-
Posts
67 -
Joined
-
I think flight SOs are hard to test... Its very hard to fly in one dimension to get an accurate test. In hover, Flight SOs are worth 33.3%, BUT I believe they are 5 parts enhanceable. It is similar to the way they planned to lower the effectiveness of SOs in Instant healing on test. Instant Healing adds a base of 800% regen. The change they made... made 2 parts of that enhanceable and 6 part un-enhanceable... thereby cutting Heal SOs to 1/4 (2/8 enhanceable) effectiveness or 8.3%. So it makes sense that the Devs could increase powers in the same manner. Hovers base is say 100% (just as a example to make it easy to understand)... so making SOs in it 5 parts enhanceable they could make them 5 times as powerful or 167% (5*33.3).
Now about fly... I did multiple runs.. but the results were variable due to the fact its nearly impossible to fly in a straight line without going up or down a bit... thereby messing up the results. Also any small error on my part can make the MPH differ greatly (so i had to round and use my own judgement to get some results that looked realistic). My first test came up with 15% as an SO for fly... I ran it again and came up wit 20%. After much thought and debate about regen numbers (till geko told us) I know think that the flight SOs are likely 16.6% being actually 33.3% but being 1 part enhanceable and 1 part unenhanceable. This 1 and 1 would make them 1/2 as effective or 16.6%. At some point I need to retest fly yet again... but some how limit the up and down movements. So as it stands I KNOW SOs in fly are between a 15-20% boost... and after much thought I would guess they are 16.6% (33% 1 part enhanceable and 1 part unenhanceable). -
[ QUOTE ]
Wonderful post Havok. I enjoyed reading it.
I was wondering though, why 6-slot both resist energy and resist elements. I believe you mentioned that they offer 20% resistance to the respective damage type, but that seems like a lot of slots.
Know of any place one can find this out?
Thanks again for your input, it was invaluable when I came around to making my tanker.
Malakim
[/ QUOTE ]
1. Unyielding - a base of 20% resist to all but Psionics (Smash, Lethal, Ice, Fire, Energy, Neg Energy, Toxic)
2. Resist Energies - a base of 20% resist to Energy and Neg Energy
3. Resist Elements - a base of 20% resist to Fire and Ice
4. Each even level Resist SO has a buff of 20%.
Base resist * (1 + #SOs*Buff) = 20 * (1 + 6*0.20) = 44%
Therefore 6 Slotted Unyielding, Resist Elements and Resist Energies get you:
6 SO Unyielding - 44% resist to all but Psionics (Smash, Lethal, Ice, Fire, Energy, Neg Energy, Toxic)
6 SO Resist Energies - 44% resist to Energy and Neg Energy
6 SO Resist Elements - 44% resist to Fire and Ice
This Caps Fire, Ice, Energy, and Negative Energy resists. Thats why you 6 slot all 3 powers. -
Whoops.... I had Sprint and Swift swapped on that table sorry. But its too late to edit the main post saddly.
All the other tables seem to be ok though.
Sprint is +7.5 (7.5*0.33= 2.5) and Swift is +5 (5*0.33= 1.67). So... It should read:
Now I add one SO to each to see the increase.
<font class="small">Code:[/color]<hr /><pre>Power % Boost per SO MPH per SO
Sprint 33% (to the +7.5 base) 2.5
Swift 33% (to the +5 base) 1.67
Super Speed 33% (to the +50 base) 16.67
Super Jump 33% 16.67
Hover 166.7% 4.44
Fly 20% 6.6
Group Fly 20% 4.6
Teleport 20% (range enhancements) 13
Group TP 20% (range enhancements) 9.76</pre><hr />
[ QUOTE ]
Stupid question...is "sprint" the same thing as the prestige travel powers? Like Quick?
Great post btw, thanks for all the analysis.
[/ QUOTE ]
I didn't test those... but Prestige Power Quick and Prestige Power Slide are analogs to Sprint, so they should work that same.
-
I went to Perigrine Island Clicked a spot on a map that was exaclty one mile away and flat (usually in the water) and timed that. I converted that 1 mile/time in seconds to miles/hr. I did a few runs and took an average.
-
[ QUOTE ]
I ran a couple of tests with my build last night (I removed the end reducers from TI and Unyielding) With all 3 up, you should have no problems and don't not even need TH.
