romantoast

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  1. romantoast

    new vs old dom?

    Yes, I think overall your damage will be much better, especially in teams, because every percentage point of damage bonus is equivalent to more damage than it was before. So enhancing to 95% is better than it used to be since the base damages got buffed all around.

    And from a subjective point of view, my 50 fire/fire dominator feels like a blaster now. I hit fiery embrace and I can blaze things to the ground for 300+ damage and my hot feet will tick for 25 damage.
  2. I just looked at it.. I wonder if his way of calculating the cycles would produce the same result as mine. And it did answer my question about the required recharge to get perma-dom with different numbers of IOs in hasten. It looks like 3 IOs past ED in hasten is equivalent to about 5%.

    Thanks, now I'm just more confused as to whether I should 6-slot hasten, heh.
  3. Okay, so I'm working on my fire/fire dominator build in mids' and I was wondering what the actual value of six-slotting hasten is in terms of global recharge.. and I think I came up with some fuzzy math that provides me a logical reason to avoid it despite just missing out on perma-hasten.

    Say you have around 90% global recharge and 99% recharge slotted in hasten. That gives hasten a recharge of 156 seconds while it's down and 125 seconds while it's up. So let’s try and calculate the actual downtime. You cast hasten, and for 120 seconds, it should recharge in 125 seconds. So 120/125*100 or 96% of the power has recharged after it wears off. Now the power must recharge the remaining 4% according to the 156 second recharge while hasten is down. That’s 4%*156, or 6.24 seconds. The power is going to have a recharge of 126.24 seconds at this level of recharge. (I made this math up, so I could be very wrong. That’s what I’m asking you to confirm.) The average global recharge bonus is uptime over recharge times the global recharge bonus, so 120/126.24*70 = 66.54%.

    Obviously, with perma-hasten, you are going to have 100% uptime, so 70% is your permanent global recharge bonus. Slotting 3 more recharge IOs in hasten would give hasten a 119 second recharge (using the conditions from above, 90% global recharge), and since hasten does not double stack, you will never get more than 70% global recharge from hasten. The difference between the two situations is a mere 3.5% global recharge. So in reality, for each extra slot, you are getting about 1.16% of global recharge per additional slot that you throw into hasten. This is slightly better than the 5% you get for 5 slots of red fortune (1% per slot, not counting the base slot) but a 6.25% recharge bonus for a 5 piece set (i.e. positron’s blast) is more effective in terms of average global recharge (and this is without including the extra average recharge that having hasten would give you because of the extra global recharge). Just thought I’d share what I think I have found with you guys. Hopefully it’s not all too wrong. Of course, in a different situation with lower recharge, those extra slots would probably make a much larger difference and might actually be worth it. Of course, I am looking at this only because I can't find anywhere else to throw in a set for that extra percentage, but the point is that it's a very inefficient way to achieve additional global recharge at already high levels of global recharge, and probably shouldn't be done.

    Any thoughts or comments? Did I miss anything? To be honest it's still a tough decision.. I really would love to have perma-hasten and perma-dom.


    Also, if anyone has a fire/fire dominator build which they wouldn't mind sharing that has permadom and a good deal of defense, I'd love to see it. I'm struggling with making a dom that's survivable, permadom, and has no endurance issues.
  4. I think they could fix the problem by making purples available for buying with architect tickets.. that would probably vastly increase the supply and lower the price.. then again they would probably have to increase the ticket cap too. I don't even know why they made it so low. Probably technical reasons.
  5. Lol. "This is a concept toon."
  6. I'd go with ripper and consume, and then focused accuracy. Consume will help with the endurance, focused accuracy will help with the +4 bosses, if you plan to join those farms, and ripper so you can take down those last lieutenants and bosses quickly when they manage to survive.
  7. I use it all the time on my DM/shield, especially on 54 boss farms. Makes a huge difference for him. When it's up, I can charge in first as if I was the tank. Without it, though, he gets torn apart in a few seconds. Keep in mind there's also a +HP on the power.
  8. Hahah, cancer punch sounds so cool. Radiation should focus on really long-time DoT. So it would basically be anti-regeneration. That would be awesome.
  9. I just checked it in-game. It does not give a bonus with no enemies around. I did it in the consignment house and saw no change in damage bonus or ToHit bonus, and the soul drain buff icon did not appear. The baseline buff, I believe, is similar to invulnerability's buff. It's better with one enemy around than it was before, but it does not activate unless there actually is another enemy around.
  10. I'm pretty sure soul drain doesn't work with zero enemies around... I have damage bonus on my combat monitor on my DM/shield and sometimes when I miss an entire mob, I don't see any increase in damage bonus.

    My DM scrapper can solo lieutenant farms set for 8. What he does is SM, MG, SM, SL over and over again, jumping backwards a little forcing the mobs to realign into one chunk. It tears mobs apart, and I don't think it requires much more than 30% global recharge, if that.