ioars

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  1. The url to the toggle cost calculator has changed. Please use the one in my sig below.
  2. From ZeroG's calculations, yes it gives about 10%.
  3. [ QUOTE ]
    I tested with my Ice Tanker.

    I pulled these numbers (Averaged through 10 tests):

    Chilling Embrace: 0.34 EPS
    Wet Ice: 0.34 EPS

    I suspect, but have been unable to test (since I'm not high enough to verify) that Glacial Armor would likely be the same.

    So for Ice Tankers, FA, CE, WI, and GA all have the same cost.

    [/ QUOTE ]

    Do you have either the atlas medallion or portal jockey?
  4. The Atlas medallion adds 5 more maximum possible end. It doesn't add 5 EPM.

    I'm not too sure on the double muliplication myself. But if the raw numbers support it, then that's what it will be.
  5. Thanks, I must have misread your post the first time. I've updated the calculator to reflect your numbers.
  6. Calculating EPS with The Atlas Medallion

    Because the Atlas Medallion modifies the max end, I'm going to assume that all regen values are affected by it as well as any enhancements you put into these.

    So, for the Atlas Medallion

    EPS_new = EPS_old * (1.05)

    I'm going to begin adding the accolade powers to the calculator soon.
    Anyone see any issues with this?

    EDIT: The calculator has been updated. If you see any weirdness, let me know.

    EDIT2: I just realized that the calculation method that I'm using and ZeroG used is different. Going from 0 to 100 end is 60 seconds without any regen power. With the atlas medallion, going from 0 to 105 end should still be 60 seconds. Increasing EPS regen decreases the time between ticks not the amount. What the atlas medallion is doing is increasing your max end value. I'm thinking the actual tick amount increases where as regen powers and enhancements decrease the time per tick. Of course we'll need a few test to verify it.
  7. I've updated the calculator with some of the numbers provided above. If there are any numbers that should be changed, let me know. I've also increased the rounding to 4 digits to improve accuracy.
  8. Great! Thanks for the numbers. I've added powers that were missing and updated unconfirmed powers. As for powers that have already been listed but you also provided, I've gone and taken an average.
  9. Thanks for the compliments. The real compliments should go to Vennom who started this thread as well as to the people who have taken their time to measure all the toggle costs.

    As for AM and Unstoppable, there are no reliable numbers provided for me to put them into the calculator. I realize these powers make a difference as I have AM up most of the time myself, but I'd prefer not to put in numbers based purely off speculator or from unreliable sources. In the meantime, I've added another power called "Custom Regen" where you can enter your own EPS.

    There are "show all" links that will now display all the powers in that section.

    select box background is fixed. Thanks for pointing that out.
  10. [ QUOTE ]
    I love your calculator. I added it to my favourite threads immediately.

    I'd like to see additional recovery bonuses in the top part of the calculator. For instance, if you were to add Unstoppable or Accelerated Metabolism. That would make it even better.

    [/ QUOTE ]

    I would need fairly accurate numbers from someone that's willing to test those powers before I add them to the list. I dont want to add powers there with numbers based on speculation.
  11. Great! I've updated the calculator.
  12. We still need numbers for Accelerate Metabolism. Also, wouldn't getting those accolades that add +5% to end affect the EPS numbers?

    Using base end recovery, 1.67 EPS means going from empty to full (0-100) takes 59.88 seconds.

    Now if you have an accolade that gives you +5%, going from 0-105 would still take 59.88 seconds according to how end recovery works. Wouldn't that make the base end recovery

    105/59.88 = 1.75

    ? I think its important to know if this is true.

    Or, perhaps end recovery is based off the base end pool. So the accolade wouldn't matter. Hmmmm
  13. Here's my calculator based off the numbers above. I'll continually update the page with newer numbers as people find them. If there's any problems you find, let me know. I've tested it in IE and Firefox. Your selections will automatically get saved to a browser cookie so you can come back to the page and they will be there.

