TopDoc's Peacebringer Power Guide v1.0


Amberyl

 

Posted

This is the first draft of my Peacebringer Power Guide. I tested most of these numbers myself, and footnoted those I did not. My testing isn't perfect, so there's a good chance some of these numbers are off. Please report problems here so I can retest suspect numbers more carefully. Please report things that I've missed, or usage notes that apply to most any build.

NOTE: This is a power guide. It is not a build guide. It's here to give everyone information on what all of the powers do. It is not here to tell you how to build an uber Peacebringer. There are plenty of other guides in the Kheldian forum on that. Hopefully this will help Peacebringers make informed decisions when picking powers, and help guide posters refine their builds.

Luminous Blast Power Set

Power: Gleaming Bolt
Level: 1
Activation Time: 1.2
Recharge Time: 1.5
Duration: 2.5
Endurance: 4
Range: 50
Brawl Index: 1.389 (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Accuracy,Damage
Short: Ranged, Minor DMG(Energy), Foe -DEF
Description: A very quick, but low damage bolt of Kheldian energy that can reduce a target's Defense. Damage: Minor, Recharge: Very Fast

Power: Glinting Eye
Level: 1
Activation Time: 1.8
Recharge Time: 4
Duration: 5.7
Endurance: 7
Range: 60
Brawl Index: 2.315
Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Accuracy,Damage
Short: Ranged, Moderate DMG(Energy), Foe -DEF
Description: You can emit a beam of Kheldian energy from your eyes, dealing moderate Energy damage and reducing a target's Defense. Damage: Moderate, Recharge: Fast

Power: Gleaming Blast
Level: 2
Activation Time: 1.8
Recharge Time: 8
Duration: 5.7
Endurance: 11
Range: 50
Brawl Index: 3.797 (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Knockback Distance,Accuracy,Damage
Short: Ranged, High DMG(Energy), Foe -DEF, Knockback
Description: A much more powerful, yet slower version of Gleaming Bolt. Gleaming Blast sends a focused blast of Kheldian energy at a foe that can knock him back and reduce his Defense. Damage: High, Recharge: Moderate

Power: Bright Nova
Level: 6
Activation Time: 2
Recharge Time: 0
Endurance: ?
Accuracy: +12.5% (3)
Enhancements: Endurance Reduction,Endurance Recovery,Flight Speed,To Hit Buff
Short: Toggle: Toggle: Shapeshift, Special
Description: Kheldians are masters of energy and matter. A Peacebringer can transform into a flying energy beast known as a Bright Nova. When you choose this power, you will have access to four very powerful ranged attacks that can only be used while in this form. You will not be able to use any other powers while in Bright Nova Form. Bright Nova can fly, has increased Accuracy, and improved Endurance Recovery, but has no defense. Recharge: Fast
Notes: Novas have a +45% DAM buff at all times.

Power: Radiant Strike
Level: 6
Activation Time: 1.2
Recharge Time: 10
Duration: 5.8
Endurance: 13
Range: 5
Brawl Index: 2.778 (Smashing) + 2.667 (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Knockback Distance,Accuracy,Damage
Short: Melee, Superior DMG(Smash/Energy), Foe -DEF, Knockback, -Fly
Description: The Radiant Strike is a slow melee attack, but makes up for it with heavy damage. Radiant Strike releases Kheldian light on impact, which can Knock Back foes, bring down fliers, and reduce a target's Defense. Damage: Heavy, Recharge: Moderate

Power: Proton Scatter
Level: 8
Activation Time: 2.4
Recharge Time: 12
Duration: 7.8
Endurance: 15
Range: 40
Brawl Index: 2.292 (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Cone Range Increase,Accuracy,Damage
Short: Ranged (Cone), Moderate DMG(Energy), Foe -DEF, Knockback
Description: Proton Scatter sends bolts of Kheldian energy to multiple targets at once within a cone area in front of the caster. Proton Scatter deals moderate Energy damage to each affected target and reduces their Defense. Damage: Moderate. Recharge: Slow

Power: Build Up
Level: 12
Activation Time: 1.3
Recharge Time: 90
Duration: 9.7
Endurance: 7
Enhancements: Endurance Reduction,Recharge Reduction,To Hit Buff
Short: Self +DMG, +ACC
Description: Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow
Notes: +72% DMG (2)

Power: Luminous Detonation
Level: 12
Activation Time: 1.8
Recharge Time: 16
Duration: 9.7
Endurance: 19
Range: 50
Brawl Index: 2.083 (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Knockback Distance,Accuracy,Damage
Short: Ranged (Targeted AoE), Moderate DMG(Energy), Foe -DEF, Knockback
Description: You hurl a large blast of Kheldian energy that violently explodes on impact, damaging all foes near the target, and reducing their Defense. Some affected targets may get knocked back. Damage: Moderate, Recharge: Slow

Power: Incandescent Strike
Level: 18
Activation Time: 3.4
Recharge Time: 20
Duration: 9.5
Endurance: 23
Range: 5
Brawl Index: 5.556 (Energy) + 4.334 (Smashing)
Enhancements: Endurance Reduction,Recharge Reduction,Hold Duration,Defense DeBuff,Knockback Distance,Accuracy,Damage
Short: Melee, Extreme DMG(Energy/Smash), Foe -DEF, -Fly, Hold
Description: Incandescent Strike is an absolutely devastating melee attack that focuses all of the Kheldian's energy and strength into a single massive blow. This slow but incredibly devastating attack can knock out most opponents, leaving them Held. Incandescent Strike can also bring down fliers, Knock Down foes, and reduce their Defense. Damage: Extreme, Recharge: Long

Power: Pulsar
Level: 18
Activation Time: 3.2
Recharge Time: 45
Duration: 11.1
Endurance: 20
Enhancements: Endurance Reduction,Recharge Reduction,Disorient Duration,Accuracy
Short: PBAoE, Foe Disorient
Description: Generates a brilliant pulse of Kheldian light around you that stuns nearby foes. Affected foes are disoriented and unable to defend themselves. Recharge: Very Long

Power: Glowing Touch
Level: 26
Activation Time: 2.4
Recharge Time: 4
Endurance: 16
Range: 30
Enhancements: Endurance Reduction,Recharge Reduction,Range,Healing
Short: Ally Heal
Description: Heals a single-targeted ally at moderate range. You cannot use this power to heal yourself. Recharge: Fast
Notes: 16% of your HP

Power: Solar Flare
Level: 26
Activation Time: 2.2
Recharge Time: 20
Endurance: 23
Brawl Index: 3.945 (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Knockback Distance,Accuracy,Damage
Short: PBAoE Melee, High DMG(Energy), Foe -DEF, Knockback
Description: You channel the might of your Kheldian energy into the very Earth itself. The ground erupts and cracks with luminous energy, blasting all nearby foes, knocking them back and reducing their Defense. Damage: High, Recharge: Slow
NOTE: There is no Defende Debuff effect apparent with this power.

Power: Photon Seekers
Level: 32
Activation Time: 2.3
Recharge Time: 300
Duration: 60
Endurance: 39
Brawl Index: 7.416 * 3 (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Knockback Distance,Accuracy,Damage
Short: Summon Drones: Ranged Special, High DMG(Energy)
Description: You manifest 3 spheres of light from your very Kheldian essence. These drones will follow you until they detect an enemy target. The Photon Seekers will then zero in on their targets and detonate on impact. The explosion is small but devastating and may affect multiple foes if they are near the target. Recharge: Long

Power: Dawn Strike
Level: 32
Activation Time: 3.2
Recharge Time: 360
Duration: 19.7 -DEF, ~20 -Recovery
Endurance: ALL
Accuracy: +40 (2)
Brawl Index: 6.945 + 3.473 * (0-2) (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Knockback Distance,Accuracy,Damage
Short: PBAoE, Extreme DMG(Energy), Foe -DEF, Knockback, Self -Recovery
Description: You can explode in a tremendous blast of Kheldian energy, sending nearby foes flying and reducing their defense. Dawn Strike deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long



Luminous Aura Power Set

Power: Incandescence
Level: 1
Resist: 13.5% Energy, 13.5% Negative (2)
Enhancements: Damage Resistance
Short: Auto: Self +Res (Energy, Negative)
Description: Kheldians have a natural mild resistance to Energy and Negative Energy Damage. This Auto power is always on, and cost no Endurance.

Power: Shining Shield
Level: 2
Activation Time: 0.9
Recharge Time: 2
Endurance: 0.25/s (2)
Resist: 27% Smashing & Lethal
Enhancements: Endurance Reduction,Recharge Reduction,Damage Resistance
Short: Toggle: Self +Res(Smash, Lethal)
Description: When you toggle on your Shining Shield, you create an energy barrier that grants you high resistance to Smashing and Lethal Damage. Recharge: Fast

Power: Essence Boost
Level: 4
Activation Time: .9
Recharge Time: 360
Duration: 120
Endurance: 13
Enhancements: Endurance Reduction,Recharge Reduction,Healing,Damage Resistance
Short: Self Heal, +Max HP, Res (Toxic)
Description: You can activate this power to increase your maximum Hit Points for a short time. Essence Boost also grants you resistance to Toxic Damage. Recharge: Very Long
Notes: Adds +40% base HP and heals for 40% of Base HP. Tocis resist is UNKNOWN (27%?).

