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Posts
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Joined
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The Presence pool is weak, but if you're going that way take Provoke. Conceptually, does the Great Rumpus Cat pick on a single Peke or Pollicle?
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I ran CoH on a very similar machine circa I11 (a bit faster CPU, but the same video card and just 768MB of RAM) and it played fine once I turned down some graphics settings (just stay away from Grandville and anything that involves a lot of players in the same area such as a mothership raid).
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I prefer Heca procs in faster recharging powers (Smite, in this case). I used the R/E in MG mainly to get the global Rech needed as low as possible.
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Quote:Well, there's no magic "global" recharge number, just a total recharge for each power.I was curious to how much global recharge is required to get a Smite -> Midnight Grasp -> Smite -> Siphon Life?
Cast times are: Smite 1.188s, MG 2.244s, SL 2.112s.
To do Smite->MG->Smite you need Smite to recharge in 2.244s, which means it needs a total of 6s / 2.244s = 2.674 = +167.4% Rech. For it to recharge during a SL cast it needs 6s / 2.112s = 2.841 = +184.1% Rech.
MG needs to recharge in 1.188s x 2 + 2.112s = 4.488s. That requires 15s / 4.488s = 3.342 = +234.2% Rech.
SL needs to recharge in 1.188s x 2 + 2.244s = 4.62s. 10s / 4.62s leads to a need for +116.5% Rech.
Since MG is the neediest, assume it takes Purples (except the proc). 5 Hecas plus a Dampened Spirits End/Rech gives +97.9%, leaving a need for +136.3% recharge external to the power.
That much external to the other two attacks leaves a need for 47.8% Rech slotted in Smite and none in Siphon Life. -
Quote:Cast times for the 3 attacks in question are SotW 1.32s, SD 1.584s, GD 1.98s (ArcanaTime).[...]would I be able to keep up the ST attack chain of GD>SotW>SD>SotW? I haven't played him in a while but I could easily keep that up with Hasten and I THINK I only had a small gap without it.
So you have 2 x 1.32s + 1.584s = 4.224s to recharge GD. That requires 12s / 4.224s = 2.841 or +184.1% Rech. You have 45% global and 89.9% in the power, resulting in a 5.109s recharge and 0.885s gap.
For SotW you need recharge times of 1.584s and 1.98s. The lower of those requires 5s / 1.584s = 3.157 or 215.7% Rech. You have 45% + 66.25% which results in a 2.367s recharge. Giving gaps of 0.387s and 0.783s. Even Hasten wouldn't get SotW recharging in 1.584s. It would still take 1.778s with that slotting for the power and 45% global +Rech. So there's still a gap after the SD of 0.19s that's probably noticeable only if you're really looking for it.
For SD you have 4.62s to recharge. That requires 9s / 4.62s = 1.948 or 94.8% Rech. You have 45% + 66.25% again. So this recharges in time. -
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Quote:I calculated the DoT as usual (I took the numbers from a spreadsheet actually): 4(1-0.8^n)*DS [I've posted that formula to the forums a couple of times - average DoT is just a geometric series with a common factor of 0.8]. I didn't account for redraw, activating Hasten, or using defensive clicks. Since the chain is so far from optimal I didn't bother with those finer points, I just did a basic estimate.Just out of curiousity, how did you compute the dps of that chain? There are a couple reasons why I ask:
* Redraw - Whenever you need to redraw your claws (twice per chain) you'll need to add extra time to the chain. Unfortunately, I don't think anyone knows the activation time of the redraw effect, so we can't accurately account for it.
* The average damage of the dot is generally miscalculated. Most times, people average it out to TotalDotDamage * Chance. So, damage * 0.8 in this case. It's more complicated than that because each tick needs to roll a check to see if it continues.
Put those two together, and it means dealing less damage over a longer period of time. -
Quote:Ring of Fire has a 15s -KB effect.With the Blaze Mastery Ancillary pool and a fantastic power like focus, wouldn't it be pretty easy with good recharge to make a kiting scrapper? In fact, with a combination of the knockdown of focus and knockback of shockwave, and potentially also the hold of char, couldn't you basically lock down any hard target by juggling them repeatedly and building up holds. How would the immobilize of ring of fire effect this? How viable could this combo be?
