Kosmos

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  1. Quote:
    Originally Posted by random_person View Post
    hi all, i have a ss/sd brute with positional defenses soft capped (49%)with energy mastery (physical perfection and superior conditioning).

    i made this same build except with soul mastery. concept wise, i like it but endur draining wise its lacking even with my 3rd tier incarnate slot. i got soul tentacles and the -to hit toggle. i hardly get hit now at all and when i do, it hurts alot less. when i start running low on endur, i detoggle weave. when i drop weave, im down to about 40% defense. what i was going to ask is this: how much defense could i afford to lose and expect my debuff toggle to make up for it? i have the -to hitt at about 17%.

    what i was thinking was, going with range defense soft capped even with weave on. since only people in melee range are the ones affected by this debuff toggle, i would need more defense for people at range.

    on my energy mastery build, i have no endur problems but tend to get hit alot still and when i do man it hurts.
    That depends upon what you're fighting. If you want to fight 54s in the new TFs then that 17% is instantly cut to 11% by the +3 level difference. But a level 54 AV will resist 87% of that, leaving you with just 1.44% of debuff. So, call it 1-17% provisional Def, depending on the circumstances.
  2. Spirits of Sorrow, Avalanche Shamen and one of the two types Dessicated Husks have -Def attacks. I don't think anything should be taking 15% a shot off a toon with 70% DDR though. Unless they were +3s or something.
  3. I dug through the threads, but it's late and I couldn't find an answer to this question (I probably just scanned right by it):

    Are hotkeys in menus restricted to the first 9 lines in the menu?

    I have 14 lines, including 2 titles and a divider, in a menu and with that the last 4 lines' hotkeys don't function. The commands work if I select them with a mouse, so that isn't it. And if I comment out the divider and a title one more starts working. If I comment out the other title yet another starts working.

    Here's the code, just in case I'm missing something. I'm trying to add use commands to an old inspiration combination popmenu without resorting to a second tier of submenus and another keystroke. The last six lines in each submenu are the new ones (NOTE: The copy-and-paste messed with some tabs, but it looks to have come across fine otherwise.)

    Code:
    // Inspiration Combination and Use Popmenu
    
    Menu Inspirations
    {
    	Title  "Inspirations"
    
    	// Endurance Inspirations
    	Menu "&Blues"
    	{
    		Title "Make Endurance Inspirations from..."
    		Option "Break &Free"	"inspcombine break_free catch_a_breath$$inspcombine emerge take_a_breather$$inspcombine escape second_wind"
    		Option "&Green"			"inspcombine respite catch_a_breath$$inspcombine dramatic_improvement take_a_breather$$inspcombine resurgence second_wind"
    		Option "&Orange"		"inspcombine sturdy catch_a_breath$$inspcombine rugged take_a_breather$$inspcombine robust second_wind"
    		Option "&Purple"		"inspcombine luck catch_a_breath$$inspcombine good_luck take_a_breather$$inspcombine phenomenal_luck second_wind"
    		Option "&Red"			"inspcombine enrage catch_a_breath$$inspcombine focused_rage take_a_breather$$inspcombine righteous_rage second_wind"
    		Option "Re&z"			"inspcombine awaken catch_a_breath$$inspcombine bounce_back take_a_breather$$inspcombine restoration second_wind"
    		Option "&Yellow"		"inspcombine insight catch_a_breath$$inspcombine keen_insight take_a_breather$$inspcombine uncanny_insight second_wind"
    		Divider
    		Title "Use Endurance Inspirations"
    		Option "A&ny"			"inspexecname catch_a_breath$$inspexecname take_a_breather$$inspexecname second_wind"
    		Option "&Large"			"inspexecname second_wind"
    		Option "&Medium"		"inspexecname take_a_breather"
    		Option "&Small"			"inspexecname catch_a_breath"
    	}
    