Power: Thermal Shield
Level: 10
Activation Time: 0.9
Recharge Time: 2
Endurance: 0.25/s (2)
Enhancements: Endurance Reduction,Recharge Reduction,Damage Resistance
Short: Toggle: Self +Res(Fire, Cold)
Description: When you toggle on Thermal Shield, you emit tendrils of Kheldian energy that gives you resistance to Fire and Cold Damage. Recharge: Fast

Power: Quantum Shield
Level: 14
Activation Time: 0.9
Recharge Time: 2
Endurance: 0.25/s (2)
Enhancements: Endurance Reduction,Recharge Reduction,Damage Resistance
Short: Toggle: Self +Res(Energy, Negative)
Description: When you toggle on Quantum Shield, you become highly resistant to Energy and Negative damage. Recharge: Fast

Power: Group Energy Flight (*)
Level: 16
Activation Time: 2.2
Recharge Time: 0
Endurance: 1.25/s (2)
Enhancements: Endurance Reduction,Flight Speed
Short: Toggle: Team Fly, -ACC
Description: You can endow your nearby teammates with Flight. Be mindful! Your friends will fall if you run out of Endurance or if they travel too far away from you. Group Energy Flight travel speed is slower than Energy Flight. Flying heroes suffer from reduced Accuracy.

Power: White Dwarf (*)
Level: 20
Activation Time: 2.2
Recharge Time: 0
Endurance: ?
Enhancements: Endurance Reduction,Damage Resistance,Endurance Recovery,Jump
Short: Toggle: Shapeshift, Special
Description: Kheldians are masters of energy and matter. A Peacebringer can transform into a massive unstoppable energy beast known as a White Dwarf. When you choose this power, you will have access to 6 other powers that can only be used while in this form. You will not be able to use any other powers while in White Dwarf form. White Dwarf has awesome resistance to all damage except Psionics, as well as controlling effects. White Dwarf also has improved HP and Endurance Recovery, but is limited to melee attacks. Recharge: Fast
Notes: Dwarfs get +75% HP. Damage Resist cap for Kheldians is 85%, which you are just under using 4 level+2 Damage Resistance SOs.

Power: Reform Essence (*)
Level: 22
Activation Time: 0.9
Recharge Time: 60
Endurance: 13
Enhancements: Endurance Reduction,Recharge Reduction,Healing
Short: Self Heal
Description: Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself. Recharge: Long
Notes: Heals for 25% of base HP (ignoring Essence Boost).

Power: Conserve Energy (*)
Level: 24
Activation Time: 1.3
Recharge Time: 600
Duration: 90
Endurance: 10
Enhancements: Endurance Reduction,Recharge Reduction
Short: Self Endurance Discount
Description: You can focus for a moment to Conserve your Energy. After activating this power, you expend less Endurance on all other powers for a while. Recharge: Very long

Power: Quantum Flight (*)
Level: 28
Activation Time: 0.9
Recharge Time: 60
Endurance: 2.1/s (2)
Enhancements: Endurance Reduction,Recharge Reduction
Short: Toggle: Self Fly, Intangible
Description: You shift your quantum matrix and become more energy than matter. No long bound by the laws of normal physics, you become intangible to other entities and can fly at high speeds. Quantum Flight grants some stealth, better flight speed then normal Flight, but its Endurance Cost is higher. You cannot affect other targets while Quantum Flight is active.

Power: Restore Essence
Level: 35
Activation Time: 4.5
Recharge Time: 300
Enhancements: Recharge Reduction,Healing
Short: Self Rez
Description: Should you fall in battle, you can Restore your Essence and bring yourself from the brink of death. You will be restored with half your Hit Points and no Endurance. Recharge: Very Long

Power: Light Form
Level: 38
Activation Time: 1.9
Recharge Time: 1000
Duration: 180
Endurance: 4
Enhancements: Endurance Reduction,Endurance Recovery,Recharge Reduction,Damage Resistance
Short: Self, +Res(Disorient, Sleep, Hold, Immobilize, All DMG but Psionics)
Description: When you activate Light Form, you become pure Kheldian energy and are extremely resistant to most damage. You are also partially protected from some Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. While in Light Form, you cannot shape shift into Bright Nova or White Dwarf form. Light Form costs little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Hit Points and Endurance. Recharge: Very Long
Notes: Resistance is +63% to all but Psionics (3). When activated while recharging, the sound effects go off but nothing else happens. When it wears off, you drop to 10% HP and lose all END.



Inherent Powers

These powers are received automatically at certain levels (1 and 10), or when certain powers are chosen (Bright Nova and White Dwarf).

Power: Energy Flight
Level: 1
Activation Time: 0
Recharge Time: 0
Endurance: 2.03/s (2)
Enhancements: Endurance Reduction,Flight Speed
Short: Toggle: Self Fly, -Acc
Description: Energy Flight allows you to travel large distances quickly. Energy Flight is not a good power to use in combat since your Accuracy is reduced while this power is active. Your Energy Flight speed increases with your level.

Power: Cosmic Balance
Level: 1
Enhancements:
Short: Auto: Special
Description: Kheldians naturally thrive off the energy and essence of their Teamates. Peacebringers metamorphic nature allows them to bring balance to their Team. Your Damage Resistance will increases for each nearby Scrapper or Blaster Teammate. Your Damage will increases for each nearby Tanker or Defender Teammate. Finally each nearby Controller Teammate will grant you limited Protection from Control effects. You cannot put Enhancements in this power.
Notes: +20% DMG for each Tanker and Defender, +10% Resist for each Scrapper and Blaster, +2 Mag Protection to Sleep, Hold, and Disorient per Controller. Allies must be within 125-150 yards. (3)

Power: Combat Flight
Level: 10
Activation Time: 0
Recharge Time: 0
Endurance: 0.22/s (2)
Enhancements: Endurance Reduction,Flight Speed,Defense Buff
Short: Toggle: Self fly, +Def
Description: For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes.

Power: Bright Nova Bolt
Requires: Bright Nova
Activation Time: 1.7
Recharge Time: 1.5
Duration: 2.7
Endurance: 4
Range: 100
Brawl Index: 2.667 (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Accuracy,Damage
Short: Ranged, Minor DMG(Energy), Foe -DEF
Description: A very quick, but low damage bolt of Kheldian energy that can reduce a target's defense. This power is only available while in Bright Nova Form. Damage: Minor, Recharge: Very Fast
Notes: The Brawl Index does not include the +45% DAM buff from Bright Nova.

Power: Bright Nova Blast
Requires: Bright Nova
Activation Time: 1.7
Recharge Time: 4
Duration: 5.7
Endurance: 7
Range: 100
Brawl Index: 4.445 (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Knockback Distance,Accuracy,Damage
Short: Ranged, High DMG(Energy), Foe -DEF, Knockback
Description: A much more powerful, yet slower version of Bright Nova Bolt. Bright Nova Blast sends a focused blast of Kheldian energy at a foe that can knock him back and reduce his defense. This power is only available while in Bright Nova Form. Damage: High, Recharge: Moderate
Notes: The Brawl Index does not include the +45% DAM buff from Bright Nova.

Power: Bright Nova Scatter
Requires: Bright Nova
Activation Time: 1.7
Recharge Time: 12
Duration: 7.8
Endurance: 14
Range: 60
Brawl Index: 4.400 (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Cone Range Increase,Defense DeBuff,Accuracy,Damage
Short: Ranged (Cone), Moderate DMG(Energy), Foe -DEF, Knockback
Description: Bright Nova Scatter sends bolts of Kheldian light energy to multiple targets at once within a cone area in front of the caster. Bright Nova Scatter deals moderate energy damage to each affected target and reduces their defense. This power is only available while in Bright Nova Form. Damage: Moderate, Recharge: Slow
Notes: The Brawl Index does not include the +45% DAM buff from Bright Nova.

Power: Bright Nova Detonation
Requires: Bright Nova
Activation Time: 2.6
Recharge Time: 16
Duration: 9.8
Endurance: 12
Range: 100
Brawl Index: 2.667 (Energy) + 1.333 (Smashing)
Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Knockback Distance,Accuracy,Damage
Short: Ranged (Targeted AoE), Moderate DMG(Smash/Energy), Foe -DEF, Knockback
Description: You hurl a large blast of Kheldian light energy that violently explodes on impact, damaging all foes near the target, reducing their defense. Some affected targets may get knocked back. This power is only available while in Bright Nova Form. Damage: Moderate, Recharge: Slow
Notes: The Brawl Index does not include the +45% DAM buff from Bright Nova.

Power: White Dwarf Strike
Requires: White Dwarf
Activation Time: 1.3
Recharge Time: 3
Duration: 5.7
Endurance: 5
Range: Melee
Brawl Index: 1.070 (Smashing) + 1.574 (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Knockback Distance,Accuracy,Damage
Short: Melee, Moderate DMG(Smash/Energy), Foe -DEF, Knockback
Description: The White Dwarf Strike is a moderate melee attack that releases Kheldian light on impact, which can Knock Down foes, and reduces a target's Defense. This power is only available while in White Dwarf Form. Damage: Moderate, Recharge: Fast

Power: White Dwarf Smite
Requires: White Dwarf
Activation Time: 1.7
Recharge Time: 6
Duration: 9.7
Endurance: 8
Range: Melee
Brawl Index: 1.007 (Smashing) + 3.148 (Energy)
Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Knockback Distance,Disorient Duration,Accuracy,Damage
Short: Melee, Heavy DMG(Energy/Smash), Foe -DEF, -Fly, Disorient
Description: White Dwarf Smite is a powerful melee attack that can often Disorient or Knock Down opponents. White Dwarf Smite can also bring down fliers, and reduce their defense. This power is only available while in White Dwarf Form. Damage: Heavy, Recharge: Moderate

Power: White Dwarf Flare
Requires: White Dwarf
Activation Time: 2.2
Recharge Time: 16
Duration: 9.8
Endurance: 18
Brawl Index: Energy (2.834)
Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Knockback Distance,Accuracy,Damage
Short: PBAoE Melee, High DMG(Energy), Foe -DEF, Knockback
Description: You channel the might of your Kheldian energy into the very Earth itself. The ground erupts and cracks with luminous energy, blasting all nearby foes, knocking them back and reducing their defense. This power is only available while in White Dwarf Form. Damage: High, Recharge: Slow

Power: White Dwarf Sublimation
Requires: White Dwarf
Activation Time: .9
Recharge Time: 60
Endurance: 12
Enhancements: Endurance Reduction,Recharge Reduction,Healing
Short: Self Heal
Description: Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself. This power is only available while in White Dwarf Form. Recharge: Long
Notes: Heals for 25% of base HP (ignoring Essence Boost and White Dwarf bonuses).

