Very Best Farmer?


-CosmicBlaze

 

Posted

Quote:
Originally Posted by Fiery-Enforcer View Post
If you're level shifted +4/x8 yields the best inf/minute.
Tickets are where the money is at and often times you can cap at +3 so there is no point to do +4, right?


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

I think we trying to decide what the best farmer is and 54's are the standard.


 

Posted

WE already know what the best farmer is :P


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Quote:
Originally Posted by ultrawatt View Post
Pretty sure we already know it's not. Generally its +2/x8 or +3/x8 if you are level shifted. But it all depends on what your toon is capable of. Honesty i dont understand why everyone insists on running at +4 all of a sudden.
I've been doing 4/8 for pling mostly. I never farm solo, because I don't want inf/drops that bad. I generally play with an alt I'm testing out, or one that's been stuck a while. So the 30 seconds or whatever that +4 adds to the timer is totally worth it for the extra xp - the less times I have to click the AE machine the better! This is also why I generally run FIRE! - because you go 5 missions before you have to reset.

I think the 4/8 also gives us kind of a "MAX POWER!" metric.

If we were testing pure ticket farming, we'd run -1/8/(no bosses solo/or teamed) right?

It looks like the leading builds are really pretty close. Close enough that:
a) Someone's playstyle might allow them to do better on one of the close builds (elec/fire/* say than ss/fire/*, or vice versa)
b) Maybe the stomp or the port boom is just more fun for them? It never hurts to have a little extra fun when you are doing the same thing over and over again.
c) Someone who doesn't care that much about having the absolute fastest time in the world has a little leeway in build choice

I've seen claws/fire/* mentioned a few times - does anyone have any times for a solid one?


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

Quote:
Originally Posted by Lobster View Post
I've been doing 4/8 for pling mostly. I never farm solo, because I don't want inf/drops that bad. I generally play with an alt I'm testing out, or one that's been stuck a while. So the 30 seconds or whatever that +4 adds to the timer is totally worth it for the extra xp - the less times I have to click the AE machine the better! This is also why I generally run FIRE! - because you go 5 missions before you have to reset.

I think the 4/8 also gives us kind of a "MAX POWER!" metric.

If we were testing pure ticket farming, we'd run -1/8/(no bosses solo/or teamed) right?

It looks like the leading builds are really pretty close. Close enough that:
a) Someone's playstyle might allow them to do better on one of the close builds (elec/fire/* say than ss/fire/*, or vice versa)
b) Maybe the stomp or the port boom is just more fun for them? It never hurts to have a little extra fun when you are doing the same thing over and over again.
c) Someone who doesn't care that much about having the absolute fastest time in the world has a little leeway in build choice

I've seen claws/fire/* mentioned a few times - does anyone have any times for a solid one?

I have a 50 claws/fa/mu. I'm in the process of IO'ing him up and I'll have hard numbers in a few days


 

Posted

Quote:
Originally Posted by Lobster View Post
If we were testing pure ticket farming, we'd run -1/8/(no bosses solo/or teamed) right?
Actually, ticket drop rate does increase with lvl. So that further adds merit to running +4 i guess.

Quote:
Originally Posted by Deevian View Post
I have a 50 claws/fa/mu. I'm in the process of IO'ing him up and I'll have hard numbers in a few days
Yeah, i got a claws/fire at 50 too. I just never liked getting the +dmg from a single target attack. That simply felt like a waste compared to elec/ and SS/ which maintain a complete AoE chain.


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Here's my attempt at a cost-is-no-concern farm build. I'd really like some feedback from the SS/FA/Mu experts in this thread, as I have never run one before. I managed 166.3% global recharge, 32.6% fire defense (capped with one small Luck), pretty good end reduction on the big hitters, and decent HP/max end/regen/recov. Considering I have Consume slotted for end mod (giving me a net recovery of 4.35 eps) could I get away with the Spiritual alpha? Folks upthread were recommending Cardiac. Should I forgo some of the fire defense in exchange for more recharge?

I haven't ever run one of these highly specialized farms/farmers before. All my farming experience has been on my purpled WS and my softcapped/high-recharge Elec/SD scrapper. Any ideas/thoughts/comments on the build are welcome.

Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Brootfarm: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Concealment
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- Mocking-Taunt(A), Mocking-Rchg(15), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(40), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(42)
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-EndRdx/Rchg(15)
Level 2: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(5), EndRdx-I(5), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(9)
Level 4: Healing Flames -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(7), Mrcl-Heal/Rchg(7), H'zdH-Heal/Rchg(39)
Level 6: Haymaker -- Mocking-Taunt(A), Mocking-Rchg(42), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(43)
Level 8: Knockout Blow -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(11), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-Acc/Rchg(13), UbrkCons-EndRdx/Hold(13)
Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 12: Stealth -- LkGmblr-Rchg+(A), EndRdx-I(23)
Level 14: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 16: Invisibility -- LkGmblr-Rchg+(A)
Level 18: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(19), Aegis-EndRdx/Rchg(19)
Level 20: Rage -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Consume -- P'Shift-EndMod(A), P'Shift-End%(34), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(46)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(37)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-EndRdx/Rchg(34)
Level 32: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), EndRdx-I(36)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
Level 44: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46), EndRdx-I(46)
Level 47: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), EndRdx-I(50)
Level 49: Rise of the Phoenix -- Empty(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(17), Mrcl-Rcvry+(23), Numna-Heal/Rchg(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(17)
------------
Set Bonus Totals:

  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 21.13% Defense(Fire)
  • 21.13% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 3% Defense(Ranged)
  • 15.81% Defense(AoE)
  • 3.6% Max End
  • 96.25% Enhancement(RechargeTime)
  • 78% Enhancement(Accuracy)
  • 5% FlySpeed
  • 56.22 HP (3.751%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 5.5%
  • MezResist(Sleep) 1.65%
  • MezResist(Stun) 3.85%
  • 21% (0.351 End/sec) Recovery
  • 22% (1.377 HP/sec) Regeneration
  • 12.6% Resistance(Fire)
  • 12.6% Resistance(Cold)
  • 20% RunSpeed



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...in CoH racing to 50 is like trying to race to the end of your vacation. -Arcanaville

Debt barely slows down levelling these days. It's just a little bar that measures how much Awesome you've generated recently. (If you're not getting debt, you're just not trying to generate Awesome hard enough.) -Kelenar

 

Posted

First off don’t get fighting i HIGHLY recommend you get leadership. It’s insane how nice veng is when you are PLing someone.
Also get the FF+rech proc in foot stomp.
You will easily be able to support end costs with the spirit alpha; this build you listed of course won’t be able to run any of the content to unlock it.
Last but certainly not least: rech, rech, rech, rech, rech, rech and then more rech. Shooting for fire def is waste. Insp can give you def/dmg/end/healing/etc. the one thing they can’t give you is global recharge. On a "cost-is-no-concern" farm-only build i say 130% rech (140%ish if you REALLY dont care about cost is possible as well) from sets is about what you want.


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Quote:
Originally Posted by ultrawatt View Post
First off don’t get fighting i HIGHLY recommend you get leadership. It’s insane how nice veng is when you are PLing someone.
Also get the FF+rech proc in foot stomp.
You will easily be able to support end costs with the spirit alpha; this build you listed of course won’t be able to run any of the content to unlock it.
Last but certainly not least: rech, rech, rech, rech, rech, rech and then more rech. Shooting for fire def is waste. Insp can give you def/dmg/end/healing/etc. the one thing they can’t give you is global recharge. On a "cost-is-no-concern" farm-only build i say 130% rech (140%ish if you REALLY dont care about cost is possible as well) from sets is about what you want.
It seems to me that one only really needs as much recharge as it takes to get a seamless attack chain of FS/Burn/EF/BL and any more would be of questionable value, especially in light of the diminishing returns on higher and higher levels of recharge. Anyone know how to calculate attack chains? How much recharge per power is needed for seamlessness?

I re-jiggered my build for the absolute maximum amount of recharge and came up with 213.8% total global recharge. It would be obscenely expensive, lol. With a very rare Spiritual it would knock around 4.5 seconds off the recharge of Fiery Embrace and between 0.4 and 0.8 seconds off of Burn, Footstomp, Ball Lightning, and Electrifying Fences.

I'll be honest, Im not sure if those gains are worth the tradeoffs in survivability, end reduction, and price. At least in theory. Perhaps those gains really make all the difference in practice. Perhaps the difference in defense really isn't that big a deal. (I hate having to keep track of too many things at once so I figured some extra defense would slow the rate of incoming damage enough to allow some leeway on watching my health bar.)

I have a feeling this is the sort of thing that can only really be decided by actually playing with the two builds. Yay for test server!

Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Brootfarm: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Concealment
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(5), Mocking-Rchg(15), Mocking-Acc/Rchg(17), Mocking-Taunt/Rng(23), Mocking-Taunt/Rchg(40)
Level 1: Fire Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(3), ImpSkn-EndRdx/Rchg(9), ImpSkn-ResDam/EndRdx/Rchg(9), ImpSkn-Status(15)
Level 2: Blazing Aura -- M'Strk-Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(3), C'ngBlow-Dmg/EndRdx(25)
Level 4: Healing Flames -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(7), Panac-Heal/Rchg(7), Panac-Heal/EndRedux/Rchg(17), Panac-Heal(46)
Level 6: Haymaker -- Mocking-Taunt(A), Mocking-Rchg(42), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(43)
Level 8: Knockout Blow -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(11), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-Acc/Rchg(13), UbrkCons-EndRdx/Hold(13)
Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 12: Stealth -- LkGmblr-Rchg+(A)
Level 14: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 16: Invisibility -- LkGmblr-Rchg+(A)
Level 18: Plasma Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(19), ImpSkn-EndRdx/Rchg(19), ImpSkn-ResDam/EndRdx/Rchg(23), ImpSkn-Status(42)
Level 20: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-Rchg(39), AdjTgt-EndRdx/Rchg(50)
Level 22: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(39), Mocking-Rchg(46)
Level 24: Hasten -- RechRdx-I(A)
Level 26: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(37)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
Level 30: Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(31), KinCrsh-Rchg/KB(34), KinCrsh-Rechg/EndRdx(40), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(42)
Level 32: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Weave -- LkGmblr-Rchg+(A)
Level 44: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Rise of the Phoenix -- Dct'dW-Heal/Rchg(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(5), Hectmb-Acc/Dmg/Rchg(25), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(50)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
------------
Set Bonus Totals:
  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 10.5% Defense(Smashing)
  • 10.5% Defense(Lethal)
  • 12.38% Defense(Fire)
  • 12.38% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Melee)
  • 3% Defense(Ranged)
  • 7.688% Defense(AoE)
  • 5.4% Max End
  • 102% Enhancement(Accuracy)
  • 143.75% Enhancement(RechargeTime)
  • 67.47 HP (4.501%) HitPoints
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Confused) 15%
  • MezResist(Held) 23.25%
  • MezResist(Immobilize) 15%
  • MezResist(Sleep) 19.4%
  • MezResist(Stun) 17.2%
  • MezResist(Terrorized) 15%
  • 25% (0.418 End/sec) Recovery
  • 16% (1.001 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 14.18% Resistance(Fire)
  • 14.18% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 3% RunSpeed
  • 4% XPDebtProtection



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...in CoH racing to 50 is like trying to race to the end of your vacation. -Arcanaville

Debt barely slows down levelling these days. It's just a little bar that measures how much Awesome you've generated recently. (If you're not getting debt, you're just not trying to generate Awesome hard enough.) -Kelenar

 

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It seems to me that one only really needs as much recharge as it takes to get a seamless attack chain of FS/Burn/EF/BL and any more would be of questionable value, especially in light of the diminishing returns on higher and higher levels of recharge. Anyone know how to calculate attack chains? How much recharge per power is needed for seamlessness?
You can't run a seamless FS Burn EF BL attack chain, so more recharge can always help.

BL base recharge is 32s ; the lowest you can get it to recharge is 32/5 = 6.4s, that's being at the recharge cap (+400% recharge).
FS animates in 2.244s
Burn in 2.244s
EF in 1.32s
So you'd want BL to recharge in 5.808s

Ultimately, as you say yourself recharge hits diminishing returns. Past some point you're going to look at some pretty huge sacrifices for a minimal speed increase. If that alt has only a single purpose, AE farming, why not. Otherwise I wouldn't bother.


 

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i went for 32% fire defense, because as you say, in practical application its just one less thing to worry about. i keep 1 purple going, and everything else becomes reds. but clicking fiery embrace, consume (i use consume after a rage crash), and eating insps all takes a little bit of time. so your chain doesnt have to be 100% seamless. i took static discharge for the small time that hasten is down (its not perma on my build) so that i can still throw out an aoe attack. it works nicely. most of the guys here run with 10 reds going all the time anyway, and next to what eating that many insps can give you, a second or 2 of recharge or a few percent of defense is pretty miniscule.


