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  1. And it's a very nice chart. It'll be in the next release of this guide (whenever I make one).
  2. The max speed for a SR with 3 slotted Sprint, Swift, and Quickness is about 70 feet/second at level 50.

    As I mentioned in my previous post, slow effects (like from Stealth) will be in the next release of my guide, whenever I do it.
  3. You might want to grab a character planner with more recent info. Some of this is a bit dated, being nearly a year old. For example, all of the Endurance costs were changed with ED. I've got very accurate updated data files for Joe Chott's old CoH Planner for all powers and powersets, and I think Sherk Silver's Character Builder may have the same (or will soon).
  4. I'm not the OP. I'm just someone who updated the files and posted in this thread because it seemed to be the most appropriate place.

    By the way, I've heard of 2 problems so far. One was from someone who probably didn't create the "Endurance Mod.gif" file as I specified above. Please make sure you do this.

    Also, someone had problems loading saved characters. That's to be expected. A moderate number of power or powerset names were wrong in the original data, and those wrong names are in the saved characters. You'll need to load an old character, pick the right powerset or powers, then save again.

    Finally, I'm running version 1.5C of the program.
  5. I've updated my files. They have accurate data for Name, Description, Detail, Accuracy, END, Activation, Recharge, Range, AoE effects (added to the description), Enhancements, and level. All data is current as of the patch on April 11, 2006, and I expect to update them each patch or update. I believe I have every power in the game. If you'd like a copy, PM me here or email me at airionis@yahoo.com. I'll send a ZIP file that needs to be unzipped in the at_data directory. If someone would like to host these, that would be fine too.

    A couple notes...

    Endurance Recovery and Endurance Drain Enhancements are gone and have been replaced by Endurance Mod Enhancements. You'll need to copy "gifs/Endurance Recovery.gif" to "gifs/Endurance Mod.gif".

    Because of the Enhancement change above, the Cumulative Endurance worksheet does not take into account Endurance Mod Enhancements on Stamina.
  6. Here are some numbers I got long ago on the XP multiplier for mobs based on level.

    -1 : 0.710
    0 : 1.000
    +1 : 1.354
    +2 : 1.780
    +3 : 2.366
  7. The explanation is... ignore that advice. Hasten used to have a Defense bonus. It no longer does. Hasten only accepts Recharge Reduction Enhancements these days. You are wasting an HO if you slot it in Hasten. Just 3 slot Hasten with regular Recharge Reduction SOs and you're all set.
  8. You know you're REALLY old...

    ... when you're older than almost all of the people posting in the "You know you're an old gamer when..." thread.

    ... when you've forgotten most of the things posted by other people in the "You know you're an old gamer when..." thread.
  9. Yes SM has about 25% higher sustained damage than DM at higher levels with Hasten and some Recharge Reduction SOs in appropriate powers. I think you'll also run out of Endurance faster, and many more mobs will resist the all Smashing damage of SM. But find 2 Kinetics Corruptors and you're capped, at least for Damage/Activation purposes. With 2 Speed Boosts and perma-Hasten, you'll be doing more sustained damage than any other Brute.
  10. I believe your cap is based on your auto-SK'd or auto-exemplared level. If you're a level 40 Stalker auto-exemplared to 25 in Bloody Bay, then your Stealth cap is based on level 25. A level 15 Tanker is similarly auto-SKd to 25, and has a perception cap based on level 25.
  11. Excellent information. Thanks for putting this together.

    Here's a few comments, based on an analysis I've been working on.

    Your DPS30 calculations don't take into account the activation time of powers. Shadow Punch takes 0.57 seconds to activate, and 3 seconds after that to recharge, giving it a DPS30 of 19.61. Smite is 15.78, Shadow Maul is 16.26, ..., Midnight Grasp is 11.13. But I don't find DSP30 to be very useful. The Devs have been ridiculed for using those sorts of numbers. No one auto-fires a single attack. It would be more useful to list some sample attack chains. Also when used in a chain the game adds a delay of about 0.1 seconds between powers. Personally I use 0.13 in my calculations. Here's a sample...