Power: White Dwarf Step
Requires: White Dwarf
Activation Time: 2.5
Recharge Time: 0
Endurance: 20
Range: 300
Enhancements: Endurance Reduction,Range
Short: Ranged (Location), Self Teleport
Description: White Dwarfs can Teleport long distances. White Dwarf Step has no recharge time, and can be reactivated without pause, as long as you have Endurance.

Power: White Dwarf Antagonize
Requires: White Dwarf
Activation Time: 1.8
Recharge Time: 10
Duration: ?
Endurance: 0
Range: 60
Enhancements: Recharge Reduction,Taunt Duration,Range,Accuracy
Short: Ranged (Targeted AoE), Foe Taunt
Description: This power attracts the attention of a foe and all those around him. Use this to pull villains off an ally in trouble. Antagonize has a very high success rate that can be improved with Accuracy Enhancements.


Sources:
(2) Verxion's Hero Planner
(3) Vahla's Kheldian FAQ


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Very nice powerlist! Thanks for compiling it!


 

Posted

Great job! Very useful!

I do question the endurance number for Quantum Flight that you derived from Verxion's Hero Planner. This seems drastically low, as it is barely more expensive than Energy Flight's endurance number. My link to the Toggle Cost Calculator website doesn't seem to work anymore, but I believe that the number you list would be manageable with single-slotted Stamina--which is patently not the case as it takes 6-slotted Stamina and at least 3 End Reducers in Q-Fly to make it break even.


CGU:
Honor Harrison: 50 PB

CGS:
Capt. Arabella Blood: 50 Ice/Kin C
Maiden Might: 50 SS/INV B
Valentina Metis: 50 NW
Dark Falconayra: 45 EM/DA B
Imperiatrix: 45 Fire/Kin C
Fiona Flitterwing: 47 Ice/Kin C
Doc Electroshock: 43 SM/ELA B

 

Posted

Yep, I should have left out that Q-Fly END cost completely. I noticed it was WAY too low the first time I looked at it, then I skipped it later since the toggle cost calculator went away. The cost is probably close to Flight and Phase Shift added togather, maybe somewhere around 5-6 END/sec.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

5 stars for you my friend. I know it must have been a ton of work as there are so many powers to test. I appreciate the effort you put in and thank you for doing it!



The Legion of Freedom

 

Posted

First of all: Great Guide!! I still dream of some day hitting 50 with Vinny and getting a Kheldian (probably gonna pick peacebringer) and reading stuff like this makes me want it bad. But not bad enough to actually do the grind thing with him again...

But anyways, I read somewhere that the ranged attacks of kheldians scale at a different rate than the melee attacks of a kheldian do. I'm not sure this is true or not since I can't get a kheldian (Never gonna reach 50 if I keep making alts when I get bored!!) but maybe it is something you might think of looking into. I suspect that it is true which is why you are getting such funky Brawl inexes for ranged powers and such neat ones from melee attacks (Radiant Strike 2.778 Smashing + 2.667 Energy which is the same as blaster energy punch and Incandescent Strike 5.556 Energy + 4.334 Smashing which is the same as total focus except that total focus is 7.1111 and 2.7778) So if this is the case then the brawl inexes you have for ranged attacks would be invalid as they would change as level changes. Instead you would need to do what defenders have to do and use another ranged attack to figure out what the "ranged brawl" would be and make brawl indexes for that (which is what the post that I read had done although for the life of me I can't find it again.) although that might give the false impression that the ranged attacks will do more than they actually will (since based on what I see ranged attacks scale more slowly than melee attacks). You could also make something like a "gleaming bolt index" or something clunky like that where it is the base damage of gleaming bolt you are using as opposed to brawl.

