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Topics - Redlynne

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16
Mastermind / [v2.1] Ninja/Time Tankermind Supremacy
« on: January 02, 2023, 05:09:09 pm »
Since there were complaints last time, I'm going to do a good bit more editing and reorganization this time around.
  • Build First
  • Explanations for Details, Decisions, Thinking and Strategies ... after ...
Needless to say, there have been ... some changes (informed by actual gameplay here on Rebirth) ... that have prompted me to make this revision relative to the previous build which you can find HERE.





You can have three guesses as to who's going to win.
The first two don't count.






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This Villain build was built using Mids Reborn 3.4.7 (Rebirth Issue 29, Volume 1 - DBVersion: 2023.2.302)
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Technology Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Time Manipulation

Power Pool: Gadgetry
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment

Villain Profile:
Level 1: Call Genin
  • (A) Superior Mark of Supremacy - Accuracy/Damage: Level 50
  • (3) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50
  • (3) Overwhelming Force - Accuracy/Damage/Endurance: Level 27
  • (5) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 27
  • (7) Call to Arms - Defense Bonus Aura for Pets: Level 10
  • (50) Soulbound Allegiance - Chance for Build Up: Level 50
Level 1: Time Crawl
  • (A) Impeded Swiftness - Accuracy/Endurance: Level 27+5
  • (7) Impeded Swiftness - Chance of Damage(Smashing): Level 10
  • (17) Pacing of the Turtle - Chance of -Recharge: Level 20
Level 2: Snap Shot
  • (A) Decimation - Accuracy/Damage: Level 27
  • (5) Decimation - Damage/Endurance: Level 27
  • (9) Decimation - Damage/Recharge: Level 27
  • (21) Decimation - Accuracy/Damage/Recharge: Level 27
  • (21) Decimation - Chance of Build Up: Level 25
Level 4: Temporal Mending
  • (A) Regenerative Tissue - +Regeneration: Level 10
  • (42) Regenerative Tissue - Heal/Endurance: Level 27
  • (43) Regenerative Tissue - Endurance/Recharge: Level 27
  • (43) Regenerative Tissue - Heal/Recharge: Level 27
  • (43) Regenerative Tissue - Heal/Endurance/Recharge: Level 27
Level 6: Train Ninjas
  • (A) Endurance Reduction IO: Level 50
Level 8: Aimed Shot
  • (A) Apocalypse - Damage/Recharge: Level 50
  • (9) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (11) Apocalypse - Accuracy/Recharge: Level 50
  • (19) Apocalypse - Damage/Endurance: Level 50
  • (19) Apocalypse - Chance of Damage(Negative): Level 50
Level 10: Fistful of Arrows
  • (A) Annihilation - Accuracy/Damage/Endurance/Recharge: Level 27+5
  • (11) Annihilation - Chance for Res Debuff: Level 20
  • (11) Detonation - Damage/Endurance/Range: Level 50+5
  • (34) Hamidon Origin: Centriole Exposure (Accuracy/Range)
  • (34) Hamidon Origin: Centriole Exposure (Accuracy/Range)
Level 12: Call Jounin
  • (A) Superior Witchcraft - Universal Debuff: Level 50
  • (13) Superior Witchcraft - Chance for Res Debuff: Level 50
  • (13) Superior Command of the Mastermind - Accuracy/Damage: Level 50
  • (15) Superior Command of the Mastermind - Damage/Endurance: Level 50
  • (15) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge: Level 50
  • (17) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50
Level 14: Time's Juncture
  • (A) Dark Watcher's Despair - Chance for Recharge Slow: Level 21
  • (40) Dark Watcher's Despair - To Hit Debuff: Level 27
  • (40) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
  • (40) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
Level 16: Jetpack
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
Level 18: Maneuvers
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (46) Reactive Defenses - Defense: Level 27
  • (48) Reactive Defenses - Defense/Endurance: Level 27
  • (48) Reactive Defenses - Endurance/RechargeTime: Level 27
  • (48) Reactive Defenses - Defense/RechargeTime: Level 27
  • (50) Reactive Defenses - Defense/Endurance/RechargeTime: Level 27
Level 20: Distortion Field
  • (A) Superior Winter Storm - Recharge/Chance for Cold Damage: Level 50
  • (34) Superior Winter Storm - Accuracy/Slow: Level 50
  • (37) Superior Winter Storm - Damage/Slow: Level 50
  • (42) Superior Winter Storm - Accuracy/Damage/Slow: Level 50
  • (42) Superior Winter Storm - Damage/Endurance/Slow: Level 50
Level 22: Time Stop
  • (A) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
  • (23) Lockdown - Chance for +2 Mag Hold: Level 30
  • (23) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 20
  • (25) Neuronic Shutdown - Chance of Damage(Psionic): Level 10
  • (25) Gladiator's Net - Chance of Damage(Lethal): Level 10
  • (50) Unbreakable Constraint - Chance for Smashing Damage: Level 50
Level 24: Tactics
  • (A) Endurance Reduction IO: Level 50+5
Level 26: Oni
  • (A) Edict of the Master - Accuracy/Damage/Endurance: Level 27
  • (27) Edict of the Master - Defense Bonus: Level 15
  • (27) Superior Mark of Supremacy - Accuracy/Endurance: Level 50
  • (29) Superior Mark of Supremacy - Damage: Level 50
  • (29) Superior Mark of Supremacy - Damage/Endurance: Level 50
  • (31) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen: Level 50
Level 28: Farsight
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
  • (31) Luck of the Gambler - Defense: Level 27
  • (33) Luck of the Gambler - Defense/Endurance: Level 27
  • (33) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
Level 32: Kuji In Zen
  • (A) Endurance Reduction IO: Level 50
Level 35: Slowed Response
  • (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31+5
  • (36) Analyze Weakness - Chance for +ToHit: Level 30
  • (36) Shield Breaker - Accuracy/Endurance/Recharge: Level 27+5
  • (36) Shield Breaker - Chance for Lethal Damage: Level 10
  • (37) Achilles' Heel - Chance for Res Debuff: Level 10
  • (37) Touch of Lady Grey - Chance for Negative Damage: Level 21
Level 38: Chrono Shift
  • (A) Performance Shifter - EndMod/Recharge: Level 27+5
  • (39) Performance Shifter - EndMod/Accuracy/Recharge: Level 27+5
  • (39) Regenerative Tissue - Heal/Recharge: Level 27+5
  • (39) Regenerative Tissue - Heal/Endurance/Recharge: Level 27+5
Level 41: Temporal Selection
  • (A) Preventive Medicine - Chance for +Absorb: Level 20
  • (45) Preventive Medicine - Heal: Level 27
  • (45) Preventive Medicine - Heal/Endurance: Level 27
  • (45) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (46) Preventive Medicine - Heal/RechargeTime: Level 27
  • (46) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
Level 44: Assault
  • (A) Endurance Reduction IO: Level 50+5
Level 47: Stealth
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 49: Grant Invisibility
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25



