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#11
General / Re: Attempt: Developing Web Mi...
Last post by EDekar - May 27, 2025, 08:26 PM
Don't forget that there are also Challenge sets whose secondary set effects only activate while on a Task Force challenge (or whatever the condition may be)!
#12
General / Re: Attempt: Developing Web Mi...
Last post by Joshex - May 27, 2025, 05:09 PM
Rearranging UI blocks atm will be developer-manual, meaning I'd have to set-up alternates for different screen types myself eventually. I'll probably just detect if the browser is mobile or not. though the current setup should work for computers and mobile to a certain percent, mobile users may just have to set the page to display flipped to Landscape instead of Portrait for best results.

I am now at the point where the dictionary for powers needs to start being constructed. the following is the first rough draft:
//powerDictionary entry
powerDict = {};
powerDict['Archetype'] = {}; //replace Archetype with actual archetype name
powerDict['Archetype']['PrimaryPowerset'] = {"list":{}, "of": {}, "Power": {}, "Names": {}};

['PowerName'] = {'Name': "PowerName", 'Minimum_Level': int, 'Has_Inherent_Slots': True/False, 'Allows_Slots': True/False, "Inherent_Slots": [Slot1_Level_(int or Auto), Slot2_level_int, Slot3_Level_int etc.], 'Type': "ranged" "melee" "Self Buff" etc., "activation_type": "Auto" "toggle" "click" etc., "Target_Types": "self", "team", "self+team", "friendly", "foe" etc. [Ex:{"Self": {"Summary": "Self +Regen"}},{"Foe": {"Summary": "Foe - Acc"}}], "Description": "Description text goes here", "Slider": "None" or [Min, Max, designation(ex: 10%, 100%, HP)], "Basic_Stats": [{"End_Cost": "string-float" or "None"}, {"Accuracy": "String-Float-Percent%"}, {"Recharge": "string-float" or "None"}, {"Duration": "string-float" or "None"}, {"Range": "string-float-ft" or "None"}, {"Radius": "string-float-ft" or "None"}, {"Arc": "string-float-°" or "None"}, {"Cast-Time": "string-float" or "None"}, {"Activation_Interval": "string-float" or "None"}, {"Other": [specifics of the power Taunt, Resistance, HitPoints, Recharge, Regen etc.]}], {"Power_Values": ex: {"Damage": [{"Smashing": "38.41"}, {"Energy": "26.12"}]}}};

this does not display PvP information, and currently would only cover "Info tab" information, where "Effects tab" information will have to be an additional {"Effects":[{}]} entry. I'm debating how to store PvP information. perhaps each attribute with have 2 sub dictionaries {"pve": value} and {"pvp": value} or perhaps I'll do 2 different entire dictionaries Under ['PowerName'] like ['PowerName']['PvE'] and ['PowerName']['PvP']...

Alot to decide. written like above the information is not very pleasant on the eyes lol.. @.@.

but we are getting there. I'll test this with Blaster Archery Snap Shot just because it's literally the first entry of every first list. Once I'm confident my code and dictionary can output the correct info to a power button and display the correct info on MO etc., then I'll start making copies for every power in the blaster archery set. then move on to othter blaster sets then other primaries of other ats in order.

this is the painfully tedious part.

Edit: I wasn't thinking enough, I also need to list "EnhanceAllowed": [list of categories allowed], and "SetsAllowed": [list of set categories allowed]. the slots will need to check this info.

also I'm thinking the button will just contain info necessary for the button and radio and slots rather than the full dictionary about the power. I'll set up the code bends so that different objects can access it and get different data returned.[/list][/list]
#13
General / Re: Attempt: Developing Web Mi...
Last post by Redlynne - May 25, 2025, 06:08 PM
So long as what you're doing is "modular enough" that you can rearrange where "blocks" of code interact with the UI (so you can "easily" rearrange the UI layout of stuffs when/if you need to) then you should be fine. Even if what you're doing now isn't ideal for a finished release, so long as it's "good enough" to work with and build upon right now to make sure it all works, that's good enough.

