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Messages - Redlynne

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61


The Teleport Chamber contains all of the beacons a SG can usefully use on a limited budget of Control generation (in my case, only 200 Control). However, entering from the Infirmary through the arcane arches at the doorway presents a rather impressive sight, with the Magicked Telepads stacked vertically and flanked by "gallery presentations" of their respective Beacons. I just love the way the Telepads project their glowing fields in the darkness.

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Can you identify the Beacons used for the ground floor Telepad just from the chiaroscuro imagery used for them in their arcane versions?

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There is (of course) seating and waiting areas under the stairs and suspension bridges that offer access to the upper level once again.

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While the ground floor Telepad has its Beacons organized for access to low level zones throughout Paragon City, the upper level Telepad has Beacons organized for access to high level zones, making for an easy mnemonic to remember which Telepad to go to for nearest access to a wide variety of destinations. With this particular arrangement, almost all zones (except Cimerora and Praetoria) are within 1-2 zones of the Telepad Beacons, Ouroboros Portal and/or TUNNEL Network, making navigation of Paragon City relatively easy.

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62


Returning to the Arcane Workshop and turning towards the center of the base, is the Infirmary. Note the "planet" suspended above the arcane Inspiration Storage rack with the arcane Resurrection Circle on top of it all the way up at the ceiling.

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Here are the corresponding views into the Infirmary from the ground and top floor (by the Empowerment Station) of the Tech Workshop.

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Ground floor views showing the stairs leading up to the suspended "planet" and the sitting area under them (which can also be used as crash space when necessary). Beyond the arcane Inspiration Storage rack, you can see the Tree of Wonders that I have installed (with an ACTUAL TREE!).

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The Tree of Wonders (or its tech counterpart, the Auto Doc) is unlocked by earning an SG badge that requires 1,000,000 HP healed while in SG mode. I was able to accomplish this on my Tanker (Redlynne, solo) by use of Aid Other, Aid Self and Hybrid: Rebirth. The Tree of Wonders is an extremely useful item to have inside an SG base, because it is a Vendor that will buy and sell Inspirations for INF ... particularly the ones you don't want to keep or use. Beyond the Tree of Wonders (and through the arcane arches), you can see into the connecting Teleport Chamber and Containment Alcove beyond.

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63


At the end of the Arcane Wing can be found one of my "pride and joy" accomplishments, the Control Room. On the left you can see the stacked Arcane Bookshelves and in the center of the room is the Oracle among the trees (the arcane counterpart to the Mission Computer). Comfortable leather sofas and bookshelves line the walls at ground level. There are also large tables set up, perfect for board games and the assembly of large puzzles during downtime between bouts of crime fighting.

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The stairs up to the mid-level features wooden suspension bridges wrapping around the walls of the room hanging in front of stained glass windows that offer (distorted) views to the outside.

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Rounding the final turn of the mid-level provides a view of the arcane Axis of Control (that "sings" as it spins). The platform it rests upon offers stair access up to the top level (what I like to think of as the "Loft" area).

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At the top of the stairs, the "recreation loft" has theater seating for watching movies on the Big Plasma Screen™ in and amongst the "bendy library" lining the walls.

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In the back corner of the "recreation loft" there is a gaming computer and server racks before venturing out onto another suspension bridge between the two lofts up near the ceiling. The far loft also has another gaming computer set up, although it also tends to be used for "more practical purposes" at times.

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From the middle of the bridge between the two loft areas, a most delightful Treehouse Effect™ has been realized when looking back towards the Entrance Room along the Arcane Wing hallway. The sound of the Oracle down below sounds like wind blowing through the tree foliage that can be seen swaying below.

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On the other side of the last suspension bridge is the "Boardroom Loft" where SG members (once I can induct more) can gather to discuss plans, schedules and other "business" concerns the SG may have. There is even a water fountain on the back wall beside the bridge.

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The balconies wrapped around the outside of the "Boardroom Loft" offer some interesting views of their own when looking back towards the Entrance Room along the Arcane Wing hallway.