    Basic repeatable chain at level 6 with Boxing: Shadow Punch, Smite, Boxing, Brawl, Shadow Punch, pause 1.1, Boxing, Brawl. Total BI 14.56, time 7.4s, 1.97 Damage per second of activation (DPSA), 0.95 Attacks per second (APS).

    Dark Melee has the highest Attacks per second (APS) of any Brute Primary except under extreme circumstances (Stone Melee with huge amounts of Recharge Reduction). That makes it the best for building Fury. Unfortunately, this can be counter-productive in PvP versus another Brute, as your attacks build their Fury. I don't know whether attacking or being attacked builds Fury faster though, so I can't say how this will work out. Good thing you have ToHit debuffs though.

    It's on the low end of damage for Brute Primaries, though there's not a whole lot of difference. I put together chains at several levels for all of the Primaries. Energy Melee is slightly better even without Energy Transfer, but is around 30% better with ET. Stone Melee easily beats Dark Melee by about 25% with Recharge Reduction SOs. Super Strength is only about 5% ahead with Rage, but the fact that Super Strength deals commonly resisted damage probably makes up for that. Dark Melee is equal to Fiery Melee in single target damage, and the low APS if Fiery Melee probably puts it in last place due to Fury. The only real reason to take Fiery Melee over any other set is for AoE damage.

    Shadow Punch is an excellent power for a brute. It is tied with Smite as the highest DPSA power in the set. They and Midnight Grasp are also tied in second place for Damage/END with a value of 0.53. (You'll see this value a lot if you look at other simple single-target damage powers.) It's very fast activation means it helps build Fury faster than something like Shadow Maul.

    Shadow Maul has a better DMG/END ratio than any other power in the set, even if you only hit a single target. That fact really surprised me. At low levels where END is a major concern, it makes a lot of sense to use this. It has slightly better DPSA than any power in the set if you hit 2 or more targets. But that means only slightly over half the DPSA of Shadow Punch and Smite if you only hit a single target. Still nothing to sneeze at, but the long activation can be dangerous at high levels. You can hit 3 mobs if you carefully line them up, or a max of 5 if you get them to jump or otherwise stack at the same location.

    For Touch of Fear, I'm curious how you determined the 20% base debuff. I've never tested it, and the methods I can think of are ... difficult. Also, using this can be bad for Fury. Mobs that cower in fear and don't attack don't build Fury. If you aren't in much danger from the mobs you're fighting because you've got protective bubbles, a healer, or whatever, then you're better off just skipping it. Use it when you need it.

    EDITED: Never mind the debuff question above, I just saw you got red name confirmation.
  12. [ QUOTE ]
    I'm not sure how the TP foe mechanic works; my guess is that it's like Sleep, and you can't accumulate magnitude on it.

    [/ QUOTE ]

    I guess it's easy enough to test. Just have 2 people try to TP Foe a boss. Guess I'm heading to the Test Server tonight. We may not be able to get Hami, but we might be able to get the Mitos.
  13. [ QUOTE ]
    TP Foe AttribBase values:
    ArchVillains, Giant Monsters: -99

    [/ QUOTE ]

    OK, I see a new Hamidon strategy. What are the rules on TP Foe again? If I recall, you can TP Foe Minions up to +3 or so, even Lieutenants, and ... don't know about bosses. That would make TP Foe a Mag 3 effect. All it takes is 33 people using TP Foe on Hamidon at the same time to move him out of the goo! Like a giant tug-of-war, trying to pull Hami away from his protection. That could make a raid go REALLY REALLY fast! Of course he could be completely immune. Alternatively, TP Foe ALL of the mitos behind a rock or spire to strip away Hami's protection. Of course they could be completely immune too. Hmm... I wonder if any server would be willing to try this.
  14. A Luck Inspiration, that's the smallest one, gives 25% Defense. The mediums are 33%, and the big ones are 50%. Yes they are way over the top, compared to pretty much every other Inspiration. They are the "I win" button for almost any battle if you pop a couple. I'm expecting a major nerf with I7, justified as "re-balancing for scaled Defense".

    I've got a DM/Fire Brute I'm using to do every mission, though she's still fairly low level. She's going to have Fitness plus two Healing and two END Recovery powers for non-stop SMASH. You're absolutely right about END being the most important thing. I'm slotting END Reduction before Damage.
  15. Then I wonder how you'll feel when you find out you posted this in the Player Guide section, which never expires. Future generations will look through the old guides here and ... possibly come to the same conclusion you did. But don't worry, lots of people post questions in here. Maybe a kindly Moderator will move it to the Player Questions forum. Then in two weeks or so, all will be forgotten. :-)
  16. The output of /loc will show up if you have a chat tab that is displaying the appropriate type of chat text. I'm not sure if it's Error, System, or something else. The output is just 3 numbers in X Z Y coordinates. The best thing you can do is make up a new chat tab with every type of chat text.
  17. TopDoc

    Accolade powers

    [ QUOTE ]
    Could we get a hint as to how many?

    [/ QUOTE ]

    Useful ones with powers? I'm guessing 7...

    Received the Aeon Medallion
    Conspirator
    Portal Hijacker
    Arachnos Reserve Member
    Mu Mage
    Vanquish
    Geas of the Evil Ones
  18. [ QUOTE ]
    Am I cynical for thinking that, if the clientside tables were used for anything, they'd have been used to cheat by now?

    [/ QUOTE ]

    I expect people have tried that, but I also expect the Devs are smart enough to avoid that. As an MMO dev, I would live by the rule "Never trust the client".

    The client tables are probably only used by the client to show stuff. You could probably change the tables on your client so powers recharge instantly, and it will affect the display on your client. But when you click on a power that appears to be recharged before it should be, the server will tell you "Recharging". That's because the server doesn't trust you, and is keeping its own recharge clock for every power you use. Ask anyone who has ever gone to a Hami raid. The server decides when powers are recharged.

    At a guess, the build procedure just bunches most everything up into PIGG files. Some PIGGs go to the client, some to the server, but a lot go to both. I can't see any good reason for the client to need some of of the data that it has. Maybe some Dev was being lazy, and didn't bother to split the data into server-only and public parts. Who knows.
  19. The VG has since been recreated and the GMs gave us back our lost Prestige. We didn't get badges, membership, or our base restored, but we're back to functioning.

    That said, we aren't playing Rads these days. The regulars hit 40 shortly after CoV came out. We weren't the first to hit 40, but we weren't far behind. Now we're playing alts (we're playing MMs Mon-Thu), badge hunting, PvPing, or whatever. We probably won't be playing our Rads much till I7 when the level cap goes up to 50.
  20. A couple notes...

    Accelerate Metabolism definitely protects from Endurance Drain. Malta and Carnie missions suddenly become a whole lot easier with AM. Also, I've never seen anything about it increasing HP regen.

    What's better than a solo Ill/Rad? An Ill/Rad duo of course? Feel free to team up to 8 together if you want. The stacked buffs and debuffs are sickeningly overpowered. Perma AM, Hasten, and PA, 4xFlash every group, add Assault and you're damage capped all the time. It's truly ugly. My first 50 was an all-Rad team, with 3 Ill/Rads usually.
  21. Excellent point that I failed to take into account. I don't believe this is true at the higher levels, but it probably is the case before 30 or so.