Level 1: Supremacy
Level 1: Brawl
  • (A) Hamidon Origin: Nucleolus Exposure (Accuracy/Damage)
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 15
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 2: Swift
  • (A) Run Speed IO: Level 50+5
Level 2: Hurdle
  • (A) Jumping IO: Level 50+5
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance: Level 10
  • (9) Miracle - +Recovery: Level 20
  • (17) Numina's Convalesence - +Regeneration/+Recovery: Level 30
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 21
  • (13) Performance Shifter - EndMod: Level 27
  • (23) Performance Shifter - EndMod/Accuracy: Level 27
Level 1: Disintegrating
Level 4: Ninja Run
Level 1: Prestige Power Surge
  • (A) Run Speed IO: Level 50+5


Level 50: Born In Battle
Level 50: High Pain Threshold
Level 50: Invader
Level 50: Marshal

Level 1: Genin
Level 12: Jounin
Level 26: Oni

Level 50: Intuition Radial Paragon
Level 50: Ion Radial Final Judgement
Level 50: Cognitive Core Flawless Interface
Level 50: Robotic Drones Core Superior Ally
Level 50: Clarion Radial Epiphany
Level 50: Control Radial Embodiment



Note:
Prior to Level 50, Aimed Shot is slotted with the 5-slot Entropic Chaos set before reslotting with a 5-slot Apocalypse set (as shown above) once Level 50 has been reached.




Set Bonus Totals:
  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 10% Defense
  • 2.5% Defense(Smashing)
  • 2.5% Defense(Lethal)
  • 5% Defense(Melee)
  • 15% Defense(AoE)
  • 3.6% Max End
  • +4% Enhancement(SpeedJumping)
  • +4% Enhancement(JumpHeight)
  • +4% Enhancement(SpeedFlying)
  • +4% Enhancement(SpeedRunning)
  • +39% Enhancement(Accuracy)
  • 7.5% Enhancement(Max EnduranceDiscount)
  • +106.3% Enhancement(RechargeTime)
  • +4% Enhancement(Heal)
  • 33% SpeedFlying
  • GrantPower Preventive Medicine (10% chance when PreventiveMedicine, if Scourge)
  • 135.5 HP (16.88%) HitPoints
  • 33% JumpHeight
  • 33% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • 21.25% MezResist(Confused)
  • 21.25% MezResist(Held)
  • 21.25% MezResist(Immobilized)
  • 21.25% MezResist(Sleep)
  • 21.25% MezResist(Stunned)
  • 21.25% MezResist(Terrorized)
  • 9% (0.15 End/sec) Recovery
  • 198% (6.62 HP/sec) Regeneration
  • 23.25% Resistance(Smashing)
  • 23.25% Resistance(Lethal)
  • 24% Resistance(Fire)
  • 24% Resistance(Cold)
  • 19.5% Resistance(Energy)
  • 19.5% Resistance(Negative)
  • 18% Resistance(Toxic)
  • 18% Resistance(Psionic)
  • 33% SpeedRunning