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64


Moving from the Entrance Room into the Arcane Wing, the first stop is the Arcane Workshop, which is split into three levels.

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On the ground floor, the Invention Table and two Enhancement Tables can be found. In my base, I'm storing all of my Halloween Sets (from running all those Banners during the event) in these two Enhancement Tables (so I can find them easily).

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The stairs provide easy walkable access to the upper two floors. The Personal Storage Vault is also accessible from the ground floor in the main hallway of the Arcane Wing.

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The first floor above ground is home to the T1/T2/T3 Common Arcane Invention Salvage Racks, while the second/higher floor is where the T1/T2/T3 Uncommon+Rare Arcane Invention Salvage Racks and Arcane Empowerment Station are located. This arrangement helps me keep stocks of salvage "organized" by tiers and rarity, so if I need a particular piece of salvage to craft something, I know exactly which storage rack to go to in order to find it.

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And just for shizzle, here is a view into the Arcane Workshop while standing on the "planet ring" that I built into the Infirmary (more about that bit of business later on!).  8)

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65


A lot of people who enter my SG Base for the first time are surprised to discover that you don't enter on the ground. Instead, the actual base "Entrance" is lifted up into the air on an Arcane Floor Seal (which is transparent from below, but visible from above!)

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Wooden ledges and stairs wrap around the walls leading down onto the floor below providing walkable access, with spinning holograms in the corners to help guide lost visitors back towards the entrance/exit to the base. The Entrance Room also has (redundant) bathrooms for anyone who may want to "freshen up" a little after fighting crime.

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The stylistic theme of the room is one of "Night Above/Day Below" where you enter the base into darkness before descending into the relaxing atmosphere of the lower portion of the room. The two "main" hallways leading out of the Entrance Room run through the Arcane Wing and the Tech Wing of the base itself.

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With World Detail dialed up to 200% in the options menu, you can see the loading dock for 18 wheeler trucks to back up to for loading and unloading at the far end of the Tech Wing's long hallway from the Entry Room.

66
This is the entry for my (so far) soloist Supergroup at the registrar inside City Hall in Atlas Park.



At this time, I have 2699 unspent prestige after fully decorating my SG Base to become what you will see here in this thread.
  • 3,018,499 - 2699 = 3,015,800 prestige spent
So slightly over 3 million prestige cost for what you're about to see.




Here is what the Autumn Knights base looks like from a top view in the Choose Plot editor:



And here's what all of the rooms are actually for:






Just in case anyone would like to know what the final "accounting" of items is, room by room ... well ... it's this ...





Entrance: 1
Energy (Aux): 1 (0) = 1000 energy generation, 655 energy used
Control (Aux): 1 (4) = 200 control generation, 180 control used
Storage: 6+6 salvage, 2+2 enhancement, 1 vault, 1 inspiration
Invention Tables: 1 arcane, 1 tech
Empowerment Stations: 1 Tier 3 arcane, 1 Tier 3 tech
Item of Power Base: 1
Medical: 2
Magicked Telepads: 2 (12 beacons)
Raid Telepad: 1

Decorative: 548+280+139+471+105+130+554+418+811 = 3456 (mix of 100, 500, 1000 and 5000 prestige each items)

And considering that I built my SG Base "in 3D" ... it took a while to get everything sorted and in exactly the right places (go figure, eh?).




Before getting into screenshots of the individual rooms, I just want to say that the still images I've taken for this Virtual Tour really don't do the place full justice (as visitors have already told me repeatedly). Screenshots do not adequately convey the sense of space and ... ambiance ... that you get from being there in person. I've even paid attention to the sight lines and soundscape that enhance the experience of being there in person, able to freely look around and FEEL what it is like to live in this base of mine.

So, without further preamble, let's get started!

67
- Recall:
   - Range of NPC Teleport decreased to slightly over standard attack distance from 200 ft to 100 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.
   - Range of PvP Teleport decreased to long-range attack distance from 200 ft to 150 ft.  The power still accepts ranged enhancements, TP and Universal Travel sets.

Curious to know the thinking behind this change.  Maybe I've been using it not-as-intended, but I always thought of TP Foe as a substitute for a snipe power: able to pick off a single enemy at an extreme distance when you need to thin the herd.  If I'm correct in thinking 150 feet is standard for snipe powers, wouldn't it make sense for that to be the minimum range for this as well?

I agree.
The base range of this power ought to be consistent in PvE and PvP.
Set both to 150 ft and call it a day.

68
For force bolt, I will be completely honest and admit I had not considered making it a line attack during my initial planning, and I like the idea you've presented here.

In that case, is it possible to cause the activation of one power to near simultaneously activate a second power by the same caster at the same $Target?

To sidestep around the Arcanatime problem of needing to animate two attacks in a row ... could the first power activated have what amounts to "no activation time at all" (making it animation invisible) and then letting the second power activated "carry the animation time" for the combination? That way, you would essentially be "automatically chaining" two attacks together, giving you slightly different yields for each of the two components.

Attack 1 = 0s animation
Attack 2 = full animation duration of original

That way, you get what amounts to "simulcasting" of the two attacks at the same $Target from the original caster.

Where stuff will just go completely bonkers doing that though would be in the tooltips and powers performance details reporting, if the tooltips are showing only half the info (because two different powers activated as one click).

I know that City of Heroes was originally designed as a "execute ONE AT A TIME" game engine, so this may not be possible. However, not being familiar with the spaghetti coding underneath the hood, I do have to wonder if there's a way to finesse a solution. If there isn't then "oh well" ... it would simply be "back to the drawing board" of using a 5º Cone attack that then spawns PBAoEs of Knockback splash around $Targets (1 splash radius per $Target!) that get hit by the Force Bolt. Perhaps less "elegant" of a solution than the cone within a cone approach, but ultimately if it's Stupid But Works ... was it really all that stupid?

If you do try a 5º Cone that spawns PBAoE Knockback splashes around $Targets (because the Cone In Cone option is not available as a solution), then I would recommend a Max Targets: 5 on the 5º Cone along with a Max Targets: 5 for each PBAoE Knockback splash radius spawned around $Targets that get hit. Such a combination would yield a theoretical maximum of 5x5=25 KB splash hits, although that cap will almost never be reached in actual gameplay (the positioning of Foes will almost NEVER be that favorable).

Alternatively, if you want to get REALLY creative ... you could do a 5º Cone that spawns CHAINING Knockback splashes (ala some Electric attacks and Ion Judgements) that "jump" a short distance from the $Target(s) hit by the 5º Cone out to hit nearby Foes with the Knockback splash. A narrow line cone for damage that uses short distance chains to do knockback splash could be VERY INTERESTING in actual gameplay, since the chains would not be a predetermined shape (spherical) ... meaning that in Target Rich Environments (such as Team-8 and League play) the Knockback splash wouldn't be entirely pre-determined and predictable. Instead, the Knockback splash would "fork outwards" from the 5º Cone of affected $Target(s) and create a sort of "bowling alley" FEEL to how the power works (sometimes you get a Strike, sometimes you pick up the Spare, and sometimes you wind up with Bedposts). Using short range chaining for the Knockback splash would give Force Bolt an extremely unique "character" to how the power works in combat, sufficiently so that it wouldn't feel like a gimmick but more like a natural consequence of how the power ought to "behave" (visually) when used.

Just some more Ebil Ideas™ for you to have fun with, if you're so inclined. 8)

69
General Suggestions and Feedback / Re: [Issue 5] Rolling Barrage set
« on: January 28, 2023, 08:57:43 am »
ease of acquiring pieces

For all intents and purposes, this is functionally a NON-ISSUE.

