New Build for Bill Z


Arcanaville

 

Posted

I'll remain curious until you find out as well, Werner. My thoughts on the topic mimic yours.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
I'll remain curious until you find out as well, Werner. My thoughts on the topic mimic yours.
I would be more than willing to put my money on the intermittent delay being thanks to lag. We're talking about pretty small increments of time with Arcanaville, so it's not that hard to assume that, especially with an extremely tight chain, if you had a tiny bit of lag getting the server to recognize that you're using an attack that you would generate some gaps in the chain.


 

Posted

When I got home I went over your build a little more carefully. I notice that if you put a geeric IO end mod in to replace the performance shifter proc, you will actually gain endurance. I remember reading that the miracle unique is actually enhanceable by the other enhancements in the power.

By my calcualations, if the performance shifter proc works every 50 seconds (20% chance every ten seconds) you get ten endurance. However, the generic IO will get you .22 end per second, which is equal to 11 endurance every 50 seconds. So slotting the generic will get you more endurance and save you some cash.

Another note: you may want to switch out CP for focused accuracy and then scrap 2 slots from your LoTG sets and put three gaussians into FA. Should give you better accuracy overall, and nets you another 25HP.

Lastly, I suggest you switch a LoTG to a kismet. The kismet is actually tohit even though the enhancement says it's accuracy (I'm guessing you know that already) and we all know that tohit is much better than accuracy. (Overall you will gain 14% tohit and lose 18% accuracy)

These changes will hurt you endurance, but being a claw scrapper, I don't think you will have much of a problem. And you will practically never miss. Umbral mentioned you already have enough accuracy though, so these changes may not actually improve your DPS if endurance is any problem. I'm not much of a numbers guy so I'll leave it up to you to decide if the changes are worth it


 

Posted

But definitely switch the performance shifter proc to a generic IO, unless mids is wrong.


 

Posted

Quote:
Originally Posted by DaveMebs View Post
But definitely switch the performance shifter proc to a generic IO, unless mids is wrong.
Mids' is correct. His best bet would actually be to yank that level 50 slot out of Stamina (going to the 4 piece Perf Shifter slotting, excluding the triple and acc/rech) and place an additional slot into PP for the additional Perf Shifter End Mod. He'd lose 2.5% +dam, but he'd gain .15 end/sec over either of those options.

Btw, if you're curious as to why Mids' is correct, it's because the Miracle proc benefits from enhancement slotting of the power it is slotted in. So the enhanceable recovery benefit of Perf Shifter is more than doubled by the presence of the Miracle proc.


 

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That's what I suspected. Thanks for the clarification.


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Followup after playing with the new build for a while:

1: I miss shockwave's mitigation.

2: I love eviscerate's damage, the wide cone, the extra chance to crit, pushing me past the 200 DPS barrier, how spawns melt when doing my followup, eviscerate, spin, repeat attack chain, how bosses melt from followup, slash, focus, eviscerate, repeat...

And yet I still hate the animation so much that I want to dump eviscerate from the build already.

Madness. Just plain old madness.

1)Shockwave is sexy (while offering crazy mitigation and added aoe hotness).

2)Backflips are for cheerleaders not scrappers (but evis does do great damage, and with the larger cone, nice aoe dmg... we do have alternate animations for powers now - how about an alt for evis that doesn't involve gymnastics?)


 

Posted

Quote:
Originally Posted by Werner View Post
I've gotten the not ready sound intermittently on a chain that should be tight. Not sure what's going on, particularly since it's intermittent. You'd think if it was insufficient recharge, I'd always have insufficient recharge. I don't think it's recharge debuffs, and certainly isn't in the case of pylons. I guess I'll fall back on the fact that we don't know precisely when recharge starts and by when it must be completed. Most signs point to our current understanding (must recharge in the Arcanatime of the other attacks) being correct, but there are occasional signs that it isn't correct, such as the not ready sound when it shouldn't be there, or stacking that isn't as good as it should be. Maybe our understanding is very close, but not exactly right. Wouldn't surprise me at all. So as a general rule, I try to have more recharge than I think I need. Good idea for recharge debuffs anyway. But the build I'm currently working on will only have 0.02 seconds more recharge than I think I need on one of the powers. I'll be curious if I get an intermittent not ready sound.
Its always possible its an occasional server-side lagging moment that throws everything off. During my original arcanatime-testing I did observe occasional moments when it seemed that chains of attacks were suddenly thrown off by a half second or so, as if the game skipped a cycle or two. I assumed that sometimes something happens on the server that makes it impossible to complete everything it needs to do in a combat tick, even if the zone is not overloaded.