    If you're so interesting in earning Influence or Infamy at lower levels to buy Enhancements, why not just Exemplar? I'm not positive about the details of debt removal and Inf gained while exemplared, but I thought you earned extra Inf after you worked off your debt. Why not just skip the debt part and exemp for extra Inf?
  22. If you find yourself in debt frequently, the extra Influence you earn because of that will generally not help you much. Sure you can buy an extra DO or SO if you die enough. Let's look at some numbers... At level 12 it takes 6405 XP to level, and dying outside of missions gives you 350 debt. (Thanks Red Tomax for these numbers.) If you die about 18 times you'll earn 6300 debt, spending pretty much the entire level in debt. You'll have to spread out the deaths due to the debt cap, and you're gonna spend a LOT of time running back from the hospital if you don't have an Awaken or teammate with Rez. It'll take you twice as long to hit level 16. Depending on your targets but assuming mostly Minions, you'll earn about 5000 more Influence than you would if you weren't in debt. (Note that 18 Awakens cost 4500 Influence if you buy them, so you better not buy them.) Your reward for levelling at half speed for an entire level is a total of 1 extra level 15 DO, or 2 if you buy cheap ones. I'm sorry, but 1 or 2 DOs will not make a big difference.

    At level 22, die 22 times, earn 27500 debt to stay in debt most of the level, earn an extra 25000 Influence, that's 3 level 25 DOs or a single SO. At level 25, you can buy 2-3 SOs. Pretty soon it doesn't really matter. At level 30 you need to die 35 times, but you can buy an extra 10 or so SOs. But at level 32, you can usually buy a full set of level 35 SOs even if you've never died.

    If I don't have a rich high level char on a server, I usually make do with Training Enhancements till 17, and DOs till 27. Better Enhancements are nice, but they are not a magic cure for debt.

    I will admit that debt is a learning experience. It isn't always a bad thing though. If you take a test and get 100%, you haven't really been tested. I usually play around with the difficulty slider and increase it to keep things interesting. If I don't die for a while, things are too easy. If I die too much, things are too hard. I usually aim to die a few times per level, just to make sure I'm playing near the top of my game.
  23. I believe recharge buffs are always fixed values and duration. For example, Accelerate Metabolism is a 30% Recharge Reduction for Defenders, Controllers, and Corruptors, and lasts 2 minutes. I don't have a full set of Kins with Speed boost, but that would be another thing to test. But in general, I believe caster level and AT doesn't matter. For debuffs, I would expect the same. However, it would be nice to know if relative level scaling applies to the duration or debuff %. For example, do debuffs last half as long and debuff for about half the % if cast against +4 mobs as compared to even con mobs.

    Come to think of it, it would be nice to know exactly what relative level scaling applies to. For example, I know it applies to Damage Resistance debuffs. A high level Rad Defender with Enervating Field can debuff low level mob resistance massively. Does Radiation Infection also massively debuff low level mob ToHit and Defense? I seem to remember a redname post about this from long ago. Anyone save that?
  24. If you take a look at the enhancement percentages of a power slotted with a Microfilament, you'll see it has Run, Fly, Jump, and END Reduction.

    And FYI, if you do the same for a power slotted with a Slow, you'll see it also has Run, Fly, and maybe even Jump. Based on that, I expect Microfilaments can function as Slow Enhancements as well.
  25. Slow effects are scheduled for the next release of this guide, expected "Soon" (probably somewhere between 1 week and 6 months). In other words, I haven't tested them much. I haven't really tried to figure out the basic mechanism, so I can't say how it works.

    That said, I could see it going either way. It's reasonable that someone should be able to overslot their movement power in order to reduce the effects of slow. But someone with a Slow would likely argue the opposite, that the Slow should always have the same effect, otherwise people can just overslot to avoid it.

    It's mainly a question with Super Speed. It's a huge Run Speed bonus that only takes 2 slots to cap, so you can fairly easily add a third. It already takes 3 slots to cap Super Jump, though well slotted Hurdle can be a significant addition if it reduces slows.

    If you want to know REALLY BADLY, then PM me and we can test it sometime. I'm on most evenings EST, but Mon-Thu are currently Mastermind nights.