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Rebirth Year 6 Anniversary Event is now LIVE!  Active Release: Ri6

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Messages - Redlynne

#61
General / Re: Updated Mids
Dec 19, 2024, 09:56 AM
Quote from: Joshex on Dec 18, 2024, 10:09 PMoutputs nothing, not even to clipboard.
Yet more proof (as if we needed it) that Mids' as a standalone application has reached peak technical debt and needs to be completely refactored into a web page online calculator (that would be easier to use and maintain).
#62
Level 1: Gauntlet
Level 1: Brawl

  • (A) Hamidon Origin: Nucleolus Exposure (Accuracy/Damage)
Level 1: Prestige Power Slide[/b]
  • (A) Run Speed IO: Level 50
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 15
Level 1: Prestige Power Surge
  • (A) Run Speed IO: Level 50+5
Level 1: Prestige Power Dash
  • (A) Run Speed IO: Level 50
Level 1: Prestige Power Quick
  • (A) Run Speed IO: Level 50
Level 1: Prestige Power Rush
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Inexhaustability - Out of Combat +Hit Points/Endurance: Attuned
Level 2: Swift
  • (A) Run Speed IO: Level 50+5
Level 2: Hurdle
  • (A) Jumping IO: Level 50+5
Level 2: Health (Heal: 44%) {Regeneration: 57.6%}
  • (A) Miracle - 15% Recovery: Level 20
  • (8 ) Numina's Convalescence - Heal: Level 31+5
  • (16) Numina's Convalescence - 10% Recovery and 20% Regeneration: Level 30
Level 2: Stamina (Endurance Mod: 100.508375%) {Recovery: 50.12709375%}
  • (A) Performance Shifter - Chance for +End (1.5 PPM): Level 21
    • 1.5 * 10 / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 25%
  • (12) Performance Shifter - EndMod: Level 27+5
  • (22) Performance Shifter - EndMod/Accuracy: Level 27+5
Level 4: Ninja Run or Beast Run

Level 50: Alpha Agility Radial Paragon
Level 50: Judgement Ion Radial Final Judgement
Level 50: Interface Gravitic Radial Flawless Interface
Level 50: Lore Robotic Drones Core Superior Ally
Level 50: Destiny Rebirth Radial Epiphany
Level 50: Hybrid Assault Radial Embodiment
Level 50: Genesis Socket Radial Flawless
(+10 Max Endurance, +10% Max Health)

Freedom Phalanx Reserve / High Pain Threshold: +10% Max Health
Portal Jockey / Born In Battle: +5 Max Endurance, +5% Max Health
Received the Atlas Medallion / Marshal: +5 Max Endurance
Task Force Commander / Invader: +5% Max Health



Set Bonuses (to verify The Law of Fives is not being violated)

2.5% Damage (Shield Wall: 5)
3% Damage (Overwhelming Force: 3)
4% Damage (Superior Might of the Tanker: 2)
= +9.5%

3% Defense All (Steadfast Protection: 1)
3% Defense All (Gladiator's Armor: 1)
= +6%

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

1.25% Defense Ranged, 2.5% Defense E/N (Overwhelming Force: 5)
1.5625% Defense Ranged, 3.125% Defense E/N (Eradication: 3)
= +2.8125%

3.125% Defense AoE, 1.5625% Defense F/C (Eradication: 6)

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

1.8% Max Endurance (Gift of the Ancients: 4)
1.8% Max Endurance (Gift of the Ancients: 4)
1.8% Max Endurance (Gift of the Ancients: 4)
1.8% Max Endurance (Eradication: 2)
3.6% Max Endurance (Superior Gauntleted Fist: 2)
3.6% Max Endurance (Superior Vampire's Bite: 4)
= +14.4%

1.5% Max Health (Overwhelming Force: 4)
1.5% Max Health (Panacea: 4)
1.875% Max Health (Preventive Medicine: 3)
1.875% Max Health (Reactive Defenses: 3)
1.875% Max Health (Performance Shifter: 3)
2.25% Max Health (Shield Wall: 3)
2.25% Max Health (Shield Wall: 3)
2.25% Max Health (Shield Wall: 3)
2.25% Max Health (Eradication: 4)
3% Max Health (Superior Might of the Tanker: 3)
3% Max Health (Superior Vampire's Bite: 3)
7.5% Max Health (Unbreakable Guard: 1)
= +31.125%

7.5% Movement (Gift of the Ancients: 1)
7.5% Movement (Gift of the Ancients: 1)
7.5% Movement (Gift of the Ancients: 1)
7.5% Movement (Performance Shifter: 2)
= +30%

7.5% Recharge (Panacea: 5)
7.5% Recharge (Luck of the Gambler: 1)
7.5% Recharge (Luck of the Gambler: 1)
8.75% Recharge (Preventive Medicine: 6)
8.75% Recharge (Reactive Defenses: 6)
10% Recharge (Superior Might of the Tanker: 4)
10% Recharge (Superior Vampire's Bite: 6)
= +60%

2% Recovery (Gift of the Ancients: 2)
2% Recovery (Gift of the Ancients: 2)
2% Recovery (Gift of the Ancients: 2)
2.5% Recovery (Panacea: 2)
10% Recovery (Numina's Convalescence: 1)
15% Recovery (Miracle: 1)
= +33.5%

10% Regeneration (Shield Wall: 2)
10% Regeneration (Shield Wall: 2)
10% Regeneration (Shield Wall: 2)
10% Regeneration (Panacea: 3)
10% Regeneration (Numina's Convalescence: 1)
12% Regeneration (Overwhelming Force: 2)
12% Regeneration (Eradication: 5)
12% Regeneration (Numina's Convalescence: 2)
16% Regeneration (Superior Gauntleted Fist: 5)
16% Regeneration (Superior Vampire's Bite: 5)
20% Regeneration (Numina's Convalescence: 1)
25% Regeneration (Impervious Skin: 1)
25% Regeneration (Regenerative Tissue: 1)
= +188%

3% (to 13%) Resistance All (Reactive Defenses: 1)
5% Resistance All (Shield Wall: 1)
= +8% (to 18%)

1.5% Resistance S/L, 2.5% Resistance Mez (Reactive Defenses: 2)
2.25% Resistance S/L, 3.75% Resistance Mez (Preventive Medicine: 2)
6% Resistance S/L, 10% Resistance Mez (Superior Might of the Tanker: 6)
6% Resistance S/L, 10% Resistance Mez (Superior Gauntleted Fist: 6)
= +15.75% S/L

3.75% Resistance E/N, 6.25% Resistance Mez (Gift of the Ancients: 5)
3.75% Resistance E/N, 6.25% Resistance Mez (Gift of the Ancients: 5)
3.75% Resistance E/N, 6.25% Resistance Mez (Gift of the Ancients: 5)
4.5% Resistance E/N, 7.5% Resistance Mez (Shield Wall: 4)
4.5% Resistance E/N, 7.5% Resistance Mez (Shield Wall: 4)
4.5% Resistance E/N, 7.5% Resistance Mez (Shield Wall: 4)
6% Resistance E/N, 10% Resistance Mez (Superior Gauntleted Fist: 3)
6% Resistance E/N, 10% Resistance Mez (Superior Vampire's Bite: 2)
= +36.75% E/N

2.25% Resistance F/C, 3.75% Resistance Mez (Gift of the Ancients: 3)
2.25% Resistance F/C, 3.75% Resistance Mez (Gift of the Ancients: 3)
2.25% Resistance F/C, 3.75% Resistance Mez (Gift of the Ancients: 3)
3% Resistance F/C, 5% Resistance Mez (Preventive Medicine: 4)
3% Resistance F/C, 5% Resistance Mez (Reactive Defenses: 4)
6% Resistance F/C, 10% Resistance Mez (Superior Gauntleted Fist: 6)
= +18.75% F/C

6% Resistance T/P, 10% Resistance Mez (Superior Might of the Tanker: 5)

7.5% Resistance Mez (Impervious Skin: 1)
= +136.25% Mez

6% ToHit (Kismet: 1)




Combat Relevant Stats, pulled from in-game on a completed build:
  • Base
    • Max Absorb Points: 295.92
    • Max Hit Points: 3160.15
    • Max Endurance: 139.06
    • Regeneration Rate: 2.67% (84.33 hp/sec)
    • Recovery Rate: 3.06%/sec (4.26 end/sec)
    • Endurance Consumption: 1.31%/sec (1.82 end/sec) ... Stealth: on, Hover: off ... 1.42%/sec (1.98 end/sec) with Stealth: on and Hover: on
    • ToHit Bonus: 89.54%
    • Damage Bonus: 30%
    • Healing Bonus: 0%
    • Recharge Time Bonus: 80%
    • Endurance Discount: 6.97%
  • Damage Resistance
    • Smashing Resistance: 23.75%
    • Lethal Resistance: 23.75%
    • Fire Resistance: 26.75%
    • Cold Resistance: 26.75%
    • Energy Resistance: 44.75%
    • Negative Energy Resistance: 44.75%
    • Psionic Resistance: 14%
    • Toxic Resistance: 14%
  • Defense (in combat, Stealth: yes, Hover: no, Blitz: no)
    • Ranged Defense: 61.07%
    • Melee Defense: 63.26%
    • AoE Defense: 61.39%
    • Smashing Defense: 15.67%
    • Lethal Defense: 15.67%
    • Fire Defense: 14.73%
    • Cold Defense: 14.73%
    • Energy Defense: 18.79%
    • Negative Energy Defense: 18.79%
    • Psionic Defense: 13.17%
  • Debuff Resistance
    • Regeneration Resistance: 0%
    • Recovery Resitance: 0%
    • ToHit Resitance: 0%
    • Recharge Time Resistance: 40%
    • Defense Resistance: 95%
  • Status Effect Protection
    • Hold: 13
    • Immobilize: 13
    • Stun: 13
    • Sleep: 13
    • Knockback: 10
    • Confuse: 16.6
    • Terrorize: 0
    • Repel: 0
    • Attract: 0
    • Teleport Protection: 0-200%
  • Status Effect Resistance
    • Hold Resistance: 42.33% duration
    • Immobilize Resistance: 42.33% duration
    • Stun Resistance: 42.33% duration
    • Sleep Resistance: 32.06% duration
    • Confuse: 35.89% duration
    • Terrorize: 35.89% duration
    • Placate Resistance: 70.23% duration
    • Taunt Resistance: 70.23% duration

1/20th of 3160.1432 Max Health every 12 seconds = 158.00716 Regeneration tick every 12 seconds (base)
12 / (1+6.6885245) = 1.56076761 seconds per Regeneration tick
158.00716 / 1.56076761 = 101.23682667 Health / second

1/15th of 139.06 Max Endurance every 4 seconds = 9.27066667 Recovery tick every 4 seconds (base)
4 / (1+0.83627094) = 2.17832778 seconds per Recovery tick
9.27066667 / 2.17832778 = 4.25586395 Endurance / second




Surviving a War Walker's Lethal Force Authorized as a Main Tank theory crafting:

Tanker AT Max Health = 3534
3534 * 0.3 = 1060.2

My understanding is that War Walkers calculate as Level 55 Foes, making them +2 vs Incarnate (+3). Due to Purple Patch modifiers, this increases the amount of damage delivered per DoT tick by +22%.
1060.2 * 1.22 = 1293.444 Energy damage per tick, 4x over 4s

@ 44.75% (minimum) Energy Resistance: 1293.444 * (1-0.4475) = 714.62781 Energy damage taken per tick, 4x over 4s

Practiced Brawler @ 295.92 Absorb every 0.5s: 714.62781 - 295.92 = 418.70781 Energy damage taken to Health per tick, 4x over 4s

418.70781 * 4 = 1674.83124 Energy damage taken to Health in total

During those 4 seconds, because Regeneration ticks are happening every ~1.56s, a minimum of 2 Regeneration ticks ought to occur while Lethal Force Authorized is continuing to deal damage (possibly 3 Regeneration ticks, depending on timing, but for the purposes of this analysis, I'm assuming a "worst case scenario" of only 2 Regeneration ticks).

1674.83124 - (158.00716*2) = 1358.81692 Energy damage taken to Health (net, after Absorb and Regeneration)

The build has 3160.1432 Max Health.
3160.1432 - 1358.81692 = +1801.32628 margin of Health

So even if I'm wrong and there's 5 ticks of Energy damage instead of only 4 (initial + 4), there's still a comfortable margin of safety.

(418.70781 * 5) - (158.00716*2) = 1777.52473 Energy damage taken to Health (net, after Absorb and Regeneration)

So absolute worst case scenario, 3160.1432 - 1777.52473 = +1382.61847 margin of Health ... which should be enough to face tank Lethal Force Authorized without requiring additional support measures (powers, buffs, inspirations, etc.), even when taking additional damage from extra Foes in the vicinity.





Relative to my previous SR/MA build for Redlynne, this new one has +323.2 Max Health, +20.25% additional Energy Resistance and a LOT more Regeneration (approximately 2x). The net result is that Click Absorb powers (Force Barrier and Elude) are no longer necessary to be able survive a direct hit from Lethal Force Authorized when main tanking the Underground iTrial.

The emphasis on getting as much Energy Resistance into the build as possible had the side effect of making Hold and Terrorize durations dramatically shorter, which has knock on benefits in the BAF, MoM and DD iTrials. This also impacts War Walkers in the Underground iTrial, dramatically mitigating the "forced time outs" of Arrest Mode and Crowd Control.

This build is NOT CHEAP (4x PvP sets, for starters, plus all those Enhancement Boosters!) on the budget, so anyone who wants to replicate it for themselves ... be prepared to SPEND lots of resources acquiring all the parts and pieces ... but in the end, it's all worth it! 8)



As for how it feels to play this new Rebirth Issue 6 NO GET HITSU!! build ...


#63

Level 50 Natural Tanker
Primary Power Set {8}: Super Reflexes
Secondary Power Set {6}: Martial Arts
Power Pool {1}: Teleportation
Power Pool {3}: Leadership
Power Pool {1}: Concealment
Power Pool {1}: Flight
Epic Power Pool {4}: Martial Prowess

Hero Profile


Level 1: Focused Fighting (A: 0%, D: 0%, E: 47.39125%, R: 80.39125%) (Defense: 74.1158625%) {Defense Melee: 32.21143456}

  • (A) Gift of the Ancients - Defense/Endurance: Level 27+5
  • (21) Gift of the Ancients - Defense/Recharge: Level 27+5
  • (23) Gift of the Ancients - Defense/Endurance/Recharge: Level 27+5
  • (23) Gift of the Ancients - Defense: Level 27+5
  • (25) Gift of the Ancients - Defense/Increased Movement Speed: Level 27+5

Level 1: Thunder Kick (A: 66.25%, D: 89.925%, E: 66.25%, R: 78.05%)
  • (A) Overwhelming Force - Accuracy/Damage: Attuned
  • (13) Overwhelming Force - Endurance/Recharge: Attuned
  • (13) Overwhelming Force - Accuracy/Damage/Endurance: Attuned
  • (15) Overwhelming Force - Accuracy/Damage/Endurance/Recharge: Attuned
  • (15) Overwhelming Force - Damage/20% Chance of Knockdown/Knockback to Knockdown: Attuned
  • (50) Hetacomb - Chance of 107.1 Negative Energy damage (4.5 PPM): Level 50
    • 4.5 * ((3 / ( 1 + 78.05 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 18.86189975%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((3 / ( 1 + 78.05 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 25.14919966%

Level 2: Storm Kick (A: 81.5344%, D: 101.36645%, E: 49.689%, R: 123.52575%)
  • (A) Superior Might of the Tanker - Accuracy/Damage: Attuned
  • (3) Superior Might of the Tanker - Damage/Recharge: Attuned
  • (3) Superior Might of the Tanker - Accuracy/Damage/Recharge: Attuned
  • (7) Superior Might of the Tanker - Damage/Endurance/Recharge: Attuned
  • (9) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge: Attuned
  • (11) Superior Might of the Tanker - Recharge/Chance of +6.7% Resistance for 10.25s (6.0 PPM): Attuned
    • 6.0 * ((6 / ( 1 + 123.52575 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 35.14254499%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((6 / ( 1 + 123.52575 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 35.14254499%

Level 4: Cobra Strike (A: 81.5344%, D: 101.36645%, E: 49.689%, R: 123.52575%)
  • (A) Superior Gauntleted Fist - Accuracy/Damage: Attuned
  • (5) Superior Gauntleted Fist - Damage/Recharge: Attuned
  • (5) Superior Gauntleted Fist - Accuracy/Damage/Recharge: Attuned
  • (7) Superior Gauntleted Fist - Damage/Endurance/Recharge: Attuned
  • (9) Superior Gauntleted Fist - Accuracy/Damage/Endurance/Recharge: Attuned
  • (11) Superior Gauntleted Fist - Recharge/Chance for +15% Max Health Absorb (3.0 PPM): Attuned
    • 3.0 * ((10 / ( 1 + 123.52575 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 30.71878749%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((10 / ( 1 + 123.52575 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 61.43757498%

Level 6: Practiced Brawler (A: 0%, D: 0%, E: 73.348%, R: 105.248%) (Heal: 97.37675) {Absorb: 295.92301374}
  • (A) Preventive Medicine - Chance for +Absorb: Level 20
  • (17) Preventive Medicine - Heal: Level 27+5
  • (17) Preventive Medicine - Heal/Endurance: Level 27+5
  • (19) Preventive Medicine - Recharge/Endurance: Level 27
  • (19) Preventive Medicine - Heal/Recharge: Level 27+5
  • (21) Preventive Medicine - Heal/Endurance/Recharge: Level 27+5

Level 8: Focused Senses (A: 0%, D: 0%, E: 47.39125%, R: 80.39125%) (Defense: 74.1158625%) {Defense Ranged: 32.21143456}
  • (A) Gift of the Ancients - Defense/Endurance: Level 27+5
  • (25) Gift of the Ancients - Defense/Recharge: Level 27+5
  • (27) Gift of the Ancients - Defense/Endurance/Recharge: Level 27+5
  • (29) Gift of the Ancients - Defense: Level 27+5
  • (29) Gift of the Ancients - Defense/Increased Movement Speed: Level 27+5

Level 10: Warrior's Provocation (A: 0%, D: 0%, E: 0%, R: 33%) (Taunt: 53%) {Mag 4 Taunt for 62.73s}
  • (A) Taunt IO: Level 50+5

Level 12: Evasion (A: 0%, D: 0%, E: 47.39125%, R: 80.39125%) (Defense: 74.1158625%) {Defense AoE: 32.21143456}
  • (A) Gift of the Ancients - Defense/Endurance: Level 27+5
  • (31) Gift of the Ancients - Defense/Recharge: Level 27+5
  • (31) Gift of the Ancients - Defense/Endurance/Recharge: Level 27+5
  • (31) Gift of the Ancients - Defense: Level 27+5
  • (33) Gift of the Ancients - Defense/Increased Movement Speed: Level 27+5

Level 14: Dodge (A: 0%, D: 0%, E: 47.39125%, R: 69.84375%) (Defense: 71.748675%, Resistance: 4.375%) {Defense Melee: 12.88115062}
  • (A) Shield Wall - Defense/Endurance: Level 27+5
  • (33) Shield Wall - Defense/Recharge: Level 27+5
  • (33) Shield Wall - Defense/Endurance/Recharge: Level 27+5
  • (34) Shield Wall - Defense: Level 27+5
  • (34) Steadfast Protection - Resistance/3% Defense: Level 10
  • (34) Gladiator's Armor - 20% chance of +100% Resistance Teleport for 10.25s/3% Defense: Level 10

Level 16: Agile  (A: 0%, D: 0%, E: 47.39125%, R: 69.84375%) (Defense: 71.748675%, Resistance: 21.125%) {Defense Ranged: 12.88115062, Max Health: +140.5575}
  • (A) Shield Wall - Defense/Endurance: Level 27+5
  • (37) Shield Wall - Defense/Recharge: Level 27+5
  • (40) Shield Wall - Defense/Endurance/Recharge: Level 27+5
  • (42) Shield Wall - Defense: Level 27+5
  • (42) Kismet - +6% ToHit: Level 10
  • (42) Unbreakable Guard - +7.5% Max Health: Level 20

Level 18: Lucky  (A: 0%, D: 0%, E: 47.39125%, R: 69.84375%) (Defense: 71.748675%) {Defense AoE: 12.88115062}
  • (A) Shield Wall - Defense/Endurance: Level 27+5
  • (43) Shield Wall - Defense/Recharge: Level 27+5
  • (43) Shield Wall - Defense/Endurance/Recharge: Level 27+5
  • (43) Shield Wall - Defense: Level 27+5
  • (45) Shield Wall - 20% chance of +100% Resistance Teleport for 10.25s/5% Resistance All: Level 25
  • (45) Impervious Skin - 7.5% Resistance Mez/25% Regeneration: Level 10

Level 20: Blink (A: 26.5%, D: 26.5%, E: 26.5%, R: 33%) (Defense: 20%) {Defense: 6.96%}
Warning: This power can teleport you to the "wrong side" of world geometry when Foes are clipping through walls.

  • (A) Crushing Impact - Accuracy/Damage/Endurance: Level 50+5
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((4 / ( 1 + 33 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 40.07518797%

Level 22: Maneuvers  (A: 0%, D: 0%, E: 57.3%, R: 90.3%)  (Defense: 70.0473%) {Defense: +3.87}
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (45) Reactive Defenses - Defense: Level 22+5
  • (46) Reactive Defenses - Defense/Endurance: Level 22+5
  • (46) Reactive Defenses - Endurance/RechargeTime: Level 22
  • (46) Reactive Defenses - Defense/RechargeTime: Level 22+5
  • (48) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22+5

Level 24: Tactics (A: 0%, D: 0%, E: 36.663%, R: 33%) (ToHit: 22%) (ToHit Buff: +8.54)
  • (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)

Level 26: Quickness (A: 0%, D: 0%, E: 0%, R: 0%) (Fly: 33%, Heal: 95.9%, Run: 33%) {Fly: 18.15%, Regeneration: 146.925%, Run: 46.55%}
  • (A) Heal IO: Level 50+5
  • (27) Heal IO: Level 50+5

Level 28: Assault (A: 0%, D: 0%, E: 53%, R: 33%) (Damage: +10.5%)
  • (A) Endurance Reduction IO: Level 50+5

Level 30: Stealth (A: 0%, D: 0%, E: 0%, R: 0%) (Defense: +32%) {Defense All: +3.3 (+3.3 out of combat)}
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25

Level 32: Hover (A: 0%, D: 0%, E: 0%, R: 0%) (Defense: +32%, Fly: 33%) {Defense All: +3.3, Fly: 66.5%}
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25

Level 35: Dragon's Tail (A: 65.82125%, D: 96.1919375%, E: 18.43%, R: 117.4725%)
  • (A) Eradication - Damage: Level 27+5
  • (36) Eradication - Accuracy/Recharge: Level 27+5
  • (36) Eradication - Damage/Recharge: Level 27+5
  • (36) Eradication - Accuracy/Da,age/Recharge: Level 27+5
  • (37) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27+5
  • (37) Eradication - Chance of Energy damage (3.5 PPM): Level 27+5
    • 3.5 * ((14 / ( 1 + 117.4725 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 8 * (11 * 360 + 540) / 40,000))) = 27.64336762% per $Target

Level 38: Eagle's Claw (A: 96.3974%, D: 101.36645%, E: 81.5344%, R: 104.4902%)
  • (A) Superior Vampire's Bite - Accuracy/Damage: Attuned
  • (39) Superior Vampire's Bite - Damage/Endurance: Attuned
  • (39) Superior Vampire's Bite - Accuracy/Damage/Recharge: Attuned
  • (39) Superior Vampire's Bite - Accuracy/Damage/Endurance/Recharge: Attuned
  • (40) Superior Vampire's Bite - Accuracy/Damage/Endurance: Attuned
  • (40) Superior Vampire's Bite - Recharge/Chance to Heal (5.0 PPM): Attuned
    • 5.0 * ((12 / ( 1 + 104.4902 / 100 )) + 2.53) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 69.985432%

Level 41: Battle Hardened (A: 0%, D: 0%, E: 0%, R: 0%) (Endurance Modification: 33%) {Max Endurance: +4.655, Max Health: +140.56}
  • (A) Regenerative Tissue - +25% Regeneration: Level 10

Level 44: Art of War (A: 0%, D: 0%, E: 0%, R: 0%)

Level 47: Valiance (A: 0%, D: 0%, E: 47.39125%, R: 80.39125%) (Heal: 97.37675%) {Regeneration (Self): 157.9014%, Regeneration (Allies): 118.42605%}
Note: Panacea procs can grant +HP and +END to all affected $Targets, rather than being coded as Self (caster) only, making it an excellent choice for AoE Heal effects (including those generated by pseudopets).

  • (A) Panacea - Chance for +HP and +End (3.0 PPM): Level 10
    • 3.0 * 10 / (60 * (0.25 + 0.75 * (1 + 30 * (11 * 360 + 540) / 40,000))) = 14.159% per $Target
  • (48) Panacea - Heal/Endurance: Level 27+5
  • (48) Panacea - Heal/Recharge: Level 27+5
  • (50) Panacea - Heal/Endurance/Recharge: Level 27+5
  • (50) Panacea - Heal: Level 27+5

Level 49: Throwing Dagger (A: 26.5%, D: 26.5%, E: 26.5%, R: 33%)
  • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50+5
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((10 / ( 1 + 33 / 100 )) + 1.00) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 85.18796992%
#64
Quote from: Redlynne on Mar 03, 2023, 01:42 AMLooks like this might be the answer (or at least, closer to the answer).
Apparently, I was wrong with my computations.

Lethal Force Authorized deals 30% of Max HP for your Archetype as Energy damage x4 over 4 seconds ... and then because of Purple Patch modifiers for level differential gets multiplied by at least x1.22 (Level 50+3 aggro magnet). The War Walkers "count" as Level 55 AVs.

Tanker AT Max HP = 3534
3534 * 0.3 * 1.22 * 0.1 = 129.3444 Energy damage every 1s for 4s on a 50(+3) Main Tank(er) with 90% Energy Resistance



This revised interpretation of the math involved means that Lethal Force Authorized can only be survived by a combination of +Max HP and +Resistance (Energy) ... with +Absorb and +Regeneration (in sufficient quantities) "helping" as workarounds on builds that are not able to rely on +Max HP and +Resistance (Energy) as their primary protection scheme(s), in order to be able to "close the gap" and survive/soak the damage throughput from Lethal Force Authorized.



I'm currently looking at an alternative build solution for Super Reflexes that relies on Martial Prowess and an almost complete rebuild of slotting for Super Reflexes in order to be able to dispense with Click+Inspiration limited duration workarounds to "solve" the challenge of needing to survive Lethal Force Authorized as a Main Tank in the Underground Trial.

And as you can probably guess, the build is * TIGHT * on slotting!
I'm currently looking at a build plan that needs TEN One Slot Wonder™ powers in it (and one of those 10 is technically a NO SLOTS Wonder, because Martial Prowess: Art of War accepts no slotting).
I've got 11 powers that need +5 slots (4 in Super Reflexes, 5 in Martial Arts, 1 in Leadership, 1 in Martial Prowess) ... and 3 powers that need +4 slots (and those 3 powers are the Super Reflexes toggles!).
11*5 + 3*4 = 67 slots allocation

That leave 10 powers that can receive NO ADDITIONAL SLOTS.  :o

I'm now down to needing to choose my last 3 power picks, none of which will get any additional slots, and it's turning into quite the challenge to choose what to pick, although that could optionally become 4 One Slot Wonder™ power picks instead if I dropped Vengeance (and its LotG recharge mule slotting) from the build.
#65
Tanker / Martial Prowess for Tankers.
Dec 15, 2024, 10:26 AM
Rebirth Issue 6 proliferated the Martial Prowess Epic Pool to Tankers (and Brutes, but I'm just interested in the Tanker side of things for this post).

For this topic, I'm explicitly interested in:
  • Battle Hardened: Auto: +Max HP, +Max End
  • Art of War (Tankers only): Auto: Global Chance of +DMG (all), +End Discount
  • Valiance: Toggle: Self +Regen; Ally +Regen, +Res (Fear, Confuse)

Battle Hardened adds +7.5% Max HP (same amount as the Resistance: Unbreakable Guard unique) and +3.5 Max Endurance. This power can be enhanced using Heal and Endurance Modification, which will (presumably) increase the +Max HP and +Max END yield of this power. As a One Slot Wonder™, I'm thinking that a common Heal IO 50+5 would be a good choice, since that would yield a +53% enhancement for a throughput of +11.475% Max HP (+215.052975 Max HP on a Tanker) ... which then makes all of your Regeneration healing ticks larger per tick (5% of Max HP per 12 seconds, base, where +Regeneration makes the ticks happen faster, while +Max HP makes the ticks "bigger").

Art of War ... accepts ZERO enhancements. It's just a proc (Auto) power that can stack +7.5% Damage and +5% Endurance Reduction globally up to 3 times (so +22.5% Damage and +15% Endurance Reduction, max stack of 3).

Valiance adds +80% Regeneration to self ... along with +60% Regeneration and +72.66% Resist Confuse and Terrorize in a 30ft PBAoE aura field around you ... and the power accepts Endurance Reduction, Recharge Reduction and Heal enhancements (I need to verify via a complete respec if that includes Heal sets). If Valiance accepts Heal sets, then there are 2 BE ALL/END ALL options for how to slot this power.

One Slot Wonder™ ... Panacea proc.
Six Slot Wonder™ ... all six Panacea enhancements.

Why?
Because the Panacea proc(s, there are 2 in the enhancement that are checked separately) grants +HP and +End to ALL $Targets affected by the Heal power. Unlike other Heal set procs, the Panacea proc is not a Self Only for the caster ... ALL affected $Targets can gain the benefit of the procs.

Therefore ... in Valiance ... the Panacea proc is granting chances to proc +HP and +End to everyone within the 30ft PBAoE of the +Regeneration (and Confuse+Terrorize Mez Resistance) effect, which will also include yourself(?). In other words, Valiance with Panacea proc makes you into a "good place for Allies to cluster around" for both green bar AND blue bar "healing" within 30ft of you. This is a Set & Forget toggle.

A 6-slot Panacea will yield the following Healing enhancement throughput:
  • Level 27: 21.1+21.1+16.9+33.7=92.8% Pre-ED ... 89.96% Post-ED ... 95.96% with 6-slot set bonus
  • Level 27+5: (21.1+21.1+16.9+33.7)*1.25=116% Pre-ED ... 97.4% Post-ED ... 103.4% with 6-slot set bonus
Computing that into throughput on the Regeneration, we get the following:
  • Self @ 27: 80*1.9596 = +156.768% Regeneration
  • Self @ 27+5: 80*2.034 = +162.72% Regeneration
  • Allies @ 27: 60*1.9596 = +117.576% Regeneration
  • Allies @ 27+5: 60*2.034 = +122.04% Regeneration
For reference, Inherent: Health adds +40% Regeneration (base).

If the Self+Allies stack for you, that means that with 6-slot Panacea, you're getting a combined yield of:
  • 27: +274.344% Regeneration
  • 27+5: +284.76% Regeneration
Of course (as usual), I'm looking at Level 27 enhancement slotting as the optimal Exemplar Friendly™ option, since the set bonuses are retained all the way down to Level 24.

If you want to maximize the +Regeneration yield and don't care about the 6-slot set bonuses when Exemplared, you can use Level 50+5 Panacea enhancements.
  • Level 50+5: (26.5+26.5+21.1+42.4)*1.25=145.625% Pre-ED ... 101.84375% Post-ED ... 107.84375% with 6-slot set bonus
  • Self @ 50+5: 80*2.0784375 = +166.275% Regeneration
  • Allies @ 50+5: 60*2.0784375 = +124.70625% Regeneration
  • Self+Allies @ 50+5: 80*2.0784375+60*2.0784375 = +290.98125% Regeneration
So going the Exemplar Unfriendly™ route of 50+5 yields ... +6.22125% Regeneration to Self+Allies ... relative to the 27+5 Exemplar Friendly™ option. In other words, not enough to really notice during Incarnate Trials, but you will DEFINITELY notice the loss of set bonuses when Exemplared between Levels 24-46 (which is relevant to a LOT of Task Forces and Strike Forces, not to mention Flashbacks for completionism).



Where things start getting REALLY INTERESTING for Valiance is when combined with Quickness in Super Reflexes and whatever you're slotting into Health.
6-slot Panacea @ 27+5: +284.76% Regeneration
1-slot Quickness with Heal 50+5: 75*1.59 = +119.25 Regeneration
Health (base): +40% Regeneration ... Heal 50+5 = 40*0.59 = +23.6% Regeneration ... Regenerative Tissue proc = +25% Regeneration
  • 284.76+119.25+40+23.6+25 = +492.61% Regeneration
  • 12/5.49261 = 5% Max HP Regeneration ticks every 2.1847537 seconds
And that's not including ANY OTHER SET BONUSES from the entirety of a Super Reflexes Tanker build.
Get the total stack of (in combat) Regeneration buffing over +500% and you're receiving 5% Max HP ticks of regeneration in under 2 seconds (because 12/(1+5)=2) ... as a Super Reflexes Tanker.

And why would that be important?
Well ... with 5% Max HP Regeneration ticks "arriving" at intervals of less than 2 seconds, that means that over the Lethal Force Authorized duration of 4 seconds, you'll have 10% more HP than you otherwise would have for Lethal Force Authorized to burn through (and Lethal Force Authorized scales to your AT Max HP Limit, not your build's Max HP with powers and slotting).

