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Posts
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Joined
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has anyone been able to confirm exactly what the heck is going on? a few days ago it was (oct 11th) then on the 11th it was (tomarrow) now it's tomarrow so i assume now the date is next year?
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I'm curious about how they work as well. I was on a team with a guy who used one (just me and 2 others) and i got a purple within 10 minutes of him using windfall, and he got one 5 minutes later. In this group he was high level and i was tagging along so he was doing most of the killing.
It's as if HIS using of windfall effected my outcome by virtue of it passing through his kills somehow. -
uh.. never used this forum, are inquiries like this generally responded to at all or noted anywhere?
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Is this an oversight or a feature? I've been wondering this for some time now, it's a pbaoe that does knock down, so isn't it supposed to accept Knockback IO's as well (Foot stomp does... what gives?)
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it's just a matter of squeezing a little more def and end redux into the existing build. it would work fine with em, but i tend to add a couple in all my builds to eek out an extra 1-2% defense.
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My take on your build loses some haste (10%) for better defense numbers (being over cap for s/l/e is good for incarnate content and defense debuffs) Slotted your attacks properly (they were unslotted) dropped one of your attacks as you will not need it in the finished build (though you may want it as you are leveling) and if energize/energy drain are good enough you can even run the targeting drone (but i'm not completely sure on that.)
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
scott pilgrim: Level 50 Natural Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Heavy Blow -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), ExStrk-Dam%(19), T'Death-Dam%(39)
Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), HO:Enzym(5), LkGmblr-Def/EndRdx(7)
Level 2: Sweeping Cross -- Oblit-%Dam(A), Oblit-Acc/Dmg/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Dmg(27), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Acc/Rchg(34)
Level 4: Dampening Field -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Rib Cracker -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx(31), T'Death-Acc/Dmg(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dmg/Rchg(42)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(13), HO:Enzym(13)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 16: Energy Protection -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-Psi/Status(17)
Level 18: Spinning Strike -- Posi-Acc/Dmg(A), ExStrk-Dam%(23), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dam%(37)
Level 20: Energy Cloak -- LkGmblr-Def(A), LkGmblr-Rchg+(21), HO:Enzym(21)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(27), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(42)
Level 26: Shin Breaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg(43), C'ngImp-Acc/Dmg/EndRdx(43), Achilles-ResDeb%(46)
Level 28: Energize -- Mrcl-Heal/Rchg(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx/Rchg(29)
Level 30: Combat Readiness -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(36)
Level 32: Crushing Uppercut -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34)
Level 35: Energy Drain -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(40)
Level 38: Overload -- Ksmt-ToHit+(A)
Level 41: Caltrops -- ImpSwft-Dam%(A), Posi-Dam%(43)
Level 44: Targeting Drone -- GSFC-Build%(A), GSFC-ToHit/EndRdx(45), GSFC-ToHit/Rchg(45), GSFC-ToHit(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
Level 47: Exploding Shuriken -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50)
Level 49: Weave -- HO:Cyto(A), LkGmblr-Rchg+(50), LkGmblr-Def/EndRdx(50)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), EndMod-I(19)
Level 1: Brawl -- Acc-I(A)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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since no one is alive around here it seems, based my head against the keyboard and did a little better.
for some reason i cannot do a full set of red fortune in arctic however (does not give me the 1.25 nrg, even though i get no red "CAP" notice in bonus screen.. weird.
anyhow this way i dropped snow storm (to much of an end hog i decided and not that useful) to pick up a snipe late for a set mule (2.5 e/n)
holds in my 2 fastest attacks for a bit more single target control and 151.75 haste (with no purples and hasten, not bad!)
have to take rebirth for a heal at endgame, and wish i could fit web envelope in somehow without losing my s/l/e caps (if you see a way tell me!) but i think this is better overall then my first effort.