What I see from at least the first 3 powers is that they are about 83.34% off from what they would be if ranged attacks scaled the same as melee attacks:

Gleaming Bolt - 1.389 -> 1.6667
Glinting Eye - 2.315 -> 2.7778
Gleaming Blast - 3.797 -> 4.5556

I would guess that you tested all BI's at the same level so they'd all be approx 83.34% off. The second number above would be "ranged brawl indexes" and would be hard to use since you'd have to figure out what "ranged brawl" is by using another of your ranged powers. Although the purpose of the brawl index is more for comparison purposes anyways. Maybe just include a note about how ranged attacks actually scale more slowly and therefore will do less damage than a melee attack of similar brawl index. Or if you want the "Gleaming Bolt index" (I personally hate the way that sounds) for those 3 attacks it would be:

Gleaming Bolt - 1.000
Glinting Eye - 1.6667
Gleaming blast - 2.7333

Finally I have no idea how scaling of bright nova and white dwarf might work or if they are just fine. Bright nova's numbers look ok although none of them quite match current BI's and White dwarf seems really funky but I can't seem to find another power that has the same ratios as White Dwarf Strike or White Dwarf Strike. So ya. that is my 2 cents. See ya!

Ian Moore


 

Posted

5 Stars !
Excellent work.


 

Posted

Greetings

So I got my PB up to level 25 and finally got my respec to get out of Squid hell (not a fan). However I could not find reliable activation/recycle times anywhere so I got Hero Stats up and running and went to Test Server. I missed your post somehow when I was looking through the forums, otherwise I would not have taken the time to do this.

First off, my testing method was Hero Stats and I used the Powers Quantification Formula in order to find the Act and Rec times for the attacks.

Second off, Hero Stats is not 100% accurate when it comes to recycle rates. You have to take multiple samples (which I did) and take the average. Also, the PQP formula is also not 100% accurate. It also leaves a small margin of error as well. So keeping these two facts in mind, realize these results will not be 100% accurate, but will be close.

Now realizing all of this, I went one step further. Knowing the Devs, they like to re-use aspects of their game when they can I have noticed. Especially with the Kheldians. Essence Boost and Reform Essence for example are just fancy names for Dull Pain and Reconstruction from Regeneration (Scrappers).

So once I got my times, I then went through a Prima Guide and looked for attacks that were so similar in effect/times, that most likely the power was also just a duplicate (reshaped) for the Kheldian.

Gleaming Bolt

Act: 1.1
Rec: 1.7

Copied Power: Neutrino Bolt

Act: 1.0
Rec: 1.5



Glinting Eye

Act: 1.9
Rec: 3.9

Copied Power: X-Ray Beam

Act: 1.7
Rec: 4



Gleaming Blast

Act: 1.9
Rec: 8

Copied Power: Power Blast

Act: 1.7
Rec: 8



Radiant Strike

Act: 1.2
Rec: 10

Copied Power: Bone Smasher

Act: 1.5
Rec: 8


***** Proton Scatter

Act: 1.6
Rec: 12.9

Copied Power: Energy Torrent

Act: 1.1
Rec: 12



Luminous Detonation

Act: 1.8
Rec: 16.8

Copied Power: Explosive Blast

Act: 1.7
Rec: 16



Incadescent Strike

Act: 3.6
Rec: 19.9

Copied Power: Total Focus

Act: 3.3
Rec: 20


In MY OPINION these attacks were duplicated from the examples I have given you, and I also believe that using these Act/Rec times is completely accurate. The ones I came up with are so close (and I knew they would be slightly off) that is strongly supports this theory. Also, keep in mind that most Kheldian powers are just mish mashed powers from the other AT's in existence.

I hope that helps.

***** Note: Proton Scatter
Originally my tests came up at 2.6/11.9 for this power. Then, while testing a string, I had a friend eyeball the attack without him know what I was trying to prove. Without prompting he said the attack looked closer to 1 second. I tried it repeatedly and agreed. It was not at 2.6 act. I ran some more tests and came up with 1.6 after a different sample of tests. This is one attack I do not feel 100% confident on, but I still stay with my current theory.

I Made Level 50
25 Peacebringer - Natural


 

Posted

Excellent guide! However, I noticed that you still had -ACC listed by energy flight and group energy flight. I can say from firsthand experience that energy flight does not have the -ACC anymore as it was changed to speed suppression in I4. Also I'm pretty sure they took the -ACC out of group energy flight as well but I don't have any personal experice with that power as of yet. Aside from that, I find this to be a very informative and helpful guide... 5 stars for choo!


 

Posted

Radiant Strike most definitely does not copy Bone Smasher. That's the Jab (from super-strength) or Boxing (from fighting) animation.

Also, yeah, the Energy Flight has that speed suppression, not -acc anymore, so you'll want to change that.

I'm pretty sure the resists on the Fire/Cold and Energy/Negative shields is base 27% too.

Nice work, though.


Virtue Server
Red Fox Bravo - DM/Invul Scrapper
Tsynth - DB/WP Stalker
Stalker Dual Blades/Willpower Guide
The Quick and Dirty Guide to Dual Pistols

 

Posted

What a wonderful listing of PB power sets . This may not be the correct place to ask but what the heck . I have a new PB and im wondering how the powers should be slotted . Specifically Human /Nova or Dwarf do you get enough enhancement slots to do a good job on all 3 forms or do you have to choose to specialize on say 2 forms . Have you an accurate count of the number of slots you receive and when . Do you have any recommendations on combos ...Human /Dwarf or Human /Nova or Nova /Dwarf . I would be interested in your thoughts because I would rather not have to respec all the time to fix mistakes . My 50 is a Blaster so death does not worry me neither does debt but I dont want to limit my options ..Thanks in advance Rob


 

Posted

Your questions are probably better asked on the Kheldian forum.