Set Bonuses:
Superior Mark of Supremacy
(Call Genin)
  •   +10% Enhancement(RechargeTime)
Overwhelming Force
(Call Genin)
  •   12% (0.4 HP/sec) Regeneration
Call to Arms
(Call Genin)
  •   5% Defense
Impeded Swiftness
(Time Crawl)
  •   1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance
Decimation
(Snap Shot)
  •   1.5% Resistance(Energy,Negative), 2.5% Status Resistance
  •   9.04 HP (1.13%) HitPoints
  •   2.25% Max End
  •   +6.25% Enhancement(RechargeTime)
Regenerative Tissue
(Temporal Mending)
  •   6% Movement Speed
  •   12.05 HP (1.5%) HitPoints
  •   +4% Enhancement(Heal)
  •   +5% Enhancement(RechargeTime)
Apocalypse
(Aimed Shot)
  •   16% (0.54 HP/sec) Regeneration
  •   24.1 HP (3%) HitPoints
  •   4% DamageBuff(All)
  •   +10% Enhancement(RechargeTime)
Annihilation
(Fistful of Arrows)
  •   1.35% Max End
Superior Witchcraft
(Call Jounin)
  •   4% DamageBuff(All)
Superior Command of the Mastermind
(Call Jounin)
  •   4% DamageBuff(All)
  •   24.1 HP (3%) HitPoints
  •   +10% Enhancement(RechargeTime)
  •   15% Defense(AoE)
Dark Watcher's Despair
(Time's Juncture)
  •   12.05 HP (1.5%) HitPoints
  •   2.5% (0.04 End/sec) Recovery
  •   +5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Jetpack)
  •   Knockback Protection (Mag 4)
Reactive Defenses
(Maneuvers)
  •   1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance
  •   15.06 HP (1.88%) HitPoints
  •   3% Resistance(Fire,Cold), 5% Status Resistance
  •   3.75% Enhancement(EnduranceDiscount)
  •   +8.75% Enhancement(RechargeTime)
  •   3% Resistance(All)
Superior Winter Storm
(Distortion Field)
  •   4% (0.07 End/sec) Recovery
  •   +4% Enhancement(Slow)
  •   +15% Enhancement(Accuracy)
  •   +10% Enhancement(RechargeTime)
Lockdown
(Time Stop)
  •   3% DamageBuff(All)
Edict of the Master
(Oni)
  •   6% Movement Speed
  •   5% Defense
Superior Mark of Supremacy
(Oni)
  •   +10% Enhancement(RechargeTime)
  •   +15% Enhancement(Accuracy)
  •   5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing)
  •   15% Resistance(All), 150% (5.02 HP/sec) Regeneration
Luck of the Gambler
(Farsight)
  •   10% (0.33 HP/sec) Regeneration
  •   9.04 HP (1.13%) HitPoints
  •   +9% Enhancement(Accuracy)
  •   +7.5% Enhancement(RechargeTime)
Analyze Weakness
(Slowed Response)
  •   10% (0.33 HP/sec) Regeneration
Shield Breaker
(Slowed Response)
  •   2.5% (0.04 End/sec) Recovery
Performance Shifter
(Chrono Shift)
  •   7.5% Movement Speed
Regenerative Tissue
(Chrono Shift)
  •   6% Movement Speed
Preventive Medicine
(Temporal Selection)
  •   2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance
  •   15.06 HP (1.88%) HitPoints
  •   3% Resistance(Fire,Cold), 5% Status Resistance
  •   3.75% Enhancement(EnduranceDiscount)
  •   +8.75% Enhancement(RechargeTime)
  •   GrantPower Preventive Medicine (10% chance when PreventiveMedicine), GrantPower Preventive Medicine
Luck of the Gambler
(Stealth)
  •   +7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Grant Invisibility)
  •   +7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  •   7.5% Movement Speed
  •   15.06 HP (1.88%) HitPoints




Proc chances:
Time Crawl: Impeded Swiftness (3.5 PPM), Pacing of the Turtle (3.5 PPM)
  • 3.5 * ((15 / ( 1 + 0 / 100 )) + 1.6) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 96.83%)
Snap Shot: Decimation (1.0 PPM)
  • 1.0 * ((2 / ( 1 + 37.91 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 6.5% (Pre-clamp: 4.08%)
Aimed Shot: Entropic Chaos (3.0 PPM) or Apocalypse (4.5 PPM)
  • 3.0 * ((4 / ( 1 + 37.91 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 19.50%
  • 4.5 * ((4 / ( 1 + 89.92 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 23.30%
Fistful of Arrows: Annihilation (3.0 PPM)
  • 3.0 * ((8 / ( 1 + 18.43 / 100 )) + 1.17) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 21.19% per $Target
Call Jounin: Witchcraft (3.5 PPM)
  • Basic: Gambler's Cut (-DEF, 3s recharge)
  • Basic: Sting of the Wasp (-DEF, 5s recharge)
  • Basic: Caltrops (Slow, 30s recharge)
  • Train: Soaring Dragon (-DEF, Knockback, 9s recharge)
  • Zen: Golden Dragonfly (-DEF, Knockup, 12s recharge)
  • Zen: Blinding Powder (-To-hit, 120s recharge)
Time's Juncture: Dark Watcher's Despair (3.5 PPM)
  • 3.5 x 10 / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 15.30% per $Target
Distortion Field: Superior Winter Storm (4.5 PPM)
  • 4.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 23.08% per $Target
Time Stop: Lockdown (2.5 PPM), Neuronic Shutdown (3.5 PPM), Gladiator's Net (3.5 PPM), Ghost Widow's Embrace (3.5 PPM), Unbreakable Contstraint (4.5 PPM)
  • 2.5 * ((16 / ( 1 + 19.25 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 64.95%
  • 3.5 * ((16 / ( 1 + 19.25 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 90.93%)
  • 4.5 * ((16 / ( 1 + 19.25 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 116.91%)
Slowed Response: Analyze Weakness (2.0 PPM), Shield Breaker (3.5 PPM), Achilles' Heel (3.5 PPM), Touch of Lady Grey (3.5 PPM)
  • 2.0 * ((90 / ( 1 + 43.06 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 56.99% per $Target
  • 3.5 * ((90 / ( 1 + 43.06 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 99.73%)
per $Target

17
Bopper posted this thread on the Homecoming forums a couple of years ago (and yes, I participated in it back in the day).

Interface Procs are Bugged...my Test Results might show why

You can see that Number Six (a HC dev) drops in on the conversation pretty quickly and identifies the coding problem (and the probable copy/paste hackery that caused it in the first place).

Leaving this here as a follow up to mention of the problem for brw316, as promised.

18
Player Help/Guides / City of Data v2.0
« on: December 13, 2022, 03:17:15 pm »
City of Data v2.0

Bookmarked in my browser.  8)

19
Screenshots and Vids / Some things deserve to be remembered ...
« on: December 06, 2022, 11:39:42 am »
gibbain

If you don't know this youtube creator from a decade and a half ago ... you totally need to stop what you're doing and fix that!

Aside from Samuraiko Productions (Michelle Travis), gibbain created some of THE MOST ICONIC City of Heroes machinima back in the day ... including the absolutely peerless video ... Daydream (which youtube has finally unblocked!).

MUST SEE gibbain videos:
I challenge ANY private server CoH staff to watch Daydream and NOT feel motivated to enable substitution of already existing in-game NPC avatar models for Mastermind Pets!

20
Video Games / Jump Attack IRL
« on: November 28, 2022, 05:03:05 pm »
Jump Attack IRL testing by Shadiversity.

22
Video Games / TheHiveLeader's Guide to ******* in MMOs
« on: November 28, 2022, 10:59:27 am »
TheHiveLeader's Guide to:

Mild profanity warnings do apply ... but seriously, we're all gamers here, right?
When do we NOT swear at our screens while playing games (especially with a hot mic open)?

23
Live Bug Reporting / [Non-fatal] Contact Window Weirdness
« on: November 25, 2022, 09:45:55 am »
So yesterday I was running (blue) Ouroboros Flashbacks again and was working my way through the Night Ward arcs and was in the Part 7 arc when ... well ... THIS happened.



Now, I may not be the best bug hunter out there ... but I'm not accustomed to seeing the "Call" button on Contacts in the window being replaced with ... P518896114 ... which I'm assuming is a pointer that has been incorrectly labeled (probably due to a typo in the syntax of the coding). I figure that this specific superficial glitch is something left over from Paragon Studios, rather than a "new bug" introduced by Rebirth staff.

I would like to think that the fix for this would be relatively trivial ... but ... with how spaghettified the code base is, there are no guarantees that correcting this trivial (but user facing) bug would be as simple as we would all like to assume.

24
Tanker / SR/MA = NO GET HITSU!!
« on: November 14, 2022, 11:42:12 pm »
This time around, I think I'll start with the build first ... WALL OF TEXT CRITS YOU!!! after, because ... reasons ...




This post shows where the build is intended to finish at by Level 50, but without Incarnate slots filled in yet (that exercise is left to the Disinterested Reader to work out for themselves).

Note that with respect to Enhancement Boosters, only 10 powers are given +5 boosting (as noted below), for a very reasonable expense of only 50 Enhancement Boosters needed to complete the entire build as presented (although there is certainly "room" to apply more if desired).




511.73% Regeneration of 2768.87 HP = 138.4435 HP every 2.35s = 59.04 HP/s






Code: [Select]
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This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Martial Arts

Power Pool: Sorcery
Power Pool: Medicine
Power Pool: Leadership

Hero Profile:
Level 1: Focused Fighting
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (13) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
  • (15) Luck of the Gambler - Defense: Level 27
  • (19) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 1: Thunder Kick
  • (A) Superior Might of the Tanker - Accuracy/Damage: Level 50
  • (3) Superior Might of the Tanker - Damage/Recharge: Level 50
  • (5) Superior Might of the Tanker - Accuracy/Damage/Recharge: Level 50
  • (7) Superior Might of the Tanker - Damage/Endurance/Recharge: Level 50
  • (9) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge: Level 50
  • (11) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50
Level 2: Storm Kick
  • (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50
  • (3) Superior Gauntleted Fist - Damage/RechargeTime: Level 50
  • (5) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50
  • (7) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50
  • (9) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50
  • (11) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50
Level 4: Mystic Flight
  • (A) Winter's Gift - Slow Resistance (20%): Level 10
Level 6: Practiced Brawler
  • (A) Regenerative Tissue - +Regeneration: Level 10
  • (29) Numina's Convalesence - Heal/Endurance: Level 31+5
  • (29) Numina's Convalesence - Heal: Level 31+5
Level 8: Focused Senses
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (13) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
  • (17) Luck of the Gambler - Defense: Level 27
  • (19) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 10: Warrior's Provocation
  • (A) Perfect Zinger - Chance for Psi Damage: Level 21
Level 12: Evasion
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (15) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
  • (17) Luck of the Gambler - Defense: Level 27
  • (21) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 14: Dodge
  • (A) Shield Wall - Defense: Level 27
  • (21) Shield Wall - Defense/Endurance: Level 27
  • (23) Shield Wall - +Res (Teleportation), +5% Res (All): Level 10
Level 16: Agile
  • (A) Luck of the Gambler - Defense: Level 27
  • (23) Luck of the Gambler - Defense/Endurance: Level 27
  • (34) Luck of the Gambler - Defense/Recharge: Level 27
  • (37) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 18: Lucky
  • (A) Serendipity - Defense: Level 27
  • (25) Serendipity - Defense/Endurance: Level 27
  • (34) Serendipity - Defense/Recharge: Level 27
Level 20: Focus Chi
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 22
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 22
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 22
  • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 22
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 22
Level 22: Aid Other
  • (A) Numina's Convalesence - Heal/Endurance: Level 31
  • (48) Numina's Convalesence - Heal: Level 31
Level 24: Aid Self
  • (A) Preventive Medicine - Chance for +Absorb: Level 20
  • (45) Preventive Medicine - Heal: Level 27
  • (46) Preventive Medicine - Heal/Endurance: Level 27
  • (46) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (46) Preventive Medicine - Heal/RechargeTime: Level 27
  • (48) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
Level 26: Quickness
  • (A) Healing IO: Level 50+5
  • (27) Healing IO: Level 50+5
Level 28: Crippling Axe Kick
  • (A) Pounding Slugfest - Accuracy/Damage: Level 27
  • (31) Pounding Slugfest - Damage/Endurance: Level 27
  • (31) Pounding Slugfest - Damage/Recharge: Level 27
  • (31) Pounding Slugfest - Chance for Disorient: Level 15
  • (33) Debilitative Action - Chance for Disorient: Level 10
  • (33) Hamidon Origin: Nucleolus Exposure (+2 Acc/Dam)
Level 30: Field Medic
  • (A) Recharge Reduction IO: Level 50
Level 32: Maneuvers
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (43) Reactive Defenses - Defense: Level 22
  • (43) Reactive Defenses - Defense/Endurance: Level 22
  • (43) Reactive Defenses - Endurance/RechargeTime: Level 22
  • (45) Reactive Defenses - Defense/RechargeTime: Level 22
  • (45) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22
Level 35: Dragon's Tail
  • (A) Eradication - Damage: Level 27+5
  • (36) Eradication - Accuracy/Recharge: Level 27
  • (36) Eradication - Damage/Recharge: Level 27
  • (36) Eradication - Accuracy/Damage/Recharge: Level 27
  • (37) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27+5
  • (37) Eradication - Chance for Energy Damage: Level 10
Level 38: Eagles Claw
  • (A) Pounding Slugfest - Accuracy/Damage: Level 27
  • (39) Pounding Slugfest - Damage/Endurance: Level 27
  • (39) Pounding Slugfest - Damage/Recharge: Level 27
  • (39) Pounding Slugfest - Chance for Disorient: Level 15
  • (40) Hamidon Origin: Endoplasm Exposure (+2 Acc/Mez)
  • (48) Hamidon Origin: Peroxisome Exposure (+2 Dam/Mez)
Level 41: Tactics
  • (A) Hamidon Origin: Cytoskeleton Exposure (+2 To-hit/End/Def Buff)
Level 44: Assault
  • (A) Endurance Reduction IO: Level 50
Level 47: Spirit Ward
  • (A) Numina's Convalesence - Heal/Recharge: Level 31
  • (50) Numina's Convalesence - Heal/Endurance/Recharge: Level 31
Level 49: Rune of Protection
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
  • (50) Gladiator's Armor - TP Protection +3% Def (All): Level 10
  • (50) Unbreakable Guard - +Max HP: Level 20
Level 1: Gauntlet
Level 1: Brawl
  • (A) Hamidon Origin: Nucleolus Exposure (Acc/Dam)
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 15
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 2: Swift
  • (A) Run Speed IO: Level 50+5
Level 2: Hurdle
  • (A) Jumping IO: Level 50+5
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance: Level 10
  • (9) Miracle - Heal: Level 27+5
  • (17) Miracle - +Recovery: Level 20
  • (25) Numina's Convalesence - Heal: Level 31+5
  • (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 21
  • (13) Performance Shifter - EndMod: Level 27
  • (23) Performance Shifter - EndMod/Recharge: Level 27
  • (33) Performance Shifter - EndMod/Accuracy: Level 27
  • (34) Performance Shifter - EndMod/Accuracy/Recharge: Level 27
Level 1: Disintegrating
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion

Set Bonus Totals:
(click to show/hide)

Set Bonuses:
(click to show/hide)

Proc chances:
(click to show/hide)

25
Something that has always rubbed me the wrong way about Masterminds and the Leadership pool is ... you would think that Masterminds would be predisposed towards making decent "leaders" (since they have an entourage of Pets most of the time, particularly in combat). Yet the way that Cryptic Studios (and later, Paragon Studios) handled the matter of Leadership toggles on Masterminds was ... USE THE COOKIE CUTTER.

Masterminds have "weak(er)" multipliers for their secondary powerset and pools, relative to their counterparts (Defenders and Controllers) ... which in a broad brushstrokes view made some sense from a 30,000ft viewpoint of "global modifiers" ... but as a One Size Fits ALL solution winds up going against the grain for two specific pools ... Leadership and Presence.

Thematically speaking, Masterminds ought to be especially well suited towards being highly skilled in what the Leadership and Presence Pools represent conceptually.



My question for staff is ... do you concur that Masterminds ought to have better multipliers used in their Leadership and Presence Pools than they are given for all other Pools, simply as a matter of conceptual consistency with the context of the Archetype and what those Pools actually DO?

26
Player Help/Guides / Praetorian DISloyalty!
« on: October 15, 2022, 08:50:45 pm »
If you have every wanted to play ALL of the storylines in Praetoria on a single character ... changing loyalties each and every single time, always "betraying" your current loyalty in order to switch sides at every opportunity ... this guide is for YOU.
Currently, on Rebirth, Praetorian story arcs are not accessible by the Pillar of Ice and Flame for flashbacks, so the only way to access ALL of these story lines is to halt accumulation of XP at Levels 9 (Nova Praetoria), 14 (Imperial City) and 19 (Neutropolis) until you have completed all 4 storylines for each zone. If you do not halt XP gain, you will outlevel the contacts in zones long before being able to access multiple storyline endings.




Resistance (Warden)
Nova Praetoria
  • Robert Flores -> Tunnel Rat -> Doctor Arvin
Imperial City
  • Jessica Flores -> Luke Larson -> Doctor Steffard -> Seer 1381
Neutropolis
  • Aaron Walker -> Penelope Yin -> Dark Watcher
=====

Resistance (Crusader)
Underground Nova
  • Ricochet -> Splice -> Jack Hammer
Underground Imperial
  • Hatchet -> Beholder -> Vagabond -> Wardog
Underground Neutropolis (do Resistance Warden first)
  • Crow -> Helix -> Calvin Scott
=====

Loyalist (Responsibility)
Nova Praetoria
  • Chief Interrogator Washington -> Cleopatra
Imperial City (do Resistance Warden first)
  • Interrogator Kang -> Alec Parson -> Investigator Whitworth -> Chance McKnight
Neutropolis
  • IVy -> Praetor Tilman -> Anti-Matter
=====

Loyalist (Power)
Nova Praetoria
  • Deputy Assistant of Information -> Warrant -> Reese
Imperial City
  • Mr. G -> Transmuter -> Tami Baker -> Praetor Sinclair
Neutropolis
  • Dr. Hetzfeld -> Bobcat -> Neuron
=====

Resistance End
Nova Praetoria (1-9) = Resistance (Warden) -> Loyalist (Power) -> Resistance (Crusader) -> Loyalist (Responsibility) -> RESISTANCE!
Imperial City (8-14) = Resistance (Warden) -> Loyalist (Responsibility) -> Resistance (Crusader) -> Loyalist (Power) -> RESISTANCE!
Neutropolis (15-20) = Resistance (Warden) -> Loyalist (Power) -> Resistance (Crusader) -> Loyalist (Responsibility) -> RESISTANCE!