[/ QUOTE ]
I feel the same way about TH... its a lose-able power. My Fire/SS tank is lvl 43 and has little trouble tanking most normal stuff (Ice and Psi kick his butt). He doesn't have hardly any defense (just hasten 5% and combat jump 5%), cause I put weave off till 44 (he is 43). Now I figure that if the Fire can tank well... my Invuln tank that has BETTER resists and gets INVINCIBILTY for defense... should make him even better than my Fire. So why bother with TH. -
I want to make an interjection here about endurance reducers in toggles. THERE IS NO REASON FOR IT!!!! Both TI and Unyielding are about 0.4 EPS base. Invincibility is 0.28 EPS. End Reducers in these powers are worthless... and here is why:
1 end reducer in TI lowers the end cost to 0.3... so you save 0.1 EPS or 6 endurance per minute. Now thats not much.
It is MUCH better to slot attacks with 1 end reducer since they cost MUCH more endurance. Lets just take KO blow for example. It costs about 20 End to cast. One end reducers saves you 5 end per cast. Its recharge with perma hasten in about 15 seconds. So you can fire it off 4 times a minute, therefore saving you a total of 20 END per minute (compared to TI's 6) if you use it everytime its up. Thats WAY better savings than putting end reducers in toggles and thats just ONE attack.
So my feelings... NO end reducers in toggles... and 1 end reducer in the 3 major attacks of SS (KO blow, Foot stomp and Haymaker... and hurl if you got it). Punch and jab have low end cost per cast and end reducers are of less help. Now when you have Rage running, you can more than make up the loss of damage from that end reducer you slotted. Plus KO blow usually over damages minions when you one shot them anyways... so lowering the damage a tad to save end actually makes sense. -
[ QUOTE ]
One thing I'd like to mention is Boost Range from the Blaster Energy secondary. It doubles the range of all your powers for a bit.... think about that.
Suddenly that Teleport has twice the range. You can go twice as fast -- from 143 mph to 286 mph.
Just.... wow. *drools* I can't wait until my blaster gets Boost Range. And I've had TP since lvl 14 on him, so I can just imagine how sweet that would be.
[/ QUOTE ]
Actually Power Boost Adds 100% to the base...
With 6 SO Tp is at 220% (100% base + 6SO*20%)... so with PB on... it would be 320% in theory. So that would come out to be 208 mph, not 286 mph. -
[ QUOTE ]
"Walk" is a misnomer for the four-minute mile. It should be called Run, at the very least. We heroes don't "Walk" anywhere.
[/ QUOTE ]
I used "Walk", cause if I used "Run" I though I might confuse people into thinking I was talking about "Sprint".
[ QUOTE ]
Excellent work, ImmortalNite. I wonder if your base numbers for Fly and Swift might be off though. Not the conclusions, just the base. Since Fly and Swift both gradually increase as you level, that could throw things off some when calculating percentages and increases.
[/ QUOTE ]
That is an interesting point... I forgot about the speed ramp up for certain powers (Fly and Swift)... I was using a lvl 46 Scrapper for my tests. So he would have all his powers "ramped up". I'll have to test a lvl 14 at some point to try it. -
[ QUOTE ]
Laser Beam Eyes
Accuracy: 75%
Activation: 2
Endurance: 6.0
Recharge 6.0
Range: 40
Brawl Index: ????
Havok Happy Index:
Description: What's Superman without Heat Vision? A solid ranged attack that provides a Defense Debuff. I don't have the Brawl Index but the damage is about the exact same as Hurl.
[/ QUOTE ]
The brawl index for Laser eyes is the same as the Rad defender version X-ray beam. Its 2.7778.... which is quite a bit less than hurls. -
[ QUOTE ]
Super Speed also causes a hit to your accuracy.
[/ QUOTE ]
No, Super speed doesn't have an accuracy debuff. Fly is the only travel power with a debuff. All Super Speed does is add running speed and 50% stealth. -
[ QUOTE ]
My sons insist that using Combat Jumping or even just jumping is faster than Sprint. I think they're imagining things. Any opinions?
[/ QUOTE ]
Combat Jumping and Hurdle just increase your jump height. Niether one increases your forward movement AKA speed.
I'll Test out Swift in a bit along with Group Fly... and Hover is 2.66 mph (un-enhanced) and ~30 mph (6 SOs). I dont have a High lvl Blaster or controller than can get Power Boost... but some of my friends do. -
[ QUOTE ]
Are you sure flight SOs are only worth 15%? I've never heard that number before.
[/ QUOTE ]
Fly went from ~35 mph (unslotted) to ~40 mph (1 SO), thats about 15% difference.
I didn't test FLY very much... only a few runs (it was hard to fly in a straight line, since fly moves in 3 dimensions)... so if base fly speed was 33 mph and with 1 SO it was 40 mph that makes each SO worth 20%... which still sucks. -
I'm not sure if this was ever done or not... BUT I was a little bored this morning and had a few respecs on a character on Test... So I respec-ed into getting all the travel powers to check out... Which is the fastest???