    	// Break Free Inspirations
    	Menu "Break &Frees"
    	{
    		Title "Make Break Free Inspirations from..."
    		Option "&Blue"			"inspcombine catch_a_breath break_free$$inspcombine take_a_breather emerge$$inspcombine second_wind escape"
    		Option "&Green"			"inspcombine respite break_free$$inspcombine dramatic_improvement emerge$$inspcombine resurgence escape"
    		Option "&Orange"		"inspcombine sturdy break_free$$inspcombine rugged emerge$$inspcombine robust escape"
    		Option "&Purple"		"inspcombine luck break_free$$inspcombine good_luck emerge$$inspcombine phenomenal_luck escape"
    		Option "&Red"			"inspcombine enrage break_free$$inspcombine focused_rage emerge$$inspcombine righteous_rage escape"
    		Option "Re&z"			"inspcombine awaken break_free$$inspcombine bounce_back emerge$$inspcombine restoration escape"
    		Option "&Yellow"		"inspcombine insight break_free$$inspcombine keen_insight emerge$$inspcombine uncanny_insight escape"
    		Divider
    		Title "Use Break Free Inspirations"
    		Option "A&ny"			"inspexecname break_free$$inspexecname emerge$$inspexecname escape"
    		Option "&Large"			"inspexecname escape"
    		Option "&Medium"		"inspexecname emerge"
    		Option "&Small"			"inspexecname break_free"
    	}
    
    	// Health Inspirations
    	Menu "&Greens"
    	{
    		Title "Make Health Inspirations from..."
    		Option "&Blue"			"inspcombine catch_a_breath respite$$inspcombine take_a_breather dramatic_improvement$$inspcombine second_wind resurgence"
    		Option "Break &Free"	"inspcombine break_free respite$$inspcombine emerge dramatic_improvement$$inspcombine escape resurgence"
    		Option "&Orange"		"inspcombine sturdy respite$$inspcombine rugged dramatic_improvement$$inspcombine robust resurgence"
    		Option "&Purple"		"inspcombine luck respite$$inspcombine good_luck dramatic_improvement$$inspcombine phenomenal_luck resurgence"
    		Option "&Red"			"inspcombine enrage respite$$inspcombine focused_rage dramatic_improvement$$inspcombine righteous_rage resurgence"
    		Option "Re&z"			"inspcombine awaken respite$$inspcombine bounce_back dramatic_improvement$$inspcombine restoration resurgence"
    		Option "&Yellow"		"inspcombine insight respite$$inspcombine keen_insight dramatic_improvement$$inspcombine uncanny_insight resurgence"
    		Divider
    		Title "Use Health Inspirations"
    		Option "A&ny"			"inspexecname respite$$inspexecname dramatic_improvement$$inspexecname resurgence"
    		Option "&Large"			"inspexecname resurgence"
    		Option "&Medium"		"inspexecname dramatic_improvement"
    		Option "&Small"			"inspexecname respite"
    	}
    
    	// Resistance Inspirations
    	Menu "&Oranges"
    	{
    		Title "Make Resistance Inspirations from..."
    		Option "&Blue"			"inspcombine catch_a_breath sturdy$$inspcombine take_a_breather rugged$$inspcombine second_wind robust"
    		Option "Break &Free"	"inspcombine break_free sturdy$$inspcombine emerge rugged$$inspcombine escape robust"
    		Option "&Green"			"inspcombine respite sturdy$$inspcombine dramatic_improvement rugged$$inspcombine resurgence robust"
    		Option "&Purple"		"inspcombine luck sturdy$$inspcombine good_luck rugged$$inspcombine phenomenal_luck robust"
    		Option "&Red"			"inspcombine enrage sturdy$$inspcombine focused_rage rugged$$inspcombine righteous_rage robust"
    		Option "Re&z"			"inspcombine awaken sturdy$$inspcombine bounce_back rugged$$inspcombine restoration robust"
    		Option "&Yellow"		"inspcombine sturdy insight$$inspcombine rugged keen_insight$$inspcombine robust uncanny_insight"
    		Divider
    		Title "Use Resistance Inspirations"
    		Option "A&ny"			"inspexecname sturdy$$inspexecname rugged$$inspexecname robust"
    		Option "&Large"			"inspexecname robust"
    		Option "&Medium"		"inspexecname rugged"
    		Option "&Small"			"inspexecname sturdy"
    	}
    
