is canva having problems today

coh homecoming pylon dps

On a league? Im all for data, even data for datas sake. If we gave the enemies a few more attacks here or there to increase the threat, then we could quantify say Battle Axe keeping foes on their butt vs Broadsword's Parry vs Ice's Slows, etc. In a sense this problem isn't solvable. What level? How many veteran levels do you have? How any incarnates powers do you have slotted? How many pets are you using? What power sets do you Blaster Primary Comparison: Standard Environment Testing - Blaster - Homecoming. I certainly have a lot more to think about. That's true. Also i play it totally range and just use Inferno on Cooldown with build up and Aim only for the inferno. They think that it is acceptable. Test build run Demons/Cold mastermind crushes pylon in no time. WP, Regen, Rad and Bio all offer +Recovery options. To one of @Hopelings points earlier, if I'm clearing with Broadsword in about 7 minutes, and somebody else is doing it in 5, thensomething is wrong on one end or the other. Its highly possible that one player is significantly better than another, and I think the variance in player ability is FAR greater than that in melee sets. 4mn25sec savage/bio stalker with both ATO, T3 musc and T3 assault hybrid. That said, mission environments can vary wildly as well which makes testing on them rather unreliable. It is build in mind with 4-5 purple insiprations ready to use if i ever end up having problems to reach the magic soft cap. I think a much more practical blaster number to shoot for is 400-500 DPS. Also, it wasn't always shield at the top. Burst also has a longer recharge. I don't care, and like "farming" I really don't understand why anyone would care. ", Big fan of the ridiculous amount of customization, I'm just a bit worried about not getting into group content later on for playing something "suboptimal.". If I do not know what quantifies as good dps in this game I could neuter myself and not even know it. Can I ask, what is the motive and what is the end game? And, I only made one serious effort to take down a pylon fast. The recharge in Sr, ea, and elec was helpful. Nothing matches it. 3. The office map simulation just as well does not highlight certain sets in the way you'd expect either. The difficulty of the mission should be run at +0/x3 based on our testing to best balance between ST and AoE leaning sets. Outsmart: Fort 3. Followup, Focus, Slash, repeat. All rights reserved. One of the (many) things I enjoy about NOT playing WoW is not seeing some 12 year old post team DPS rankings every few minutes. A Blaster can bridge this with both burst and DPS. Bosses melt so fast that it is just silly. and our Doing these tests on the Pineapple server also grants the character passive Accolades to boost Endurance. So I've been getting back into CoH, and I'm coming from some other MMOs like Guild Wars 2, and I'm wondering if there are certain Meta builds for later content that are "required. Unless you are having a DPS contest, as long as you have enough you are sound as a pound. And are we taking into account any pathogens the chicken might be carrying and the long term damage done to the target area? We are supposed to be their successors after all, right? Complete Positron's Task Force, The Rule of the Three. Verbogeny is one of many pleasurettes afforded a creatific thinkerizer. Now, lets see how this changes when we jump to an IO build: All sets were played with a n IO build with no purples, winter sets, or "special" procs beyond a single Damage Proc like Mako's or Obliteration that *any* Melee attack could slot. A quick check in the character generator if the top DPA (damage per activation which is what matters) for a lvl 50 fire blaster. Nothing But Flowers: Plant/storm Controller. At the time I reached out to Don Petro and he was kind enough to provide his build so you can peruse it if you'd like: http://www.cohplanner.com/mids/download.php?uc=1524&c=681&a=1362&f=HEX&dc=78DA6593596F12511886CF61062BB458BAB77693A52D053A80D66B4D6DA9A99034F6DA90B19DD0492A8C40137BE93F708D8976D51B71BB72FD2DFA03DC6A4DBC3406BF99F7839230019E33EFB71FCEC9DE9AEF78B378FB8290BE4B1B7AB99C9BA3DF8A517267F5BCB92AECA78DBE432CE7AEEA85BCB1A6A5CD9201D750DDB2B26959C552455B2818A5FC562EAB174C6B7343AF98C582E8582E1637B48CA15B6621EF755E562CC358EBACEB6B46A9BC6E5A3EE73D6DE6D72BE438B46099AB5A3D7F565F35E8C75E6F0D524B31FA5E14F5A7E616CF5521521EE1AA325F80DE97CC5760C76BF04673EC1D68D1BBCC7BCCFBE0CC03E643708EA224C7CAB7D04EBD63BE07CF7C607E04A73F81058A5238569974399A1A614E8327A2CC18783247EE531E5124B8112BDDCFD8B607CEF35F65E76D13A83525990AD3C5BDA84C37D84F811E89BC9E3EE968A97FF43AEA1141B2B5B3ADDDDE747B0F9921B2F9B81FDF67F411FA02DE24B51371EECEAF8AA3F9BF31BF83DD3F983FC1DE437081A2BA90D7D55545BE319E778CE74D93B587E7ED8943EBD5C0FE0433090EA698DBD8C72EEABB0FBDB9FA78DEF01FD40E1F813DE433001F756017F109AE9D3800534F99FBE0A27D55B8A7A1C7C873FA09731B1CD961EE2A3C0F58A6A861DEE761DEDF30B39B7A19854D8C06A05D268C73ADF16D3E6B3B606097B9C7DC074307602FE50B22560479FEBF7E2126504399606DF20A7A9B4C33974049F1118E8FD4E8110A2931DEAD98BD6D7472E267E11D3F8F6CF12438330BAA14A3F1C41A574CF8C10AA949AE90E48947D4C68DA58F5D35A0D62F62AD166DB1265B94548B72AE45996D51322DCAB2DAB8FF423A8AC7DFB8D5B5432F59F9DF9233E8FDE8589332807D092D49E734FE6AF68FC0FF77B3F608A72B43C73DC5D35EF33ADD386BBD697DBD69BDDCB4AE068F63FF03C00EF6A8. Anyone know how to do this properly? Starting with the melee damage sets, Scrappers have the most straightforward game plan that leads well to testing out performance over time. However we should be aiming for the "average / intended" slotting and avoiding IO's to gather the baseline data on sets for a first run of these tests. For people lurking, the TLDR is: Unless the group is looking for incredibly difficult content play whatever you want. And Solo? Your dps changes every level as you level up. You can make a full attack chain without the softer attacks. Don't feel bad about using it. Like a reverse Pylon lol. I want to look at one foe and know that he's about to expire as fast as the game mechanics allow. Also everyone has super speed and superjump to maximize the zip around factor. My first thought was DM/Shield. Farm maps similarly do not reflect how moving through a map, or just fighting different types of enemies can affect performance which leads to certain sets seeming much better when thrown at those specific environments. The other combos are less represented. Why would you assume no buffs or debuffs from the friends and inspirations? That's quite a drop over a simple priority change. Really really fast. Let alone just a good blaster. 7. Mace/What? If you then set up the test to need a secondary to survive, then you might get into a realm of synergizinga primaryto a secondary. - Simple guide for newcomers. Then there's the issue of damage type. There's a lot about this list I don't understand. Unhelpful as NPC hitpoints also increase with level. Each player's time will be recorded and added to a master list for comparison. My Rad/Fire Farmer brute eating reds constant cruises 4-500. I convinced everyone to only play Energy Melee or Street Justice Stalkers for Speedruns since it is the best Single Target dps a melee can have. Pick a difficulty where you can survive the EB, and then test from there? Pylon times have become a minigame in themselves, but they're also used to benchmark DPS on archvillains. Ideally, players should run the mission 10 times to get a solid average and account for variable spawn types / runners / misses / etc. First run on claws, my very first attempt, I didn't run the map effectively and had to run back to the ramp to kill two guys at the top i missed, 6:24. WebSchool starts at 8:30 a.m. daily. Both of those I feel do not provide a full picture between the mix of AoE and ST output, favoring the extremes on either end. For normal gameplay you will have a totally different approach like this build for example: Level 50 Magic BlasterPrimary Power Set: Fire BlastSecondary Power Set: Fire ManipulationPower Pool: FlightPower Pool: SpeedPower Pool: FightingPower Pool: LeadershipAncillary Pool: Flame Mastery, Hero Profile:Level 1: Fire Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)Level 1: Ring of Fire -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(7), EnfOpr-Acc/EndRdx(9), EnfOpr-Immob/Rng(9), EnfOpr-Acc/Immob/Rchg(11), EnfOpr-Acc/Immob(11)Level 2: Flares -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17)Level 4: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(21), SprFrzBls-Acc/Dmg/EndRdx(21), SprFrzBls-Acc/Dmg/Rchg(23), SprFrzBls-Dmg/EndRdx/Acc/Rchg(23), SprFrzBls-Rchg/ImmobProc(25)Level 6: Hover -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(25), ShlWal-Def(27), ShlWal-Def/EndRdx(27), ShlWal-ResDam/Re TP(29), LucoftheG-Def/Rchg+(29)Level 8: Fly -- WntGif-ResSlow(A)Level 10: Hasten -- RechRdx-I(A), RechRdx-I(31)Level 12: Aim -- RctRtc-Pcptn(A)Level 14: Kick -- Acc-I(A)Level 16: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(33)Level 18: Blaze -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(34), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(36), SprBlsWrt-Rchg/Dmg%(36)Level 20: Cauterizing Aura -- PrfShf-End%(A), PrfShf-EndMod(36)Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37), GldArm-End/Res(50)Level 24: Maneuvers -- RedFrt-Def(A), RedFrt-Def/EndRdx(37), LucoftheG-Def/Rchg+(37)Level 26: Blazing Bolt -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40), StnoftheM-Dam%(40)Level 28: Weave -- Rct-Def(A), Rct-Def/EndRdx(40), Rct-EndRdx/Rchg(42), Rct-Def/Rchg(42), Rct-Def/EndRdx/Rchg(42), Rct-ResDam%(43)Level 30: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)Level 32: Inferno -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(45), Arm-Dam%(45), Erd-%Dam(45)Level 35: Bonfire -- OvrFrc-Dam/KB(A)Level 38: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Rchg/KDProc(48)Level 41: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-Max HP%(50)Level 44: Rise of the Phoenix -- Prv-Absorb%(A)Level 47: Assault -- EndRdx-I(A)Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)Level 1: DefianceLevel 1: Brawl -- Empty(A)Level 1: Sprint -- Clr-Stlth(A)Level 2: Rest -- Empty(A)Level 2: Swift -- Flight-I(A)Level 2: Hurdle -- Jump-I(A)Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(19)Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)Level 49: Quick FormLevel 1: Prestige Power Dash -- Empty(A)Level 1: Prestige Power Slide -- Empty(A)Level 1: Prestige Power Quick -- Empty(A)Level 1: Prestige Power Rush -- Empty(A)Level 1: Prestige Power Surge -- Empty(A)Level 4: Ninja RunLevel 50: Musculature Core ParagonLevel 50: Portal JockeyLevel 50: Task Force CommanderLevel 50: The Atlas MedallionLevel 50: Freedom Phalanx ReserveLevel 8: Afterburner------------. No 50 second times for them if they are hugging the ground, and that too is part of the 'real' gameplay experience), moving to the next target, then defeat a semi tough final boss. THis is why I suck at science. Let that sink in for a second. Brutes are low scalar because their inherent gives them a damage bonus, which is why they have a high boost limit. The only way to really judge inter-AT DPS is to go full out like for like combos and identical slotting where possible. On the same character I did a parse with good priority and got a 1:43. Ignore is a tool to improve your gaming experience. if I'm clearing with Broadsword in about 7 minutes, and somebody else is doing it in 5, the. The goal is to use your highest Damage per activation powers as many times as possible. But they are test with little usefulness. The above link will go into a bit more detail, but the goal of this test is to provide benchmark tests for Scrapper Primaries in a more or less neutral environment (no gimmicks, no enemy resists, etc) that aimed to emulate a standard mission experience. The trick to those will be where should the balance point be? Copyright 2021 Homecoming Servers LLC. Besides, think about it. Different blaster types do different amounts of damage. You have zero mitigation so you need to kill fast. i play a Stalker More than just a Ninja - A Guide to Stalkers, i agree with you. So people do it "the old fashioned way" and hit the pylons in RWZ. If we were to only quantify that, I suppose there could be like an EB with no protections, but they deal a ton of damage somehow.. and maybe they have a power to neutralize base regen on the player? Given this is an "everyday" sort of benchmark, ignoring the impact that Ice Melee's safety providesI feel would be unjust compared to if I just made myself invincible and went to town to track raw output. 5. Everything else was just diminishing. I did not "gimp it", This Hero build was built using Mids Reborn 3.0.4.7https://github.com/Reborn-Team/MidsReborn, Level 50 Mutation BlasterPrimary Power Set: Ice BlastSecondary Power Set: Temporal ManipulationPower Pool: FlightPower Pool: ConcealmentPower Pool: SpeedPower Pool: LeadershipAncillary Pool: Cold Mastery, Hero Profile:Level 1: Ice Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7)Level 1: Time Wall -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(7), PcnoftheT-Acc/EndRdx(9), PcnoftheT-Rng/Slow(9), PcnoftheT-EndRdx/Rchg/Slow(11), PcnoftheT--Rchg%(11)Level 2: Ice Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17)Level 4: Time Stop -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(17), SprEnt-End/Rchg(19), SprEnt-Acc/Hold/End(19), SprEnt-Acc/Hold/End/Rchg(21), SprEnt-Rchg/AbsorbProc(21)Level 6: Aim -- RechRdx-I(A), RechRdx-I(23)Level 8: Freeze Ray -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(25), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(27)Level 10: Chronos -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(29), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(31)Level 12: Ice Storm -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34)Level 14: Fly -- BlsoftheZ-ResKB(A)Level 16: Stealth -- LucoftheG-Def/Rchg+(A)Level 18: Bitter Ice Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(34), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(36), SprWntBit-Rchg/SlowProc(37)Level 20: Temporal Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(48), NmnCnv-Heal/Rchg(48), NmnCnv-Heal/EndRdx/Rchg(50), NmnCnv-Heal(50), NmnCnv-Regen/Rcvry+(50)Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A)Level 26: Bitter Freeze Ray -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(37), SprDfnBrr-Acc/Dmg/Rchg(39), SprDfnBrr-Acc/Dmg/EndRdx(39), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(39), SprDfnBrr-Rchg/+Status Protect(40)Level 28: Assault -- EndRdx-I(A)Level 30: Tactics -- RctRtc-Pcptn(A)Level 32: Blizzard -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(42)Level 35: Snow Storm -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(43), PcnoftheT-Acc/EndRdx(43), PcnoftheT-Rng/Slow(43), PcnoftheT-EndRdx/Rchg/Slow(45), PcnoftheT--Rchg%(45)Level 38: Flash Freeze -- CaloftheS-Heal%(A)Level 41: Time Shift -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(45), PcnoftheT-Acc/EndRdx(46), PcnoftheT-Rng/Slow(46), PcnoftheT-EndRdx/Rchg/Slow(46), PcnoftheT--Rchg%(48)Level 44: Time Lord -- GldArm-3defTpProc(A)Level 47: Frozen Armor -- Ksm-ToHit+(A)Level 49: Hoarfrost -- StdPrt-ResDam/Def+(A)Level 1: DefianceLevel 1: Brawl -- Acc-I(A)Level 1: Sprint -- Run-I(A)Level 2: Rest -- RechRdx-I(A)Level 2: Swift -- Flight-I(A)Level 2: Hurdle -- Jump-I(A)Level 2: Health -- Pnc-Heal/+End(A)Level 2: Stamina -- PrfShf-End%(A)------------. That said, https://hcwiki.cityofheroes.dev/wiki/Damage#Damage_Scale, And https://hcwiki.cityofheroes.dev/wiki/Limits#Maximum_4. For regular play a Sentinel will have their nuke + all their AoEs available at every single new group of enemies, and using it will decimate most of them in a brilliant flash of light and expanding pink clouds of what used to be people with dreams and aspirations and are now dispersing molecules of fle- pixels. I wanted to know what the bar was set at. Try stuff out. Doesnt matter since the dummy/pylon has the same res to all damage types With procs purely ranged Ice is either on par with purely ranged Fire or slightly ahead. My fire/dev mostly ranged build not including gun drone sustains 260 dps in the attack chain. This is without aim or gaussian proc so it's likely h Hardest hitting means something different to someone with 1 billion influence than it does to someone who got to lvl 50 competently slotted. I don't blame the previous dev team or the current folks. They are literally tests done for a segment of the gameplay we spend less than 1% on: the AV fight. "Different blaster types do different amounts of damage." I guess, but how could Super Reflexes? Something like this: *Note: Parry and other such unique powers may offer better performance slotted not as a pure attack. That is why I want to know what good dps is. Finally if nothing satisfies then play a Fire Fire Blaster. "Your dps changes every level as you level up." There's no point in calling DM or Fire the winner if they are only a winner when all the power cycles pull the hardest hitting attack chain far outside the range of 98% of the player base. My patience for this crapsigh. Using a unique Warehouse mapfits several criteria for traversing a mission that will provide more realistic challenges for players as they try to quickly defeat all enemies. Mighty Matt: Rad/bio Brute. This applies but is not limited to talent, alignment, and technical skills. This throws out -def -res and -regen as well as milking the scourge mechanics with two DoT rains. Defenders, a classic support archetype, can have high DPS and survivability thanks to their buffs /debuffs in concert with pool powers and IO sets. It seems highly unrealistic to say a merely "good" blaster should achieve that. By comparison within an AT, my claws/bio scrapper sits at 550 DPS but can't survive nearly as well as the claws/sr. Something like use Super Reflexes, only take the toggles, but don't use them. I'm perfectly aware that doing that might mean that under just the right set of 1 billion IOs a Regen