With a perma-Hasten build you can chain Focus->Shockwave->Fire Blast->Focus->Fire Ball->Fire Blast. Slotted well that will do 140+ ST DPS (and near 40 AoE DPS). So I'd say it could be viable, but is likely to be far from optimal. -
Looks like the factors are lower than I thought: 1.0/1.0 instead of 1.2/1.0. For Stalkers anyway; blast need to get a Scrapper, I forgot they varied by AT.
Anyway, it looks like it "only" takes around 77.8% Def to hit the soft-cap in PvP.
[Edit:]
Sarrate makes a good point regarding the "soft" part of "soft cap". Yes, 45% is still the soft cap, but most of your PvP opponents can push that "soft" part whereas few PvE opponents do.
[Edit 2:]
The Scrapper numbers appear to be 1.1 and 0.95, which puts the soft cap at right about 79.8% PvE Def. -
Quote:Yes, but due to Diminishing Returns it takes around 105% Def in PvE to equal 45% in PvP.I know that the defense cap is 45% for PvE.
What is the defense cap for PvP? Also 45%?
Thanks
Actually, I haven't tested that in ages, as I was one of the casual PvPers put off by the I13 changes and I haven't PvPed except for Shivan skirmishes since I13 beta. I'll run my Stalker into RV in a sec and verify the A and B factors for DR on Defense. -
Here's a slight tweak to Doomguide's build. Basically I just wanted to remove the expensive BotZ -KB IO and get a -Res proc in Slash. The P Shifter proc is by far the best value IO to put into Physical Perfection, so I threw a second one into the build - paid for by removing the other two BotZ IOs. I used the cheap Smashing Haymaker set in Slash (and 3 slotting Dodge) to top off the Melee Def.
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Quote:One of the reasons the defense on SD seems low is that the set is also used by Tankers. If the defense was higher for Scrappers and Brutes it would be overly unbalanced on Tankers. Anyways, instead of focusing on the S/L defense look at the Melee/Ranged/AoE defense. That is considerably higher. Those are also easier to improve.
this is an older build from when i was first thinking about the combo.
A very interesting build. And you can save about 250-300M INF without killing it too, bringing it well down into the budget range. Slot Siphon Life with ToDs, take out the Numi and Miracle specials and the Hami O and the only thing left that hurts any is BotZ -KB being used to top off the AoE Def. -
I fiddled with that build I posted above a bit to make it more effective at level 40. This version soft-caps Melee and Range at 40 but has some END issues, less than ideal slotting in True Grit and skips Grant Cover (which I like for the Slow Res).