 

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In reading through this thread over several days (and probably skipped around and missed my interest) I began to wonder, can I do this with my SS/ELE/Soul? I play her because she's fun and I've never been interested in farming before. She's only 43 but able to take down large spawns w/ FS/PS opening and the lightning field never really lets the minions/lts recover END. She's not fully set up w/ IOs yet so I only run her at 0x6 or 0x8. Anyway, I spent a little time working on a mish with energy heavy mobs (you know, keying for her resistance) but that's still in testing. I guess my question is, has anyone else created a mission keyed for */EA like those that this whole thread is based around */FA. Secondarily, can you consider it the *best* farmer if it only excels at one type of mission?


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I have seen plenty of missions made for elec armor. Don’t know any of the IDs.
And yes, /FA might only excel at one type of mission but it gains inf and tix/min (tix/min is where the money is at but people don’t like to test that it seems) much greater than anything can really come close to. And that’s ALL that matter, the amount of inf you get versus the time you put in.
How many farmers (before the days of AE) run more than one mission anyway? That’s actually kind of the point, imo, the more you run one mish the faster you get at it. You can often double or even triple your original speed without any kind of build change.


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

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I never realized how much you could do in the AE until I read this thread. Amazing stuff.

I leveled my Brute 16 - 41 almost entirely in one mission, with side divergences to grab Invader pre-reqs and to try out other missions discussed here (i.e., the Fire Cybor mission).

I spent some time leveling with someone else who entered the mission at level 1 - absolute best part of it, other than enjoying time with friends - watching the poor guy die, rez, die, rez, etc ... every 20 seconds or so, I'd hear the level up music, followed by SPLAT. Good times.


 

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Originally Posted by Nihilii View Post
You can't run a seamless FS Burn EF BL attack chain, so more recharge can always help.
Wrong.

Even with my purple-less budget build posted earlier in this thread, I achieve a uninterrupted chain with FS/EF/BL/Burn attack sequence. I could post a video if need be. Perhaps you are not calculating the very significant effects of the force feedback proc? Also, I use tier 2 spiritual, endurance is not a problem if carefully managed even with a taunt set in consume.

Also, preliminary results on the comparison of claws/fa with elec/brute shows claws lacking GREATLY vs elec. I went ahead and pl'ed an elec/fa, even without mu he doubles the inf/sec of my claws(which is currently at 36 mil/hour) clocking in at 74 mil/hour. I will have more detailed numbers once I get them both with an IO set comparable to my SS/FA/Mu brute and I get the elec/fa mu.


 

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Originally Posted by Deevian View Post
Also, preliminary results on the comparison of claws/fa with elec/brute shows claws lacking GREATLY vs elec. I went ahead and pl'ed an elec/fa, even without mu he doubles the inf/sec of my claws(which is currently at 36 mil/hour) clocking in at 74 mil/hour. I will have more detailed numbers once I get them both with an IO set comparable to my SS/FA/Mu brute and I get the elec/fa mu.
Interesting, looking forward to the #s.


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Posted

Quote:
Originally Posted by Deevian View Post
Also, preliminary results on the comparison of claws/fa with elec/brute shows claws lacking GREATLY vs elec. I went ahead and pl'ed an elec/fa, even without mu he doubles the inf/sec of my claws(which is currently at 36 mil/hour) clocking in at 74 mil/hour. I will have more detailed numbers once I get them both with an IO set comparable to my SS/FA/Mu brute and I get the elec/fa mu.
Not too supprised by the results, if you are using follow up that is.
What attack chains are you using for elec and claws?


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Quote:
Originally Posted by Deevian View Post
Wrong.

Even with my purple-less budget build posted earlier in this thread, I achieve a uninterrupted chain with FS/EF/BL/Burn attack chain. I could post a video in need be.
I would be interested in seeing your video.


 

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Originally Posted by ultrawatt View Post
Not too supprised by the results, if you are using follow up that is.
What attack chains are you using for elec and claws?
Why is that? re: Follow Up


 

Posted

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Originally Posted by ultrawatt View Post
Not too supprised by the results, if you are using follow up that is.
What attack chains are you using for elec and claws?
claws is /Spin/EF/Shockwave/Burn/BL, with some holes here and there and I do sometimes fill with FU.

I've tried out many different chains, but that is the chain that I naturally settled into, right or wrong. FU does feel like a total waste and I have pretty much abandoned putting it in the main attack chain. Shockwave with EF does well, and is the only way for claws to get a consistent forcefeedback proc.

elec is Fireball(not mu yet)/Thunderstrike/Chain Induction/Jacobs Ladder/Thunderstrike/Chain Induction

Or something really similar to that. Obviously Fiery embrace + lighting rod whenever it is up. Hero stats seems to have a problem recording lightning rod's damage but by looking at "unknown" damage type, it looks like it contributes a huge amount of damage, equal to blazing aura, which directly counters the idea that it only a burst damage mechanism and adds little damage over time.