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
postwar Cid : Level 50 Natural Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Charged Shot -- Decim-Acc/Dmg/Rchg(A), Decim-Build%(3), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg(5), Decim-Dmg/Rchg(5), Dev'n-Hold%(19)
Level 1: Infrigidate -- HO:Lyso(A), HO:Lyso(11)
Level 2: Cutting Beam -- Posi-Dmg/Rng(A), Posi-Acc/Dmg(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(9)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 6: Disintegrate -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(15), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Dev'n-Hold%(46)
Level 8: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(13)
Level 10: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(13)
Level 12: Lancer Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/EndRdx(21), Thundr-Acc/Dmg(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Glacial Shield -- LkGmblr-Rchg+(A)
Level 18: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(19), HO:Cyto(25)
Level 20: Arctic Fog -- RedFtn-EndRdx(A), RedFtn-Def(21), RedFtn-Def/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def/EndRdx(29), S'fstPrt-ResDam/Def+(40)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-EndRdx(34), RctvArm-ResDam/EndRdx/Rchg(36)
Level 26: Piercing Beam -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(31), Posi-Acc/Dmg(31), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33)
Level 28: Benumb -- RechRdx-I(A), RechRdx-I(33), Acc-I(34)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Cyto(36)
Level 32: Overcharge -- Posi-Dmg/Rchg(A), Posi-Dam%(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg(37), UndDef-Rchg(39)
Level 35: Sleet -- LdyGrey-%Dam(A), Achilles-ResDeb%(39), ImpSwft-Dam%(39)
Level 38: Heat Loss -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(40), P'Shift-EndMod/Acc(42), P'Shift-Acc/Rchg(42)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), HO:Cyto(42), HO:Enzym(43), RedFtn-Def(43)
Level 44: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(45), GSFC-ToHit(45), GSFC-ToHit/Rchg(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/Rchg/EndRdx(48)
Level 47: Penetrating Ray -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg/Rchg(48)
Level 49: Web Cocoon -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(50), BasGaze-Acc/Rchg(50), BasGaze-Acc/Hold(50)
Level 50: Musculature Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(40), P'Shift-EndMod(43)
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apparently it's ONLY borked for scrappers. Which seems like a dev mistake more then a feature.
on my level 50 scrapper the difference is still there just bigger.
Fireball average 34.6
4.17 smashing
25.02 fire
3 ticks of 80% 2.78 fire damage
Ball light average 63.81
18.77 nrg
4 ticks at 11.26 -
wow. the difference looks huge.. ball light is 11.59 initially (im only lvl 25 atm) +4x 6.95 so +20.80 making it 32.39
fireball is 15.45+ 2.58 smashing then 3 ticks at 80% chance of 1.72 making it just 23.19?!
holy cow. That difference seems way bigger then it ought to be considering fireball is generally supposed to be the damage winner (and the fact that you get Ball light sooner- pick 2 rather then pick 3 so it requires less power picks to obtain!)
What the heck?
is this right? Is there a "ask a dev" button somewhere? =-D -
Been told that ball Light is better, but mids is wrong about it, anyone know what the actual damage differences are in real numbers?
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uh hmm. 3 days later and not even a trolling? i guess it's a bad idea. =-0
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really?? is it by a good bit or about even when you factor in DPA (fireball seems a might faster in cast time then Ball light.) I only ask because i hate having to tip over to vil side for patrons, it's a hassle, but if its worth it i can do it.
(shows up as higher in City of data as well, 1.14 (fireball) vs 1.02 (Ball light) - hmm. -
hmm. that makes scrapper hp cap without teammates to buff seem.. not realistic, but i've not experimented a heck of alot with all secondaries. That's besides the point. I want more damage potential in this character then in my Kat/WP, while still at least maintaining softcap positions.
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think i agree with you on the 2 slots in grant cover, considering im not at hp cap even with my 4 accolades (2200 right?) i could use the hp, and adding to hp is virtual regen anyhow, so it's not like i lose a bonus there.
-that change gets me to 2156 with accolades, though i am considering just dropping a ragro Knockdown in fireball instead.
Cyto's as (at least in the last couple months) i could get them for 125mil vs 400 mil for enzymes.. and to hedge my bets a little, if enzymes are every "fixed" i don't want 6 per build. *shudder* I was thinking the "overcap" defenses would be useful for incarnate content, where the base to hit is 59% i believe. with my current set up in a group (fully saturated phalanx) im at almost 57% melee 54.4 ranged) figured it would be useful but i suppose i could chuck in another proc if i want (unslotters are here now right? i could goof about for cheap and not need to eat a respec if i do!) groovy.
good call on rechecking cyto values. IN deflection changing the cyto to end/def is a .5 melee loss. no go. But in Battle agility changing it results in a lost of only .1 and no end change, weave also nets a loss of only .1. score there.
2 slotted active def with Spiritual comes out at perma double stack 57sec recharge to 120 duration, so i think 2 slots will be good with the plan of leveraging the heck out of Power siphon.
Thanks a bunch, really useful intel for me, a bit more performence and lower cost to boot!