Functionality First ... Polish Later.
Once you get everything working, you can then start figuring out how to make it "pretty" in the UI at a later point.

Eye candy gets you noticed ... but it's SOLID gameplay that keeps people coming back, even for low rez graphics.  ;)
#14
General / Re: Attempt: Developing Web Mi...
Last post by Joshex - May 25, 2025, 03:51 PM
This week I messed with some new technology; style="display: none;" to make a hideable custom dropdown menu, then I realized why not use the same thing for the tabbed content in my table? and sure enough it works better than z-index.

Since learning that, I began putting together the totals tab. and in doing so, I remembered I wanted to condense the totals window into sub-tabs of the totals tab, it'll mean alot of work, but meh, that's the best way to go so that it's all in one window for mobile users. the only catch is I now must differentiate from mids and add more data to the totals tab equating it to the Core Stats tab of the mids totals window, but then this tab wont show tohit, nor recharge redux, nor end redux. so I'm thinking of including these anyways even though some will be duplicated on the next tab with bar graphics.

Additionaly, I decided to get going on the selected powers field, making the power buttons and slots and laying out the level designations, texts and radio buttons . I still need to program them, but graphically it's all set-up. to make it simple each button has 6 slots, but they are set to "display: none" until activated, and will not be counted if they are set to display none.
each button needs an onMouseOver(), and an onClick() or onMouseUp() script.
and the script will need to reference Selected-Level and slots remaining, which I'll store on the "slots left"/"slots placed" button as a data attribute.
I'm starting to think about what data will need to be saved on these power buttons. I have to figure out if it will be easier to store raw stats on them, or will it be simpler to store just power and enhancement names and grab the other info from a dictionary?
I think it'll be easier to just store names on the buttons. this is the complicated part of the process.
#15
Defender / Re: (v2.0) Time/Dual Pistols
Last post by Redlynne - 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): +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)

#16
Financial Status / Funding Drive - Complete!!
Last post by retched - May 20, 2025, 02:28 PM
After almost 14 days of funding, we have managed to completely cover the hosting costs and then some!

These bills and receipts will show proof of payment. To explain each one:

  • $166.00 were the sum of the credits from the previous host's billing cycle and the $600 to purchase the physical boxes that host live and test.
  • $966.00 to cover our "colocation" costs to keep the boxes powered and connected to the internet. (This includes our VPS, which hosts the forums, PPD Drone, and Alpha shard for internal testing.)
  • $400.00 was spent to use the excess amount that was donated to prepay for the November bill. (Which means in November, the bill will be only $566.00 unless new charges pop up.)

Special thanks once again for helping us keep the servers running for you.

Until the next one! Happy hunting!

- retched



#17
Off-topic / Re: Joshexs Dreamtime
Last post by EDekar - May 12, 2025, 02:23 PM
Funny thing.  I occasionally listen to a silly little podcast about aliens, cryptics, true crime, and general spooky nonsense.  While I'm a pretty serious skeptic overall, your post brought to mind an episode I listened to a few months ago that went over The Monroe Institute in detail over the course of three episodes.

Short version is that it's an actual institution out here in the real world based on the work of one guy, Robert Monroe, who found through intense study, practice, and experimentation, was able to astrally project himself.  He eventually dedicated his entire life to the study and scientific process of it, working to determine if he could work out a standardized method so that others could do the same thing.

It was a fun thing to listen to, even if I remain ever the skeptic.  Nonetheless, I can't help but see some parallels here!
#18
Blaster / Brane Storm - Fire/Devices
Last post by fizzit11 - May 12, 2025, 01:05 PM
My priorities for this build were:
  1) Grouping (vs. solo)
  2) Range (vs. range/melee hybrid)
  3) Exemplar (vs. leveling)

** Important Note - [Melt Armor] slots are left blank to highlight that Mids/Rebirth does not currently allow Universal Debuff enhancements. This seems to be a bug since my Blaster is using Witchcraft in game. I've reported this bug in the Mids Discord.

If you want to prioritize solo more, obvious changes would be to remove [Vengeance] and take [Rain of Fire] to give increased Slow when used in combination with Caltrops. Also, [Melt Armor] is geared more towards grouping so you might want a different Epic pool.

I hope this gives new Blasters a good starting point. We don't seem to have many builds posted.

Thanks for Edekar for discussions about Caltrops vs. Rain of Fire.

# **Brane Storm - Hero Blaster**

### *Build plan made with Mids' Reborn v3.7.4 rev. 8*


----

- **Primary powerset: Fire Blast**
- **Secondary powerset: Devices**
- **Pool powerset (#1): Flight**
- **Pool powerset (#2): Leadership**
- **Pool powerset (#3): Fighting**
- **Pool powerset (#4): Speed**
- **Epic powerset: Flame Mastery**
----

# **Powers taken:**

**Level 1: Fire Blast**
- A: Superior Defiant Barrage: Accuracy/Damage
- 3: Superior Defiant Barrage: Damage/RechargeTime
- 3: Superior Defiant Barrage: Accuracy/Damage/RechargeTime
- 5: Superior Defiant Barrage: Accuracy/Damage/Endurance
- 5: Superior Defiant Barrage: Accuracy/Damage/Endurance/RechargeTime
- 7: Superior Defiant Barrage: RechargeTime/+Status

**Level 1: Web Grenade**
- A: Gravitational Anchor: Chance for Hold
- 7: Gravitational Anchor: Immobilize/Recharge
- 9: Gravitational Anchor: Accuracy/Immobilize/Recharge
- 9: Gravitational Anchor: Accuracy/Recharge
- 11: Gravitational Anchor: Immobilize/Endurance

**Level 2: Fire Ball**
- A: Ragnarok: Damage/Recharge
- 11: Ragnarok: Accuracy/Damage/Recharge
- 13: Ragnarok: Accuracy/Recharge
- 13: Ragnarok: Damage/Endurance
- 15: Ragnarok: Chance for Knockdown
- 15: Annihilation: Chance for Res Debuff

**Level 4: Fly**
- A: Synapse's Agility: Run Speed, Jump, Flight Speed, Range
- 17: Synapse's Agility: Endurance Drain Resistance (20%)

**Level 6: Caltrops**
- A: Superior Blaster's Wrath: Accuracy/Damage
- 17: Superior Blaster's Wrath: Damage/Recharge
- 19: Superior Blaster's Wrath: Accuracy/Damage/Recharge
- 19: Superior Blaster's Wrath: Accuracy/Damage/Endurance
- 21: Superior Blaster's Wrath: Accuracy/Damage/Endurance/Recharge
- 21: Superior Blaster's Wrath: Recharge/Chance for Fire Damage

**Level 8: Maneuvers**
- A: Kismet: Accuracy +6%
- 23: Kismet: Defense/Endurance
- 23: Shield Wall: +Res (Teleportation), +5% Res (All)
- 25: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 25: Luck of the Gambler: Defense

**Level 10: Targeting Drone**
- A: Gaussian's Synchronized Fire-Control: Chance for Build Up
- 27: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance

**Level 12: Hover**
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed

**Level 14: Aerobatics**
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed

**Level 16: Kick**
- (Empty)

**Level 18: Blaze**
- A: Apocalypse: Damage/Recharge
- 27: Apocalypse: Accuracy/Damage/Recharge
- 29: Apocalypse: Accuracy/Recharge
- 29: Apocalypse: Damage/Endurance
- 31: Apocalypse: Chance of Damage(Negative)
- 31: Decimation: Chance of Build Up

**Level 20: Field Operative**
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 31: Luck of the Gambler: Defense
- 33: Performance Shifter: EndMod
- 33: Performance Shifter: EndMod/Recharge
- 33: Preventive Medicine: Chance for +Absorb
- 34: Preventive Medicine: Heal/Endurance

**Level 22: Tough**
- A: Steadfast Protection: Resistance/+Def 3%
- 34: Gladiator's Armor: TP Protection +3% Def (All)
- 34: Unbreakable Guard: +Max HP
- 36: Unbreakable Guard: Resistance/Endurance
- 36: Unbreakable Guard: Resistance

**Level 24: Hasten**
- A: Invention: Recharge Reduction
- 36: Invention: Recharge Reduction

**Level 26: Blazing Bolt**
- A: Thunderstrike: Accuracy/Damage
- 37: Thunderstrike: Damage/Endurance
- 37: Thunderstrike: Accuracy/Damage/Recharge
- 37: Thunderstrike: Accuracy/Damage/Endurance
- 39: Thunderstrike: Damage/Endurance/Recharge
- 39: Sting of the Manticore: Chance of Damage(Toxic)

**Level 28: Assault**
- A: Invention: Endurance Reduction

**Level 30: Tactics**
- A: Adjusted Targeting: To Hit Buff/Endurance
- 39: Adjusted Targeting: To Hit Buff
- 45: Adjusted Targeting: To Hit Buff/Recharge
- 50: Adjusted Targeting: To Hit Buff/Endurance/Recharge

**Level 32: Inferno**
- A: Scirocco's Dervish: Chance of Damage(Lethal)
- 40: Armageddon: Damage/Recharge
- 40: Armageddon: Accuracy/Damage/Recharge
- 40: Armageddon: Accuracy/Recharge
- 42: Armageddon: Damage/Endurance
- 42: Armageddon: Chance for Fire Damage

**Level 35: Char**
- A: Unbreakable Constraint: Hold/Recharge
- 42: Unbreakable Constraint: Accuracy/Hold/Recharge
- 43: Unbreakable Constraint: Accuracy/Recharge
- 43: Unbreakable Constraint: Endurance/Hold
- 43: Unbreakable Constraint: Chance for Smashing Damage

**Level 38: Gun Drone**
- A: Expedient Reinforcement: Accuracy/Recharge
- 45: Expedient Reinforcement: Accuracy/Damage
- 45: Expedient Reinforcement: Damage/Endurance
- 46: Expedient Reinforcement: Accuracy/Damage/Recharge
- 46: Expedient Reinforcement: Endurance/Damage/Recharge
- 46: Expedient Reinforcement: Resist Bonus Aura for Pets

**Level 41: Melt Armor** (See important note above)
- (Empty)
- (Empty)
- (Empty)
- (Empty)
- (Empty)


**Level 44: Fire Shield**
- A: Unbreakable Guard: Resistance
- 50: Unbreakable Guard: Resistance/Endurance

**Level 47: Aim**
- A: Invention: Recharge Reduction

**Level 49: Vengeance**
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
----

# **Inherents:**

**Level 1: Defiance**

**Level 1: Brawl**
- (Empty)

**Level 1: Sprint**
- A: Celerity: +Stealth

**Level 2: Rest**
- A: Invention: Recharge Reduction

**Level 2: Swift**
- A: Invention: Flight Speed

**Level 2: Hurdle**
- A: Invention: Jumping

**Level 2: Health**
- A: Miracle: +Recovery
- 8: Numina's Convalesence: +Regeneration/+Recovery
- 16: Panacea: +Hit Points/Endurance

**Level 2: Stamina**
- A: Performance Shifter: EndMod
- 12: Performance Shifter: EndMod/Recharge
- 22: Performance Shifter: Chance for +End

**Level 14: Afterburner**
----

# **Accolades:**

- **Portal Jockey**
- **Task Force Commander**
- **The Atlas Medallion**
- **Freedom Phalanx Reserve**



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#19
Off-topic / Re: Joshexs Dreamtime
Last post by Joshex - May 12, 2025, 01:51 AM
Quote from: EDekar on Apr 27, 2025, 01:56 PMThat or a Shadow.  Heavens know my wife sees those on occasion.  Ends up saging the whole apartment after getting spooked.  Every once in a while she'll ask me 'Dekar, did you walk by here a minute ago?' to which I'll tell her 'No, I was in the computer room.'.  Then she'll shiver, I'll ask her if it was a Shadow again, and so the incense gets whipped out haha.

