ChaosAngelGeno

Cohort
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  1. Quote:
    Originally Posted by UberGuy View Post
    I find it incredibly unlikely that recovery tools will be nerfed as a result of this.

    If anything gets changed/nerfed, and I'm not at all convinced it will, I expect it to be something in the defense realm, or something tangentially related to that.

    Very strong +Recovery is necessary but not sufficient to solo on extreme difficulty levels, like +4/x8. Without careful cherry picking of foes, the only builds that can do that all have extremely high +defense.
    Like Super Reflexes..........just great. How can my ninja be ninja-like when he's not softcapped?
  2. I'm not sure how feel about this. It just my reaction to change in this game is often negative. I just can't beleive that the devs are just going to give us the Fitness powers while not taking something away. (sorry devs) This isn't a nerf to one power, or changing an archetype inherent. This changes EVERY archetype. I think my fears are warranted.

    Cue the paranoid hypothesises:

    Are you buffing Stamina? If so does that mean a nerf of certain unique IO's. I don't want to see of my toggle-heavy just barely endurance mangagable toons die because, while everyone else is geting more endurance, mine are getting less cause you nerfed Miracle. Unless you are trying to completely eliminate the need for those enhancements by giving Stamina a big boost, don't kill them please.

    While this does open things up to take another power pool or other primary/secondary/epic powers, how exactly do we utilize them with the current number slots we're give right now? I'm hoping we get a few more slots to put into these. But then, if we don't get extra slots does this cause it to degenerate into one-slotting unique IO's. Namely LoTG's in the Concealment pool, which has already been brought up. This is legitmate fear because well, nerfing LotG's could cause a lot of Dominators to vanish honestly, and cue the market crash in 3...2...1...


    I'd like to think you're doing this out of the kindness of your hearts, but I secretly beleive you enjoy watching us dance like silly puppets on stage.

    Now if you excuse me, I ran out of tinfoil hats.
  3. I can confirm they do exist as I have dropped one in a LRSF, ohhh lets say a year ago...
  4. Providing I'll have power Saturday after Hurricane Earl passes by where I am, I'll be there.
  5. ChaosAngelGeno

    Ninja Run combo

    For my Claws/SR Scrapper. Ninja Run + Hurdle, Quickness, and Sprint. With Gift of the Ancients +Def/Increased Run Speed IO's and a couple of Movement Speed IO Set bonuses.
    Just turn Ninja Run off in battle.
  6. Before I started playing, my friend showed me some screenshots from the game. One was an empath in robes with robotic legs called Robo Jesus healing my friend's toon shouting, "BE HEALED!!!" Just picture Buddy Christ with robotic legs.

    I promptly bought this game shortly after.
  7. ChaosAngelGeno

    Purple Drop Rate

    I have dropped two purples in mere seconds from each other, then go weeks without one. I have never got one on a team, only solo.

    Random is random? /signed
  8. Yeah, I'm sorry about popping my Bio Nuke early there. I got it confused with my Enchantment of Serafina, the symbols are the same on the tray... Anyway, the obelisk strategy worked great. Teleporting a group for help for the last obelisk worked like a charm. We were only mere seconds off in our first two attempts, after the second reset, on the third try we were sucessful.

    ***Assemble the Team or Group Teleport strongly recommended.

    Once we got into the Cathedral and began our assault is was clear that Bio and Chemical Nukes were needed, more so the Chemical Burn. The AV was regenerating suprisingly quick during shield phases, I recommend a sizable amount of -regen attacks. I believe in our 24 there was a /Rad and /Traps, Envenomed Daggers might help. And those Vanguard HVAS really helped in the damage department as they also seemed to take more punishment than the Shivan's could.

    It was my first CoP run, it was frantic. It took three shield phases to put the AV down. At no point did our team have more than 2 members down for more than a few seconds. Also it's a necessary need, because Vengence helps, too.

    A solid run, we could use a little more practice, and when the clock is against you, you have a tendency to rush or panic when there was actually more time available. During the third shield phase teams stuck together better and took out spawns collectively, one critter at a time. That shield phase was shorter and the AV regained less HP during that phase, enabling success.