    	// Defense Inspirations
    	Menu "&Purples"
    	{
    		Title "Make Defense Inspirations from..."
    		Option "&Blue"			"inspcombine catch_a_breath luck$$inspcombine take_a_breather good_luck$$inspcombine second_wind phenomenal_luck"
    		Option "Break &Free"	"inspcombine break_free luck$$inspcombine emerge good_luck$$inspcombine escape phenomenal_luck"
    		Option "&Green"			"inspcombine respite luck$$inspcombine dramatic_improvement good_luck$$inspcombine resurgence phenomenal_luck"
    		Option "&Orange"		"inspcombine sturdy luck$$inspcombine rugged good_luck$$inspcombine robust phenomenal_luck"
    		Option "&Red"			"inspcombine enrage luck$$inspcombine focused_rage good_luck$$inspcombine righteous_rage phenomenal_luck"
    		Option "Re&z"			"inspcombine awaken luck$$inspcombine bounce_back good_luck$$inspcombine restoration phenomenal_luck"
    		Option "&Yellow"		"inspcombine insight luck$$inspcombine keen_insight good_luck$$inspcombine uncanny_insight phenomenal_luck"
    		Divider
    		Title "Use Defense Inspirations"
    		Option "A&ny"			"inspexecname luck$$inspexecname good_luck$$inspexecname phenomenal_luck"
    		Option "&Large"			"inspexecname phenomenal_luck"
    		Option "&Medium"		"inspexecname good_luck"
    		Option "&Small"			"inspexecname luck"
    	}
    
    	// Damage Inspirations
    	Menu "&Reds"
    	{
    		Title "Make Damage Inspirations from..."
    		Option "&Blue"			"inspcombine catch_a_breath enrage$$inspcombine take_a_breather focused_rage$$inspcombine second_wind righteous_rage"
    		Option "Break &Free"	"inspcombine break_free enrage$$inspcombine emerge focused_rage$$inspcombine escape righteous_rage"
    		Option "&Green"			"inspcombine respite enrage$$inspcombine dramatic_improvement focused_rage$$inspcombine resurgence righteous_rage"
    		Option "&Orange"		"inspcombine sturdy enrage$$inspcombine rugged focused_rage$$inspcombine robust righteous_rage"
    		Option "&Purple"		"inspcombine luck enrage$$inspcombine good_luck focused_rage$$inspcombine phenomenal_luck righteous_rage"
    		Option "Re&z"			"inspcombine awaken enrage$$inspcombine bounce_back focused_rage$$inspcombine restoration righteous_rage"
    		Option "&Yellow"		"inspcombine insight enrage$$inspcombine keen_insight focused_rage$$inspcombine uncanny_insight righteous_rage"
    		Divider
    		Title "Use Damage Inspirations"
    		Option "A&ny"			"inspexecname enrage$$inspexecname focused_rage$$inspexecname righteous_rage"
    		Option "&Large"			"inspexecname righteous_rage"
    		Option "&Medium"		"inspexecname focused_rage"
    		Option "&Small"			"inspexecname enrage"
    	}
    
    	// Resurrection Inspirations
    	Menu "Re&zzes"
    	{
    		Title "Make Resurrection Inspirations from..."
    		Option "&Blue"			"inspcombine catch_a_breath restoration$$inspcombine take_a_breather bounce_back$$inspcombine second_wind awaken"
    		Option "Break &Free"	"inspcombine break_free restoration$$inspcombine emerge bounce_back$$inspcombine escape awaken"
    		Option "&Green"			"inspcombine respite restoration$$inspcombine dramatic_improvement bounce_back$$inspcombine resurgence awaken"
    		Option "&Orange"		"inspcombine sturdy restoration$$inspcombine rugged bounce_back$$inspcombine robust awaken"
    		Option "&Purple"		"inspcombine luck restoration$$inspcombine good_luck bounce_back$$inspcombine phenomenal_luck awaken"
    		Option "&Red"			"inspcombine enrage restoration$$inspcombine focused_rage bounce_back$$inspcombine righteous_rage awaken"
    		Option "&Yellow"		"inspcombine insight restoration$$inspcombine keen_insight bounce_back$$inspcombine uncanny_insight awaken"
    		Divider
    		Title "Use Resurrection Inspirations"
    		Option "A&ny"			"inspexecname awaken$$inspexecname bounce_back$$inspexecname restoration"
    		Option "&Large"			"inspexecname restoration"
    		Option "&Medium"		"inspexecname bounce_back"
    		Option "&Small"			"inspexecname awaken"
    	}
    