=====

Loyalist End
Nova Praetoria (1-9) = Loyalist (Responsibility) -> Resistance (Warden) -> Loyalist (Power) -> Resistance (Crusader) -> LOYALIST!
Imperial City (8-14) = Loyalist (Power) -> Resistance (Warden) -> Loyalist (Responsibility) -> Resistance (Crusader) -> LOYALIST!
Neutropolis (15-20) = Loyalist (Responsibility) -> Resistance (Warden) -> Loyalist (Power) -> Resistance (Crusader) -> LOYALIST!

27
General Suggestions and Feedback / Mastermind ATOs
« on: October 15, 2022, 10:02:15 am »
I keep looking at the Mastermind ATOs ... and I can't for the life of me figure out why Paragon Studios coded them the way they did.

I'm not talking about the choices of the enhancements themselves or the "pet procs" they put into those sets.
I'm talking about what those ATOs can be slotted into.

Why oh why in Positron's and War Witch's green monitor code base did they limit Mastermind ATOs such that they could only be slotted into 3-4 Powers per Mastermind in their primary powerset?

Masterminds all have 3 Pet Summon powers in their primary powerset.
A lucky few get a 4th Summon power at Level 18 (looking at you Gang War, and friends) ... which by virtue of giving those specific primary powersets an additional (up to) 6 slots to play with for Pets gives them a tremendous advantage relative to their peer Masterminds in terms of slot efficiency and capacity.

What do the enhancements of the Mastermind ATOs modify?
  • Accuracy
  • Damage
  • Endurance
  • Recharge
  • Pet Buff(s)
Now let's take the blinkers off and ask ourselves ... what OTHER POWERS exist in every Mastermind Primary that can take and use ... Accuracy, Damage, Endurance and Recharge enhancements?



I'll give you an unfair hint ...

See all those Personal Attack powers that Masterminds rarely take (or use) for reasons of ossified "Conventional Wisdom" ...?
Yeah, THOSE Primary Powers.

Why can't Mastermind ATOs be slotted into Mastermind Primary Personal Attacks?

WHY?

If Mastermind ATOs were "proliferated" (as is!) such that they could be slotted into the three personal attacks that every Mastermind gets in their Primary powerset ... Players would have an incentive to not only TAKE those Personal Attack Powers, but also to slot them up with Mastermind ATOs and USE THEM (because what's the point of 6-slotting a Power you never use or never intend to use?).

Trust me on this one.
Something as simple as "proliferating" Mastermind ATOs into being eligible for slotting into Mastermind personal attacks could very nearly revolutionize Mastermind playstyles all by itself ... since more builds would be taking and slotting up personal attack powers AND USING THEM, rather than kicking them to the curb like wasteful garbage that aren't worthy of power picks OR slots.

All that needs to happen is a database update.
Three powers per Mastermind Primary are edited to allow the slotting Mastermind ATOs into them, unlike previously.

S imple.
E asy.
E ffective.

... hasn't been done or tried yet ...



Can anyone think of a good/valid argument for why this either couldn't or (better yet) SHOULDN'T be done?
I'm hard pressed to think of an argument that doesn't rely on BAD FAITH and/or the straightjacket of "tradition" simply because Paragon Studios didn't make the change themselves first.

Of course, if this suggestion gets approved and implemented here on Rebirth, there would need to be an update to the Mids Reborn branch we use, but that's a secondary consideration of lesser importance.  ;)

Being able to use more than a third HALF of your primary powerset as a location to slot Mastermind ATOs ... PRICELESS8)



Your move, Rebirth Team.  :-X

28
Mastermind / It's a BOW Time! (Ninja/Time/Mace)
« on: October 14, 2022, 07:20:50 pm »
Okay … this … is going to take some explaining.

There really isn't any way around that, because the interactions with the procs slotted into this build (and WHERE they're slotted, and why!) isn't going to be something that translates out as being intuitively obvious just looking at the build planner. It's why I really wish that future evolutions of the build planner we keep using will include a new section detailing the proc chances of any procs you slot into your powers, within the context of the build's "design" and overall choices. It would make cross-comparison of these factors to weigh alternatives a LOT easier to do! But since that hasn't been implemented yet as a Feature Request™ … we work with the tools we have.

So, just in case all of that preamble wasn't obvious enough …

WALL OF TEXT CRITS YOU!!!
Seriously.



Even I'm looking at what I wrote up for this, with all the Show Your Work math involved in this rewrite for Rebirth, and it's pretty daunting. Even I took a critical hit from the wall of text on this one (and if you think that's bad, take a look at my sig)! But if you're fine with taking damage like that … let's get down to brass tacks on what I've got going on here.



So … with all of that out of the way, let's talk about what latest bit of "You did WHAT? With WHO? And for HOW MANY jelly beans?!?" that wascally Redlynne has been up to lately, shall we?

