News:

- Server is UP - Weekly Maintenance Sundays at 9 pm EST/2 AM GMT - Current Version: Rebirth Issue 6: Dawn of Genesis -

Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Redlynne

#1
Quote from: mercury rising on October 13, 2024, 11:06:03 PMLevel 24: Hasten
A: Invention: Recharge Reduction
40: Invention: Recharge Reduction
40: Invention: Recharge Reduction

I've seen quite a lot of people do this, and I honestly think it's a mistake.
If you're using SOs, it makes sense, particularly when accounting for ED, but with common IOs it doesn't.
Allow me to demonstrate.

1x +0 SO Recharge (Schedule A) = 33.33%

2x +0 SO Recharge = 66.66% (no ED modification)

3x +0 SO Recharge = 99.99%
99.99% (Raw-A) = 94.993% Post-ED

So with SOs, under ED, the 3rd SO adds 94.993-66.66=28.333% more recharge enhancement throughput into the power at the expense of a 3rd enhancement slot. In terms of return on investment, this is worth it.



Now compare that with Level: 50 IOs

1x Recharge IO Level 50 (Schedule A) = 42.4%

2x Recharge IO Level 50 = 84.8%
84.8% (Raw-A) = 83.32% Post-ED

3x Recharge IO Level 50 = 127.2%
127.2% (Raw-A) = 99.08% Post-ED

So with common IOs, the third IO adds 99.08-83.32=15.76% more recharge enhancement throughput into the power at the expense of a 3rd enhancement slot. In terms of return on investment, this is wasteful, since you're mostly "feeding the ED monster" with that 3rd slot.



Now compare the above with Level: 50+5 IOs

1x Recharge IO Level 50+5 (Schedule A) = (42.4% * 1.25) = 53%

2x Recharge IO Level 50+5 = 106%
106% (Raw-A) = 95.9% Post-ED

3x Recharge IO Level 50+5 = 159%
159% (Raw-A) = 103.85% Post-ED

So with common IOs that are +5 boosted ... the 2nd IO adds 95.9-53=42.9% more recharge enhancement throughput into the power at the expense of a 2nd enhancement slot. In terms of return on investment, this is extremely good!

By contrast, adding a 3rd slot on top is incredibly wasteful, since the 3rd IO adds 103.85-95.9=7.95% more recharge throughput into the power at the expense of a 3rd enhancement slot. In terms of return on investment, this is incredibly wasteful (especially since it isn't going to give you a global set bonus of that value!).



If you're wanting to min/max recharge with ED in mind, what you really want is 2x Recharge IO Level 50 and then split +7 (which is a 1.05x multiplier per +1) between the two of them (either +5/+2 or +4/+3, doesn't really matter).
Why?
Well ...

42.4 * 2.35 = 99.64%
99.64 (Raw-A) = 94.748% Post-ED

42.4 * 2.40 = 101.76%
101.76 (Raw-A) = 95.264% Post-ED



Bare minimum, I'm of the opinion that with IOs in a build, triple slotting for common IOs is a waste.
Your mileage may vary, of course.
#2
Quote from: mercury rising on October 13, 2024, 10:26:10 AMLooks like another roller coaster build

That's Kinetics for you.

Quote from: mercury rising on October 13, 2024, 10:26:10 AMWhen using repel and telekinesis together your end recovery is less than your end use.

Repel isn't necessarily a "always on" toggle.
The way I intend to use Repel is in opposition to World of Confusion.
  • Repel ON = World of Confusion OFF
  • Repel OFF = World of Confusion ON
That's because Repel isn't "always useful in all contexts and circumstances" (such as diving in for a Fulcrum Shift). And because Telekinesis is the Level 49 power, use of it can be judicious.

As for blue bar "balance issues" with Repel and Telekinesis running simultaneously, there's the +END proc in Transfusion and the use of Transference to mitigate blue bar draining (when in close).

So although it LOOKS BAD in Mids', that isn't the entire picture in actual gameplay.

Quote from: mercury rising on October 13, 2024, 10:26:10 AMYou have nice defense but almost no damage resistance that might pose a problem if you are in melee range.

Ah, but Dual Pistols has Chemical Ammo that deals Toxic damage and debuffs damage from affected $Targets.
Additionally, -Resistance debuffing will AMPLIFY the damage debuffing that Chemical Ammo applies to $Targets.

Optionally, use of Cryo Ammo can stack -Recharge debuffing, creating an alternative route to reducing DPS output by $Targets.

