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# 31
05-03-2012, 08:10 AM
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Quote:
Originally Posted by Radia
I am assuming the critical strike portion is calculated first and the contribution from dexterity is added to that, hence the changing tool tip, but it is just a guess.
That has been my assumption as well, but I haven't confirmed it since it honestly doesn't matter as long as we understand the underlying numbers. :P

Lemme see if I can dig up anything from my spreadsheet that hasn't been mentioned in the thread... This is either minor or incomplete stuff, but hey, the server's down, might as well sit here typing.

The curve for [Int + Gear Cost Reduction] levels off pretty crazily at higher values. I wasn't able to measure any difference between 500 and 600. Both yielded a 92% efficiency increase. Maybe if I was using something super expensive like Force Cascade instead of Mindful Reinforcement I could have measured a difference, but the added resolution wouldn't really change the conclusion of "don't bother raising it that high". :P

(One sad thing about this patch is that utility gear can easily push you into diminishing returns on cost reduction, leaving intelligence without as much utility as it used to have.)

My testing setup wasn't suitable for learning about dodge and avoidance ratings, all I can provide is that 109 gear dodge rating at level 40 yields a 36.4% dodge rate, and 109 gear avoidance rating at level 40 yields 53.8% total avoidance. I'm sure anyone studying the subject already has those values.

Are the mechanics of knock resist something you feel is appropriate for this thread? I have a small bit of data on that, and could easily do more tests, but I don't know if someone else has already figured it out or not.



As for cooldown speed, I realized that my earlier explanation could have been simpler--I mistakenly thought that cooldown from intelligence was on a curve, which isn't true. Neither of them are on a curve, so the whole thing can be expressed more simply:

CooldownSpeed = (0.15% * Intelligence) + (0.275% * GearCooldownRating)

Which gives us how much more often one can use powers.

(General note for those who don't understand 'Cryptic math': Really, most of the confusion comes from Cryptic's terminology--they call things "reductions" when they mean increases. e.g. Using normal language, a "100% reduction in cost" would mean something is free, whereas a "100% increase in efficiency" would mean you get twice as much for your cost, or in other words, that the cost is cut in half. They label it as the former, but we get the latter. This is true for cost 'reduction', damage 'reduction', etc. Consider on top of this that most bonuses are additive rather than multiplicative, and 'Cryptic' math is no longer so cryptic.)
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# 32
05-03-2012, 06:39 PM
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Heh was just coming to post to say this needs a sticky... only to see it stickied. Good job :)
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# 33
05-04-2012, 08:00 AM
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Quote:
Originally Posted by KenpoJuJitsu3
I'd like to find someone making regular use of that energy return. Trolololo ;)
it's very situational, but you get energy back nonetheless. i'd pick unstoppable over that one personally :)
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# 34
05-04-2012, 10:35 AM
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Does bonus healing from items and SS and PRE all stack together, is there some DR mechanic layered on top of all this? I tried out a +23% or so Primary Offense item and it added only like 5% to my heals.
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# 35
05-04-2012, 10:48 AM
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Gratz on the sticky Radia!

And thank you for sharing all your hard work with the community!

:)
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# 36
05-06-2012, 04:25 PM
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For Telekinesis and liftable objects, at Rank 3 Telekinesis, the scaling is the same as for Strength (so you need 320 for the largest objects).

I'm not sure how it drops off if you have less than R3 TK, though.
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# 37
05-07-2012, 09:59 AM
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Quote:
Originally Posted by Dr.Sage
For Telekinesis and liftable objects, at Rank 3 Telekinesis, the scaling is the same as for Strength (so you need 320 for the largest objects).

I'm not sure how it drops off if you have less than R3 TK, though.
Even more than 320. Prior to On Alert I wasn't able to lift the largest box in the PH until my STR hit 328. I haven't checked since because there is no reason to push STR that high with 3 superstats contributing.
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# 38
05-19-2012, 04:05 PM
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Sorry for the delay, I have been busy and a bit ill lately. Numbers for the attribute tree specializations have been posted. Thank you everyone for your contributions!
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# 39
06-03-2012, 12:18 AM
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Updated for changes in the latest patch. (Mainly auras and forms.) Please notify me of any errors and undocumented changes to powers. Thank you!
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# 40
06-03-2012, 05:03 AM
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Overdrive's scaling is backwards, dunno if that got fixed or not(scales on END then INT)
not sure about this, but telepathic reverb's tooltip mentions ego...

blocks:
force sheath has a 8% bubble.
tk shield+adv has a 16% bubble

specs:
brutality's scaling is less than it shows, might be a tooltip error since the numbers on the C window show different values.
bulwark's values are the same as in tank role afaik.


will post more when I find it.

P.S thanks for the mention :D
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