You don't get enough enhancement slots to slot up everything you would find useful, so yes, you do have to be selective in what you slot, but it's possible to build Tri-Form. You receive slots exactly like every other AT does.


 

Posted

[ QUOTE ]
Radiant Strike most definitely does not copy Bone Smasher. That's the Jab (from super-strength) or Boxing (from fighting) animation.


[/ QUOTE ]

I did not explain well. When I say duplicate, the very first thing I looked for was similar act/rec times for powers. The sheer man hours it takes for the Devs to create all new animations is immense. Because of this, they reuse animations from other sets, and will from time to time include delays to make these work.

In this case (Rad Strike), the animation itself may not look exactly the same, however the times match up. PB attacks are a mish mash of Nrgy/Nrgy blasters primarly up to lvl.25. It is not to say they look the same. It is to say the type of melee attack with the range of comparative damage compared with act/rec times matches up the most with Bonesmasher.


 

Posted

Great info. I'm a bit confused about the durations for the normal attacks, though. I assume these apply to the -Def, where other sideeffects are absent, but they vary quite a lot. Is there really such a large variation in the -Def duration?

Also, you list a recharge time of 0 for Dwarf; I get something like 5 seconds.

[ QUOTE ]
But anyways, I read somewhere that the ranged attacks of kheldians scale at a different rate than the melee attacks of a kheldian do.

[/ QUOTE ]

It is my understanding (read, was told so, and limited testing supports) that if we say that ranged damage at level 1 do 100% of melee, the two types scale such that the brawl indices for ranged attacks drop gradually up to about level 20, and then are stable at about 83% of melee.
After level 20, for instance, gleaming bolt is stable at a plausible 1.33 BI.


 

Posted

You can specialize in one or two forms, but it's hard to do all three well. There just aren't enough slots. Normal characters get 27 powers, excluding the prestige Sprint variants. With Nova, Dwarf, and the 2 inherent flight powers, we get 39. You'll have a lot of powers with no or very few slots.

Personally I'm heavily slotting both Nova and Dwarf, and taking mostly unslotted click buffs or non-combat powers for human form. I use Nova most of the time, switch to Dwarf when I'm fighting mezzers, and use human form for buffs before combat, heals after, Stealth + SS scouting, etc. But take a look at the Kheldian forums for other builds.

Most experienced Khelds recommend going Nova till the Human form gets enough firepower to be worthwhile. Personally I'm happy with Nova still at level 43, and I only /respec'd to pump up my Dwarf form when I started using it more often.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

[ QUOTE ]
Great info. I'm a bit confused about the durations for the normal attacks, though. I assume these apply to the -Def, where other sideeffects are absent, but they vary quite a lot. Is there really such a large variation in the -Def duration?

[/ QUOTE ]

Yep, the durations are for the -Def buff. And yes there is a lot of variation. Generally the smaller attacks have a shorter duration, while the bigger ones have a longer one. At least it appears that way, given how long the buffs appear on the mobs.

[ QUOTE ]
Also, you list a recharge time of 0 for Dwarf; I get something like 5 seconds.

[/ QUOTE ]

Hmm... I'll have to take a look at that.

[ QUOTE ]
It is my understanding (read, was told so, and limited testing supports) that if we say that ranged damage at level 1 do 100% of melee, the two types scale such that the brawl indices for ranged attacks drop gradually up to about level 20, and then are stable at about 83% of melee.
After level 20, for instance, gleaming bolt is stable at a plausible 1.33 BI.

[/ QUOTE ]

I believe that's the way it works too, but I don't know the percentages for Khelds.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

[ QUOTE ]
It is my understanding (read, was told so, and limited testing supports) that if we say that ranged damage at level 1 do 100% of melee, the two types scale such that the brawl indices for ranged attacks drop gradually up to about level 20, and then are stable at about 83% of melee.
After level 20, for instance, gleaming bolt is stable at a plausible 1.33 BI.

[/ QUOTE ]

Thanks so much. That makes complete sense and it's very good news. Sorry for doubting you doc. Your numbers are golden!

Ian Moore


 

Posted

[ QUOTE ]
[ QUOTE ]
Also, you list a recharge time of 0 for Dwarf; I get something like 5 seconds.

[/ QUOTE ]

Hmm... I'll have to take a look at that.

[/ QUOTE ]

I took a look at it over the weekend. It is a 0 recharge time. I can toggle White Dwarf on and off as fast as I want. (I hope you meant White Dwarf, the toggle power, and not one of the attacks.)