The difference between defense/resistance buffing to self (seen in Mids') and debuffing to $Targets is that the debuffing benefits everyone those $Targets attack ... not just yourself.

Quote from: mercury rising on October 13, 2024, 10:26:10 AMYour damage even with your procs is not amazing.

Not trying to "Be A Blaster" (per se) ... but Siphon Power and Fulcrum Shift goes a long way towards reaching the damage buff cap.

Quote from: mercury rising on October 13, 2024, 10:26:10 AMmaking a proc monster with suppressive fire would be great if it did more damage but minor damage scale cant live up to what you want to happen. Added a pic of your vitals from mids.
Suppresive Fire > Piercing Rounds > Bullet Rain > Empty Clips
Suppressive Fire > Executioner's Shot > Pistols > Dual Wield > Pistols ... etc.

The build up proc will apply to 2-3 follow up AoE attacks, maximizing the throughput of that build up proc onto groups of $Targets in the attacks that follow after Suppressive Fire.
#3
/reloadgfx

Probably the closest thing to what you're talking about.
#4
Quote from: jordan_yen on October 11, 2024, 08:39:57 PMThat's some awesome detail. Personally, I find it hard to play defenders these days where there are corruptors RIGHT THERE.

This basically comes down to a question of "What is more important to you?" ... buff/debuff or chances for bonus damage when your $Target(s) fall below 50% HP.

The theorycrafting behind the "value" of this choice hinges upon the idea that Scourge is not "overkill wasteful" when delivering bonus damage. The real measure of the benefits of Scourge comes down to an accounting of how many attacks need to be animated in order to achieve a defeat. When Scourge means you only need to make 2 attacks instead of 3 (for example), that's a context where Scourge bonus damage is making a useful difference. But if you need to make 3 attacks with or without Scourge to achieve a defeat, is Scourge really "helping" you all that much?

Needless to say, working out how many attacks Scourge will "save" you from having to make is a very fuzzy thing to try and work out on a spreadsheet or theorycrafting analysis. However, my feeling/sense for the question is that Scourge is not as much of a difference maker as a lot of people make it out to be.

Conversely, the differential of buff/debuff values that a Defender can deliver relative to a Corruptor will be small per each power, but those differences can stack up into meaningful amounts of buff/debuff which can in turn be decisive (especially in team/league contexts).

However, all of these points are ultimately a matter of "FEEL" and a judgement call for individual Players to make ... meaning that there is no One Size Fits All "RIGHT" Answer for everyone.

The beauty of the above build is that it CAN be ported from Defender to Corruptor if that's what you would prefer to play. You'll need to reorganize the sequencing of power choices (and thus some slotting associated with them, of course) due to the flop between primary/secondary power sets, but otherwise it's mainly a matter of "reshuffling" powers and slots, rather than a wholesale urban renewal. You'll also be using Corruptor ATOs instead of Defender ATOs, but the difference in set bonuses and proc effects there are almost trivial ... so if that's what you want, there's not much stopping you!  8)
#5
In case anyone looks at the above build and really wishes it had Hasten in it ... well, it's actually possible to do ... provided you're willing to sacrifice the utility of Telekinesis and reshuffle the order of powers slightly.




BEFORE

Level 24: Maneuvers
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (42) Reactive Defenses - Defense: Level 22+5
  • (42) Reactive Defenses - Defense/Endurance: Level 22+5
  • (42) Reactive Defenses - Endurance/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22+5

Level 30: Tactics
  • (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)

Level 41: Assault
  • (A) Endurance Reduction IO: Level 50+5

Level 49: Telekinesis
  • (A) Endurance Reduction IO: Level 50+5




AFTER

Level 24: Hasten
  • (A) Recharge IO: Level 50+5

Level 30: Maneuvers
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (42) Reactive Defenses - Defense: Level 22+5
  • (42) Reactive Defenses - Defense/Endurance: Level 22+5
  • (42) Reactive Defenses - Endurance/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22+5

Level 41: Tactics
  • (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)

Level 49: Assault
  • (A) Endurance Reduction IO: Level 50+5




Other permutations are possible (of course), but this rework looks like the most "broadly useful" variation on the theme available.
#6


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





Level 50 Natural Defender
Primary Power Set (9): Kinetics
Secondary Power Set (9): Dual Pistols
Power Pool (3): Leadership
Ancillary Power Pool (3): Psychic Mastery