I have to admit I miss dreaming.  It was fun asserting lucidity in nightmares!  'You're in my realm now, <redacted>!' /cackle

heh, yeah, it could have been a shadow or imagination.

I've been having more experiences, some have helped me isolate some key rules.

I've been able to isolate and test differences in dream types.
legit dreams are typically based upon real life premises, questions I even so much as had as a passing thought, things I've seen, so on and so forth. such dreams likely wont have much order, characters in such dreams will not reply if I cannot think up a response. not all senses if any will work in these dreams beyond basic unclear sight, voices of people are merely imagined thoughts in my head coming to the front for processing like an internal voice during thought processes.. When having these dreams either both my palms are not touching the bed, or there is no 'energy' venting from my palms when I start to relax, or the energy output is disrupted due to waking myself up again or moving my arms or pose. entering such a dream is no more so than the difference of minimizing one window and maximizing another then focusing on it.

then theres the second type.. which is the opposite in all regards, things I see in these are not based on anything I had experienced while awake, nor on my own thoughts, characters can respond in ways I would not expect, and hold actual conversations with me. all senses work in these dreams. before having these dreams typically both my palms default to touching the bed and as I relax my mind it's like a energy begins to be released from my elbows to my palms kinda like a sensation of letting out sparkly clouds or gas of some sort. upon entering such a dream after testiing by suddenly ejecting myself, I found there was mental motion, as in my mind was moved to and from some point over a given 'random' vector, however, I also tested prematurly openning my dream eyes and trying to bring myself to focus, doing so stopped stopped the mental motion leaving me stranded at some intermediary point (I was inside some sort of wall like structure and there was not enough space for me so upon trying to engage touch senses there was pressure on me where the wall intersected my body and immersion was canceled and I was ejected out of the dream and my mind moved back to here).

that's what it's like. my mind actually feels like it's in motion speeding off somewhere. and I have no idea what the energy I release is, only that it's invisible and not anything to do with bloodpressure as there's no beating sensation, it seems to be a legit energy as when I put my fingertips of opposite hands together I can feel it cycle hand to hand.
also while in this state my real body seems to be completely out of contact, I have to reach out to it and zip back.. I rarely have been observant enough to recognise the mental movement, I noted it before but now I'm starting to understand it happens both ways (away and back) every time, away at the start (I usually am unaware of it), and back again at the end.

further more, there was something else I was going to note but can't remember; ah yes memories, or rather separate memories, some dreams like this cannot be remembered because it's like my mind has to trade memory stores in order to wake up, if I have enough time after waking I have to essentially reach out with my mind and download copies of memories from the "dream memory cache" into the "awake memory cache" sometimes this is unsuccessful, and is only possible by attempting to initiate the general feeling of the atmosphere of the dream which triggers me to fly off back to that place in mind, where I kinda have to set a subconscious recording state here in reality, go in grab the info and rush back, but if in my absence my brain stopped recording then the memories fail to return with me, it's like they hit a wall and get stripped off me like plastic wrap off of a plate of food, as my mind continues the rest of the journey back. sometimes consciously verbally asking for info on it outloud results in the memories of a record of the dream materializing in my mind. sometimes discussing that I can't remember some part causes that part to come to me. sometimes only while typing about it can the memory be retrieved.

the fact of the mental motion is starting to make me think theres something a little more to the second dream type. especially combined with my former report of my hand hitting the corner of the file cabinet but in reality did not move.

sometimes while awake now I find in certain situations where I'm lost in thought and really feel drawn to put out my hand towards someone to touch them on the shoulder in example or something, it's the same feeling, my hand goes out and touches them but my real hand doesn't move and the second I realize this fact the sensation of my mental arm touching them can't be felt, no more so than the lingering feeling of the atmosphere of the instance. I do see reactions (they suddenly shift focus and look at everyone around them), but I don't have the guts to ask "hey did you feel a hand on your shoulder a few moments ago?" because then I'd have to expain myself. talking about it here has some anonymity.

