphon>Smite string (it's actually slightly harder on Chain Induction than on MG but easier on Charged than Smite).

    On a lower recharge build (re: SO leveling), your best bet is Charged>Jacobs>Charged>Havoc>Charged>Chain>Wait(.3 96 seconds). With Hasten, you'd be able to get down to Chain>Charged>Jacobs>Charged>Havok.

    For AoE, even considering it's annoyingly long animation, I'd definitely say that Thunder Strike is actually worth it. It's packing a decent bit of mitigation to make it an effective AoE control power as well as a decent AoE power (it's actually comparable to Spines Burst where damage and DPA are concerned). It also recharges only slightly slower than Spines Burst. Now, if you can convince yourself that it's a good idea for a PvE Spines Scrapper to not get Spines Burst, you'd be similarly capable of convincing a PvE Elec Melee to not get Thunder Strike, but I really doubt you're going to be able to do the first, much less the second.

    The only really "skippable" powers in the set are Confront and Lightning Clap. At higher levels of recharge, you can also skip Havoc Punch. Every other attack is actually worthwhile to take though.