Praetorian Loyalist Profile

Level 1: Transfusion

  • (A) Theft of Essence - Accuracy/Heal: Level 27+5
  • (40) Theft of Essence - Accuracy/Endurance/Heal: Level 27+5
  • (43) Theft of Essence - Accuracy/Endurance/Recharge: Level 27
  • (45) Theft of Essence - Heal/Recharge: Level 27
  • (45) Theft of Essence - Heal: Level 27+5
  • (45) Theft of Essence - Chance for +End (3.5 PPM): Level 10
    • 3.5 * ((8 / ( 1 + 38 / 100 )) + 1.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 40.64%

Level 1: Pistols
  • (A) Superior Vigilant Assault - Accuracy/Damage: Attuned
  • (3) Superior Vigilant Assault - Damage/Recharge: Attuned
  • (3) Superior Vigilant Assault - Damage/Endurance/Recharge: Attuned
  • (5) Superior Vigilant Assault - Accuracy/Damage/Endurance: Attuned
  • (5) Superior Vigilant Assault - Accuracy/Damage/Endurance/Recharge: Attuned
  • (11) Superior Vigilant Assault - Recharge/PBAoE +Absorb (5.0 PPM): Attuned
    • 5.0 * ((4 / ( 1 + 95.90 / 100 )) + 1.00) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 25.35%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((4 / ( 1 + 95.90 / 100 )) + 1.00) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 30.42%

Level 2: Siphon Power
  • (A) Accuracy IO: Level 50+5

Level 4: Repel
  • (A) Knockback IO: Level 50+5
  • (13) Knockback IO: Level 50+5

Level 6: Dual Wield
  • (A) Superior Defender's Bastion - Accuracy/Damage: Attuned
  • (7) Superior Defender's Bastion - Damage/Recharge: Attuned
  • (7) Superior Defender's Bastion - Damage/Endurance/Recharge: Attuned
  • (9) Superior Defender's Bastion - Accuracy/Damage/Endurance: Attuned
  • (9) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Attuned
  • (11) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal (5.0 PPM): Attuned
    • 5.0 * ((6 / ( 1 + 95.90 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 39.44%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((6 / ( 1 + 95.90 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 47.33%

Level 8: Empty Clips
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (13) Rolling Barrage - Damage/Endurance: Level 27+5
  • (15) Achilles' Heel - Chance for Resist Debuff (3.5 PPM): Level 10
    • 3.5 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 36.40% per $Target
  • (19) Force Feedback - Chance of +Recharge (2.0 PPM): Level 21
    • 2.0 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 20.80% per $Target
  • (33) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (34) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 62.41% per $Target

Level 10: Swap Ammo

Level 12: Siphon Speed

  • (A) Witchcraft - Accuracy/Recharge: Attuned
  • (33) Witchcraft - Accuracy/Endurance/Recharge: Attuned
  • (34) Witchcraft - Accuracy/Universal Debuff: Attuned
  • (37) Witchcraft - Universal Debuff: Attuned

Level 14: Increase Density
  • (A) Steadfast Protection - Resistance/+3% Defense: Level 10
  • (15) Gladiator's Armor - TP Protection/+3%Defense: Level 10

Level 16: Bullet Rain
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (17) Rolling Barrage - Damage/Endurance: Level 27+5
  • (17) Overwhelming Force - Damage/20% Chance for Knockdown/Knockback to Knockdown: Attuned
  • (19) Force Feedback - Chance of +Recharge (2.0 PPM): Level 21
    • 2.0 * ((18 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 24.40% per $Target
  • (33) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (34) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((18 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 73.19% per $Target

Level 18: Speed Boost
  • (A) Blessing of the Zephyr - Mag 4 Knockback Protection: Level 10

Level 20: Suppressive Fire
  • (A) Neuronic Shutdown - Accuracy/Endurance : Level 27+5
  • (21) Neuronic Shutdown - Chance for Psionic Damage (3.5 PPM): Level 10
    • 3.5 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 125.42%)
  • (21) Ghost Widow's Embrace - for Psionic Damage (3.5 PPM): Level 20
    • 3.5 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 125.42%)
  • (23) Decimation - Chance for Buildup (1.0 PPM): Level 25
    • 1.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 35.83%
  • (27) Lockdown - Chance for +2 Mag Hold (2.5 PPM): Level 30
    • 2.5 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 89.58%
  • (27) Devastation - Chance for +2 Mag Hold (3.0 PPM): Level 30
    • 3.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 107.5%)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 215.00%)