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Here's a build I was messing around with before I16 (I canned the idea during I16 beta when the options to customize DM and APPs didn't work out as I'd hoped). I planned it to cost about what a typical toon makes in going from 1 to 50, but it probably will cost a bit more than that.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg:48(A), Mako-Dmg/EndRdx:48(43), Mako-Dmg/Rchg:48(43), Mako-Acc/EndRdx/Rchg:48(45), Mako-Acc/Dmg/EndRdx/Rchg:48(45), Mako-Dam%:48(45)
Level 1: Deflection -- LkGmblr-Def/EndRdx:48(A), LkGmblr-Def:48(31), LkGmblr-Def/Rchg:48(42), LkGmblr-Def/EndRdx/Rchg:48(42), ResDam-I:50(43), ResDam-I:50(46)
Level 2: Shadow Maul -- M'Strk-Acc/Dmg:48(A), M'Strk-Dmg/EndRdx:48(3), M'Strk-Dmg/Rchg:48(3), M'Strk-Acc/EndRdx:48(40), M'Strk-Acc/Dmg/EndRdx:48(40), M'Strk-Dmg/EndRdx/Rchg:48(42)
Level 4: True Grit -- S'fstPrt-ResDam/Def+:30(A), Numna-Heal:48(5), Numna-Heal/Rchg:48(5), Numna-Heal/EndRdx:48(37)
Level 6: Boxing -- Mako-Acc/Dmg:48(A), Mako-Dmg/EndRdx:48(7), Mako-Dmg/Rchg:48(7), Mako-Acc/EndRdx/Rchg:48(19), Mako-Acc/Dmg/EndRdx/Rchg:48(23), Mako-Dam%:48(23)
Level 8: Siphon Life -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(9), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(11), T'Death-Dmg/EndRdx/Rchg:40(17), T'Death-Dam%:40(19)
Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(11)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Battle Agility -- LkGmblr-Def/EndRdx:48(A), LkGmblr-Def/Rchg:48(15), LkGmblr-Def/EndRdx/Rchg:48(15), LkGmblr-Def:48(17)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- P'Shift-End%:48(A), P'Shift-EndMod:48(21), P'Shift-EndMod/Rchg:48(21)
Level 22: Against All Odds -- EndRdx-I:50(A)
Level 24: Tough -- Aegis-ResDam/EndRdx:48(A), Aegis-ResDam/Rchg:48(25), Aegis-ResDam/EndRdx/Rchg:48(25), Aegis-EndRdx/Rchg:48(31), Aegis-ResDam:48(34)
Level 26: Soul Drain -- Sciroc-Acc/Rchg:48(A), C'ngBlow-Acc/Rchg:48(27), RechRdx-I:50(27)
Level 28: Weave -- RedFtn-Def/EndRdx:48(A), RedFtn-Def/Rchg:48(29), RedFtn-EndRdx/Rchg:48(29), RedFtn-Def/EndRdx/Rchg:48(31), RedFtn-Def:48(46), RedFtn-EndRdx:48(46)
Level 30: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(33), T'Death-Dmg/Rchg:40(33), T'Death-Acc/Dmg/EndRdx:40(33), T'Death-Dmg/EndRdx/Rchg:40(34), T'Death-Dam%:40(34)
Level 35: Shield Charge -- Oblit-Dmg:48(A), Oblit-Acc/Rchg:48(36), Oblit-Dmg/Rchg:48(36), Oblit-Acc/Dmg/Rchg:48(36), Oblit-Acc/Dmg/EndRdx/Rchg:48(37), Oblit-%Dam:48(37)
Level 38: Grant Cover -- LkGmblr-Def/EndRdx:48(A), LkGmblr-Def/EndRdx/Rchg:48(39), LkGmblr-Def/Rchg:48(39), RedFtn-Def/Rchg:48(39), RechRdx-I:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-End%:48(A)
Level 47: Energy Torrent -- Posi-Acc/Dmg:48(A), Posi-Dmg/Rchg:48(48), Posi-Dmg/Rng:48(48), Posi-Acc/Dmg/EndRdx:48(48), Posi-Dmg/EndRdx:48(50), FrcFbk-Rechg%:48(50)
Level 49: Combat Jumping -- Zephyr-Travel:48(A), Zephyr-Travel/EndRdx:48(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 9.56% Defense(Smashing)
- 9.56% Defense(Lethal)
- 8.63% Defense(Fire)
- 8.63% Defense(Cold)
- 9.56% Defense(Energy)
- 9.56% Defense(Negative)
- 3% Defense(Psionic)
- 16.1% Defense(Melee)
- 16.1% Defense(Ranged)
- 9.56% Defense(AoE)
- 16.3% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 5% FlySpeed
- 175.7 HP (13.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 12.1%
- MezResist(Immobilize) 14.3%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 3.85%
- 2.5% (0.04 End/sec) Recovery
- 42% (2.35 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 10% RunSpeed
- 2.5% XPDebtProtection
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It was changed in I13 in part so that Power Boosted KB powers didn't blow through KB protection in PvP.
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You can by using a text editor on the .storyarc file and copying the section between the lines that say StartMission and EndMission (inclusive).