    If I had to prioritize the temporary powers its:

    1A) Chemical Burn
    1B) Biological Mutagens
    2) Vanguard HVAS and/or Shivan Shard
    3) Envenomed Dagger

    Truthfully any other temporary powers you can bring, really help. Nuclear Blast, Arachnos Mini Blaster, Enchantment of Serafina, Resuscitators all help.
  9. It's not just what AT/Primary/Secondary you use to farm with, but also what it is you are farming. Matching the right enemy group to farm can help when making a toon you are aiming to farm with. For example with the buff to Fire Armor it's very easy to run the Demon farm mission or in the AE over and over, probably even without IO's. Any AT can farm, some better than others, but even if you only farm a mission once or twice a day, or even just a week, it's worth it.
  10. I don't think I CAN join tonight, I may not be home in time, (9/1), but I am certainly interested on joining on a regular basis. I need the badge for my red-side badger. Necro/Dark MM. But I also have other toons to help for other runs, for other roles needed. Fire/Kin Corr, Rad/Rad Corr, Mind/ Psi Dominator.

    @Hellfire Warlock
  11. The funny thing is, that 1) they implemented this in Preatoria's zone, and 2) there is an option now for players can have their power's auras off while out of combat... problem is few a are taking advantage of that option. I do agree that there should be at least one market area where powers are supressed in Paragon and the Rogue Isles.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Ok. Let's see here. First of all, I think some people have misinterpreted what ArcanaTime says about server clocks. In the original analysis I described this in more detail. There's a combat clock which is about 0.125 seconds long. And there is an animation clock that is about 0.033 seconds long. The game seems to align on server clocks but anything that *roots* has to align with the animation clock because rooting animations always run for a whole number of animation frames. Thus, to fire off an attack, you have to wait until the last server combat clock tick ends, then start the power on the next combat tick, but the animation will actually start on the next animation tick. So the alignment takes place four animation clock ticks later, or 0.33 * 4 = 0.132 seconds. That's the first animation clock that happens after one combat clock of 0.125.

    Its a *little* more complicated than that due to a slight shifting in alignment over time, but since internal lag tends to blur that almost to the point of being undetectable and it always averages out, I didn't bother to provide a formula for being more precise. Its not worth it when calculating attack chains.

    However, things that just happen and don't involve rooting animations either align with the combat clock of 0.125s per tick, or the server quantum clock of about 0.033 seconds (30 ticks per second), not the 0.132 "Arcanatime" clock. That really isn't a clock, but rather a "beat" of two clocks.


    I *did*, however, actually look at the issue of rapidly ticking things. Not regeneration specifically, but damage DoT ticks and other effects that tick very fast. They do not have to align with those server clocks. The game seems to work backwards: on the next combat tick, it goes back and figures out what events were supposed to happen and does them. If a DoT (or a regeneration tick) was supposed to tick twice since the last time they occured, they just tick twice.


    And actually, we have a hint for how this probably works. My guess is that all timers, including DoT timers, regeneration timers, and recharge timers, are decremented by the 30/sec server clock. When they reach zero, stuff happens. For things like regeneration and fast DoT, their timers could decrement to zero twice before they are processed. My guess is that when those timers decrement to zero a counter is incremented and they wrap around like an odometer in reverse. The next time the server comes around to check on them, it reads the counter, does their thing that many times, and resets the counter. So if the regen counter decremented to zero once, you get one health tick. If it decremented to zero twice, the game pulses you with two ticks. In this way, even though the game has a relatively slow combat clock (8/sec) it can process correctly (albeit in a slightly delayed fashion) events that take place much faster than that or events not aligned perfectly to that clock.