You're not going to get 6-slots of this set all at the same level via drops without going to either a Merit Vendor (most likely), Alignment Vendor (probably foreclosed on if all the set pieces cost 30 merits and thus are not sold by Alignment Vendors!), Astral Thread Vendor (in Ouroboros), or the Auction House (good luck finding it there at the enhancement level you want in a small population game economy!). So acquisition will almost always be done via Reward Merits ... and those just accumulate over time (except when you're spending them), kind of like with INF (if you don't spend it, it just accumulates over time).

Sure, a set that costs 180 Merits for 6 slots (@ 30 each, total 180) will be "cheaper" to acquire than 5 slots @ 75 each plus 1 slot @ 125 (total 500) ... but that "cheaper" benefit is only going to be relevant to the first character you make on the server. Once you've got Alts (and especially if you've already got a Level 50 on your account), being able to accumulate Reward Merits to pay for completed sets that are not Purples or PvP sets is a relatively trivial exercise ... especially if you've been completing Story Arcs and running Strike/Task Forces.

So while the set you've designed may be "cheaper to acquire" ... that fact is not in and of itself sufficient to override other longer term performance considerations (because cheap to buy can also mean cheap forever in terms of return on investment). If anything, I would consider the "cheaper to acquire" point to be more of a Quirk of the set, rather than a Selling Point in its favor (in desirability terms, relative to the alternatives).

70
General Suggestions and Feedback / Re: [Issue 5] Rolling Barrage set
« on: January 26, 2023, 08:07:37 pm »
More or less, the reason is that, the set bonus notwithstanding, Rolling Barrage isn't intended to be a range-focused set. Rather, it's intended to be the category's equivalent to Thunderstrike or Crushing Impact - the easy-to-acquire uncommon-grade set that covers a wide level range up to max level, with good but not overwhelming set bonuses, that contains a bunch of broadly useful triples.

So ... it does something I don't need in any of my builds (past, present or future) ...

Right now, in TAoE to get an acc/end/rech or dam/end/rech you have to use a pvp recipe, and acc/dam/rech is available only in a rare set and the winter set, all of which are relatively much more difficult to acquire.

Curious.
I find myself almost NEVER wanting that combination in ANY powers that I build for due to one excessively simple reason.

Recharge enhancement on the enhancements themselves kills Proc chances.

What I want in a Target AoE set is something that pretty much doesn't exist ... Acc/Dam/Range ... or even Acc/Dam/End/Range ... but recharge enhancement is something I go out of my way to AVOID, rather than embrace (especially if Frankenslotting).

That was the hole this set was meant to cover in terms of enhancement pieces.

Which is where you lose me with the conceptual scaffolding you've offered.
You're basically trying to solve a problem that I don't have.

Consider.

Rolling Barrage
Accuracy/Damage
Damage/Endurance
Damage/Recharge
Accuracy/Endurance/Recharge
Accuracy/Damage/Recharge
Damage/Endurance/Recharge
= 1.625 SO Accuracy ... 2.25 SO Damage ... 1.625 SO Endurance ... 2.125 SO Recharge = 7.625 SO enhancements equivalence

Annihilation set
Accuracy/Damage
Damage/Recharge
Accuracy/Damage/Recharge
Accuracy/Damage/Endurance
Accuracy/Damage/Recharge/Endurance
Proc: -Resistance debuff
= 2.0625 SO Accuracy ... 2.6875 SO Damage ... 0.9375 SO Endurance ... 1.5625 SO Recharge + Proc = 7.25 SO enhancement equivalence + Proc

Basically, your Rolling Barrage delivers ... reduced Accuracy AND Damage ... in exchange for improved Endurance and Recharge reduction ... which is ultimately a BAD TRADE.
Allow me to illustrate why trading damage enhancement for endurance and recharge enhancement instead is not as valuable as you might think.

Let's say (for simplistic comparison purposes to illustrate what I'm talking about here most effectively) ... that an attack with no enhancement needs to hit a Foe 4x in order to defeat that Foe.
Let's also stipulate that the attack costs 4 END per use (to keep the math simple) and takes 4 seconds to recharge and 2 seconds to animate.
I'm purposefully ignoring accuracy and postulating this as an auto-hit matrix of scenarios to reduce variability and make my point clear.

Here's what happens with a single SO enhancement to either damage or endurance or recharge when slotted into this benchmark power scenario.

Zero Enhancement = 4 attacks = 4 animations (8 seconds) + 3 recharges (12 seconds) = 20 seconds to defeat Foe @ 16 END cost

So that's the benchmark.
So what happens if we slot a single SO into that hypothetical power in that scenario?
Well ...

Damage SO = 3 attacks = 3 animations (6 seconds) + 2 recharges (8 seconds) = 14 seconds to defeat Foe @ 12 END cost
Endurance SO = 4 attacks = 4 animations (8 seconds) + 3 recharges (12 seconds) = 20 seconds to defeat Foe @ 12 END cost
Recharge SO = 4 attacks = 4 animations (8 seconds) + 3 recharges (9 seconds) = 17 seconds to defeat Foe @ 16 END cost

And just for giggles ... let's "cheat" the premise and put Endurance+Recharge together (2 slots worth!) up against a single Damage slot ... what happens then?

Endurance+Recharge SO = 4 attacks = 4 animations (8 seconds) + 3 recharges (9 seconds) = 17 seconds to defeat Foe @ 12 END cost
Damage SO = 3 attacks = 3 animations (6 seconds) + 2 recharges (8 seconds) = 14 seconds to defeat Foe @ 12 END cost

In other words ... Damage enhancement is more effective and more useful to enhance than Endurance OR Recharge ... until Damage enhancement gets capped by ED.

This is why when I say that trading Damage (and Accuracy!) enhancement for Endurance and Recharge instead is a BAD MOVE™ on your part as a developer, I'm not dabbling in hyperbole here.
You ALWAYS want to buff up Damage until ED is giving you a haircut ... and then and only then does it make sense to start diversifying into Endurance and Recharge buffing for a damaging attack power.

If your intention was to create a set that is only useful as a Frankenslotter to be harvested for spare parts ... then, mission accomplished (I guess)?
If your intention was to create a compelling alternative to what is already available ... then you've missed the mark ... BADLY.
The formulation you've come up with does things that builds do not need, by sacrificing the things that they do need (and want and desire) in order to get there.

A range-focused set could be an interesting idea, and I'm not opposed to the idea of doing one at some point, but this isn't that set.

Not to harsh on you too convincingly here ... but I cannot think of ANY circumstances in which the Rolling Barrage set would be preferable to the Annihilation set ... or the Detonation set ... or even the Positron's Blast set ... except maybe as a 2-slot Frankenslotter, but DEFINITELY NEVER as a 6-slot option.
Sorry.

(The idea of a 'universal ranged attack' set is also an interesting one; merged set categories like that are something we've been playing with lately and I might revisit that one.)

That wasn't somewhere I was going, but agree that a Universal Ranged Damage (single target, TAoE, cone) set would be an interesting direction for future development(s).

The range set bonus is there partly for flavor (the more times you slot the set - the more guns you have in your barrage - the more range you get - the farther your barrage can roll forward), and partly because range as a set bonus is fairly uncommon so this adds some more variety to set bonus options, rather than because the set is range-focused. The recharge bonus being relatively small is because the set also provides a desirable defense bonus, so I don't want to go overboard on the bonuses on an uncommon-grade set. And yeah, the defense bonus should indeed have a 1.25% melee component, that's just an omission in the patch notes and it does indeed have that component in the game.

Yeah ... in that case, this new set is going to be mostly a hard pass for me then, with only the most boutique niche application uses (2-set bonus) for anything I might ever want to build. It's objectively "weaker" than the alternatives, and the set bonuses are not in and of themselves compelling enough to make me want to use this set (in a 6-slot configuration) over the already available alternatives. Sorry (not sorry).

71
Sorry to take so long to get back to you, Redlynne.

No worries.
No complaints.

To be honest, the mere fact that an Analysis Of Alternatives approach is taken, in which the pros/cons of other options are weighed and measured (by people IN THE KNOW™) is the greatest confidence builder of your response.
I'm not expecting every notion to be taken on board and implemented (let alone promised) ... but having confirmation that outside notions and inputs are at least Entertained For Analysis is excessively important for transparency, which ultimately yields high confidence that whatever ideas "win out" in the end will be the best possible implementation, rather than simply being the First/ONLY interpretation considered (all others need not apply).

For PFF, it's a bit of a moot point now that I've changed it again, but at the time it was indeed using that method; a timed toggle that turns itself off after a set period. The reason it's got a lockout on top of that is basically just so that I can give it a short-ish recharge without worrying about the uptime on the effect getting way too high at extreme levels of global recharge.

I saw the patch note update for PFF changing to a Self Only effect after 30 seconds ... which is a very reasonable modification.
However, this does concern me on the point of "telegraphing" to the Player that "their time is up" and that the function of the power is going to shift.
Being able to keep track of a 30 second duration while busy fighting in combat is not a Player Skill that most of us will have (a rare few will, but they will tend to be the exception, kind of like how some people can handle Bullet Hell gameplay as if it were nothing).

Ideally speaking, you would want any kind of "Player Facing Telegraph" indicating that "your 30 seconds are almost up!" to be something which is client specific only (so other Players can't see the telegraph).
The simplest option would be something like putting an indicator ring around the power in the power tray (use a different color than other functions) so that a Player who is paying attention can notice.
Even more ideally speaking, you would want to put a countdown NUMBER superimposed over the power's icon in the tray, displaying how much time is left before the power reverts down into a Self Only effect.

An alternative option for this "Player Facing Telegraph" would be to do something with/around the character avatar (such as a transparency fade in/fade out or a particle ingathering effect or whatever).
The problem with doing something to/around the character avatar is that in DENSE combat situations (think iTrials and Mothership Raids) where there are a ton of power FX flooding the screen, it can be extremely EASY to miss visual cues centered on your own character. The sheer quantity of "visual noise" that happens in DENSE combat contexts can easily overwhelm any visual cues oriented around the character avatar (especially if those cues are ... subtle).

Idea being that just like with a traffic light ... you want to have green, yellow and red conditions ... where the yellow is an indicator that a red is Coming Soon™ so that preemptive action can be taken before the hard cutoff condition engages.

For repulsion bomb, it actually also does already work sorta like that, albeit with only two levels. It's got a 75% chance for mag 2 and 66% chance for mag 1, which results in a 8.5% chance for no stun at all, a 16.5% chance for just mag 1 (only stuns underlings unless there's another power to stack on), a 25.5% chance for just mag 2 (stuns minions), and a 49.5% chance for mag 3 (stuns minions and LTs). I just didn't give it more levels because there's not really a functional difference between mag 0 and mag 1 of applied stun and I didn't want it to be able to stun bosses, but it basically uses that method.

MAG 1 is only useful against +0 Level opposition.
As soon as you face a +1 Level opponent, that MAG 1 isn't going to be enough.
This is the reason why a number of mez powers for Controllers do things like MAG 2.1 and the like, so as to be able to overcome the Level Adjustment.

Now think of how this power is going to work (or not) in the context of facing +3/+4 Foes.
It's going to be pretty darn lackluster and lose a significant portion of its "oomph" and usefulness as a Stun mez generator.
I would recommend doing some testing against less advantageous Con Total matchups to verify that the implementation you've designed will "degrade gracefully" in the way that you want at Orange/Red/Purple stages in a way that is acceptable for how you want the power to function game mechanically under the hood.
You've probably already done this, but since it has not been discussed on those terms, I mention this simply for the sake of completeness of perceptions and understanding of what you're doing.

Force bolt as a narrow cone pseudo-line attack is interesting, but there's a couple of reasons why I don't want to do it that way instead of the TAoE.

Which is FINE.

The first is that it doesn't really mesh mechanically with the goals of the revamp and set. As you note, hitting multiple targets with a line-style cone tends to be more of an occasional bonus than an effect you can rely on. This would be fine if force bolt was already a widely useful power that just needed a bit to take it over the top, but the main reason the TAoE effect is being added in the first place is that it's a power that was useful but pretty niche and needs stuff to broaden its general usefulness, so the aoe effect kinda needs to be more on the easy-to-use side. Making use of a line-style cone also requires careful positioning to line stuff up, but force field is already a set that needs you to move around a lot to position yourself to direct knockback and/or repel effects in the directions you want, so you're less likely to find yourself free to maneuver to properly exploit a line-style cone.

The second is more of a technical limitation, the mechanic that's being used to limit the power to only deal its full effects to the main target only works on a TAoE. That effect functions by an override that set a separate radus for different effects in the power - the effects that are intended to apply only to the main target have their radius set to 0, which on a TAoE means that they will only affect the central target. On a *cone*, though, that just means they won't affect anything at all since the only thing at radius zero of a cone attack is the player, and there's no other way to differentiate the 'main' target.

In which case ... COUNTER-PROPOSAL.
  • You want the "main effect" of Force Bolt (that does damage) to hit the selected $Target.
  • You want the "secondary effect" of Force Bolt (that does knockback/knockdown) to hit others nearby to the selected $Target.

The "method" you have selected to achieve this goal is a Target AoE ... which does damage+stun to the selected $Target and a separate "splash" effect to any additional Foes in a 15ft PBAoE radius around the $Target.
In effect, you've got a Single Target Ranged Attack that creates a PBAoE effect around the $Target ... and the combination is a Target AoE.

If you were to switch over to a Cone Attack approach, you could do something broadly similar in implementation as a PAIR of simultaneous Cone effects.

"Main" attack = 5º Cone ... deals damage + stun ... Max Targets: 3 ... requires selected $Target
"Splash" effect surrounding "Main" attack = 15º Cone ... deals knockback ... Max Targets: 10 ... requires selected $Target

The primary advantage of switching to a Cone attack formulation like I'm advocating for here is that it enables all kinds of Clever Gameplay options, starting with being able to (usefully!) enhance the power for RANGE.
Cone attack powers benefit ENORMOUSLY from Range enhancements ... so much so that I'm honestly surprised by how few people recognize this fact.

Being able to "put a cone in a cone" like I'm talking about here would turn Force Bolt into a "piercing linear" attack as far as damage is concerned (hence the 5º cone for the main effect) but also one that has a kind of "bow shock/wave front" of knockback surrounding it that "blows away nearby stuff" as the Force BOLT flies past as a secondary effect.

In terms of implementation, if you have to use a Pseudo-Pet mechanic to make it work, I would honestly give the knockback cone effect to the character and then assign the narrower "main damage" cone effect to the Pseudo-Pet to deliver (which sounds, backwards, I know) ... but the reasoning for this would be the difference in Force Feedback procs versus Positron's Blast procs (or any damage procs, really). Since the character would be casting the knockback, any Force Feedback procs that result would accrue to the character directly (since that's a Buff The Caster proc condition) ... while any Damage procs that result affect the $Target (since those are a Debuff The $Target condition).

The Target AoE solution that you've got makes Range enhancement relatively superfluous.
The selected $Target can be farther away, but the "splash" radius cannot be enhanced/changed.

The "Cone within a Cone" solution makes Range enhancement a much more desirable modifier to build for (and strategize around!).
The selected $Target can be farther away AND the "splash" radius around them INCREASES the more distant the $Target is from the caster (narrow up close, wider out farther away ... because ... CONE).
Such a "configuration change" in how the power works (game mechanically) then makes possible a far wider range of engagement strategies and tactics, rewarding Clever Gameplay by characters.
It also means that the power "behaves differently" at different ranges, such that you get a mix of short/medium/long range strategies and tactics when it comes to combat ... and Range enhancement will seriously modify "what you can do" with the power at long range.