What this means is that combined with Practiced Brawler adding +Absorb every 0.5 seconds, a Super Reflexes Tanker will be able to "soak" the Practiced Brawler Absorb amount 4x plus 5% of Max HP 2x from the amount of damage you need to withstand from Lethal Force Authorized, which is a 30% of Max HP for your Archetype dealt as Energy damage every 1.0s for 4 seconds. Due to Purple Patch level differentials (War Walkers compute as Level 55), that means a 1.22x multiplier on those 30% of Max HP for your Archetype dealt as Energy damage every 1.0s for 4 seconds ... which computes out to being 30*1.22=36.6% of Max HP x4 Energy damage.

For a Tanker, Archetype Max HP is 3534.
3534 * 0.366 = 1293.444 Energy damage x4 over 4 seconds.

Practiced Brawler 6-slotted with Numina's Convalescence = ~290-300 Absorb every 0.5s (details vary due to build and set bonus stacking).
Redlynne's current (before respec) Regeneration runs at ~140 HP per tick my current build (before respec into Martial Prowess) can only reliably achieve 1x Regeneration tick (possibly 2) during the 4 second DoT of Lethal Force Authorized. And my current build for Redlynne (before respec) only has 2836.9 Max HP due to powers and set bonuses.

So Lethal Force Authorized is dealing at least 1293-294=999 Energy damage 4x = 3,996 Energy through Practiced Brawler Absorb shielding.
1 Regeneration tick will reduce that to 3996-141=3855 Energy damage before Resistances.

Redlynne has 24.5 Energy Resistance ... so 3855/1.245 = 3096 Energy damage to my green bar, which tops out at 2836.9 HP when undamaged. This is why I need to use Resist Inspirations in order to be able to Main Tank the War Walker encounters in the Underground Trial.
3855 / 2836.9 = 1.35887765 = 36% Energy Resistance minimum to be able to "take the hit" from Lethal Force Authorized ... and survive ... when starting from 0 damage taken and Practiced Brawler Absorb at full. Obviously, higher Energy Resistance HELPS A LOT with that ... and there are adds mixed in with the War Walkers throwing attacks (some of which "leak through" even Super Reflexes Defenses), so an "acceptable" margin needs to be higher than 36% (with closer to 50% being preferable).



Which is a very long winded way of saying that I THINK there might be a way to finesse the Lethal Force Authorized "main tanker check" in such a way as to be able to dispense with the need for additional +Absorb powers (Super Reflexes: Elude and Gadgetry: Force Barrier being the go to choices here) in order to survive being hit by Lethal Force Authorized. I'm going to need to do some more theorycrafting in the context of a completed build plan (because ALL of the set bonuses and modifiers are going to come into play!) ... but I think I'm actually onto a more "baseline, always on" solution to the Lethal Force Authorized conundrum which doesn't need to rely on use of Click powers (Force Barrier and/or Elude) combined with Resistance Inspirations, both of which have durations that can expire before encounters with War Walkers can be completed, creating windows of vulnerability that occasionally result in Faceplanting™ with Redlynne, if I'm not careful. It's the combination of temporary solutions against KRYPTONITE that have me always on edge every time I need to Main Tank the War Walkers in the Underground Trial.

Having a build plan that is more "reliable" at getting over this particular hurdle would give me a lot more confidence at being able to Main Tank the War Walkers in the Underground Trial ... and it's starting to look like going the +Max HP and +Regeneration route, along with a dramatic overhaul of the slotting in Super Reflexes powers (on the order of "change your brand") will provide the necessary solution I've been searching for.
#66
Quote from: thilenium on Dec 13, 2024, 03:50 AM- Blink Blitz and knock up/down. Blink Blitz has a huge radius with 30ft. If I knock the enemy up/down it will take them longer to approach me and come into range of my other area of effects. I think that will delay my clear speed.

Depends on your priorities.
MOST controls (soft or hard) will "delay your clear speed" in some form or fashion. However, knockdown in Blink Blitz substantially depends upon how you deploy it. Are you using Blink Blitz as an alpha strike gap closer (instead of Blink)? Are you using it as a follow up attack once your attack rotation gets going after the herd has begun their dogpile? Are you using Blink Blitz to prevent runners (plural) from fleeing after the tides of battle have turned against them? Are you using Blink Blitz to achieve a temporary reprieve from incoming damage?

I can easily envision scenarios where it is best to open with Blink (single target) to grab aggro, use a melee range PBAoE to help with grabbing aggro, in order to create a delay during which mobs outside of melee PBAoE range have time to close and get closer ... and THEN hit the dogpile with Blink Blitz to try and proc knockdowns onto the cluster around you.

My point being that TIMING can make all the difference in how Blink Blitz can work FOR you, rather than AGAINST you, like you're citing above. Using Blink Blitz as your 3rd attack in rotation when opening, rather than as your 1st attack (in order to teleport gap close), can make a lot of difference.



On my Ninja/Time Mastermind, Ku no Ichi, I will routinely use Blink (1st) as the gap closer, with Blink Blitz as a follow up attack (usually 2nd, 3rd or 4th, depending on context and relative tactical positioning). I've got enough recharge in that build to keep the +Defense buffs from Blink perma, so long as I keep using Blink when recharged ... and Blink Blitz is nearly perma, but provides a very meaningful "safety margin" of +Defense buffing, so using Blink Blitz when recharged is just prudent.
#67
Are you SURE this a Defender ...?

Asking for a friend.  ::)
#68
Quote from: Kismet on Dec 11, 2024, 08:28 PMI mention all of this not to just point out how effective force feedback procs can be in the right context

I have to agree on this point.
In terms of equivalencies, 1x Force Feedback proc yields the same "recharge value" (+100% for 5 seconds) as a +7.5% global bonus over 66.667 seconds ... or a +5% global bonus over 100 seconds.

100 * 5 = 500 / 7.5 = 66.667
100 * 5 = 500 / 5 = 100

Considering that when slotted into AoE powers, it gets "easier" to make Force Feedback procs happen (just attack "into traffic"), you can with skilled planning reap quite the reward from putting Force Feedback procs into multiple AoE powers to increase uptime. It effectively winds up working surprisingly well when confronted by piles of opposition (rather than 3 Mobs = 1 PC).

On fast recharging powers (10s or less, base) it might not make much of a difference, but on LONG recharge powers (20s or more, base) it can actually make a dramatic improvement in the availability of "heavy hitter" powers, particularly those with a recharge time of 60s and higher. Being able to keep the Force Feedback procs "rolling in" is just completely game changing in how a build is capable of playing.
#69
Quote from: Kismet on Dec 11, 2024, 02:35 AMI agree that Blink Blitz is a fabulous AoE. I don't currently use it on any characters because I just don't like teleportation in general.

Blink+Blink Blitz are fabulous on builds that "want" to be in melee range, including those that have short range Target AoE/PBAoE aura powers (such as Kinetics and Time Manipulation, among others). Blink Blitz is also wonderful with melee powersets that are "lacking" in AoE attacks (such as Martial Arts, which is limited to Dragon's Tail for any AoE potential at all), because Blink Blitz is both an AoE and a gap closer, making it easier to maintain "contact" with a $Target.

Quote from: Kismet on Dec 11, 2024, 02:35 AMBlink Blitz also makes a great Luck of the Gladiator proc mule.

This is the clincher (for me, at least).
There are a lot of set bonuses that are "good enough" on 5-slots, leaving the last slot for LotG global recharge. That's an incredibly good return on investment.

The alternative, of course is a frankenslotted proc bomb using 5-slots plus a LotG global recharge.

The fact that you can do this TWICE in both Blink and Blink Blitz, which combine for +13.5 Defense (all) and +15% global recharge, this 1-2 combo goes a long way towards reaching Defense softcaps (45% or 59%).

Compare those +10 slots invested with the +5 slots you'd need to invest into a Build Up with 6-slotted Gaussian's for the +2.5 Defense (all) 6-slot set bonus when you've got a defense protection scheme build, instead of a resistance protection scheme build.

Quote from: Kismet on Dec 11, 2024, 02:35 AMOf the crowd controls available in the game, KD is the most broadly effective. (especially is you stack up multiple KD equipped powers in a chain)

I've been finding this to be the case when playing my two Defenders (Time/Dual Pistols and Kinetics/Dual Pistols, both of which have the Swap Ammo power). I actually wind up using Standard Ammo (Lethal only, Knock) most of the time, because of the crowd control and defense debuff advantage (leading to fewer missed attacks). Against "annoying" LTs and Bosses, I'll typically switch over into Cryo Ammo for the movement speed and recharge debuffs (which are powerful on Defenders) as a kind of soft control "neutralizer" that prevents them from attacking too much. I'll use Incendiary Ammo (chance for Fire DoT) against Clockworks, which in Praetoria have no melee attacks, and I basically never use Chemical Ammo (damage debuff).