    How do we know this? Hamidon raids. Pre-I9 Hamidon raids offered great insight into how the game processes things. Under the severe lag conditions of a packed raid, the server slowed down. Everything, including recharge, began to run slower. This implies the server doesn't literally back-calculate *everything* because if it did, the server would get more *jumpy* but not slower. Actually getting slower implies that things in the game that should be ticking at one rate are actually ticking at a slower rate. And that can only happen if the thing doing the ticking slowed down. Which is exactly what would happen when the server was so overloaded with things to do it actually took more than a 30th of a second to process everything that was supposed to happen in that 30th of a second. So the 30/sec server quantum clock couldn't run 30 ticks per second. When it started running at 10 ticks per second, everything in the game universe slowed down to 1/3rd speed, including recharge and probably regeneration and recovery ticks (of course, in those raids who would notice those).

    So, my best guess: combat ticks are back-calculated. The game figures out what should have happened in the last 0.125 seconds, and does them. Quantum ticks are not back-calculated: they do the same thing every time they tick, which is supposed to be 30 times per second. If the game cannot do so fast enough, it starts slowing down and everything that relies on that clock slows down with it.

    Which implies that things like regeneration ticks might be forced to align with quantum clocks. But not necessarily if their counters are wrap-around counters.

    Let me see what I can dig up on this. This might be very difficult to test precisely, but I may have some old data that could be mined to figure out whether regeneration ticks are forced to align with anything. My hunch is, when the server is working correctly, its not.
    *Chugs his Cherry Wheat, rolls onto the floor into the fetal position, and begins sucking his thumb.
  13. I wasn't able to find any of the Reactive Armor recipes at all, if they're supposed to be availible that is. I only saw rare recipes (orange) in the Crucible last I checked.
  14. OK, so after the fury changes to Brutes I'm trying to revamp my DB/WP Brute to accommodate for my lessened damage with my existing build. I was running both the Sweep and Attack Vitals Combo. My common attack chain was Blinding Feint -> Attack Vitals -> Power Slice. My fury gauge is plateaued at 70. Being that I'm doing less damage now, my idea is to forgo the Sweep Combo, using Empower -> Attack Vitals.

