Anyone have a clue on the Alpha slot numbers ?
I'll do schedule A if you want.
Common: Ignores 1/6
33 / 6 = 5.5%
27.5 * 0.15 = 4.125%
Total bonus even at ED: 9.625%
Uncommon: Ignores 1/3
33 / 3 = 11%
22 * 0.15 = 3.3%
Total bonus even at ED: 14.3%
Rare (33%): Ignores 1/2
33 / 2 = 16.5%
16.5 * 0.15 = 2.475%
Total bonus even at ED: 18.975%
Rare (45%): Ignores 1/2
45 / 2 = 22.5%
22.5 * 0.15 = 3.375%
Total bonus even at ED: 25.875%
Very Rare (33%): Ignores 2/3
33 / 1.5 = 22%
11 * 0.15 = 1.65%
Total bonus even at ED: 23.65%
Very Rare (45%): Ignores 2/3
45 / 1.5 = 30%
15 * 0.15 = 2.25%
Total bonus even at ED: 32.25%
These are absolute minimum returns, even if you're already at ED. But since you're talking about recharge, remember that the more you have the less it does. The recharge formula is:
1 / (1 + (recharge bonus / 100))
So if your recharge bonus is 100, that's 1/2. If it's 200, that's 1/3. If you have high recharge numbers, it's not likely you'll notice a bonus of 9%.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Basically I have been trying to figure out how these alpha slots numbers are helping out. I am failing to see the changing in game number wise in the combat window.
I will use the recharge alpha for example. I placed it and looked at the numbers for Triage Beacon and didn't notice a difference with it on or off. I attempted to do a visual inspection and really didn't notice much. Nutshell I have a 8 second gap between placement and recharge. It might have shorten up by a second or 2, but that is about it. If it did anything. Again I'm not sure. So anyone mind sharing how to do the math to determine some of this stuff ? Is it 33% or is it 33% minus 1/6 which is not reduced by ED so its 27.5% and the other 5.5% is not ED affected ? Anyone know the numbers that ED would reduce something by ? I'm just a bit lost and would like to have a leg up on this just to figure out what is really worth for a toon instead of just going with Damage or Recharge based on what I think I might need. |
You then place the alpha boost and reopen your enhancements window to see the new values.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I was in RWZ two nights ago testing out various uncommon boosts and the changes were reflecting dynamically in the combat att window. I never had to zone to see a difference. Mainly I was looking at the RES difference on the Cardiac boost.
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
I was in RWZ two nights ago testing out various uncommon boosts and the changes were reflecting dynamically in the combat att window. I never had to zone to see a difference. Mainly I was looking at the RES difference on the Cardiac boost.
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You WON'T see damage, accuracy or recharge incarnate enhancements in that window (although you will see it on the individual powers in the MANAGE window).
Really the key is that if it's something you'd see in the combat att window if you added an enhancement to an existing slot on a power and you won't see it if adding an enhancement to an existing slot wouldn't show it.
So, add an END enhancement to Blazing Aura and you'll see your overall END consumption/sec reduced in the combat att window. Add a damage enhancement to Blazing Aura and, even though it does more damage, you won't see anything change in the combat att window.
There's probably a clearer more succinct way to explain this, but that's how it works.
Zaphod's just this guy, you know.
I immediately started seeing enhancement improvements in individual powers in the enhancement management screen above +100%. It was awesome. The actual raw improvement wasn't so great in powers that were already at the ED cap but it was significant in powers that didn't have 3 enhancements of that type already.
I'm thinking the best way to get the most mileage out of an Alpha slot is to have a build specifically for when you are at level 45+ that takes that extra 33% into account already. Then you can use the saved slots to improve your powers in other ways.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Yeah I agree. I bought Muscular for my Fortunata 'cause she really only just needs more damage but I don't feel I am capitalizing all the +damage because all of my attacks are already so high. I feel I need to really re-build her to get the best out of muscular.
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Perhaps use a T1 or T2 cardiac or spiritual in the meantime.
50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!
Basically I have been trying to figure out how these alpha slots numbers are helping out. I am failing to see the changing in game number wise in the combat window.
I will use the recharge alpha for example. I placed it and looked at the numbers for Triage Beacon and didn't notice a difference with it on or off.
I attempted to do a visual inspection and really didn't notice much. Nutshell I have a 8 second gap between placement and recharge. It might have shorten up by a second or 2, but that is about it. If it did anything. Again I'm not sure.
So anyone mind sharing how to do the math to determine some of this stuff ? Is it 33% or is it 33% minus 1/6 which is not reduced by ED so its 27.5% and the other 5.5% is not ED affected ? Anyone know the numbers that ED would reduce something by ?
I'm just a bit lost and would like to have a leg up on this just to figure out what is really worth for a toon instead of just going with Damage or Recharge based on what I think I might need.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives