City of Heroes: Rebirth Forums

City of Heroes: Rebirth => Archetypes => Defender => Topic started by: Redlynne on Jan 21, 2025, 05:04 PM

Title: (v2.0) Time/Dual Pistols
Post by: Redlynne on Jan 21, 2025, 05:04 PM
(https://i.imgur.com/gqYkngU.gif)

Alright.
Let's do this (again) ...





Level 50 Natural Defender
Primary Power Set {9}: Time Manipulation
Secondary Power Set {9}: Dual Pistols
Power Pool {1}: Flight
Power Pool {1}: Speed
Power Pool {4}: Leadership

Praetorian Resistance Profile

Level 1: Time Crawl


Level 1: Pistols

Level 2: Temporal Mending

Level 4: Time's Juncture

Level 6: Dual Wield

Level 8: Empty Clips

Level 10: Swap Ammo

Level 12: Temporal Selection


Level 14: Distortion Field

Level 16: Bullet Rain

Level 18: Hover

Level 20: Suppressive Fire

Level 22: Time Stop

Level 24: Farsight

Level 26: Slowed Response

Level 28: Executioner's Shot

Level 30: Hasten

Level 32: Chrono Shift

Level 35: Piercing Rounds

Level 38: Hail of Bullets

Level 41: Maneuvers

Level 44: Tactics

Level 47: Assault

Level 49: Vengeance
Title: Re: (v2.0) Time/Dual Pistols
Post by: Redlynne on Jan 21, 2025, 05:05 PM
Level 1: Vigilance
Level 1: Brawl

Level 1: Prestige Power Slide
Level 1: Sprint
Level 1: Prestige Power Surge
Level 1: Prestige Power Dash
Level 1: Prestige Power Quick
Level 1: Prestige Power Rush
Level 2: Rest
Level 2: Swift
Level 2: Hurdle
Level 2: Health
Level 2: Stamina
Level 4: Ninja Run or Beast Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition

Level 50: Alpha Intuition Radial Paragon (https://wiki.cityofheroesrebirth.com/wiki/Intuition_Radial_Paragon)
Level 50: Judgement Vorpal Radial Final Judgement (https://wiki.cityofheroesrebirth.com/wiki/Vorpal_Radial_Final_Judgement)
Level 50: Interface Cognitive Core Flawless Interface (https://wiki.cityofheroesrebirth.com/wiki/Cognitive_Core_Flawless_Interface)
Level 50: Lore Robotic Drones Core Superior Ally (https://wiki.cityofheroesrebirth.com/wiki/Robotic_Drones_Core_Superior_Ally)
Level 50: Destiny Clarion Radial Epiphany (https://wiki.cityofheroesrebirth.com/wiki/Clarion_Radial_Epiphany)
Level 50: Hybrid Assault Radial Embodiment (https://wiki.cityofheroesrebirth.com/wiki/Assault_Radial_Embodiment)
Level 50: Genesis Socket Radial Flawless Genesis (https://wiki.cityofheroesrebirth.com/wiki/Socket_Radial_Flawless_Genesis)





Set Bonuses:

15% Accuracy (Superior Vigilant Assault: 4)
15% Accuracy (Superior Winter Storm: 4)
= 30%

4% Damage (Superior Vigilant Assault: 5)
4% Damage (Superior Witchcraft: 2)
4% Damage (Superior Witchcraft: 2)
= 12%

5% Defense Melee, 2.5% Defense S/L (Superior Avalanche: 5)

5% Defense Ranged, 2.5% Defense E/N (Superior Defender's Bastion: 5)
2.5% Defense Ranged, 5% Defense E/N (Superior Winter's Bite: 5)
= 7.5% / 7.5%

5% Defense AoE, 2.5% Defense F/C (Superior Vigilant Assault: 6)
2.5% Defense AoE, 5% Defense F/C (Superior Avalanche: 6)
= 7.5% / 7.5%

3.75% Endurance Discount (Preventative Medicine: 5)
3.75% Endurance Discount (Reactive Defenses: 5)
= 7.5%

8% Improved Heal (Superior Defender's Bastion: 4)

4% Improved Slow (Superior Winter Storm: 3)

-4 Knockback Protection (Blessing of the Zephyr: 1)

3.6% Max Endurance (Superior Vigilant Assault: 2)

1.875% Max Health (Preventative Medicine: 3)
1.875% Max Health (Reactive Defenses: 3)
1.875% Max Health (Performance Shifter: 3)
3% Max Health (Superior Defender's Bastion: 2)
= 8.625%

7.5% Movement Speed (Performance Shifter: 2)

7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
10% Range (Superior Defender's Bastion: 3)
= 32.5%

7.5% Recharge (Luck of the Gambler: 1)
7.5% Recharge (Luck of the Gambler: 1)
8.75% Recharge (Preventative Medicine: 6)
8.75% Recharge (Reactive Defenses: 6)
10% Recharge (Superior Vigilant Assault: 3)
10% Recharge (Superior Defender's Bastion: 6)
10% Recharge (Superior Winter Storm: 5)
= 62.5%

4% Recovery (Superior Winter Storm: 2)
4% Recovery (Superior Winter's Bite: 4)
4% Recovery (Superior Avalanche: 4)
10% Recovery (Numina's Convalescence: 1)
15% Recovery (Miracle: 1)
= 37%

20% Regeneration (Numina's Convalescence: 1)

1.5% Resistance S/L, 2.5% Resistance Mez (Reactive Defenses: 2)
2.25% Resistance S/L, 3.75% Resistance Mez (Preventative Medicine: 2)
2.25% Resistance S/L, 3.75% Resistance Mez (Neuronic Shutdown: 2)
= 6% Resistance S/L

3% Resistance F/C, 5% Resistance Mez (Preventative Medicine: 4)
3% Resistance F/C, 5% Resistance Mez (Reactive Defenses: 4)
6% Resistance F/C, 10% Resistance Mez (Superior Winter's Bite: 2)
6% Resistance F/C, 10% Resistance Mez (Superior Avalanche: 3)
= 18% Resistance F/C

= 40% Resistance Mez

15% Resistance Slow (Superior Winter's Bite: 3)
15% Resistance Slow (Superior Avalanche: 2)
= 30%
Title: Re: (v2.0) Time/Dual Pistols
Post by: EDekar on Jan 21, 2025, 05:50 PM
I thought others might benefit from the Mids data file, so I've transcribed it as accurately as I can and posted it here.  Hope it helps!
Title: Re: (v2.0) Time/Dual Pistols
Post by: Redlynne on May 20, 2025, 11:43 PM
Quote from: Redlynne on Jan 21, 2025, 05:05 PM7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
10% Range (Superior Defender's Bastion: 3)
= 32.5%

Finally got enough catalysts to go Superior on Defender's Bastion and verify the theorycrafting that went into this build. :-*

I have 2x Rolling Barrage + 2x HO: Centriole Exposure++ (Damage/Range) in Empty Clips, Bullet Rain and Piercing Rounds ... and yes, that means I needed a minimum of 18x Centriole Exposure (farmed and stockpiled from the Seed of Hamidon hunts in First Ward) in order to combine 6 of them into 50++ to achieve this result.

In game, looking at the Enhancements window, the range for Bullet Rain and Piercing Rounds reports as:
Range (base): 80 ft
Range (enhanced with Alpha Intuition Radial Paragon (https://wiki.cityofheroesrebirth.com/wiki/Intuition_Radial_Paragon)): +62.8% (80*1.628 = 130.24 ft)

Range (global set buffs): +32.5% (80*0.325 = +26 ft)

130.24 + 26 = 156.24 ft range ... on Bullet Rain and Piercing Rounds



For reference, most Sniper powers for a variety of archetypes are 150 ft (base) range Single Target attacks.

With the build posted above, I've got TWO "sniper range" AoE attacks (1 TAoE, 1 Cone!) that can hit up to 16 Max Targets within a 15 ft radius of my $Target (Bullet Rain) ... and up to 3 Max Targets within a 5º Cone, which at ~150 ft range is ~12 ft wide at the far end (Piercing Rounds).

Which means ... my Defender can participate in Underground Trial Bomb Runs as a "sniper" ... even though I'm (only) using PISTOLS ...

Yeah ... 8)

(https://i.imgur.com/MyENn39.gif)
Title: Re: (v2.0) Time/Dual Pistols
Post by: Redlynne on Jun 11, 2025, 07:42 PM
Well ... that's interesting ... 8)

So I had a little insight into Frankenslotting Knockback Powers (https://forum.cityofheroesrebirth.com/index.php?topic=3965.0) for my Mercs/Nature Mastermind that I've been leveling. The power in question there was Slug (single target, 8s recharge, 1.67 animation) ... which yielded a proc chance of 32.23% per activation of the Slug power for a +100% Recharge for 5s proc from Force Feedback.

After implementing it on my Mastermind to verify the "yield" in-game (enhancement values, set bonuses, etc.), I thought ... what if I did the same thing to Executioner's Shot (single target, 10s recharge, 1.67 animation) in my Dual Pistols Defender builds?

Look what happens:

Level 28: Executioner's Shot
Kinetic Crash set bonuses
2: +4.5% Movement Speed
3: +2.25% S/L Resistance, +3.75% Mez Resistance
4: -3 Knockback Protection

Force Feedback set bonuses
2: +7.5% Movement Speed

In-game reported enhancement values:

And, as an extra side bonus, because I could get knockback protection from a Kinetic Crash set bonus, that meant that I could swap out the slot in Hover from a Blessing of the Zephyr ...

Level 18: Hover

So effectively, on net, I "didn't" lose the +7.5% Recharge 6-slot set bonus from Kinetic Crash. I only "exchanged" the +6% Regeneration 5-slot bonus in Kinetic Crash for a +7.5% Movement Speed 2-slot bonus in Force Feedback and a reduction in knockback protection (from -7 to -3), which shouldn't be that much of a loss in a build that has Hover.



With the previous/original slotting of Executioner's Shot (with Superior Winter's Bite, shown above), the 10s base recharge was being reduced down to 2.59174787s after factoring in Hasten, Chrono Shift and global set bonuses. That's shorter than the arcanatime of Pistols + Dual Wield, making for a very TIGHT single target attack rotation (if necessary).

However, with no recharge enhancement in the enhancement slots, Executioner's Shot (with 4-Kinetic Crash and 2-Force Feedback), 10s base recharge gets reduced down to (only) 3.44827586s after factoring in Hasten, Chrono Shift and global set bonuses. In other words, the recharge enhancement of Superior Winter's Bite was only yielding a 0.85652799s reduction in recharge time on Executioner's Shot in the overall context of my build plan (so nice to have, but not exactly necessary, all things considered). The arcanatime of Pistols + Dual Wield is 3.036s ... but Pistols (in this build) recharges fast enough to "wrap around" Dual Wield if necessary, so you can do a Pistols + Dual Wield + Pistols in 4.224s to give Executioner's Shot sufficient time to recharge.

So instead of doing a 321 321 321 rotation pattern (with Superior Winter's Bite), instead you'd be doing a 3121 3121 3121 rotation pattern (with 4-KC/2-FF) in Executioner's Shot against a single target that you don't want to let any "stray" AoE spill over from (such as against the Weapons Crates and Containment Vessels during the Gathering Phase of Lambda, since those objects "do not communicate aggro" to mobs around them when hit, but AoE attacks will "splash aggro" onto mobs and draw fire onto you).



Suppressive Fire has an animation time of 1.5s and an arcanatime of 1.716s.
5.25 - 1.5) = 3.75s of arcanatime remaining in which to activate subsequent powers able to take advantage of the Decimation Build Up proc (35.83% chance!), plus 2x Psionic Damage procs (90% chance, clamped), plus 2x Hold procs (89.58% and 90% chance clamped) ... so Suppressive Fire is a "pretty decent attack" to use as often as possible so as to "fish" for Decimation Build Up procs.
Theoretically speaking ... you can animate 2x 1.848s attacks (take your pick) ... and consume only 1.848*2=3.696s of the 3.75s of Decimation Build Up duration available (after animating Suppressive Fire). Therefore, you can (theoretically) already have a longer duration 2.64s attack queued up at the end of the duration remaining in the Decimation Build Up and have the buff "apply" to the attack, even though the damage for it "lands" well after the buff duration has expired.

So you can pull off combo moves like this (Decimation Build Up proc duration effects apply to bolded powers):
Suppressive Fire -> Dual Wield/Empty Clips -> Executioner's Shot/Bullet Rain -> Piercing Rounds/Hail of Bullets = 8.052s total arcanatime, 6.336s Build Up buffed arcanatime

The downside to that pattern is that if your $Target "doesn't survive" while you're attacking and you need to switch targets mid-stream, you're probably going to lose the "overhang" at the end and not be able to have the Decimation Build Up buff apply to either Piercing Rounds or Hail of Bullets.

However, the "beauty" of the Piercing Rounds rotation shown above is that the 8s duration of the (standard ammo) Piercing Rounds Resistance Debuff will still be active on the $Target by the time you're able to hit the $Target a second time with Piercing Rounds, meaning you'll get a "bigger bite" out of the second rotation than you will from the first (all else being equal) due to the Resistance Debuffing. And of course, Resistance Debuffs "stack" on themselves (because of how the math works out), so things can get pretty heinous if you're allowed to sustain your Gun Fu attack rotation uninterrupted. 8)

Also, do I really need to point out how NICE it is to be able to pull off:
Being able to have +40% ToHit Buff and +80% Damage on 3x AoE attacks in a row can REALLY "amp up the damage throughput" onto Foes ... and Suppressive Fire recharges in 6.9s in this build, so ... lots of opportunities for "proc fishing" ... ;)

And even better yet is that if you're "shooting into traffic" with Empty Clips, the odds are rather high that you'll get a Force Feedback proc almost immediately. So with Hasten, Chrono Shift, global set bonuses AND the Force Feedback proc ... your Empty Clips will basically be recharged when Bullet Rain finishes animating.

Suppressive Fire -> Empty Clips -> Bullet Rain -> Empty Clips

This becomes a REAL possibility (almost a reliable one!) to exploit if you're ready to take advantage of it. 8)