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Here's a Fire/Ice Build I did on Freedom to earn P for a friend's start up SG. I ended up using a Claws/Regen Scrapper mostly instead, so I never slotted much.
This build is basically intended to maximize burst AoE damage. I had the Regen and Stealth IOs, but most of the rest was FL SOs, common IOs and a few miscellaneous franken-slotted IOs. I put the Posis and Entropics in there since you seem to like them.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Lost Warlock: Level 21 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Ice Manipulation
Power Pool: Speed
Power Pool: Fitness
Hero Profile:
Level 1: Flares -- Entrpc-Acc/Dmg:25(A), Entrpc-Dmg/EndRdx/Rchg:25(3), Volly-Acc/Dmg:25(11), Volly-Dmg/EndRdx:25(15)
Level 1: Chilblain -- Acc-I:25(A)
Level 2: Fire Ball -- Posi-Acc/Dmg:25(A), Posi-Dmg/EndRdx:25(3), Posi-Dmg/Rchg:25(5), Posi-Dmg/Rng:25(13), Posi-Acc/Dmg/EndRdx:25(15)
Level 4: Fire Blast -- Entrpc-Acc/Dmg:25(A), Entrpc-Dmg/EndRdx/Rchg:25(5), Ruin-Acc/Dmg/Rchg:25(11)
Level 6: Hasten -- RechRdx-I:25(A), RechRdx-I:25(7), RechRdx-I:25(7)
Level 8: Fire Breath -- Posi-Acc/Dmg:25(A), Posi-Acc/Dmg/EndRdx:25(9), Posi-Dmg/Rng:25(9), Posi-Dmg/EndRdx:25(13), Posi-Dmg/Rchg:25(21)
Level 10: Swift -- Run-I:25(A)
Level 12: Aim -- RechRdx-I:25(A), RechRdx-I:25(17)
Level 14: Health -- RgnTis-Regen+:25(A)
Level 16: Build Up -- RechRdx-I:25(A), RechRdx-I:25(17)
Level 18: Blaze -- Entrpc-Acc/Dmg:25(A), Entrpc-Dmg/EndRdx/Rchg:25(19), Ruin-Acc/Dmg/Rchg:25(19)
Level 20: Stamina -- P'Shift-End%:25(A), P'Shift-EndMod:25(21)
Level 22: Ice Patch -- RechRdx-I:25(A)
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:25(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance -
Bit of a tardy post, but for some reason I didn't think to mention this...
If you're worried about whether or not you can take the end boss in a TF just put them in an AE arc to practice on (remember to fix the level to that of the TF), that only takes a few minutes. -
The last I heard the APPs and PPPs were still a "maybe". And from the way BABs phrased it then it sounded more like "probably not" because of the PPP themes. The line on Pools was basically "not until after GR is done". Let's see if I can find that post...
BABs response on APP/PPP color customization.
[Edit:]
Not quite as negative on the APP/PPP issue as I recalled, but still pretty clear that they weren't already in the plans at that time. -
Quote:Thanks for clarifying that ZM. I've had issue #2 from the switch and this thread was making me start to wonder if maybe I'd misunderstood that it was a server side issue.There are two problems here:
1. Staying logged into the forums without having to put your name and password in each session, or even after opening each thread. This is a cookie issue with Firefox and almost always clears up when one takes the steps outlined above.
2. Have the boards update your cookies to keep track of threads read so that you see which threads are new and can jump to 'last read' in a thread. This is an acknowledged bug which corporate services are working on. Ironically, it's logging out and back in which will update your cookies, which is exactly the unwanted behavior of problem #1. -
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I'd say the Natural pack for Ninja Run. I have the Vet Reward allowing a travel power at level 6, and Jet Packs are available to one and all now with a minor outing to the Shadow Shard or Grandville, yet I still find Ninja Run to be one of my favorite improvements to quality of life.
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Well, I haven't done many where he's had a chance to fly out to range. The first few occasions where he did left such a bad taste in my mouth that I won't do the SF without a way to stop him.