 

Posted

Quote:
Originally Posted by Deevian View Post
claws is /Spin/EF/Shockwave/Burn/BL, with some holes here and there and I do sometimes fill with FU.

I've tried out many different chains, but that is the chain that I naturally settled into, right or wrong. FU does feel like a total waste and I have pretty much abandoned putting it in the main attack chain. Shockwave with EF does well, and is the only way for claws to get a consistent forcefeedback proc.

elec is Fireball(not mu yet)/Thunderstrike/Chain Induction/Jacobs Ladder/Thunderstrike/Chain Induction

Or something really similar to that. Obviously Fiery embrace + lighting rod whenever it is up. Hero stats seems to have a problem recording lightning rod's damage but by looking at "unknown" damage type, it looks like it contributes a huge amount of damage, equal to blazing aura, which directly counters the idea that it only a burst damage mechanism and adds little damage over time.
You may wish to adjust slightly on the claws/ chain. If you place Spin and Shockwave adjacent to one another you can take out one of the re-draws. Re-draw time isn't horrible with claws, but I guess every second counts. Otherwise looks like the right chain to me. D

Had a thought (haven;t looked at the #s), but does Shockwave have enough damage to warrant inclusion in the chain>?


 

Posted

Quote:
Originally Posted by Deevian View Post
Wrong.

Even with my purple-less budget build posted earlier in this thread, I achieve a uninterrupted chain with FS/EF/BL/Burn attack sequence. I could post a video if need be. Perhaps you are not calculating the very significant effects of the force feedback proc? Also, I use tier 2 spiritual, endurance is not a problem if carefully managed even with a taunt set in consume.

Also, preliminary results on the comparison of claws/fa with elec/brute shows claws lacking GREATLY vs elec. I went ahead and pl'ed an elec/fa, even without mu he doubles the inf/sec of my claws(which is currently at 36 mil/hour) clocking in at 74 mil/hour. I will have more detailed numbers once I get them both with an IO set comparable to my SS/FA/Mu brute and I get the elec/fa mu.

i cant imagine not running cardiac. the recharge must be nice but, eugh.. either your attacks are all slotted for less damage and more end redux, or you have to use blues. i doubt its worth it overall.


 

Posted

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Originally Posted by Nihilii View Post
You can't run a seamless FS Burn EF BL attack chain, so more recharge can always help.

BL base recharge is 32s ; the lowest you can get it to recharge is 32/5 = 6.4s, that's being at the recharge cap (+400% recharge).
FS animates in 2.244s
Burn in 2.244s
EF in 1.32s
So you'd want BL to recharge in 5.808s

Ultimately, as you say yourself recharge hits diminishing returns. Past some point you're going to look at some pretty huge sacrifices for a minimal speed increase. If that alt has only a single purpose, AE farming, why not. Otherwise I wouldn't bother.

Burn is 2.112 animation time, based on mids anyway.

Mids says 2.03

2.03 / 0.132 = 15.37

Round to 15, then +1 = 16

16*0.132 = 2.112

I remember someone incorrectly posting arcanatime is always -roundup-, but it's actually just round. If you were to roundup it would be the same as footstomp.

FT is 2.1 on mids, so it actually is rounded to 16, making it 17 after the 1 is added, and then it gets the 2.244 animation time.

This only helps your arguement that it can't have a seamless chain, but the mistake was bugging me.

Also to the person who thought the FF proc wasn't calculated....well this was based off the maximum possible recharge time for BL (that is, 400% rech on the power, which is 1/5 it's rech time). So not only is it calculated...but it's unlikely you could hit that on your own without Force of nature. If you don't see a gap...it could be because it's very minute that it looks seamless...but it isn't based on the numbers and those aren't usually wrong.


@Sentry4 @Sentry 4

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Posted

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Originally Posted by Sentry4 View Post
I remember someone incorrectly posting arcanatime is always -roundup-, but it's actually just round.
Its always round up.


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Question: what is the "farming channel" on Virtue? I wouldn't mind padding on some alts that I'd like to level, and am working on a ELM/FA brute myself and having a blast in Jekev's invasion map so wouldn't mind returning the favor. He's only level 22, but been running -1/x8 since level 17 or so and having a great time.