    I have two concerns. 1) Do I have enough recharge to run this attack chain, in order to get Ablating Strike up in time to start the Attack Vitals Combo after Empower, or do I have to bridge the two combos in between with something? 2) Do I have enough defense to make an impact on incoming damage, supporting my resistance and regeneration (65.2 HP/sec). S/L 27%, E/N 32.5%, Psi 26.5%, Fire/Cold 30%. I also want to make something else clear I cannot afford Kinetic Combat IO's. I just can't and I don't want to sacrifice recharge.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Valkryie Lenneth: Level 50 Magic Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Nimble Slash
    • (A) Crushing Impact - Accuracy/Damage
    • (3) Crushing Impact - Damage/Endurance
    • (3) Crushing Impact - Damage/Recharge
    • (15) Crushing Impact - Accuracy/Damage/Recharge
    • (31) Crushing Impact - Accuracy/Damage/Endurance
    Level 1: High Pain Tolerance
    • (A) Numina's Convalescence - Heal
    • (11) Numina's Convalescence - Heal/Endurance
    • (11) Numina's Convalescence - Heal/Recharge
    • (43) Steadfast Protection - Resistance/+Def 3%
    Level 2: Ablating Strike
    • (A) Crushing Impact - Accuracy/Damage
    • (5) Crushing Impact - Damage/Endurance
    • (5) Crushing Impact - Accuracy/Damage/Recharge
    • (15) Crushing Impact - Accuracy/Damage/Endurance
    • (17) Crushing Impact - Damage/Endurance/Recharge
    • (37) Achilles' Heel - Chance for Res Debuff
    Level 4: Mind Over Body
    • (A) Reactive Armor - Resistance/Endurance
    • (7) Reactive Armor - Resistance/Endurance/Recharge
    • (7) Reactive Armor - Resistance
    • (48) Reactive Armor - Endurance
    Level 6: Swift
    • (A) Flight Speed IO
    Level 8: Blinding Feint
    • (A) Crushing Impact - Accuracy/Damage
    • (9) Crushing Impact - Damage/Endurance
    • (9) Crushing Impact - Damage/Recharge
    • (17) Crushing Impact - Accuracy/Damage/Recharge
    • (25) Crushing Impact - Accuracy/Damage/Endurance
    • (25) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 10: Indomitable Will
    • (A) Luck of the Gambler - Defense/Endurance
    • (13) Luck of the Gambler - Defense/Endurance/Recharge
    • (13) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Recharge Speed
    Level 12: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 14: Fly
    • (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
    • (50) Winter's Gift - Slow Resistance (20%)
    Level 16: Rise to the Challenge
    • (A) Numina's Convalescence - Heal/Endurance
    • (29) Numina's Convalescence - Heal/Endurance/Recharge
    • (46) Numina's Convalescence - Heal
    Level 18: Vengeful Slice
    • (A) Crushing Impact - Accuracy/Damage
    • (19) Crushing Impact - Damage/Endurance
    • (19) Crushing Impact - Damage/Recharge
    • (34) Crushing Impact - Accuracy/Damage/Recharge
    • (37) Crushing Impact - Accuracy/Damage/Endurance
    • (40) Perfect Zinger - Chance for Psi Damage
    Level 20: Quick Recovery
    • (A) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (21) Performance Shifter - EndMod/Accuracy
    • (39) Performance Shifter - Chance for +End
    Level 22: Health
    • (A) Numina's Convalescence - Heal/Endurance
    • (23) Numina's Convalescence - Heal
    • (23) Numina's Convalescence - +Regeneration/+Recovery
    Level 24: Stamina
    • (A) Performance Shifter - EndMod
    • (27) Performance Shifter - EndMod/Recharge
    • (27) Performance Shifter - EndMod/Accuracy
    • (29) Performance Shifter - Chance for +End
    Level 26: Sweeping Strike
    • (A) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 28: Heightened Senses
    • (A) Luck of the Gambler - Defense/Endurance
    • (40) Luck of the Gambler - Defense/Endurance/Recharge
    • (46) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Recharge Speed
    Level 30: Fast Healing
    • (A) Numina's Convalescence - Heal/Endurance
    • (31) Numina's Convalescence - Heal/Recharge
    • (31) Numina's Convalescence - Heal
    Level 32: Kick
    • (A) Accuracy IO
    Level 35: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (36) Reactive Armor - Resistance/Endurance/Recharge
    • (36) Reactive Armor - Resistance
    • (36) Reactive Armor - Endurance
    Level 38: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Defense/Endurance/Recharge
    • (39) Luck of the Gambler - Defense
    • (40) Luck of the Gambler - Recharge Speed
    Level 41: Electrifying Fences
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (42) Enfeebled Operation - Endurance/Immobilize
    • (42) Enfeebled Operation - Accuracy/Endurance
    • (42) Enfeebled Operation - Immobilize/Range
    • (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (43) Enfeebled Operation - Accuracy/Immobilize
    Level 44: Ball Lightning
    • (A) Positron's Blast - Accuracy/Damage
    • (45) Positron's Blast - Damage/Endurance
    • (45) Positron's Blast - Damage/Recharge
    • (45) Positron's Blast - Accuracy/Damage/Endurance
    • (46) Positron's Blast - Chance of Damage(Energy)
    Level 47: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Defense/Endurance/Recharge
    • (48) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Recharge Speed
    Level 49: Resurgence
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Quickfoot - Endurance/RunSpeed
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 11.4% Defense(Smashing)
    • 11.4% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.4% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 73% Enhancement(Accuracy)
    • 72.5% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 10% FlySpeed
    • 224.9 HP (15%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 11%
    • MezResist(Stun) 2.2%
    • 7.5% (0.13 End/sec) Recovery
    • 88% (5.51 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.58% Resistance(Fire)
    • 6.58% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 10% RunSpeed