    	// Accuracy Inspirations
    	Menu "&Yellows"
    	{
    		Title "Make Accuracy Inspirations"
    		Option "&Blue"			"inspcombine catch_a_breath insight$$inspcombine take_a_breather keen_insight$$inspcombine second_wind uncanny_insight"
    		Option "Break &Free"	"inspcombine break_free insight$$inspcombine emerge keen_insight$$inspcombine escape uncanny_insight"
    		Option "&Green"			"inspcombine respite insight$$inspcombine dramatic_improvement keen_insight$$inspcombine resurgence uncanny_insight"
    		Option "&Orange"		"inspcombine sturdy insight$$inspcombine rugged keen_insight$$inspcombine robust uncanny_insight"
    		Option "&Purple"		"inspcombine luck insight$$inspcombine good_luck keen_insight$$inspcombine phenomenal_luck uncanny_insight"
    		Option "&Red"			"inspcombine enrage insight$$inspcombine focused_rage keen_insight$$inspcombine righteous_rage uncanny_insight"
    		Option "Re&z"			"inspcombine awaken insight$$inspcombine bounce_back keen_insight$$inspcombine restoration uncanny_insight"
    		Divider
    		Title "Use Accuracy Inspirations"
    		Option "A&ny"			"inspexecname insight$$inspexecname keen_insight$$inspexecname uncanny_insight"
    		Option "&Large"			"inspexecname uncanny_insight"
    		Option "&Medium"		"inspexecname keen_insight"
    		Option "&Small"			"inspexecname insight"
    	}
    }
  4. Quote:
    Originally Posted by Exxar View Post
    The dragging and dropping actually works without holding shift.
    I think shift and perhaps ctrl are supposed to modify the drag-and-drop behavior. The configuration lists three types of drag-and-drop behaviors for slots but the only one that seems to work is "swap".
  5. It sounds like you're trying to drag-and-drop, which swaps powers. To move a slot you shift-click and release to remove the slot, then click to put it somewhere else. If you shift-click-and-hold it will grab the power and try to move it.
  6. Sonic/MM will have much better survivability on higher difficulty settings due to Siren's Song and Drain Psyche (especially if you turn Bosses off). Single target DPS will go to the En/En by a pretty substantial margin in melee, while AoE DPS will favor Sonic/MM.
  7. Quote:
    Originally Posted by OutaControl View Post
    I've been working on getting one or two purple IO sets on my characters but

    I've seen references to IO sets not working if I'm doing a lower level TF and I'm exemplar-ed down to level 30.

    I would have thought it would just scale down.
    Is it just the set bonus that is lost or do we loose everything when using a purple set that you can only slot at 50 ?
    Enhancement scales down when exemplar'ed in a rather non-intuitive manner.

    Set Bonuses from non-Purples work at 3 levels below the level of the IOs needed for them. Purple Set Bonuses always work.
  8. The Strike Pack is just a poorly chosen name for the second half of Issue 19.

    The only part of I19 that requires a specific version of the game is the Incarnate stuff. You need Going Rogue for that.
  9. There's a check box for Safe Mode in the bottom right of the license agreement screen just to the left of the "I Agree" button. And yes, it keeps the settings.
  10. Issue summaries on ParagonWiki

    The link for "updates" in the first paragraph (second sentence) will take you to a page with links to Patch Notes.
  11. Quote:
    Originally Posted by damienray View Post
    *and a grant of up to a third, half, or two-thirds of their entire level of XP (based upon the relative length of the content). *

    So... if you are already a 50 do you get INF instead ?
    (Sorry if someone already answered...thx).
    I'm guessing the XP for non-50s is in lieu of the Notice of the Well that 50s get, so that everyone gets a substantial reward for doing the TF.
  12. Kosmos

    Ancient Boned

    Quote:
    Originally Posted by Yomo_Kimyata View Post
    Somewhere there is a quote along the lines of "You will never go broke by underestimating the stupidity of others." I think it is a Barnum or Mencken attribution.