So most of the time it's either Knock or Slow that I'm delivering with my choice of ammo type, and the Knockback/down is remarkably effective at disrupting the "flow" of actions and mobility by my $Targets. That disruption/soft control is often times more valuable than a few extra Fire DoT ticks reducing the number of attacks I need to use by -1, relative to the alternatives. Knock and Slow, especially if combined, can be especially effective at preventing runners, which in turn can save a LOT more time than what a few extra Fire DoT ticks would be doing.

Granted, those experiences are in the context of running missions in Nova Praetoria, Imperial City and Neutropolis (and their respective Undergrounds) ... but the game doesn't change THAT dramatically by the time you reach iTrials so as to invalidate the earlier experience(s) and "feel" for how combat progresses.

Or as I like to say, the way you play from 1-10 determines how you'll play at 50+.
#70
Quote from: thilenium on Dec 10, 2024, 11:15 AMI use Armageddon-set in 'Blink-Blitz' and Ragnarok-set in 'Ball Lightning' or 'Dark Obliteration'. Both sets cap recharge for the respective skill and also give great overall stats like +15% Accuracy and +10% Recharge each. I can almost justify taking those skills for the set-boni alone. If you want to use only 5 slots, leave the first one in the set, the +damage one, out. It is not needed at all.

I prefer to do THIS with Blink Blitz on my Ninja/Time Mastermind.
Quote from: Redlynne on Nov 28, 2024, 02:44 PMLevel 24: Blink Blitz  (A: 81.2%, D: 121%, E: 81.2%, R: 46.4%) (Defense: 15%) (Defense: +7.5)
  • (A) Superior Avalanche - Accuracy/Damage: Attuned
  • (33) Superior Avalanche - Damage/Endurance: Attuned
  • (34) Superior Avalanche - Accuracy/Damage/Endurance: Attuned
  • (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge: Attuned
  • (34) Superior Avalanche - Recharge/Chance of Knockdown (3.5 PPM): Attuned
    • 3.5 * ((32 / ( 1 + 46.4 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 30 * (11 * 360 + 540) / 40,000))) = 37.76% per $Target
  • (36) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25+5
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((32 / ( 1 + 46.4 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 30 * (11 * 360 + 540) / 40,000))) = 64.73% per $Target
If memory serves, the Avalanche PBAoE Damage set (which can be catalyzed to Superior @ Level 50) is obtained from Winter Event card rewards ... and the Winter Event is currently running.
{ nudge, nudge }
{ wink, wink }
{ say no moar, say no moar }

A Blink Blitz with a 37.7% chance to Knockdown is ... pretty decent, since it will often times be sufficient for you to Seize The Initiative and "defer" some of the retaliatory attacks when you use Blink Blitz to initiate an engagement. Forcing retaliation to be staggered, rather than unified, in time is quite beneficial to builds that rely on regeneration as a significant share of their protection scheme (less incoming all at once, more time to deal with what does hit you).
#71
Quote from: thilenium on Dec 10, 2024, 08:40 AM+ 10% Leadership-pool's Tactics
Not to rain (too hard) on your parade, but Leadership: Tactics for Scrappers is +7% (base).
With enhancement of ToHit Buff, you can certainly get it up to +10%, no problem ... but you have to build for it to achieve that result.

Controllers and Dominators get +10% (base) from Leadership: Tactics.
#72
General / Re: Attempt: Developing Web Mids
Dec 10, 2024, 04:42 PM
Quote from: Joshex on Dec 10, 2024, 12:15 AMRedlynne suggested I add a hash feature so that I could eventually add build details directly into the URL.

I just have too much experience with the (much simpler!) World of Warcraft online talent calculators, where the build details are encoded into the URL directly as a hash code.

Here are some examples used for a vanilla WoW talent calculator:
  • Classic DB Talent Calculator LINK (website is a .ch domain, in case that's an issue for anyone)
  • Warrior (11/5/35) LINK
  • Rogue (12/16/23) LINK
  • Druid (35/11/5) LINK
  • Priest (21/25/5) LINK
  • Hunter (13/0/38) LINK
  • Warlock (15/31/5) LINK
  • Mage (33/15/3) LINK
  • Paladin (11/23/17) LINK
  • Shaman (31/0/20) LINK


This then gives an idea of how dynamically updating the hash code in the URL works from an end user perspective (just copy the URL into a bookmark on your browser or link to it in a post on a forum). It makes things VERY User Friendly™ for someone who wants to make use of the online tool ... no fuss, no muss.

Of course, the HARD part becomes working out the encoding pattern for creating the hash code ... and at this point I'm not even sure that the current generation of Mids' Reborn is using an optimized parsing of data pointers for the purpose. I wouldn't be at all surprised if a refactor from scratch approach to the issue would be superior (especially if intentionally designed to be extensible to account for future developments and additions), rather than trying to retain backwards compatibility with the Mids' Reborn application, including trying to maintain congruency between app and web page calculator going forward (so common hash coding for both). We've already encountered backwards compatibility issues within Mids' itself, such that newer versions are not compatible with old version code hashes (and vice versa) ... so I'm thinking that trying to reverse engineer the Mids' code hash and stay congruent with it going forward is not necessarily the best plan from a code longevity standpoint. Hence why I'm thinking that a complete refactor into a "better" hash code parsing method that is more suitable for a web page build calculator would be the superior choice to make, rather than dragging forward (and on into the future) whatever it is that Mids' is doing, specifically.
#73
Quote from: thilenium on Dec 08, 2024, 11:43 AMAlso cone-type attacks do not replace area of effect attacks. Not when you are surrounded by mobs as you usually are.

I'm going to dispute this notion because of something I discovered with my Ice/Ice/Arctic Tanker back on Virtue Server (pre-2012) with the Frost power.

Frost is a 10ft radius 90º cone attack that requires a $Target to "aim" the cone at (so you don't get to "aim with your camera" by attacking a Location, a Foe is required).

If you're surrounded at the center of a dogpile (because you've got aggro and everyone has bumrushed you), a "melee range cone" isn't going to be terrifically effective. You're only going to be hitting a "quarter slice" of the pie (90º) which can mean that you'll miss MOST of the Foes surrounding you. So if you're standing on level ground and you use Frost, you'll catch 1-3 Foes in the --> horizontal <-- facing cone, but will rarely hit more ... and the max target limit is 10.

So what I did was I slotted Frost with Range enhancements (specifically 2x Centriole and a Damage/Endurance/Range level 50 set IO) and got in the habit of doing what I called the Hop 'n' Pop move.

What you do is simply select your nearest $Target and jump ... straight up ... camera direction is irrelevant to the next step (you can point your camera UP and this still works). At the "top of the hop" (and you'll develop a "timing feel" for this on your character), you click Frost.

What happens is that Frost will process all of the hit rolls and damage dealt to every Foe caught in a cone --> pointing DOWN <-- at the $Target you've got selected below you, rather than a "horizontal cone" pointing sideways when you're standing on the ground. When you're "in range" (10ft above or up to modified by range enhancement distance) Frost will activate and animate ... as you fall back down into the dogpile.

The reason why I enhanced the Range on Frost (up to almost +60%) was so that I could get a ~15ft radius 90º cone instead of a (mere) 10ft radius 90º cone. By increasing the radius by +50% like that, I basically DOUBLED the "width" of the base of the cone at ground level when activating the power. This made Frost more of a "reliable PBAoE-ish" attack power that could almost always hit 10 Foes clustered around the point I'd be standing on the ground.

I wasn't using combat jumping or any other jump buff aside from 1-slot Hurdle, but at Level 50 that let me jump up about 16-18 ft, which was just about perfect for this Hop 'n' Pop move using Frost.

So simply by moving in 3D I was able to convert a 90º cone into something that behaved like a 360º PBAoE against Foes that clustered around me (because Chilling Embrace and Icicles inhales aggro like a wind tunnel!).



It was this discovery that sent me down the path of wanting to enhance the range on ALL cone attack powers on EVERY character build. This is easiest to visualize with a cone toy or a pyramid toy.



If you compare the width of the base from the top down 2 steps (base radius of cone) versus top down 3 steps (+50% range enhancement), you can easily see just how much WIDER the target volume gets "at the far end" of the cone rather easily.



That increase in width "at the far end" by making the cone "longer" is what dramatically increases the Max Targets "catch" potential of cone attacks, making them MUCH more effective when they're "pointed" in useful directions.
  8)

This "cone enhancement factor" works for both long range cone attacks (Full Auto and Heavy Burst come to mind) as well as for close range cone attacks (such as Frost and Shadow Maul, although Shadow Maul has less base range to enhance/work with and is a narrower cone).



My point being that with cleverness on the part of the Player, it is perfectly possible to make cone attacks FAR MORE EFFECTIVE than they might seem at first glance.
Think about it.

Also, enhancing cone attacks for range does NOT modify their area factor parameters in PPM formulas for procs ... so you get more "area" without having to "pay for it" in reduced proc chances, because of how the PPM formula pulls its data for the computation.
#74
Quote from: jordan_yen on May 14, 2024, 07:40 PMI'm really trying to utilize all the variety of contacts in the city, but it's sucks hard when they send you on stupid introduction missions and they're at the bleeding ass end of the map.
Most of the zones in Paragon City were crafted pre-2004.
Most of the zones in the Rogue Isles were crafted pre-2007.

For reference, the first iPhones went on sale at the end of July, 2007 ... kicking off the cell phone/pocket computer internet terminal world that we live in today. Before the iPhone, it was quite common for people to NOT HAVE portable phones (let alone ones with computer-like features).

So all of the breadcrumb missions and introductions to new contacts were done in an era that was before the portable telecommunications+internet world that we've come to take for granted that has been built out since then. That's why so much of the legacy content feels like a throwback to an earlier era ... because it is.

Originally, you didn't get cell phone access to contacts until reaching the 3rd stage of their reputation meters. Once the iPhone revolutionized portable communications, the Devs revised that parameter such that contacts would give you their phone numbers upon reaching the 2nd stage of their reputation meters that you can see in the contact window listing them all.

Additionally, you couldn't take any Pool powers (at all) until Level 6 ... and Travel Powers (Fly, Superleap, Superspeed, Teleport) were unavailable until Level 14 (when almost EVERYONE took their first travel power!).

There were even 2 separate tram lines at the PTA (green and yellow) and they didn't link up to one another, so if you needed to switch tram lines you either had to run N/S through Steel Canyon or Skyway City in order to reach the "other" tram line.

The design intention was to make PCs move through the world, block by city block, zone by zone, in order to impart a sense of Size and Scale to the environment. The longer it takes a character to travel through the world, the "bigger" the world is (go figure...).

When you can just click a button and "skip" the world COMPLETELY to reach your destination ... the world becomes VERY VERY SMALL.

Kind of like how AE Babies™ who level from 1-50 at AE in Atlas can believe that there are no other zones besides Atlas, because they've never needed to leave Atlas at all before "beating the game" by getting to Level 50 in 1 day. They "didn't go anywhere" to the game world is "tiny" for them.



What you're suggesting with a TP to Contact power is to enable and reward the mentality that Instant Gratification Isn't Fast Enough. That's because the less you need to "travel" in game, the "smaller" the world you experience while playing the game becomes (see: never leave the AE building because there's nowhere else you need to go).

You're basically devaluing immersion in favor of convenience so as to satisfy impatience.
To put it politely, that's a Bad Deal™ for the overall health of an online game that wants to foster a sense of community and camaraderie. Skipping past the intervening distance via direct teleport to destination also means never having any chance encounters along the way ... which happens a lot more often as a server increases in population (because there's more people playing concurrently). There's no navigation knowledge/skill required, you just click a power and BAMPF! ... you're there.

That kind of fast travel tends to undermine the "health" of a server's community in a lot subtle and incremental ways, partly by leaving so much of its available territory VACANT most of the time, engendering a feeling of contempt for any space you have to actually travel through (not to mention the hassles of doing so). You then promote a feeling of entitlement in your Players, such that they shouldn't HAVE TO move through the game world at all ... at which point immersion collapses and you might as well be just staying in the lobby of AE all the time, never leaving the building (let alone the zone).
#75
All powers gain +20% range from Alpha T4 Intuition Radial (with a 2/3 ED bypass) and an additional +30% range from global set bonuses, not including any range boosting on enhancements slotted into powers (which are subject to Schedule B limitations from ED).

  • Mesmerize: 100 -> 181.875ft range
  • Levitate: 80 -> 120ft range
  • Dominate: 80 -> 154.2392ft range
  • Confuse: 80 -> 120ft range (Persuasive Confusion proc is 20ft target radius, 33% chance)
  • Mass Hypnosis: 80 -> 136.8504ft range, 25ft target radius
  • Telekinesis: 50 -> 75ft range, 10ft target radius
  • Total Domination: 80 -> 120ft range, 20ft target radius
  • Terrify: 60 -> 107.6814ft radius, 90º cone
  • Mass Confusion: 80 -> 120ft range, 25ft target radius


  • Entangling Arrow: 80 -> 120ft range
  • Flash Arrow: 80 -> 120ft range, 35ft target radius
  • Glue Arrow: 80 -> 120ft range, 25ft location radius
  • Ice Arrow: 80 -> 120ft range
  • Poison Gas Arrow: 80 -> 120ft range, 25fr target radius
  • Acid Arrow: 80 -> 120ft range, 10ft target radius
  • Disruption Arrow: 80 -> 120ft range, 25ft location radius
  • Oil Slick Arrow: 80 -> 120ft range, 25ft location radius


  • Translocation: 350 -> 525ft range(?)
  • Energy Torrent: 40 -> 60ft radius, 45º cone
  • Vorpal Radial Final Judgement: 120 -> 180ft radius, 120º cone(?)



Note that this means that Mesmerize can be (easily!) used as a "snipe" range power during Bomb Runs in the Underground iTrial.
Dominate can also be used as a "snipe" range power, although that's riskier to use against Bombs in the Underground iTrial because Bombs have a 154ft detect power on a 1s activation cycle (hence the call for snipes when doing Bomb Runs).



Damaging powers that can proc Interface Cognitive Core and Hybrid Assault Radial when cast:
  • Mesmerize (ST)
  • Levitate (ST)
  • Dominate (ST)
  • Terrify (Cone)
  • Acid Arrow (TAoE)
  • Energy Torrent (Cone)
  • Vorpal Judgement (Cone)

This means that Acid Arrow becomes the (small) Target AoE attack for Interface procs, while Terrify, Energy Torrent and Vorpal Judgement are the (big) Cone attacks that will produce Interface procs. I'm deliberately going for Cognitive Core+Genesis Socket so as to be able to potentially stack Confuse procs (4.3s base duration) from rapid fire damaging attacks, which can potentially synergize with use of Confuse slotted with the Coercive Persuasion proc as an alternative means of augmenting damage output (by "borrowing" attacks from Foes via confused status) while simultaneously reducing the amount of harm to allies that Foes are capable of dishing out. Very much a soft control (confuse), but also a highly opportunistic one in this build which can be inflicted from very long range (including outside of immediate retaliation distances, particularly when "attacking into traffic" where the agro magnets are "holding court").

Hybrid Assault Radial and Genesis Socket Radial help to ensure that there are "plentiful" options for lighting up an Oil Slick without needing to resort to natively Fire or Energy damage attack powers only need apply.



Where things start getting fun is with the way the recharge stacks up in this build ... between slotting, Hasten and global recharge factors ... and that's before throwing variables such as Destiny Ageless and Force Feedback procs into the mix. If we take the variables out and assume perma-Hasten (which isn't that unreasonable of a starting point), here is what results:

  • Hasten (+243.4%): 450s -> 131.04s
So with an ~11s gap on being able to make Hasten perma, but that is before including the (decaying) recharge buffing of Destiny Ageless and Force Feedback procs from Energy Torrent. Add those variables into the mix and recharge times start dropping even further than the simplified assumption above ... such that Hasten CAN be made perma with just a few Force Feedback procs every 120 seconds.

The way that I calculate how many Force Feedback procs are needed during the 120s duration of Hasten in order to "close the perma gap" is by taking the base recharge time and multiplying it by 100. This gives us a total of 45,000 to reach by adding up to get there.

Each second, add 100 to the total (baseline, unmodified recharge) ... so with no recharge whatsoever, it takes 100*450=45,000 or 450s @ 100 per second to add up to 45,000 ... at which point Hasten is recharged (ignoring the fact that the recharge from Hasten buffs the recharge speed of Hasten, for the moment).

You then simply add the recharge buff % amount to the 100 baseline per second mentioned above. So an otherwise unmodified Hasten, adding +70% global recharge would be adding 170 per second to the recharge count, at which point the question becomes, how many 1 second increments of addition are needed until reaching a total of 45,000 (at which point Hasten is recharged).
Answer: 45,000/170=264.706s

So using this methodology, it's then possible to work out how many Force Feedback procs are necessary to "close the gap" on making Hasten perma. That's because a +100% recharge proc for 5 seconds "counts" as a +500 addition for each proc onto the recharge stack.