Level 22: Inertial Reduction
  • (A) Jump IO: Level 50+5

Level 24: Maneuvers
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (42) Reactive Defenses - Defense: Level 22+5
  • (42) Reactive Defenses - Defense/Endurance: Level 22+5
  • (42) Reactive Defenses - Endurance/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22+5

Level 26: Transference
  • (A) Accuracy IO: Level 50+5

Level 28: Executioner's Shot
  • (A) Superior Winter's Bite - Accuracy/Damage: Attuned
  • (29) Superior Winter's Bite - Accuracy/Damage/Recharge: Attuned
  • (29) Superior Winter's Bite - Accuracy/Damage/Endurance: Attuned
  • (31) Superior Winter's Bite - Accuracy/Damage/Endurance/Recharge: Attuned
  • (31) Superior Winter's Bite - Recharge/Chance for -Speed & Recharge Slow (5.0 PPM): Attuned
    • 5.0 * ((10 / ( 1 + 95.84 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 56.47%
  • (31) Force Feedback - Chance of +Recharge (2.0 PPM): Level 21
    • 2.0 * ((10 / ( 1 + 95.84 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 22.59%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((10 / ( 1 + 95.84 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 67.76%

Level 30: Tactics
  • (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)

Level 32: Fulcrum Shift
  • (A) Accuracy IO: Level 50+5

Level 35: Piercing Rounds
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (36) Rolling Barrage - Damage/Endurance: Level 27+5
  • (36) Annihilation - Chance for Resist Debuff (3.0 PPM): Level 20
    • 3.0 * ((15 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 5 + 540) / 30,000))) = 39.95% per $Target
  • (36) Superior Witchcraft - Chance for Resist Debuff (6.0 PPM): Attuned
    • 6.0 * ((15 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 5 + 540) / 30,000))) = 79.91% per $Target
  • (37) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (37) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((15 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 5 + 540) / 30,000))) = 79.91% per $Target

Level 38: Hail of Bullets
  • (A) Superior Avalanche - Accuracy/Damage: Attuned
  • (39) Superior Avalanche - Damage/Endurance: Attuned
  • (39) Superior Avalanche - Accuracy/Damage/Recharge: Attuned
  • (39) Superior Avalanche - Accuracy/Damage/Endurance: Attuned
  • (40) Superior Avalanche - Accuracy/Damage/Endurance/Recharge: Attuned
  • (40) Superior Avalanche - Recharge/Chance for Knockdown (3.5 PPM): Attuned
    • 3.5 * ((105 / ( 1 + 72.25 / 100 )) + 2.47) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 97.05%)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((105 / ( 1 + 72.25 / 100 )) + 2.47) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 166.37%)

Level 41: Assault
  • (A) Endurance Reduction IO: Level 50+5

Level 44: Mass Hypnosis
  • (A) Fortunata Hypnosis - Sleep: Level 50+5
  • (46) Fortunata Hypnosis - Sleep/Recharge: Level 50+5
  • (46) Fortunata Hypnosis - Sleep/Recharge/Accuracy: Level 50+5
  • (46) Fortunata Hypnosis - Recharge/Accuracy: Level 50+5
  • (48) Fortunata Hypnosis - Sleep/Endurance: Level 50+5

Level 47: World of Confusion
  • (A) Coercive Persuasion - Confusion: Level 50+5
  • (48) Coercive Persuasion - Confusion/Recharge: Level 50+5
  • (48) Coercive Persuasion - Confusion/Recharge/Accuracy: Level 50+5
  • (50) Coercive Persuasion - Recharge/Accuracy: Level 50+5
  • (50) Coercive Persuasion - Confusion/Endurance: Level 50+5
  • (50) Coercive Persuasion - Chance for Contagious Confusion (4.5 PPM): Level 50
    • 4.5 * 10 / (60 * (0.25 + 0.75 * (1 + 8 * (11 * 360 + 540) / 30,000))) = 39.47% per $Target
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 *10 / (60 * (0.25 + 0.75 * (1 + 8 * (11 * 360 + 540) / 30,000))) = 52.63% per $Target

Level 49: Telekinesis
  • (A) Endurance Reduction IO: Level 50+5




Level 1: Vigilance
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
  • (A) Preventive Medicine - Chance for +Absorb: Level 20
  • (8) Preventive Medicine - Heal: Level 22+5
  • (16) Preventive Medicine - Heal/Endurance: Level 22+5
  • (23) Preventive Medicine - Heal/Recharge: Level 22+5
  • (25) Preventive Medicine - Heal/Endurance/Recharge: Level 22+5
  • (25) Preventive Medicine - Recharge/Endurance: Level 22+5
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 21
  • (12) Performance Shifter - EndMod: Level 27+5
  • (22) Performance Shifter - EndMod/Accuracy: Level 27+5
Level 4: Ninja Run or Beast Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition

Level 50: Alpha Intuition Radial Paragon
Level 50: Judgement Vorpal Radial Final Judgement
Level 50: Interface Cognitive Core Flawless Interface
Level 50: Lore Robotic Drones Core Superior Ally
Level 50: Destiny Clarion Radial Epiphany
Level 50: Hybrid Assault Radial Embodiment
Level 50: Genesis Socket Radial Flawless Genesis





Set Bonuses:

15% Accuracy (Superior Vigilant Assault: 4)
15% Accuracy (Fortunata Hypnosis: 4)

4% Confuse (Coercive Persuasion: 3)

3% Damage (Theft of Essence: 5)
4% Damage (Superior Vigilant Assault: 5)
4% Damage (Superior Witchcraft: 2)
4% Damage (Coercive Persuasion: 4)

3% Defense All (Steadfast Protection: 1)
3% Defense All (Gladiator's Armor: 1)
5% Defense Melee, 2.5% Defense Smashing/Lethal (Superior Avalanche: 5)
2.5% Defense Ranged, 5% Defense Energy/Negative (Superior Wiitchcraft: 3)
2.5% Defense Ranged, 5% Defense Energy/Negative (Superior Winter's Bite: 5)
5% Defense Ranged, 2.5% Defense Energy/Negative (Superior Defender's Bastion: 5)
5% Defense Ranged, 2.5% Defense Energy/Negative (Coercive Persuasion: 6)
5% Defense AoE, 2.5% Defense Fire/Cold (Superior Vigilant Assault: 6)
2.5% Defense AoE, 5% Defense Fire/Cold (Superior Avalanche: 6)

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

5% Improved Healing (Theft of Essence: 4)
8% Improved Healing (Superior Defender's Bastion: 4)

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

1.8% Max END (Theft of Essence: 3)
3.6% Max END (Superior Vigilant Assault: 2)

1.88% Max HP (Reactive Defenses: 3)
1.88% Max HP (Preventative Medicine: 3)
1.88% Max HP (Performance Shifter: 3)
3% Max HP (Superior Defender's Bastion: 2)

7.5% Movement (Performance Shifter: 2)

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

8.75% Recharge (Reactive Defenses: 6)
8.75% Recharge (Preventative Medicine: 6)
10% Recharge (Superior Defender's Bastion: 6)
10% Recharge (Superior Vigilant Assault: 3)
10% Recharge (Superior Witchcraft: 4)
10% Recharge (Fortunata Hypnosis: 5)
10% Recharge (Coercive Persuasion: 5)

4% Recovery (Superior Winter's Bite: 4)
4% Recovery (Superior Avalanche: 4)
4% Recovery (Fortunata Hypnosis: 2)
4% Recovery (Coercive Persuasion: 2)

10% Regeneration (Theft of Essence: 2)

1.5% Resistance Smashing/Lethal, 2.5% Resistance Mez (Reactive Defenses: 2)
2.25% Resistance Smashing/Lethal, 3.75% Resistance Mez (Neuronic Shutdown: 2)
2.25% Resistance Smashing/Lethal, 3.75% Resistance Mez (Preventative Medicine: 2)
3% Resistance Fire/Cold, 5% Resistance Mez (Reactive Defenses: 4)
3% Resistance Fire/Cold, 5% Resistance Mez (Preventative Medicine: 4)
6% Resistance Fire/Cold, 10% Resistance Mez (Superior Winter's Bite: 2)
6% Resistance Fire/Cold, 10% Resistance Mez (Superior Avalanche: 3)
6% Resistance Fire/Cold, 10% Resistance Mez (Fortunata Hypnosis: 3)
4.5% Resistance Energy/Negative, 7.5% Resistance Mez (Theft of Essence: 6)

15% Resistance Slow (Superior Winter's Bite: 3)
15% Resistance Slow (Superior Avalanche: 2)
#7
Off-topic / Re: What about Mosquitoes?!
October 07, 2024, 08:37:29 PM
Among mosquitos, it's the females that are the blood suckers (they need it to supplement their energy reserves). Males do not drink blood.

So speculating that could have been a male mosquito ...?
#8
Tech Issues / Re: forum icons non-existant
October 07, 2024, 04:54:28 PM
Quote from: jordan_yen on October 06, 2024, 03:02:30 PMAre you referring to these?