Right out of the box... NO enhancements
<font class="small">Code:[/color]<hr /><pre>
Power MPH
Walk 15 mph
Sprint On** 22.5 mph (+7.5)
Swift** 20 mph (+5)
Super Speed** 65 mph (+50)
Super Jump 50 mph
Hover 2.66 mph
Fly 33.3 mph
Group Fly 23.3 mph
Teleport 65 mph
Group TP 48.8 mph
</pre><hr />
**A few Notes: Since Sprint, Swift and Super Speed are forms of running on the ground, base walk speed actually factors into their speed. So in other words, Super Speed adds a 50 mph boost to base speed of 15 mph, Swift adds a 5 mph boost to base speed of 15 mph and Sprint adds a 7.5 mph boost to base speed of 15 mph.**
As you can see Fly gets the short end of the stick.Good thing Superman doesn't race Flash in this game... cause he would get his butt kicked.
Now I add one SO to each to see the increase.
<font class="small">Code:[/color]<hr /><pre>
Power % Boost per SO MPH per SO
Sprint 33% (to the +5 base) 1.67
Swift 33% (to the +7.5 base) 2.5
Super Speed 33% (to the +50 base) 16.67
Super Jump 33% 16.67
Hover 166.7% 4.44
Fly 20% 6.6
Group Fly 20% 4.6
Teleport 20% (range enhancements) 13
Group TP 20% (range enhancements) 9.76
</pre><hr />
While most powers get a pretty good power per SO...
FLY GETS THE SHAFT AGAIN!!!!
Hover gets a NICE boost though.
Now what would we expect if we 6 Slot each power... assuming no speed caps.
<font class="small">Code:[/color]<hr /><pre>
Power 6 SO Boost
Sprint On 37.5 mph
Swift 30 mph
Super Speed 165 mph
Super Jump 150 mph
Hover 29.3 mph
Fly 73 mph
Group Fly 49 mph
Teleport 143 mph
Group TP 107 mph
</pre><hr />
OH LOOK... FLY GETS THE SHAFT AGAIN!!!!
Now I know there are caps with Most powers and here they are:
<font class="small">Code:[/color]<hr /><pre>
Power Apparent cap
Sprint On** 37.5 mph
Swift** 30 mph
Super Speed ~90 mph
Super Jump ~80 mph
Hover 29.3 mph
Fly ~60 mph
Group Fly ~45 mph
Teleport** 143 mph
Group TP** 107 mph
</pre><hr />
**Doesn't appear to have a cap... with 6 SOs it went at its expected max speed.
So... THE FASTEST... The Winner... is TELEPORT!!! with 143 mph!
Now how to reach the cap with each power:
<font class="small">Code:[/color]<hr /><pre>
Power To cap it
Sprint On 6 SOs (37.5 mph)
Swift 6 SOs (30 mph)
Super Speed 2 SOs (should put you at 98.3 mph but caps at ~90 mph)
Super Jump 2 SOs (should put you at 83.3 mph but caps at ~80 mph)
Hover 6 SOs (29.4 mph)
Fly 4 SOs (should put you at 66.6 mph but caps at ~60 mph)
Group Fly 5 SOs (should put you at 46.6 mph but caps at ~45 mph)
Teleport 6 SOs (143 mph doesnt seem to cap.. I wonder what Hammi-O ranges would do)
Group TP 6 SOs (107 mph)
</pre><hr />
IN THE END... FLY GETS THE SHAFT YET AGAIN!!!!
You have to 4 slot it to get the slowest max speed travel power. (/em CRIES)
Poor Fly.... its like the ugly little fat kid no one wants to play with...
**6 slotted Sprint is faster than un-Slotted Fly.**
(/em CRIES MORE)
Edit: Re-Tested Fly, and tested out Swift, Hover, Group Fly and Group TP. Results are listed above. From what I can tell from POWER BOOST... having it on is equivalent to adding 3 SOs to each travel power.
-
Here are some screenshots from the Hess TF:
Archon Burkholder
Zenith Megamech 1
Zenith Megamech 2
Zenith Megamech 3
Zenith Megamech 4 -
There are Tons of SPOILERS... so If you don't want to know much don't read below the dotted line.
This TF in my opinion is the BEST one in the game so far. It is fun, has new cool levels, and is at the right amount of time for a good TF (2-3 hours) depending on your speed.
