Best KM attack chain?


Arcanaville

 

Posted

Quote:
Originally Posted by Umbral View Post
1. The Soul Mastery Dark Blast is not as awesome as Mids' wants you to think it is. The Soul Mastery version is identical to the Darkness Mastery version. The new Mids' database publish messed something up so that it assumes on all of the new PPP powers that the crit is 100% of the time (rather than the 10% is normally assumes).

2. The Power Siphon does not work for any other powers except for the KM attacks. Power Siphon activates the mode and the KM attacks themselves generate the effect that casts the +dam buff on yourself.
I see. Okies, thanks for the info Umbral


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Beelzy View Post
I apologize. I didn't realize that they changed it so that recharge started at the end of activation rather than at the beginning
Going back and looking at old data I have, I am quite certain that powers have always recharged after cast time has expired, never at the moment the power is cast. I can cover in various ways most of the existence of the game from late 2004 to mid 2009 with actual hard data, and not anecdotes (I have a variety of measurements of various things throughout that period of time which either directly measure power recharge or indirectly would show evidence of a change to how recharge works).


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Posted

While I cannot back up my claims. (Stupid faulty hardware eating my videos and screenshots) Arcana is (as always) correct.

Powers have always started the recharge after the animation. It has been that way since atleast the last couple of beta builds before the game went live.


 

Posted

Quote:
Originally Posted by BrandX View Post
How is that low recharge requirements? CS would need to recharge in 6.6 seconds, right? That seems like a lot of recharge would be needed.
CS isn't that bad to get down to that recharge time. I only have 57.5% from sets and hasten, and I'm at 6.2 seconds. Only bad part is the hasten downtime. I'll keep a power in my chain that gives me more +damage from Siphon over a PPP attack anyday.

I'm not sure the exact recharge time needed for Smashing Blow, about 2.4 sec?


 

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Quote:
Originally Posted by Reverence View Post
I'm not sure the exact recharge time needed for Smashing Blow, about 2.4 sec?
2.376sec


 

Posted

Hmmm...curious. How much of a loss in DPS is it for Scrappers, if you replace Quick Strike with Focused Burst?

On a Stalker is looks to only be a small decrease, from 59.4 to 57.4.

that small of a decrease with an even easier recharge requirement, and well, FB is just fun imo...

So what are the thoughts on that?


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Posted

At one point during Beta, a lot of the Kinetic Melee attacks had big disparities in their Cast Times versus their Animation Root Times. So that while, for instance, Focused Burst might have a 2 second animation, and so take 2.244 seconds to use with Arcanatime, it had a .3 second Cast Time and so would start recharging .3 seconds after you started using it.

Is that still true? If so, anyone know what the exact numbers are? Because that might make building chains a bit easier.


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Posted

Quote:
Originally Posted by MagicFlyingHippy View Post
At one point during Beta, a lot of the Kinetic Melee attacks had big disparities in their Cast Times versus their Animation Root Times. So that while, for instance, Focused Burst might have a 2 second animation, and so take 2.244 seconds to use with Arcanatime, it had a .3 second Cast Time and so would start recharging .3 seconds after you started using it.

Is that still true? If so, anyone know what the exact numbers are? Because that might make building chains a bit easier.
to my knowledge all that's been fixed.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Ah, poop. That was an inventive balancing method.


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Posted

Quote:
Originally Posted by BrandX View Post
Hmmm...curious. How much of a loss in DPS is it for Scrappers, if you replace Quick Strike with Focused Burst?

On a Stalker is looks to only be a small decrease, from 59.4 to 57.4.

that small of a decrease with an even easier recharge requirement, and well, FB is just fun imo...

So what are the thoughts on that?
I'm curious about the opinions on this as well, though I'm not min/maxing like others here.
I understand the value of a quick-recharging attack where Power Siphon ramp-up is concerned, but I just don't have room to add Quick Strike unless I lose something else.


 

Posted

Quote:
Originally Posted by BrandX View Post
Hmmm...curious. How much of a loss in DPS is it for Scrappers, if you replace Quick Strike with Focused Burst?

On a Stalker is looks to only be a small decrease, from 59.4 to 57.4.

that small of a decrease with an even easier recharge requirement, and well, FB is just fun imo...

So what are the thoughts on that?
Accounting for arcanatime:
BB > SB > QS > BB > SB > CS - 66.821
BB > SB > FB > BB > SB > CS - 64.573

Since you are able to slot an extra purple damage proc into the FB chain and it requires substantially less recharge for CS, I consider them about equal.

Edit: Also of note, I currently run the before mentioned FB chain and have no issue maintaining 5 PS stacks though I do tend to lose one briefly shortly after CS.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Going back and looking at old data I have, I am quite certain that powers have always recharged after cast time has expired, never at the moment the power is cast. I can cover in various ways most of the existence of the game from late 2004 to mid 2009 with actual hard data, and not anecdotes (I have a variety of measurements of various things throughout that period of time which either directly measure power recharge or indirectly would show evidence of a change to how recharge works).
Given that you are the datagod of CoH, knowing the numbers better than the devs themselves and having an entire time system named after you, I will accept your statement, and accept that I incorrectly remembered the events wherein Kheldian attacks were completing recharge before the power was finished casting.


 

Posted

Quote:
Originally Posted by Beelzy View Post
Given that you are the datagod of CoH, knowing the numbers better than the devs themselves and having an entire time system named after you, I will accept your statement, and accept that I incorrectly remembered the events wherein Kheldian attacks were completing recharge before the power was finished casting.
Its not just me. The powers quantification project (an early attempt to, among other things, try to measure activation times for powers) measurements made in late 2004 and early to mid 2005 relied on this premise and if recharge worked differently those measurements would have been thrown off. And in 2005 and 2006 some of the measurements badge hunters were making to farm immortal would also have detected if recharge worked differently.

The only bug that could cause an attack to recharge before it was apparently finished casting is if they were set with low or (more likely) zero cast time. A power starts recharging when cast time expires, but the power itself will take however long its animation is coded to take to complete. While the rooted part of the animation is playing, the player can take no other action, and it can seem like the power is still "casting" when its actually just running an animation.

That's the only explanation I have for why somone could have observed a power recharging while it was "casting." It wasn't casting, just animating.


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Posted

Many of us used Kheld forms to cancel animation times before the devs "fixed" Khelds a few issues ago, but that trick didn't affect cooldown.


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