"There is madness to our methods, YEEESSSSSSSS …"



So these are all of the procs that I'm putting into this build that have a chance to proc functionality that we need to be worried about in an offensive context (I'm not including "defensive" procs in this list such as Miracle, Numina and Performance Shifter, et al.).
  • Overwhelming Forcein Genin [@ 1]: 20% chance per attack (not a PPM) for Knockdown
  • Soulbound Allegiance in Genin [@ 1]: 3 PPM for +100% Damage and +15% ToHit (on Genin) for 10s
  • Impeded Swiftness in Time Crawl [@ 1]: 3.5 PPM for 71.75 Smashing damage
  • Pacing of the Turtle in Time Crawl [@ 1]: 3.5 PPM for -20% Recharge for 20s
  • Decimation in Snap Shot [@ 2]: 1 PPM for +64% Damage and +32% To Hit for 5.25s
  • Entropic Chaos in Aimed Shot [@ 8]: 3 PPM for 5% Heal
  • Annihilation in Fistful of Arrows [@ 10]: 3 PPM for -Resistance
  • Witchcraft in Time's Juncture [@ 14]: 3.5 PPM for -20% Resistance
  • Entomb in Distortion Field [@ 20]: 2 PPM for +Absorb
  • Winter Storm in Distortion Field [@ 20]: 3.5 PPM for 71.75 Cold damage
  • Neuronic Shutdown in Time Stop [@ 22]: 3.5 PPM for 71.75 Psionic damage
  • Gladiator's Net in Time Stop [@ 22]: 3.5 PPM for 71.75 Lethal damage
  • Ghost Widow's Embrace in Time Stop [@ 22]: 3.5 PPM for 71.75 Psionic damage
  • Unbreakable Constraint in Time Stop [@ 22]: 4.5 PPM for 107.1 Smashing damage
  • Shield Breaker in Slowed Response [@ 35]: 3.5 PPM for 71.75 Lethal damage
  • Achilles' Heel in Slowed Response [@ 35]: 3.5 PPM for -20% Resistance for 10s
  • Touch of Lady Grey in Slowed Response [@ 35]: 3.5 PPM for 71.75 Negative Energy damage
  • Gaussian's Synchronized Fire Control in Tactics [@ 44]: 1 PPM for +64% Damage and +32% To Hit for 5.25s
Notes are appended at the end of the build post below showing what the proc chances are for each of the above (and yes, there's a lot more of them now!).

Also note that this amounts to 18 out of 71+24=95 total slots in power picks, amounting to a 18/95=18.95% fraction of all slots devoted to power picks being taken up by offensive PPM procs (and there are more procs slotted beyond just these, but those are pet auras and health/recovery/regeneration/absorb/stealth procs that are defensive in nature, with some slotted into Sprint, Health and Stamina).

And yes ... this build is different from what I posted on Homecoming (go figure, eh?).

For one thing, I figured out how to drop Hasten from the build and make the whole thing still work just fine ...




Notes for Snap Shot and Aimed Shot
Swapping the Decimation and Entropic Chaos procs between Snap Shot and Aimed Shot yield a 6.50% chance for Decimation in Aimed Shot and a 12.25% chance for Entropic Chaos in Snap Shot. Since this is inferior to the (minimum clamped) 6.5% and 19.50% chances to proc (+0.0% and - 7.25% respectively), Entropic Chaos is used in Aimed Shot so as to keep Decimation in Snap Shot to exploit the minimum chance to proc clamp for a higher proc chance than would otherwise be possible. Also, Snap Shot will tend to be used more often, leading to more proc opportunities (of the Chuck Lots o' Dice variety) leading to better uptime potentials.

Snap Shot has a 0.81s (without Chrono Shift) or 0.67s (with Chrono Shift) recharge time, while Aimed Shot has a recharge time of 1.62s (without Chrono Shift) or 1.34s (with Chrono Shift) in the context of this build without any Incarnate slotting at all. Since both Snap Shot and Aimed Shot have arcanatime animation times of 1.188s each, this means that against a single target it is perfectly possible to have a 121-121 repeating attack chain using just these two powers(!), that lasts only3.564s(!) per cycle (not including pause before repeating) at a cost of 3.01+3.97+3.01=9.99 endurance per cycle, which is an endurance cost of -2.8/s (not including pause between cycles), which cannot be sustained indefinitely … but which this build would be perfectly capable of sustaining for "a while" with the endurance recovery options fully slotted into this build before needing to pause (or chomp a blue skittle). And as if that weren't enough, while doing a 121-121 repeating attack chain, if the Decimation Build Up procs the 5.25s duration of the buff AFTER Snap Shot finishes animating it will last long enough for at least another FOUR ATTACKS … since 1.188*4=4.752s giving you multiple bites at the Build Up apple (so to speak). And in the context of the chances to proc Build Up at least once every 3 rotations of the 121212 pattern of using Snap Shot and Aimed Shot, you're looking at a 1-(1-0.065)2=12.6% chance to proc Build Up EVERY 3.564s(!!!), not including pause times between cycles. That's roughly equivalent to rolling a 1 on a 1d8 every rotation. Not bad, eh?

 A Build Up proc will yield the following.
+13.312 Lethal damage per buffed Snap Shot
+19.5776 Lethal damage per buffed up Aimed Shot
+17.8112 Lethal damage per $Target per buffed up Fistful of Arrows
Although that sounds like meager small potatoes, in the context of a 121-121 repeating attack chain, this adds up to being enough extra damage to a single target to be "felt" (or noteworthy, if you prefer).