    If not then you heard it here first! You will never go broke by underestimating the stupidity of others.
    It's Mencken who attributed it to Barnum. And you've reversed it so that it means the opposite of what you intend. The actual quote is "You will never go broke underestimating the intelligence of the American public."
  13. Kosmos

    Soloing Trapdoor

    You can drop the Honoree/Holtz mission (though you have to run back to Ramiel to do it). So I don't feel there's a need for a guide on that. I only did the Trapdoor guide because (1) you can't avoid him and (2) I'd PMed/e-mailed the rough version to five different people and one had requested that I resend it, leading me to choose to put it somewhere accessible.
  14. My Earth/Elect/Mu Dom was so close to perma that I wanted to know the minimum I needed to add to get her there rather than waiting to collect the 2 Purple Sets I've been planning to respec in to Cages and Gasses. So, I decided to do the math.


    These equations assume that you are using Hasten to get the +Rech you need. Without Hasten you need 200 / 90 - 1 = +122.2% Global.

    If you have perma-Hasten you have perma-Dom.

    If you have Hasten slotted and with so little global that the down time can exceed 90s then you can't have perma-Dom.

    That takes care of the edge cases leaving the case where you're using Hasten, don't have it perma, and have it recharging fast enough that part of the Domination period experiences a Hasten buff. That simplifies the math.

    G = Global Recharge
    E = Enhancement in Hasten (including any Alpha Slot bonus)

    D = Down time for Hasten (in seconds)
    D = 366s / (1 + E + G) recharge - 120s up time + 0.924s cast time

    What that means is that you will get D * (1 + G) seconds worth of recharge on Domination while Hasten is down and (90s - D) * (1.7 + G) seconds while it is up during a 90s Domination period. That total needs to equal or exceed 200s for you to have perma-Dom.

    D * (1 + G) + (90s - D) * (1.7 + G) >= 200s
    90 * G - 256.2 / (1 + E + G) + 36.35 >= 0

    This line lets you plug in your Global +Rech and Hasten enhancement and see if you have enough. Divide the value on the left by (1.7 + G) and you'll get the +/- seconds versus recharging right on the dot. Note, as per the guide, that's the worst case scenario.

    Now, working that last equation so that E is a dependent variable and G independent, that is, so that you can calculate the enhancement needed in Hasten for a given Global Recharge, you get...

    E >= (2.443 - 1.404 * G - G^2) / (G + 0.404)

    And the reverse, the Global needed for a given enhancement level...

    G >= (sqrt(E^2 + 1.192 * E + 11.823) - E - 1.404) / 2


    As an example of how to use these equations let's consider my Dom who currently sits at E = 0.833 and G = 0.6125. Plugging those into the first equation I get...

    90 * 0.6125 - 256.2 / (1 + 0.833 + 0.6125) + 36.35 = -13.29. Since it's less than 0 I'm short of perma-Dom. Divide that by (1.7 + G) = 2.3125 and you get -5.75s. I come up as much as 6s short right now. (I use Day Job Accolades, Secondary Mutation and Empowerments to make up the difference.)

    So, what sort of enhancement would make 61.25% Global work?

    E >= (2.443 - 1.404 * 0.6125 - 0.6125 ^ 2) / (0.6125 + 0.404) = 1.188. That's a lot of enhancement, even with an S2 Alpha Boost you'd need 4 L50 IOs slotted to do it.

    And what sort of Global will make my 2 L50 IO slotting work?