But that is only a conjecture. I will say that its probably a good idea to have a little more recharge than necessary to factor in the occasional slow, but recharge usually cannot help mitigate server lag in the general case. So even ultrahigh recharge players might still see the occasional hiccough.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Its always possible its an occasional server-side lagging moment that throws everything off. During my original arcanatime-testing I did observe occasional moments when it seemed that chains of attacks were suddenly thrown off by a half second or so, as if the game skipped a cycle or two. I assumed that sometimes something happens on the server that makes it impossible to complete everything it needs to do in a combat tick, even if the zone is not overloaded.

But that is only a conjecture. I will say that its probably a good idea to have a little more recharge than necessary to factor in the occasional slow, but recharge usually cannot help mitigate server lag in the general case. So even ultrahigh recharge players might still see the occasional hiccough.
It's nice to know you agree with me.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Its always possible its an occasional server-side lagging moment that throws everything off. During my original arcanatime-testing I did observe occasional moments when it seemed that chains of attacks were suddenly thrown off by a half second or so, as if the game skipped a cycle or two. I assumed that sometimes something happens on the server that makes it impossible to complete everything it needs to do in a combat tick, even if the zone is not overloaded.
Perhaps elsewhere on the server there are a lot of people running high recharge attack chains that are taking up calculation space?

A combat tick is an insanely short amount of time, maybe if a lot of attacks are resolving all at once throughout the server it takes a couple milliseconds longer to work out, which pushes it through to the next server tick.

I'm just guessing here, since I have only the vaguest idea how all that works. It sounds plausible though.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Perhaps elsewhere on the server there are a lot of people running high recharge attack chains that are taking up calculation space?
It's much more likely that the additional cycles would be eaten up by NPC actions, since there are so many more of them going on globally for any time frame than player attacks. Keep in mind that attacks aren't the only things that the server is storing and constantly updating. AI determinations may be an even higher workload than calculating damage and storing hit points for NPCs.


 

Posted

I was just looking at that empty slot in boxing, why not slot the Amazement: chance for tohit debuff in there? You have the global accuracy and rech to use it for it's proc. And Mid's has it listed as unresistable... I'm not sure what the implications of that are as it interacts with your own softcap an such, but it seems like 'non-resistible' is a huge deal when concerning AV's and such.

I mean, really, speculation, but why not .
You wouldn't even need to throw it out there often, 33% chance to fire. (likely gonna hurt the dps too much, but it's a neat trick, if irresistible means irresistible for real.)


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

Very low damage, causes redraw which actually does hurt DPS a LOT, already at the softcap. Its use would be detrimental without offering any benefit.


Be well, people of CoH.

 

Posted

Forgot about redraw, and ah, that answers the inner question there. No benefit of debuffing tohit if you're softcapped then. ah well.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

Why yes, I DID look for something that might be always on to stick in there....


Be well, people of CoH.

 

Posted

I 5 slotted boxing for IO Mule. right now I have +6.25 recharge and if I ever get the absolute amazment thing it will go to +10%


 

Posted

Here's what I respec my BS/Inv to...

1998 HP before DP (with all accolades)
381% regen
f/c - 38.3 defense with 1 foe
e/n - 41.5 defense with 1 foe
melee cap with 2x Parry
Chaining - Parry-hack-HS-Parry-hack-Dis
with Spin and Slice when needed

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Yes he is my baby tank...

Working on a respec for my claws/inv now ...