No.
Referring to these.

#9
Tech Issues / Re: forum icons non-existant
October 05, 2024, 08:39:55 PM
I can verify the above observation.
I too see no thread image icons.
#10
Warning: Critique Incoming ... ^_~

Quote from: mercury rising on September 19, 2024, 10:14:18 AMA well rounded MM with great ranged damage,heals,buffs and debuffs.

That's Time Manipulation for you. ^_-

Quote from: mercury rising on September 19, 2024, 10:14:18 AMAlso a 101.25% recharge

In my experience, getting somewhere between 90-110% global recharge really isn't all that difficult with Time Manipulation.

Quote from: mercury rising on September 19, 2024, 10:14:18 AMhoarfrost has my 3 global procs for damage resist.

I haven't done extensive research on the topic, but are there other alternative pool or epic/patron pools that would enable you to add a power that enables the slotting of these globals with fewer power picks required?
Just wondering if Chill Mastery is the exclusive option for this.

Quote from: mercury rising on September 19, 2024, 10:14:18 AMPrimary powerset: Robotics
Secondary powerset: Time Manipulation
Pool powerset (#1): Flight
Pool powerset (#2): Leadership
Pool powerset (#3): Experimentation
Pool powerset (#4): Fighting
Epic powerset: Chill Mastery

No Speed pool for Hasten?
Guess you're not reaching for perma Hasten, perma Farsight or perma Chrono Shift.

Time Manipulation is pretty much the only powerset that I personally will reach for Hasten to achieve perma buffs on duration vs recharge (on the spreadsheet) for Farsight and Chronoshift.

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 1: Time Crawl
A: Superior Witchcraft: Chance for Res Debuff
7: Superior Witchcraft: Universal Debuff/Endurance/Recharge

Are you sure this is the best place to put your Superior Witchcraft slotting?
Time Crawl is both single target and a Slow ONLY power.

I find that 4-slotting Witchcraft into Time's Juncture is a superior option.
You can choose the Debuff, Accuracy/Debuff, Debuff/Endurance/Recharge and Chance for Res Debuff for those 4 slots.

For Time Crawl, because of proc chance math, I prefer ZERO recharge (caps proc chance @ 90%), Accuracy enhancement (necessary!) and optionally one or both of the Slow Set Procs (smashing damage and/or -recharge). The Pacing of the Turtle proc turns Time Crawl into a "poor man's hold" due to the recharge debuffing (so higher priority) with the Impeded Swiftness proc for smashing damage being "nice to have" but by no means necessary.

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 2: Temporal Mending
A: Preventive Medicine: Chance for +Absorb
9: Preventive Medicine: Heal/RechargeTime/Endurance
9: Preventive Medicine: Heal/RechargeTime
11: Preventive Medicine: Endurance/RechargeTime
11: Preventive Medicine: Heal/Endurance
17: Preventive Medicine: Heal

If you don't have Temporal Selection (or the slots for it), this is the best place to put Preventative Medicine with the Time Manipulation powerset.

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 4: Pulse Rifle Burst
A: Decimation: Chance of Build Up
37: Decimation: Accuracy/Damage/Recharge
37: Decimation: Accuracy/Endurance/Recharge
40: Decimation: Damage/Recharge
40: Decimation: Damage/Endurance

After playing around with Decimation in Snap Shot for quite some time, I ultimately found the results to be a bit lackluster (hence why I dropped it in my most recent build). Let me explain why.

Unlike other procs (damage or status effect), Decimation is more of a "delayed gratification" type of proc. Its best use is at the point in an attack chain prior to 1+ (preferably 2+) AoE attacks that you can use reliably following the power you've got Decimation slotted into. The Decimation Build Up is HIGHLY advantageous when used during AoEs (especially 2+ of them). However, that introduces the difficulties of "delayed gratification" where the damage isn't instant, but only appears during followup attacks (which can result in Corpse Blasting). In extremely dynamic combat situations where HOT MURDER is being poured into the Kill Sphere™, that can potentially result in significant "wastage" of the potential of your Build Up procs.

Then there's the problem of how infrequently they happen. You simply CANNOT control or plan for buildup procs to occur at any time ... and if you're watching your buffs for the icon to appear, when it DOES proc, it's going to be too late to alter course into an alternative attack rotation (because the buff only lasts for 5.25 seconds, which isn't that long!