scrapper might again be immortal. What level? How many veteran levels do you have? 50. What does vet levels have to do with anything? How many pets are you using? This is the blaste (This isn't just hopeful speculation: we already have GM and dev interest in the project.). I main a fire / martial / mace blapper that solo'd a pylon in 138 seconds, which means a single target DPS of 406. Back in the day, Rikti Pylon was essentially the ST dps dummy to measure general build effectiveness. I main a fire / martial / mace blapper that solo'd a pylon in 138 seconds, which means a single target DPS of 406. That was with T4 musculature core alpha, T4 Here it is by the numbers in Mids/Pines without things like +insight for Psionic GSB, or Tier 3 Combo level on Street Justice or Staff, So your Winners is: Ice Melee/Freezing Touch - Damage/Second of Activation, And..Psionic/Greater Psi Blade - Damage, Set Power Damage Dmg/Second of Activation, Psionic GPB 276.3 104.6, Fire GFS 190.6 75.98, Martial Arts Eagles Claw 164 59.18. By True. An 8 man Corruptor anything will kick the crap out of any other team makeup. Ok MAYBE 1 tank and 7 corruptors. But you can still enjoy sol It's a lie. That is a major different plan than the other and both rock in the specific situation. JusticeBowlerMay 21, 2019 in Scrapper. Max damage cap is 700%. I damage, from range, and sometimes do holds. This is one example, My main for late game leagues is an Ice/ Cold Corruptor. it is the best of the best. It is a test of the actual gameplay we will find while playing CoH. At the end of the day slotting is standard and the way to get the most out of the dps is pretty darn simple. Testing with nontrivial incoming damage is part of the plan, I just intended to do it as a separate test condition. Pets for instance are extremely difficult to calculate hypothetically, as their damage output is dependant on how you use them. By What does vet levels have to do with anything? WebPeople talk about how scrappers are the highest DPS in the game with TW/Bio. I am basically looking at how much should be expected out of a build with each AT. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Fughedaboutit. Unless launched by a trebuchet. Or not. Pylons have unique properties that don't reflect "real" ST damage for most content, as shown by wild DPS swings from person to person on them (due to their stationary nature, and other factors). I know you have tired of me. Just have fun, you don't have to mini-max. How much dps for each AT? - General Discussion I looked everywhere and couldn't find a thread or anything recent on what is a good dps threshold in CoH. If you're skeptical that +0/x3 with SOs is representative of "normal" gameplay conditions, so are we, but don't worry: this is only the initial setting for the test. Work around this. And since this has turned into a blaster DPS thread, @Galaxy Brainhas this tool:Blaster Primary Comparison: Standard Environment Testing - Blaster - Homecoming. So, either I am looking at MiDs wrong or I am doing something else horribly off kilter. Nothing But Flowers: Plant/storm Controller. Does anyone know what resists a Pylon has? Maybe not? Solo, my Corruptor is okay. A vet level 999 player and a vet level 1 player will deal the same damage if they're playing the same build and have the same rotation. Yes, but I don't think this is a game with an especially high skill cap, at least not at the level of "clear a mission on +0/x3". 10. Copyright 2021 Homecoming Servers LLC. So theme goes over efficency for the majority of all players in this game. I have only just started trying to gather some data for this, but I think you will have a problem with the incoming damage being trivial. Second Run, no problems 5:04. But that won't stop some of them from bullying and harassing people, because some of them love to do it. 2. At x3, the mobs can come in spawns of between 5 and 10 enemies, which line up perfectly with the target caps of almost all Melee AoE powers while also not being an overwhelming amount of enemies for more ST oriented sets. Reddit, Inc. 2023. Yeah if you want general advice we'll give it to you but the Scrapper forumite is usually the type of individual who min/maxes the crap out of their character. This is where we need your help! Interesting stuff. WebDPS 528 Department of Social Services IEVS/Deceased Persons Match County Respnse Document Author: CDSS Subject: Department of Social Services IEVS/Deceased Persons

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