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    Any critques, comments, suggestions are welcome.
  15. Necro/Dark/Soul. My first toon, still love it, still owns the night. I just recently bought my first full purple set Gravitational Anchor for Soul Tentacles. I have so much control I feel like a Dominator. Shadow Fall, Manuevers, and set IO's with all the To Hit Debuffs you and your pets give off, then add in your Heals, your Dark Servant's Heal allow you tank to a degree. SO MUCH TECH.
  16. When's the next one CoP Trial going to be scheduled on Redside? I believe there was one on blue last Saturday.
  17. The numbers I'm getting in Mid's are just too good to ignore for Fire Mastery's Rain of Fire and Fire Ball, adding some serious damage to my Mind/Psi. I think I'm going Fire Mastery. Psionic Tornado was right there damage-wise with Dark Obliteration and Ball Lightning, although Psionic Tornado had a much larger radius and added another control element in knockback. I just cannot pass up two Targeted AoE's for one.
  18. Quote:
    Originally Posted by Judas_Ace View Post
    At least the scrappers and tanks will feel better.
    I'm considering re-doing my Dual Blades Brute as a Scrapper, than take my Brute blueside. I don't know yet, I'll think about it after the GR boom livens down. Or at the very least I may have to softcap my Brute's S/L defense. I was trying to avoid Kinetic Combat IO's because their price but if I want to keep using my Brute I'm going to have to adjust, I guess. But I certainly agree with that quote now.
  19. ((Please! No more talk about changing Super Reflexes! Shhh! Let it be! It's fine. Really it is! I don't need any other nerfs coming my way.))
  20. Quote:
    Originally Posted by RiverOcean View Post
    I'd say that Fire or Ice would really buff up the damage output..but might be difficult for your concept. Primal forces could work with Explosive Blast and maybe fit your concept better (i.e. a burst of powerful Telekinetic Energy). Of course with Fire you can always go the Pyrokinetic route to explain your powers.
    Fire is SO tempting, so tempting that I'm working on a Fire/Fire/Fire Dom. My intrigue with Psi Mastery is World of Confusion. Link Minds would give me that 5th LotG. I can slot Mind Over Matter with Imprevious Skin and World of Confusion with Malaise's Illusions for recharge. I don't have any purples, so I still have to balance the need to be perma-dom while trying to be thematic.

    I just want to know if WoC works with Domination and how fast it ticks. Did anyone test it in beta? If so how'd it work out?
  21. Subjectively, yes I do less damage, but certainly enough do notice. My fury bar plateau's at 70. But being a Dual Blades brute and being lower at the damage scale to begin with compared to other primaries... now I'm not pleased with the performance at all. Especially when most things I face at lvl 50 have lethal resistance it hurts me the most. Performance-wise compared to my Scrapper, she's taken a big step back, gearing me to want to play my Scrapper more than my Brute now.

    I do not like the change at all. It's one thing to nerf a single power, but when all my attacks are doing less damage from what they were it's very hard to swallow and except. I'm not going to delete it or ragequit over it, I invested too much in it as it is, but this really hurt. Hopefully when things cool down from Going Rogue, I'll spend more time with the Brute, but right now the goal of moving it blueside has been knocked down on my priorty list for all of my existing toons post-GR.
  22. I have a Mind/Psi Dominator that I really don't play nearly a much these days, I tried to make it work post-PSW nerf, using Soul Mastery to try to buff the damage, Soul Drain is ok and Dark Obliteration is so-so. Being that I play it in much more of control role now is Soul Mastery worth it now? or do I try something else? I was looking at Psionic Mastery for Link Minds and Mind Over Body, for kind of a thematic theme, but I'd like to hear opinions for it's viablity.
  23. Fire Control/Fiery Assault/Fire Mastery Dominator. I always wanted to make a toon that could incinerate the ozone layer...
  24. I just ran normal +1/x1 paper mish, and left a tab open for Damage Received.

    I began the mission with 1,672,730 damage taken for a MM that has existed 27 months, BTW my first toon, working toward my 10 million damage achievement badge.