So far, my best success with "proc chance manipulation" using Decimation has been in Suppressive Fire for Dual Pistols, thanks to the (base) 20s recharge time with the 1.0 PPM. The final yield (with zero recharge enhancement) is a proc chance of:
  • 1.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 35.83%
Not exactly "reliable" ... but it's the highest I've been able to manage for a single target ranged attack (that does token damage, because the attack is mainly a mez power). Most single target ranged attacks have MUCH shorter recharge times (and thus commensurately lower proc chances).

Don't get me wrong, the Decimation proc is NICE when it procs!
The problem is the low chance to proc, making it remarkably "unreliable" in actual practice ... and that's before getting into the low base damage of Mastermind personal attack and the fact that you've only got ONE AoE personal attack if you aren't dipping into pools for AoE attacks.
Your Mileage May Vary warnings attached.

Something that I pretty much never see anyone doing is 5-slot Pulse Rifle Burst with a set and then add a Force Feedback proc into the 6th slot. Could be an easy work around to not taking Hasten (if you've got the slots for it).

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 6: Time's Juncture
A: Superior Winter Storm: Recharge/Chance for Cold Damage
34: Superior Winter Storm: Damage/Endurance/Slow
34: Superior Winter Storm: Accuracy/Damage/Slow
34: Superior Winter Storm: Endurance/Recharge
37: Superior Winter Storm: Accuracy/Slow

On balance, my "read" on things is the Winter Storm (slow only) works best in Distortion Field (slow only), while Witchcraft (universal debuff) works best in Time's Juncture (slow AND tohit debuff).

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 8: Photon Grenade
A: Annihilation: Chance for Res Debuff
21: Annihilation: Accuracy/Damage/Endurance/RechargeTime
33: Annihilation: Accuracy/Damage/RechargeTime

I'm worried that this might be sub-optimal slot investment going on here.

One thought that occurs would be to turn Photon Grenade into more of a status effect delivery power, rather than a raw damaging power.
(Superior) Frozen Blast has a Mag 3 for 8 seconds Immobilize proc (2.5 PPM normal, 3.5 PPM superior), while Razzle Dazzle has a Mag 2 for 8 seconds Immobilize proc (3.5 PPM).
Absolute Amazement will apply -7.5% ToHit Debuff for 10s (and can stack up to 10x ?!?!) so could be useful as a "Time's Juncture At Range" effect from Photon Grenades (4.5 PPM).
Stupefy has a Mag 6 KnockBACK (3.5 PPM) ... while Ragnarok has a KnockDOWN (3.5 PPM).

Photon Grenade has a 15 ft radius (so pretty modest) and a 16s recharge for a 1.87s cast time (according to City of Data v2.0 for Homecoming). So with ZERO recharge enhancement:
  • 3.5 * ((16 / ( 1 + 0 / 100 )) + 1.87) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 38.79%
  • 4.5 * ((16 / ( 1 + 0 / 100 )) + 1.87) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 49.87%
Bare minimum, I'd be wanting to put the Annihilation, Absolute Amazement and Ragnarok procs into Photon Grenade as a frankenslotter. If I had room, I'd add in the Positron's Blast proc for extra "critical hit" damage.

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 10: Fly
A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance

Level 14: Hover
A: Luck of the Gambler: Defense/Increased Global Recharge Speed
21: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 16: Aerobatics
A: Luck of the Gambler: Defense/Increased Global Recharge Speed
19: Blessing of the Zephyr: Knockback Reduction (4 points)
19: Shield Wall: +Res (Teleportation), +5% Res (All)

I presume you're angling for Group Fly, so as to help keep your Robots out of melee range.
Good choice, I was going to suggest doing so if you weren't moving in this direction already.

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 18: Distortion Field
A: Lockdown: Chance for +2 Mag Hold
50: Lockdown: Accuracy/Recharge

Not how I would slot Distortion Field.
I prefer using Distortion Field as a "slow patch" (because that works 100% of the time) rather than as a "hold patch" (which works 2-3% of the time).
Adding the Lockdown proc "helps" with the chances to hold, but not meaningfully against anything above Minion/LT rank. It's POSSIBLE to hold Bosses with the Lockdown proc slotted, but it will happen so rarely as to be completely unexpected when (if) it ever happens.

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 22: Time Stop
A: Unbreakable Constraint: Chance for Smashing Damage
23: Unbreakable Constraint: Endurance/Hold
23: Unbreakable Constraint: Accuracy/Recharge
25: Unbreakable Constraint: Accuracy/Hold/Recharge
25: Unbreakable Constraint: Hold

If you're slotting Time Stop for hold duration, why aren't you including a Lockdown proc in it so you can potentially Time Crawl+Time Stop+Lockdown proc hold Elite Bosses?