    Toggle Endurance Cost Calculator
  14. I'm working on something better than a XLS, stay tuned.
  15. I had a mission a few days ago where a mob was completely stuck in the wall. I noticed my singularities were trying to get to the mob. So, I had a hunch that they knew where the mob was but didn't have line of sight to actually attack them. I targetted my pet to get a lock onto the mob and was able to wormhole the mob out of the wall. Although this applies to all pets, its was quite a handy combo singularity + wormhole.
  16. Sweet. Thanks for the numbers Complexity. Interesting how Choking cloud end cost is so low. Even lower than EF?
  17. I'm very curious to know what Choking cloud is. When I have time, I'll respec on test and provide some numbers.
  18. Same thing was happening in our carnival outdoor mission. Mobs would suddenly warp about 100ft away. Since we're outside, we could actually see them warp.

    This happened again in a CoT mission but not only were the mobs warping, our pets would warp too! I sent a /bug report on the exact spot that the mobs and pets warped to.
  19. some one say pie?

    01100111110110101000011000110001011010111010100101
    00011111011100111110000100111110001001011000010100
    01010101110001011001011001101100100111001001101111
    11000110111100011110011101011110111001001011001100
    01010010010011000011101110100011011001000100000011
    11001001111101100011010101010101100011110111011011
    00101000111111001101101111001001000000000001110110
    11000111101001000100101101110111101111101001110001
    10001001010000000100110111110010100111110000010101
    00010101101010101110010111101011011001001010110101
    11110100110101000110111011101000011110111001010111
    01100010111111101011010001011101111110000011011110
    01101010111100110110010000101100100110111111011110
    00101111111000110011101010110001010000111010101110
    00000010010111110100011100000100101001010001000110
    10100011010011110100111110001100101001000010100110
  20. [ QUOTE ]
    I know what's in Update 3....



    [/ QUOTE ]

    A new map window that doesn't suck?
  21. Gravity/Radiation - lvl 40

    Powers Used:
    - Gravity Distortion
    - Gravity Distortion Field
    - Crushing Field
    - Radiation Infection
    - Enervating Field
    - Tactics
    - Wormhole
    - Singularity
    - EM Pulse
    - Accelerate Metabolism

    Universal Strategies:
    - Tactics: 4 slotted with to hit buffs. Allows me to land holds on mobs above red con consistently.
    - RI: start off with RI (slotted with to hit debuffs) when facing bosses that use status effects (like rikti mesmerists)
    - EF: learn what your group is taking out first. Some like to take out minions first while others like to take out the boss first. Apply your EF on what will die last.
    - Wormhole: Send DE enamators away. Move mobs into RI or EF range.
    - Singularity: Can be used to start a fight by casting one near mobs to draw agro to it. Cast on top of teammates so mobs can't get into melee range. Always have at least one with you. They are resistant to status effects and can lock down mobs while your team is asleep/held.
    - EF/RI: When there is more than one boss, I like to apply each debuff to different bosses. If your team takes out a boss, one of your debuffs will be still active. You also affect a greater area of mobs overall using different targets.
    - AM: applying to singularities benefits them greatly in their movement speed and damage.
    - CF vs GDF: Know when its best to use each. On even level minions, use CF if your group can take them out with an alpha strike. On melee only mobs like rikti monkeys, use CF.
    - CF: Do not use CF on higher level mobs without some sort of debuff/buff.

    Specific Strategies (universal strategies apply at all times):
    - Base Strategy: Pull out singularties. Start off with a GDF and immediately follow with GD on the boss. Once everything is locked down, throw down EF. If the mobs are reds-purples, throw down RI so mobs are easier to hit. When GDF is about to wear out, apply CF so mobs will remain in the EF/RI radius. If needed, reapply GDF when recharged.
    - Solo: Same as above the base strategy. EF is best applied to the mob furthest away from the singularities or to Lts or Bosses.
    - Group: Same as the base strategy. EF often comes right after GDF then followed by GD inorder to make alpha strikes most effective. CF is the 4th power I use to make sure any mob I missed stay put and within RI/EF range.
  22. ioars

    Tanker Update

    So, do burn tanks accumulate 'rage' per dmg tick? or per power use?
  23. My observations with AV are that they are almost impossible solo but often too easy for a well-balanced 4+ hero team.

    AV's are just beefed up bosses. Everytime I come across a 5th that changes into a wolf, I wonder why AV's dont do that. How cool would it be to fight an AV that starts out as an armored battle tank. When its defeated, it sheds its armor and fights as a flying blaster. Defeat that and its a nimble scrapper.