    G >= (sqrt(0.833 ^ 2 + 1.192 * 0.833 + 11.823) - 0.833 - 1.404) / 2 = 71.9%


    Here are the equations again:

    G = Global Recharge
    E = Enhancement in Hasten (including any Alpha Slot bonus)

    90 * G - 256.2 / (1 + E + G) + 36.35 >= 0
    E >= (2.443 - 1.404 * G - G^2) / (G + 0.404)
    G >= (sqrt(E^2 + 1.192 * E + 11.823) - E - 1.404) / 2
  15. Kosmos

    Soloing Trapdoor

    I had timed him before, but couldn't remember *when* I had timed him.

    I just timed him again and it appears that it is actually just under 33s between bifurcations. That's what I get for taking a quick PM to start with instead of starting over from scratch.

    Hopefully I can still edit the guide. It doesn't change the strategies any, but does lower the DPS needed to defeat him considerably. It makes the "Lave in Lava" numbers come out more in line with my experience that you have a fair bit of time to defeat the clone and get him in there.
  16. Quote:
    Originally Posted by Jelloman2K View Post
    Thanks y'all for your answers!

    Kosmos, your numbers make enough sense to me that I am using them in the build I am planning now. I was at +100% and thinking of dropping Hasten down to 2 slots, but I gave up a power with a 5% recharge IO set bonus instead (leaving me with 3 slots in Hasten and +95%).

    Now I just wonder how close to perma my Disruptors and Widow will be...
    They are both 240s duration with a 900s recharge. The Disruptors take about 2.25s to summon while the Widow takes around 3.45s. So the Widow is slightly harder to perma.

    If they're at the 95% soft cap slotted (that is, 100% before ED) plus the Spiritual, 95% Global and Hasten we get a net Recharge of ED(122.2%) + 11.1% + 95% + 70% = 274.4%. That gives a recharge time of 900s / 3.744 + cast = 243.8s for the Widow with a 3.45s cast. You'd be roughly 4s short of perma on the Widow and 3s short on the Disruptors in that case. Call it about a 95% up time.

    Working backwards to get to a 236.55s recharge time for the Widow pet you'd need +280.5% total Rech. You have 176.1% from buffs, Globals and the Alpha non-ED component, leaving 104.4% needed from the ED component. To get that ED value you need 162.7% enhancement prior to ED. Not very feasible, even with 22.2% of that from the Alpha.

    However, the Spiritual Total Core Revamp (one of the next tier of Alpha boost options) would need only 74.6% slotted. That's 280.5% - 95% - 70% - 22.5% = 93% needed after ED on the enhancement. Which is 97.1% before ED. Then subtract the 22.5% from the Alpha to leave what you need slotted in the power, 74.6%.

    Either that STCR boost or one of the two Spiritual Paragon boosts should make a perma-Hasten Crabbymind able to keep all 6 pets out at once with reasonable power slotting (< 85%). Of course, there's no additional value in making that perma; like Hasten, it's more a matter of neatness than effectiveness (unlike Rage or Domination, both of which lose drawbacks when they are made perma).
  17. You can make almost any build acceptable, but for me the worst are...
    • Grav/Sonic Controller
    • Peacebringers

    There are a lot of bad powers these days...
    • Sonic Repulsion
    • Black Hole
    • Dimension Shift
    • Time Bomb
    • Flurry
    • Group Fly/Group Energy Flight
    • Team Teleport
    • Invisibility
  18. Quote:
    Originally Posted by StormDevil View Post
    Apologies for the necro, but I just wanted to be clear here; if I have a (planned) build with a Global Recharge bonus of +135%, I do not need Hasten, right? (I have a really irrational dislike of the graphic on non-Fire powered characters)
    +135% Global will reduce Domination's recharge to 85s. So, no, you don't need Hasten.
  19. You actually need a combined +277.9% to get Hasten to recharge as it expires due to the fact that it doesn't start recharging till after the cast has finished while the buff starts right away.

    X(1) = 132.2% [1 IO + Spiritual Radial Boost equals ED(42.4% + 22.2%) + 11.1% = 75.7%. Plus the +70% from Hasten leaves that 132.2% needed.]