+243.4% recharge from all sources (enhancement slotting, global set bonuses and the +70% from Hasten itself) means that over 120 seconds, a total of (100+243.4)*120=41,208 will have been realized. Since the "goal" is to reach 45,000 in order to make Hasten perma, the shortfall is 45,000-41,208=3792 ... which in multiples of 500 equals 8 procs of Force Feedback by Energy Torrent during the 120s of duration before needing to click Hasten again (presumably on autofire).

This is where Destiny Ageless Core comes into the mix, so as to reduce the number of Force Feedback procs "needed" every 120s in order to make Hasten perma. The recharge buff decay curve for T4 Ageless Core looks like this:
  • +70% for 10s
  • +30% for 20s
  • +20% for 30s
  • +10% for 60s
Total all of that up and you get:
70*10 + 30*20 + 20*30 + 10*60 = +2500 over 120s of the duration of Ageless ... basically the same as 5x Force Feedback procs (@ +500 each, as explained above).

8 - 3 = 3x Force Feedback procs "needed" per 120s (average: 1 per 40 seconds) in order to achieve perma-Hasten while operating under Destiny T4 Ageless Core (assuming "perfect" timing on the necessary Clicks).

Point being that with Force Feedback procs in Levitate and Energy Torrent, achieving 3-8x Force Feedback procs per 120s is not impossible/unreasonable ... and if you "don't make it" it's not the end of the world (of confusion). If Hasten doesn't autofire exactly @ 120s, that probably means you aren't in heavy combat, so extreme recharge of powers becomes less of an issue.


So, assuming that Hasten is active, but the variable global recharge of Force Feedback procs from  Energy Torrent and the over time decay of Ageless are not in effect, the following total recharge buffs and times are what computes out for all Click powers plus Telekinesis (enhancement slotting+global recharge set bonuses+Hasten):

  • Mesmerize (+207.127%): 6s -> 1.95s
  • Levitate (+200.1575%): 6s -> 2.00s
  • Dominate (213.32125+%): 8s -> 2.55s
  • Confuse (+237.4278%): 8s -> 2.37s
  • Mass Hypnosis (+168.5625%): 45s -> 16.76s
  • Telekinesis (+147.5%): 60s -> 24.24s
  • Total Domination (+237.4278%): 240s -> 71.13s
  • Terrify (+170.689%): 40s -> 14.78s
  • Mass Confusion (+195.2%): 240s -> 81.30s


  • Entangling Arrow (147.5+%): 4s -> 1.62s
  • Flash Arrow (+200.5%): 15s -> 4.99s
  • Glue Arrow (+147.5%): 60s -> 24.24s
  • Ice Arrow (+234.9987%): 18s -> 5.73s
  • Poison Gas Arrow (+234.9987%): 45s -> 13.43s
  • Acid Arrow (+147.5%): 20s -> 8.08s
  • Disruption Arrow (+200.5%): 60s -> 19.97s
  • Oil Slick Arrow (+215.95375%): 180s -> 56.97s


  • Hasten (+243.4%): 450s -> 131.04s
  • Conserve Power (+200.5%): 600s -> 199.67s
  • Energy Torrent (+147.5%): 24s -> 9.70s (with Force Feedback proc: 8.4s)
  • Power Boost (+243.4%): 120s -> 34.94s



The number of baseline "long" recharge Click powers in this build is actually more than I would consider typical.
  • If we set the cutoff point @ 20+ seconds ... there are 5 primary, 5 secondary and 4 pool powers that meet that criteria.
  • If we set the cutoff point @ 15+ seconds ... add +2 secondary powers into the total.

So depending on how you like to slice and dice your statistics, this build has 14-16 "long" recharge powers out of a total of 24 power picks. That means that the build can leverage global recharge buffs EXTREMELY efficiently.

The flip side to all of that is the fact that 20 of the 24 power picks are Clicks, with only 4 toggles in the mix (Mystic Flight, Telekinesis, Assault and Tactics) of powers selections. That's actually a higher ratio of Clicks vs Toggles (5:1) than I've had in any of my previously published builds here on Rebirth (including Kinetics/Dual Pistols/Psychic Defender). Most of the time, I've got 5-7 Toggles on my builds, with Leadership Toggles being at least 3 of them (typically).



One point I can take pride in with this build is that Power Boost has a potential maximum uptime of ~42% before Force Feedback+Ageless get tossed into the global recharge mix, which is not a bad position to be in. The main challenge will be to "get in the habit" of clicking Power Boost before throwing out a sequence of mez and debuff attack powers onto Elite Bosses and Archvillains/Heroes/Giant Monsters to start piling on truly DEEP stacks of mez mags and debuffs. Power Boost will be recharging "fast enough" to just get in the habit of (manually) casting it whenever it's recharged, especially when alpha strike opening on unsuspecting Foes, rather than necessarily "waiting" for the optimal moment in time.

Power Boost will also (ironically) help with fast travel, since it boosts fly and run speeds (but not jump or teleport range) as well as boosting the durations of mez powers cast during the 15s that Power Boost is active. So it's a good idea to use Power Boost even when simply needing to "get around town" with this build in order to save time on point to point travel, so there's even decent Out Of Combat utility with this power pick (and investment of slots).



Power Boost being active on Flash Arrow has some ... interesting synergies.
For a Controller, Flash Arrow does a (base) -7.5% ToHit debuff (unresistable) plus another -7.5% ToHit debuff (resistable) for 60 seconds and repeated shots do not stack from same caster (overwrite).

4-slotting Superior Witchcraft on Flash Arrow, like I have in this build (+71.4855% enhancement value), increases those -ToHit debuff values to -12.86% (unresistable) and -12.86% (resistable).

Stacking Power Boost (+122.925% more enhancement) on top of that yields a total of +194.4105% enhancement to ToHit debuff ... resulting in throughputs onto $Targets of -22.08% (unresistable) plus -22.08% (resistable) ToHit debuffing that will last for 60 seconds.

Power Boost + Flash Arrow becomes "offensive defense" for yourself as well as any and all allies nearby. Both powers will be recharging quickly enough, just with Hasten, to be able to use Flash Arrow TWICE per use of Power Boost.


My point being that Power Boost can be used for more than "just" mez powers, so it would probably be helpful to enumerate the powers in this build that get buffed (+122.95% @ Level 50) by Power Boost.

  • Mesmerize: Y (Sleep)
  • Levitate: N
  • Dominate: Y (Hold)
  • Confuse: Y (Confuse)
  • Mass Hypnosis: Y (Sleep)
  • Telekinesis: Y (Hold, but not all that useful)
  • Total Domination: Y (Hold)
  • Terrify: Y (Fear)
  • Mass Confusion: Y (Confuse)


  • Entangling Arrow: Y (Immobilize, Slow)
  • Flash Arrow: Y (ToHit Debuff)
  • Glue Arrow: Y (Slow)
  • Ice Arrow: Y (Hold)
  • Poison Gas Arrow: Y (Sleep, but effect is marginal)
  • Acid Arrow: Y (Defense Debuff)
  • Disruption Arrow: N
  • Oil Slick Arrow: Y (Defense Debuff, Slow)


  • Mystic Flight: Y (Fly)
    • Translocation: N

  • Hasten: N
  • Assault: N
  • Tactics: Y (ToHit Buff)
  • Conserve Power: N
  • Energy Torrent: N
  • Power Boost: N (obviously)

  • Brawl: N
  • Sprint(s): Y (Fly, Run)
  • Rest: Y (Heal)
  • Swift: Y (Run)
  • Hurdle: N
  • Health: Y (Heal)
  • Stamina: Y (Endurance Modification)


That's a pretty extensive list of powers that get buffed (in various ways) by Power Boost. It's up to the Player to develop the knowledge and skills regarding WHAT needs to be Power Boosted and when to achieve a variety of use cases (both solo and team/league). Forming the necessary habits to make best use of Power Boost (with what) then becomes something of a mini-game in its own right, because use of Power Boost costs animation time in exchange for buffed effects that (typically) not have an immediate payoff, but will make a difference in longer duration engagements.

Fast(er) travel using Mystic Flight? Sure, use Power Boost when recharged!
Translocating across a zone? Not so much.
In fact, the more efficient use would be to Power Boost+Mystic Flight for the 15 second duration of Power Boost ... then when the buff expires, switch to using Translocation (for up to 20 seconds) until Power Boost has recharged. Would help make transits across extremely LARGE zones (such as the Shadow Shard) complete faster.