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Great guide. two questions regarding the cytoskelton enhances..what would be the efeect of using it in elude and/or focused accuracy? 2nd- based on the numbers, how much better is the hammi-o in each of these powers compared to 50++ SO's?
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Hamis are 50% better, and +2s are 10% better
1.5/1.1=1.36
so Hamis are 36% better than +2s -
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Hami enhancements are 50% better than SOs. Even if you are only using one portion of it. No doubt about it.
[/ QUOTE ]You are wrong. Jonbo and I just tested it today, and a 50++ run speed was easily beating a single 50 hammy travel. We were both using swift, both of us were level 50.
edit: this was in super speed, by the way.
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There had to be something else messing up your test - different slotting in sprint or swift or superspeed... or lag on either end. Give me one of those enhancements on test server and I'll test it for you. -
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I dont know of a travel power that doesnt use endSo its still using a part of it, even if its just Run speed or just Jump boost + reduce end, its still better then an SO even though travel powers cap easily.
[/ QUOTE ]Yes, but you said it would be better even for just one portion, I was thinking about the travel portion.
Lets do a test tonight...1 slot in superspeed, one of us puts 1 hammy travel, the other puts a +3 or +2 run speed and we will see which is faster. (I haven't tested this yet.) Unless you are 100% sure, that is.
edit: I guess that would be tommorow morning for you, haha.
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Hami enhancements are 50% better than SOs. Even if you are only using one portion of it. No doubt about it. -
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Lysosome --- 50% -ToHit + 50% -Def + 50% ACC -- Smoke Grenade
Enzyme ----- 50% -ToHit + 50% -Def + 50% END -- Radiation Infection
Membrane --- 50% ToHit + 30% DEF + 50% RCH ---- Fortitude
Cytoskeleton- 50% ToHit + 30% DEF + 50% END ----Invincibility, Ice Tanks
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the Recharge is right at offering a 50% bonus to recharge which would reduce the recharge by roughly 33% if it was the only recharge in the power and no Hasten.
I'm fairly confident to say that ToHit, Defense, Resistance, and Range all share 30% value as it would be consistant with how they are as SOs
As for the trial ones i couldn't say but likely a similar pattern
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Range
Cone Range
Defense Buff
Damage Resistance
These 4 are the ONLY enhancements that offer a lower (0.60) enhancement than the others.
Some you may think are less but are actually the full value:
Defense DeBuff
ToHit Buff
ToHit DeBuff
The guy you quoted was absolutely right. -
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Thank you for the listing of powers things are useful in. I'm still not convinced that there is anything that can really use all three powers in Membrane Exposure (ToHit, DEF, Recharge).
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Well, let's see. What power do you know of that buffs Accuracy and Defense?
I'll give you a hint...it's in the Empathy set...
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Fortitude it is! Membrane is the bomb-diggity in ... Fortitude.
Thanks.
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don't forget accelerate metabolism -
Shadow Maul:
0.748456790123456790123456790123...
or just
9.7 / 3.6 / 3.6
It seems as if blaster AR BI is actually .75000000 while SM gets hit with this extra 3.6
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All of the damage numbers listed so far, with the exception of flurry are integers divided by 36.
The exception is Flurry. If I get the opportunity, I will test it, but it seems like
0.388.. (14/36) or 0.4166...(15/36)
are both not close enough to match
Edit: Correction Fire Breath has a value of 1.625=13/8 which is also not a whole number of 36ths. So this theory of 36ths may be off.
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The theory isn't off, it just doesn't have to be exact integers. Burn, fire breath, flurry, and there are others.
Also the 10 + 3.2x theory isn't exact either, its just coincidence. There are many powers that don't fall under that. Thunder strike, for example, along with those I just listed.
It's interesting that some people mention a 10% difference that some powers have from a number that would seem appropriate. Remember, 3.6 / .9 = 4 this could explain where the 10% comes from.
Fire breath... could it be 1.62037037037 instead of 1.625? This would make sense with the rest of them. Does this extra 3.6 apply to only cone powers? Or only AE powers?
One more comment. I know for sure that the damage of Burn is 42 / 3.6 / 3.6 -
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A major flaw in your formula is considering how may imps spawn w/ each group. It's between 2-5.
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How is that major flaw? The average number of pimps is going to be the same for each group. The only flaw I see is that he did it a really hard way, it would have been much easier in Excel.
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Sry man but u were WAY off with the imps cast thing.
With 6 SO's of recharge you get your cycle down to 23 seconds with no hasten
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no