Location:[/color] Striga Island
Contact:[/color] Ernesto Hess (You meet him in the last mission from Lars Hansen)
Lvl Range:[/color] 25-30
Run Time (start to finish):[/color] 2-3 hours
Highly Recommended AT:[/color] Tanker with Taunt
Lvl of Enemies:[/color] 29-31 set on Heroic
**Note the Enemies levels are based on the Reputation settings of the leader (if the leader changes... due to Disconnects the Reputation of the new Leader counts for the next mission)**
---------------------------------------------------------------------
Mission 1[/color]
Defeat all Villains in Factory
**Find 2 Scematics
This mission is really cool looking. There lots of robots and De-activated robots... or so you think. If you click the 1st schematic it will SPRING a trap and start activating the Robots... so be ready. Click the last schematic and you're done.
Mission 2[/color]
Rescue the Scientist
**Destroy 6 Generators
**Save Scientist
This is a cave mission and is pretty straight forward. The only point here is that after you start to attack the generators it aggros everything in the room and seems to spawn ambushes... so be ready.
Mission 3[/color]
Disable the 1st Radar
**Destroy the Computer
This the 1st of 4 very short and sweet little missions. There is one room with a moderate number of enemies and one computer to destroy.
Mission 4[/color]
Disable the 2st Radar
**Destroy the Computer
This the 2nd of 4 very short and sweet little missions. There is one room with a moderate number of enemies and one computer to destroy.
Mission 5[/color]
Disable the 3rd Radar
**Destroy the Computer
This the 3rd of 4 very short and sweet little missions. There is one room with a moderate number of enemies and one computer to destroy.
Mission 6[/color]
Disable the Last Radar
**Destroy the Computer
This the last of 4 very short and sweet little missions. There is one room with a moderate number of enemies and one computer to destroy.
Mission 7[/color]
Find Info on Robot Attack
**2 Computers to hack at the same time
**Ruin the Generator
This mission is a larger cave mission but pretty self explanatory.
Mission 8[/color]
Defeat all Villains in Sector
Similar to the last map. The mission is self explanatory.
Mission 9 - final mission[/color]
Defeat Archon Burkholder
This is an awesome map. It is a cave mission where you drop down a few air ducks into a tunnel that opens up into a HUGE room with a GIANT robot that makes Babbage look like a tinker toy. The escape door is in this tunnel opposite of the entrance to the huge room. In the Huge room, there is a full set of scaffolding that goes around the robot with tons of enemies on each level. Archon Burkholder is at the top near the head of the robot. A Note here... there are TONS of auto turrets on the walls near the top just waiting to pick off the squishies. I recommend having a Tanker pull groups to the tunnel and fight them where it is safe. The same can be done with Archon Burkholder the Arch-Villain. He has one normal hand and one robot claw and seemed to use Energy Melee and Martial Arts. After Burkholder is defeated... you will get the "Burkholder's Bane" Badge and the TF will be complete.... EXCEPT you now have 30 seconds to escape before the place blows sky high. The exit is back in the tunnel you can from opposite the opening to the Huge room. -
[ QUOTE ]
Fiery Embrace boosts the damage of all attacks. I just checked: Punch did 25 dam without FE, 47 dam with FE.
[/ QUOTE ]
He said that:
[ QUOTE ]
Fiery Embrace is actually a very nice power for Fire/Fire tankers. It increases your fire attacks by 100% base for 30 seconds and YOUR OTHERS for 10 seconds
[/ QUOTE ]
Fiery embrace does boost all attacks, fire for 30 secs and others for 10 sec. The problem is the Fiery embrace has a recharge of 180 secs and Build-up has a recharge of 90 secs. SO, if your not fire/fire... get build up. -
GREAT Guide!!!!
[ QUOTE ]
Burn
Slotting Priority - ASAP. Get six slot this with damage right away. In theory, you'll get the most damage over time out of it if you slot 2 recharge, 4 damage, but really, the world will be divided into things that you can kill in one Burn patch and those you can kill in two. Adding more damage means there are more things that fit in the first category.
Numbers: BI 0.3333*40 ticks, recharge 10, End 7.0, Activation 2.0
[/ QUOTE ]
Burn actually does BI 0.2777*40 at 95% accuracy against even levels. Also I found (counting the recharge and activation) that 5 damage/1 recharge with perma-Hasten and 4 damage/2 recharge without Hasten is the maximum slotting for damage over time with burn. The activation (the time it takes from when you click the button till its animation is complete) is actually 3 seconds... but it starts damaging the enemies after 1.5 seconds... So the true activation downtime is 1.5 seconds not 3 seconds.
All the data on Burn can be found here:
The ULTIMATE Burn Guide