The only thing "missing" from the power in a "Cone within a Cone" formulation would be an Expanding Refraction Distortion Ring FX in the air around the Force Bolt projectile itself that could be used to visually indicate the size of the Knockdown Cone around the "main" Force Bolt as it travels out to maximum range, to give Players a good sense of the volume of space that the Force Bolt is plowing through and affecting along the way. However, since that would be a MASSIVE ASK as a Feature Request, I want to be clear that such a development would definitely fall into the "nice to have" category of blue sky wishful thinking ... rather than being any kind of a realistic (or even remotely reasonable!) development effort that ought to be undertaken with respect to Force Bolt. It would dial the Coolness Factor™ of the power up to 12(!) ... but would be nowhere near as simple to implement as modifying some database entries.

For force bubble, a range debuff actually sounds like a pretty interesting idea. I can't make any promises, but I'm going to play around with the idea at least.

We make every pretense of competency around here ... ^_~

72
Tech Issues / Re: Mids Reborn with dot net 6 fails on windows 7
« on: January 23, 2023, 03:49:15 pm »
You know what? I need to stop distrusting other people, and assume they would help. I'm going to talk to the mids team about making a mids web version.
It's the only way to be sure you can "future proof" the build planner.
Extra bonus points for building it in such a way as to encode the build data hash into the webpage URL (kind of like the way that WoW build planners do, although they're a LOT simpler!). Change the details of the build and you change the webpage URL to access THAT BUILD combination. Rebirth builds would be orders of magnitude more complex and a "simple" WoW build ... but we're already partially there with the Mids build code hash output!

73
Got it. High wedge cut with angled bangs, work in hair recoil for attacks if possible. Maybe a touch of cape hair on front side locks.  :)
The fact that Cryptic (and later, Paragon) Studios never got around to enabling "hair motion" for longer hair is just one of those curiosities. Pony tail hair that swishes and sways with movement would seem to be such an obvious development angle to build on.

74
General Suggestions and Feedback / Re: [Issue 5] /altinvite
« on: January 21, 2023, 09:36:38 am »
For 100% clarity, it does not allow for promotion or demotion of offline alts or members in supergroups.

It only allows you to use a single account to invite all your characters of relevant alignment status to an existing supergroup. And you must do so from a character in said supergroup with invite permissions.
What are the anticipated (programming) problems with enabling promotion/demotion of SG members who are currently offline?

75
General Suggestions and Feedback / [Issue 5] Rolling Barrage set
« on: January 21, 2023, 01:11:59 am »
Issue 5 Patch Notes LINK

Quote
Rolling Barrage
This uncommon Targeted AoE set is available from level 25 to 50, and offers new combinations of enhancements. Additionally, Rolling Barrage expands the set bonus variety for Targeted AoEs.

Enhancements:
Accuracy/Damage
Damage/Endurance
Damage/Recharge
Accuracy/Endurance/Recharge
Accuracy/Damage/Recharge
Damage/Endurance/Recharge

Set Bonuses:
2-piece: 7.5% Range
3-piece: 1.125% Maximum HP
4-piece: 2.5% Damage
5-piece: 3.75% Recharge Time
6-piece: 2.5% Smashing/Lethal Defense

This set's recipes drop from normal content and can be obtained at various merit vendors.

Question.
Why does a set with No Range Enhancement within the set itself grant a 2-piece global range buff?

Indeed, the Target AoE sets are remarkably consistently bad (as are the Ranged Damage sets, to be fair) at including any kind of Range buffing native to the enhancements themselves individually.

Counter-proposal (changes in bold text).

Accuracy/Damage
Damage/Endurance
Damage/Range
Accuracy/Damage/Range
Accuracy/Endurance/Range
Damage/Endurance/Range

2-piece: 7.5% Range
3-piece: 1.125% Maximum HP
4-piece: 2.5% Damage
5-piece: 7.5% Recharge Time
6-piece: 2.5% Smashing/Lethal Defense, 1.25% Melee Defense

I would even go so far as to say that I would want to have this exact same set available to Ranged Damage (go figure...) as well as Target AoE sets.

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