    X(2) = 100.7% [2 IOs + Spiritual Radial Boost equals ED(2 * 42.4% + 22.2%) + 11.1% = 107.2%.]

    x(3) = 94.4% [3 IOs + Spiritual Radial Boost equals ED(3 * 42.4% + 22.2%) + 11.1% = 113.5%.]
  20. Kosmos

    Soloing Trapdoor

    I tagged on a bit about Confuse. I checked my toons and have no one to directly test this. If someone does test it, please post here so I can update the guide to remove the disclaimer.
  21. Kosmos

    Soloing Trapdoor

    Quote:
    Originally Posted by Wavicle View Post
    Nice guide.

    You might add: -Recharge effects slow down the recharge of the Bifurcation ability.

    I admit, I don't have hard evidence of this, but I solod Trapdoor with my Warshade and my Widow. Neither used Holds. The Widow killed two Bifurcations (using the Clone Wars method) while taking him down. The Warshade only had to kill one. It certainly SEEMED that my -Recharge effects were slowing down the clone summoning.
    I think it does slow down his bifurcations, but I hadn't tested it and it complicates the math, so I left it out.

    I think I will add it just as a mention, but not add the mathematical complications it creates. As examples of the effects of -Rech: If you have -50% Recharge he'd bifurcate every 40s instead of every 20s, so the minimum DPS to beat him would be lowered to about 150 and would also be pushed back to having 80s to beat him before the 3rd clone (rather than the 4th in the earlier case) made the curve head back up. At a quickly stacked -75% his 2nd bifurcation would come in about 80s and you'd only need around 120 DPS to beat him before that.
  22. Quote:
    Originally Posted by Pogothulu View Post
    Due to pc/laptop issues, I was only able to try the trapdoor mission for the first time last night on my ma/sr scrapper and got very frustrated. any advice?
    Here's a link to my advice again.

    Since you're a /SR Scrapper the course that is most likely to work is to buy and crafted an Envenomed Dagger at the Consignment House, then buy a few inspirations from Ramiel before entering the mission. All you should need are 4 small reds, perhaps a purple if you're short of the Def cap and maybe a 2 or 3 greens for safety's sake. Those coupled with the Dagger should be plenty to simply walk up and bash him.
  23. Kosmos

    Soloing Trapdoor

    I added a statement of the central notion behind each tactic and some numbers for what you need to be able to simply smack Trapdoor upside the head.

    [Edit: Moved most of the math into the "Steamroller" section, since that seemed the more appropriate place for it.]
  24. Kosmos

    Soloing Trapdoor

    Well, (A) should never take more than 60s or so if done right. To give a graphic explanation of why...

    Imagine a plot with the DPS on the vertical axis and Time on the horizontal axis. On this a curve for defeating Trapdoor will be a segmented line sketching out a rough bowl shape. That is, the DPS needed to defeat him quickly is very high, but so is the DPS needed to defeat him slowly, as he'll have massive Regen after a period of time. The bottom vertex of this bowl shape is at around 195 DPS and 60s. Any effective DPS (including -Res and -Regen effects and so on) below that won't succeed. Any effective DPS above that (higher on the DPS axis) should take less than 60s as the DPS line will intersect the curve at two places and you'll never reach the one to the right as Trapdoor will be defeated when you reach the one on the left, which will be to the left of the 60s vertex. Of course, this is a simplification, as your DPS isn't a fixed amount, but varies throughout the period, and Trapdoor's Regen isn't smooth, but comes in 5% bursts just like everyone else's.

    Anyway, these tactics are intended as just that - tactics. They certainly aren't the only ways to beat Trapdoor. They are basically simple statements of ways to either overpower his Regen (A and D), get around it by attacking the +Regen directly (B) or preventing the +Regen altogether (C). (NOTE: The "Haul to the Hall" tactic that the patch eliminated was a variant of C that could be used by anyone.) The first three tactics aren't spelled out in detail because the characters that can implement them successfully probably aren't the ones having trouble with the mission. They're also pretty obvious. The fourth has a more detailed description because I've found that almost any character can succeed using it just with an inspiration load bought right at the mission door.