I would love for one of the more numbers savvy folks on the board to tell me definitively if Spiritual for more power siphon or Musculature is the better call by the numbers.... -
45.4 S/L Defense 37.9 Energy
6.42 end rec to 1.39 end usage (with heat loss ticked on, 3.33 rec without.)
full stealth from combining fog+ss, 138.75 haste with hasten on, (would need spiritual for perma, but likely not worth it.)
tactics is being wonky in mids (shows 15% to hit as 55%? Anyhow, 22% to hit in actually.
If -regen stacks, between disintegrate and Benumb, thats -650 regen, should make for a pretty great character against hard targets.
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current iteration:
49.2 melee, 46.9 ranged 46 AOE def (57/54/53 with phalanx fighting maxed)
34.2 s/l res 18% for the rest (cept psi)
3.33 end rec to 1.08 usage - not certain if this is enough end rec when it's steaming along with hasten- so im unsure if i should go destiny ageless or rebirth (i have no heal.)
137.5 rech with spiritual and hasten (hasten is 4 seconds from perma this way, ensuring lots of power siphon uptime.)
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PLEASE give APP/EPP customs at least. I hate my red electric blasts when everything else on my character is customized a certain color, it just looks wrong.
It's already in for incarnates, hoping it comes in for epics soon! -
I'd like to see EPIC/ANCILLARY pools be made custom colorable like the Incarnate powers are. Red electricity doesn't suit my character's color and power theme, but blue would be great, sadly,the tailor shows allll my Incarnate powers, my primary, my secondary and...... nothing else.
Add EPP/APP to the custom mix please! -
Thrilled it's out. =-0 I want to second the person who mentioned BLANK enhancement values when mousing over (same on mine.) and i wanted to ask about the Relative level feature (is there a reason you cannot go to +5 on HAmi-0's? (they can be effected by BOOSTER purchases just like any other right? (i don't honestly know, have not bought BOOSTERS)
Thanks again for a really useful program. -
Yeah if mid's values are correct Ball light shows 89.46 base while fireball shows 142.3.
I'm fairly sure that's not right so i checked "city of data"
Ball light there shows dmg of 1.020000 (64 damage base for scrapper)
to fireball being 1.140000 (71 base damage)
i assume that different becomes much more noticeable with a 5 slotted positron in it.
i'm going with fire for sure as the character is a hero, and i already have 2 redside lvl 50's and don't want to waste a week switching to redside for the MU after all.
Still not sure about musc vs spiritual for kinetic though, as the interaction with Power siphon means greater recharge= greater damage for how easily i can get to a 5 stacked PS. 5 on the stack means 100% greater damage so it probably averages out to 55-60% with permahasten (im 2 seconds away from permahasten with spiritual in this build):
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one of the mid's programmers had posted this as unpublished info from the i21 patch
Kinetic Melee Repulsing Torrent damage raised from 0.8 to 1.1 (for all ATs)
does this make repulsing torrent.. less repulsive?
=-D
can it actually be used now? -
wow someone finally posted! thanks!
I think the others question i have left are should i go with the FIRE ppp build (with grant cover, high damage aoe)
or the ELECTRIC ppp slightly lower AOE damage compare to fire and no grant cover, but has the ranged mu pet (does that make up the difference in damage between fire/elec) and 6.5 higher recharge bonus
and, does the need for recharge in this build require spiritual or should i keep go musculature for alpha? (i know musc adds to judgement+lore pets damage apparently so theres that..)
but of course faster attacks means better stacking of PS. Ahh and t4 spiritual also adds +33% to stun duration (which all my core attacks seem to have.)
think i answered my own question about the alpha. =-0 Hurrah for thinking out loud. ahem. -
no one? *watches a tumbleweed roll by*
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took slots from build up to give you tactics, a better use for you for hard targets. Got rid of aid other and self (use the incarnate heal if you must ,and in lower exmp content your passive regeneration and greens if you really get in trouble (i have a KAT/WP scrapper who can do 1x8 exmped and i lose half my set bonuses, i'm sure you can do it!
Not only did i add tactics, but also manu, and grant cover for teaming.
rec is 3.51/s to an output with all but grant cover on of only 1.35/s so you should be in good shape.
Also my setup gives you higher Itrial survivabilty (49 def BEFORE phalanx adds any allies, similar to my own build im working on for KM/SD scrapper.
maybe this will help a bit.
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lol no takers, must be an odd combo!
alternate build using elec instead of fire, loses .4 AOE def and 10% regen as well as Grant Cover, gains 3% dam, 6.25 recharge, mu guardian pet in place of "grant cover"
(49.3/46.1/45.2 mel/rang/aoe)
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