    Here's the copy from the log:

    Ice Thorn Caster hits you with a Bitter Ice Blast for 29.31 points of smashing damage!
    Ice Thorn Caster freezes you with a Bitter Ice Blast for 112.09 points of cold damage!
    Behemoth pummels you for 44.32 points of smashing damage!
    You continue to burn for 13.23 points of fire damage!
    You continue to burn for 13.23 points of fire damage!
    You continue to burn for 13.23 points of fire damage!
    Ice Thorn Caster blasts you with his Ice Blast for 18.75 points of smashing damage.
    Ice Thorn Caster chills you with his Ice Blast for 87.57 points of cold damage and Slows you a little!
    Ice Thorn Caster hacks you with his Ice Sword for 24.42 points of lethal damage!
    Ice Thorn Caster freezes you with his Ice Sword for 119.68 points of cold damage!
    Behemoth Overlord slashes you with his Swipe for 90.93 points of lethal damage!
    You continue to burn for 20.83 points of fire damage!
    You continue to burn for 20.83 points of fire damage!
    You continue to burn for 20.83 points of fire damage!
    Ice Thorn Caster freezes you with his Chilblain for 17.51 points of cold damage!
    You continue to burn for 20.83 points of fire damage!
    Ice Thorn Caster freezes you with his Chilblain for 17.51 points of cold damage!
    Ice Thorn Caster freezes you with his Chilblain for 17.51 points of cold damage!
    Ice Thorn Caster freezes you with his Chilblain for 17.51 points of cold damage!
    Ice Thorn Caster freezes you with his Chilblain for 17.51 points of cold damage!
    Guide shoots you with a Hand Crossbow for 13.29 points of lethal damage!
    Guide shoots you with a Hand Crossbow for 30.21 points of negative energy damage!
    Guide shoots you with a Hand Crossbow for 13.29 points of lethal damage!
    Guide shoots you with a Hand Crossbow for 30.21 points of negative energy damage!
    Dretch stabs you with a Falchion for 114.9 points of lethal damage!
    Dretch stabs you with a Falchion for 97.91 points of negative energy damage!
    Behemoth pummels you for 44.32 points of smashing damage!
    Tenebrous Tentacles entangles you for 3.93 points of smashing damage!
    Tenebrous Tentacles entangles you for 3.93 points of smashing damage!
    Tenebrous Tentacles entangles you for 11.91 points of smashing damage!
    Tenebrous Tentacles entangles you for 11.91 points of smashing damage!
    Tenebrous Tentacles entangles you for 11.91 points of smashing damage!
    Tenebrous Tentacles entangles you for 11.91 points of smashing damage!
    Tenebrous Tentacles entangles you for 11.91 points of smashing damage!
    Behemoth pummels you for 134.1 points of smashing damage!
    You continue to burn for 13.23 points of fire damage!
    Dretch drains you for 36.03 points of negative energy damage!
    Dretch drains you for 36.03 points of negative energy damage!
    You continue to burn for 13.23 points of fire damage!
    Dretch drains you for 36.03 points of negative energy damage!
    Dretch drains you for 36.03 points of negative energy damage!
    You continue to burn for 13.23 points of fire damage!
    Dretch drains you for 36.03 points of negative energy damage!
    Dretch drains you for 36.03 points of negative energy damage!
    Dretch stabs you with a Falchion for 114.9 points of lethal damage!
    Dretch stabs you with a Falchion for 97.91 points of negative energy damage!
    Dretch drains you for 27.41 points of negative energy damage!
    Dretch drains you for 27.41 points of negative energy damage!
    Ice Thorn Caster blasts you with his Ice Blast for 17.01 points of smashing damage.
    Ice Thorn Caster chills you with his Ice Blast for 79.44 points of cold damage and Slows you a little!
    Ice Thorn Caster hacks you with his Ice Sword for 22.15 points of lethal damage!
    Ice Thorn Caster freezes you with his Ice Sword for 108.57 points of cold damage!
    Ice Thorn Caster hacks you with his Ice Sword for 22.15 points of lethal damage!
    Ice Thorn Caster freezes you with his Ice Sword for 108.57 points of cold damage!

    I counted just under 2140 points of damage. (rounded up)
    My count for the badge after the mission... 1,673,480 .

    A net gain of 750 points of damage taken for the credit to the badge. Roughly about a third of what was actually recorded. Granted I'd gain more if I we're a melee type toon better equipped to take more damage, but just playing normally doesn't fit the bill. I'd probably have this badge by now if it for how damage taken was unfairly calculated for credit for the badge. Clearly its in need of a fix.

    Edit: and my math, fail...............