there are some other instances I am now remembering.. where while awake I was overtaken by a compulsory daydream which immediately became vivid and lucid.. I wrote about that on another forum and am now just seeing some relevance.

until I get solid confirmation I'll still be largely mentally skeptic. I mean just because I tap someone on the shoulder with a sub-conscious mental arm and they happen to look up and glance around doesn't mean they really felt it does it? it could just be chance.

oh well, just adding in some report of new info. now to see which of the 2 types of dreams I'm off to tonight.
#20
Quote from: EDekar on May 09, 2025, 01:42 PMWhy not make a Fortunata?
Think I've got another answer for you, but it relies on this:
Quote from: Redlynne on May 06, 2025, 01:43 PMCity of Data v1.0 Arachnos Widow: LINK
Widow Training (primary) = 8 power picks
Fortunata Training (primary) = 10 power picks
Teamwork (secondary) = 7 power picks
Fortunata Teamwork (secondary) = 5 power picks
8+10+7+5 = 30 power picks to take "all the Fortunata powers" but none of the Blood Widow attack powers.

Widow Training (primary) = 8 power picks
Night Widow Training (primary) = 6 power picks
Teamwork (secondary) = 7 power picks
Widow Teamwork (secondary) = 6 power picks
8+6+7+3 = 24 power picks to take "all the Night Widow powers" including all of the Blood Widow attack powers. However, there are redundancies involved, such as Follow Up vs Build Up, which are mutually exclusive. Some combinations are counterproductive, such as taking Confront and Placate in the same build.
Quote from: EDekar on May 06, 2025, 09:33 AMMoreover, Night Widow feels unfinished; they get far fewer powers unlocked than Fortunata
This is where the "pick & choose" part of the exercise starts getting a bit Too Important™ for comfort.

Even if you wanted to, there's no way to shoehorn in 25+ power picks into 24 available choices between Levels 1-50. With a Fortunata, you HAVE TO leave some of the options out of your build ... you simply don't have room to TAKE THEM ALL.

By contrast, the more limited list of choices for a Night Widow demonstrates that you CAN HAVE IT ALL as far as taking ALL the AT powers (if you wanted to) ... but you don't necessarily "have to" take them all if you don't want to. That shorter list of powers makes it "easier" to dip into Pools for supplemental powers that can do all kinds of things to round out and complete your build plan. Gets even easier if you start dropping powers out of the mix (because they don't support your build goals).

So ... for example ...

If I wanted to make a Dart Widow build ... I'd really only want 5 powers from my options in primaries:
  • Poison Dart
  • Dart Burst
  • Mental Blast
  • Build Up
  • Psychic Scream
If I then took ALL 7 powers from Teamwork ... AND ... ALL 6 powers from Widow Teamwork (to illustrate the point I'm making) ... that would still be only 18 power picks total (5+7+6=18). That would still leave another 6 power picks from pools (4 of which could come from the Leadership Pool) (plus Hasten) (plus Hover) and that would be 24 total power picks.

Try to do the same (kind of) thing on a Fortunata and you're looking at 10+7+5=22 power picks from your primary and secondary, leaving only 2 power picks from pools (or Widow Training) ... and you've got "nowhere else to go" for getting your powers. The net result is kind of a "Controller + PBAoE Auras" going on (with a few tweaks because you're a Fortunata).



My point being that if you want to go ALL IN on your primary+secondary powersets, you can't "have it all" with a Fortunata build ... you simply HAVE TO forgo picking some Fortunata accessible powers (because, there's too many of them to choose from!).

By contrast, with a Night Widow, is IS possible to "have them all" (minus the mutually exclusive Follow Up vs Build Up) and STILL have options for 1+ Pool powers to add into the mix. So in that sense, it's possible/easier to build a "complete" Widow with "all the things" ... without needing to compromise on power picks the way you HAVE TO with a Fortunata.