That additional Lethal damage actually amounst to more total damage produced than a stock and standard 71.75 damage proc would generate per proc (although it would likely proc ~2x as often in Snap Shot). Given the animation duration of the 121-121 attack chain producing this performance, that's somewhere in the neighbothood of +10 additional Lethal damage per second(!) increase over the entire duration of the Snap Shot that procced Build Up through the end of the last single target attack to benefit from the buff (and this is on a Mastermind using the personal attacks!).

 

Okay ... granted ... if you take that extra damage output and multiply it by the 12.6% chance to proc every 121 rotation cycle, you'll wind up with only about +2 (or so) additional Lethal damage per second over an averaged infinite time frame ... but that's if you're only using the single target 121-121 attack chain. What happens if you're throwing in Fistful of Arrows into the mix too? Well, funny you should ask ....




Notes for Snap Shot, Aimed Shot and Fistful of Arrows
Fistful of Arrows has a 3.82s (without Chrono Shift) or 3.08s (with Chrono Shift) recharge time in the context of this build without any Incarnate slotting at all. This is merely 0.256s longer than the animation time of Snap Shot/Aimed Shot/Snap Shot (121) attack rotation cycle as detailed above when not buffed by Chrono Shift. Meaning that with a 1213121-3 attack rotation it is also perfectly possible to repeat (for as long as your endurance holds out) which will have an arcanatime animation duration of 4.884s per 1213 cycle (adding only 0.256s to pause on the 2nd and subsequent cycles when not buffed by Chrono Shift) and cost 3.01+3.97+3.01+6.68=16.67 endurance per cycle, which is an endurance cost of -3.41/s, which cannot be sustained indefinitely … but which this build would be perfectly capable of sustaining for "a while" with the endurance recovery options fully slotted into this build before needing to pause (or chomp a blue skittle). And as if that weren't enough, while doing a 1213121-3 repeating attack chain, if the Decimation Build Up procs the 5.25s duration of the buff AFTER Snap Shot finishes animating it will last long enough for another FIVE ATTACKS … since 1.188*2+1.32+1.118+0.256=5.14s giving you multiple bites at the Build Up apple (so to speak). And in the context of the chances to proc Build Up at least once every 2 rotations of the 1213 pattern of using Snap Shot and Aimed Shot, you're looking at a 1-(1-0.065)2= 12.6% chance to proc Build Up EVERY 4.884s to 5.14s(!!!). That's basically as difficult as rolling a 1 on a 1d8 every 4.884 to 5.14s. Not bad (again), eh?

In the context of a 1213121-3 repeating attack chain, this adds up to being …(Snap+Aimed+Snap+Fistful+Snap+Aimed+Snap+{pause}+Fistful) = 13.312 (Snap) + 39.1552 (Aimed) + 35.6224 per $Target (Fistful) = +88.09 additional Lethal damage to selected $Target plus +35.62 additional Lethal damage to every additional $Target hit by Fistful of Arrows (max 10 targets)

The trick for the extra damage potential then comes down to "which Snap Shot" is the one that procs?
If it's the first Snap Shot, then the Build Up proc is going to buff like so ... 1213121-3.
But if it's the second Snap Shot, then the Build Up proc is going to buff like so ... 1213121-3.
So as you can readily see, that's going to make for quite a wide swing in damage output potential in a target rich environment. How much are we talking about? We're talking on the order of a difference between +35 to +71 Lethal damage (give or take) to every $Target within the cone of Fistful of Arrows (which against 10 potential targets really adds up quickly!). This is where the behavior of Build Up starts coming into play, because unlike a damage proc that may hit some but not others, while Build Up is in effect the bonus damage gets applied to ALL $Targets that get hit (simultaneously).

SERIOUSLY NOT BAD (for a Mastermind's personal attacks), eh?

Alright, you won't be shaming any Scrappers (or Blasters, for that matter) with that kind of performance ... but you've got to admit it's kind of remarkable, for a Mastermind!

Also note that this performance can (will?) be modified even further(!) by the -Resistance debuff procs in Fistful of Arrows (what a coincidence…) and Slowed Response and Time's Juncture ... all of which can stack with each other(!) since they're different procs. NO REALLY SERIOUSLY NOT BAD, eh wot eh wot eh wot?

I mean … in the light of everything I've laid out above with Snap Shot and Aimed Shot in the overall context of this entire build, this is a pretty decent performance yield from a proc in a single target ranged attack, wouldn't you say? I mean, am I right or am I right? Now think about what the -Resistance debuffing from Fistful of Arrows, Time's Junture and Slowed Response is going to do for your Ninja Pets (and Teammates as Pets?) with this build. Go on … just imagine the possibilities …

I'm a Mastermind of */Time Manipulation/* ... I can afford to wait for you to work out what all of that means …  8)




Additional Important Note(!):
Everything I wrote earlier upthread about the Decimation Build Up proc in Snap Shot adding damage to your attack chain?  Copy Paste those yield results in here for the Gaussian's Build Up proc in Tactics … and even better yet, the two procs CAN STACK with each other!  And it's right about "now" that I'm simply going to stop Feeling Sorry™ for my $Targets … along with anyone else who thinks that taking the personal attacks on a Mastermind is a waste of animation time, effort, power picks, enhancement slots, enhancements acquisitions, endurance and (of course) overall build efficiency.

Foolish mortals ...

Because … yeah … UNaugmented by Build Up, your personal attacks as a Mastermind look kind of wasteful/pathetic/squandery compared to any other Archetype's attack powers.  But when you're proc monstering -Resistance debuffs and Build Up procs all over the place (like I am here), while debuffing the stuffing out of your $Targets while you pincushion them with pointy sticks from your bow as your Ninjas go all La Machine on them in a frenzy of dismantle-age (in a hurry) … yeah … even with Time Manipulation, this Mastermind hasn't got the time needed to Feel Sorry™ for you.

YOU'RE WELCOME!  ;D

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