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

I just posted my big Movement Guide (see my sig). I tested the PB movement powers, since I had them. Energy Flight, Combat Flight, and Group Energy Fly are all equal in speed to the corresponding Flight Power Pool powers Fly, Hover, and Group Fly. Quantum Flight is indeed capped Fly speed. And I was surprised to see that the fly from Bright Nova was Fly with a +50% bonus. You should be able to cap that with 2 SO+3s.

Lauralla PMd me some initial findings on Bright Nova toggle cost and Recovery Bonus. According to some tests, the toggle cost was about 0.3 EPS, while the recovery bonus was about 0.24. Given that, it isn't really worthwhile to slot Bright Nova for either END Reduction or END Recovery. I'll put 2 slots in Nova to cap Flight, but I may move the other slots elsewhere.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

I'm not sure if this is the proper place to post this... If not, I appologize,
but it concerns Endurance Recovery in the Nova form power that I
tested a couple weeks ago, and I didn't want the numbers to get lost
when the post rolls off the Kheldy board (as has already happened with
my Quantum Flight and Pulsar tests)...

------------------ Endurance Recovery in Nova Form -----------------------

Test Conditions:

L32 PB on Test (I4) using (+3) L35 SO's... Timing method used: Run Quantum Flight
for total endurance drain. Start stopwatch and Nova bind key as soon as QFly drops,
and count time when Endurance bar first pegs.... No other powers active during recharge...
All testing was done without Hasten or Stamina...

Tested slots 0, 2, 4, 6 for EndRcv, and replaced a Rcv with a Rdx till even...
(hopefully my chart will make that clearer...)

Here's what I found, followed by my take on it...


TOTAL ----- END --- END ----- TIME TO
SLOTS ----- RCV --- RDX ----- FULL END

-- 0 --------- 0 ------ 0 ------- 60 seconds

-- 2 --------- 2 ------ 0 ------- 52
-- 2 --------- 1 ------ 1 ------- 55

-- 4 --------- 4 ------ 0 ------- 48
-- 4 --------- 3 ------ 1 ------- 50
-- 4 --------- 2 ------ 2 ------- 51

-- 6 --------- 6 ------ 0 ------- 45
-- 6 --------- 5 ------ 1 ------- 46
-- 6 --------- 4 ------ 2 ------- 46
-- 6 --------- 3 ------ 3 ------- 47


Caveats and Recommendations

1> My stopwatch times are to the nearest second, but bear in mind that there's some
variance here, both in the mechanical clicking (ie. 'twitch skills') and judging when
the End bar first pegs... They can realistically differ by a second or two.

2> Now, for the interesting part (YMMV): NONE of the timings where EndRdx was
slotted - improved the time (over straight EndRcv). In some cases, it kept the times
similar, but never better. To me, this means that the End usage of the form is
actually quite small, to the point where, even over the full 60 second recovery window,
the drain is minimal... So, here are my recommendations:
<ul type="square">[*]Forget the idea of EndRdx in form - it buys you nothing and wastes a slot[*]Figure 2.5 seconds quicker endurance recovery per SO slot than normal...
(based on prior testing with even SO's before I added the EndRdx column)[*]Put as many EndRcv slots in as you are comfortable with based on the above math.
Personally, I'm likely to put 3 or 4 EndRcv in Nova, and put the 2-3 extra slots elsewhere...[*]Stamina is 2X as effective as Nova Form for End Recovery, but, bear in mind that
Stamina requires 2 other power choices as well... This may not make it worthwhile,
depending on your specific build or goals...[/list]
Regards,
4


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

One question about the guide. When it say Cosmic Balance gives you a +10% bonus to damage resistance for each blaster or scrapper in the party, does that mean 22.5% goes to 25% for one B/S or does that mean 22.5% goes to 32.5% for one B/S?


 

Posted

22.5% goes to 32.5% for one Blaster/Scrapper.


 

Posted

[ QUOTE ]
...And I was surprised to see that the fly from Bright Nova was Fly with a +50% bonus. You should be able to cap that with 2 SO+3s.

[/ QUOTE ]

Looks like I was slightly off here. The Fly from Bright Nova is not regular Fly with a 50% bonus. Instead, it is 50% faster that regular Fly, enhancable. That means you can cap it with 2 yellow SO--s. Here's the data...

Bright Nova Fly at 50: 64 f/s
With 1 SO: 78.3 f/s
With 2 SO: 86.0 f/s (capped)


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Very good compiled list of powers. I wish to thank you for this information. When Kritical Mass reaches 50 - I planned on making a PB. This is the info I will start out with on my build.

Thanks again...


 

Posted

You might want to grab a character planner with more recent info. Some of this is a bit dated, being nearly a year old. For example, all of the Endurance costs were changed with ED. I've got very accurate updated data files for Joe Chott's old CoH Planner for all powers and powersets, and I think Sherk Silver's Character Builder may have the same (or will soon).


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304