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 28: Farsight
A: Gaussian's Synchronized Fire-Control: Chance for Build Up
43: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
46: Gaussian's Synchronized Fire-Control: Recharge/Endurance
48: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
50: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
50: Gaussian's Synchronized Fire-Control: To Hit Buff

So ... every 90s or so, you'll get a 90% chance for a build up proc?
If the purpose is to 6-slot Gaussian's SOMEWHERE into your build, I would honestly recommend putting it into Tactics so as to use 2x HOs (+Defense, +ToHit) and a LotG global recharge slotted into Farsight.
There's even 2 types of HOs you can use ... +Defense, Endurance Reduction, +ToHit (Cytoskeleton) ... or the alternative of +Defense, Recharge Reduction, +ToHit (Membrane Exposure).

Use Cytoskeletons if you have Hasten and ~100% global recharge.
Use Membranes if you lack Hasten and want to make Farsight perma.

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 30: Maneuvers
A: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Kismet: Accuracy +6%31: Kismet: Defense/Endurance/Recharge

I've mentioned it before, so I won't belabor the point again.
I prefer to 6-slot Reactive Defenses into Maneuvers.

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 32: Tactics
A: Adjusted Targeting: To Hit Buff/Endurance
33: Adjusted Targeting: To Hit Buff
33: Adjusted Targeting: To Hit Buff/Endurance/Recharge

There MUST have been better options to choose from than ... this ...

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 35: Slowed Response
A: Analyze Weakness: Chance for +ToHit
36: Analyze Weakness: Accuracy/Endurance/Recharge
36: Analyze Weakness: Defense Debuff/Endurance/Recharge
36: Analyze Weakness: Defense Debuff

I really don't understand this.
The Analyze Weakness proc will affect your Mastermind ONLY. Your Pets do not benefit.
Aside from that, all Slowed Response is doing for you is ... Defense and Resistance debuffing ... and that's it.
You could put in an Achilles' Heel proc AND a (Superior) Witchcraft proc for EVEN MORE Resistance Debuffing if you really wanted to.
Change Analyze Weakness for Shield Breaker and you could add a lethal damage proc into the mix.
Add Touch of Lady Grey for a negative energy damage proc.
You can actually get some pretty decent recharge slotted into Slowed Response before knocking the 3.5 PPM procs below the 90% chance to proc cap.

Missed opportunity here.

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 38: Chrono Shift
A: Regenerative Tissue: +Regeneration
39: Regenerative Tissue: Heal/Endurance/Recharge
39: Regenerative Tissue: Heal/Recharge
39: Regenerative Tissue: Endurance/Recharge
40: Regenerative Tissue: Heal/Endurance

I must admit, this slotting has me stumped.
The only rationale I can think of for it is the 5-slot 5% global recharge bonus.

Personally, I would rather 5-slot Regenerative Tissue into Temportal Selection (so as to be able to cast it on 3 Allies concurrently, which includes Pets) and then simply 2-slot Chrono Shift with common Recharge IOs.
The "heal" and "recovery" portions of Chrono Shift only lasts 30 seconds, while the recharge boost lasts 90 seconds.
This is why you need ~300% recharge enhancement (from all sources, combined) in order to make Chrono Shift perma.
360 / (1+3) = 90s
If you don't have Hasten in your build, you're going to need to use Force Feedback procs in order to close the gap.

Quote from: mercury rising on September 19, 2024, 10:14:18 AMLevel 49: Upgrade Robot
A: Invention: Recharge Reduction

Why isn't this power taken at Level 32?
Why delay taking it until Level 49?
#11
Mastermind / Re: [v2.4] Ninja/Time Supremacy Blitz
September 16, 2024, 03:20:14 PM
Quote from: mercury rising on September 16, 2024, 01:33:10 PMnot much should be put in the masterminds personal attacks the damage scale is just too low.

There was a time when I thought the same.
Conventional Wisdom™ on the topic is that Mastermind personal attacks are "worthless" ... to the point of being a waste of animation time and endurance for negligible return.
The basic formulation is that Mastermind Pets deliver 2/3 of the archetype's damage output, while personal attacks deliver 1/3 of the archetype's damage output, as a sort of rule of thumb.
A lot of players look at that idea and think "why should I pay full price for 1/3 of the results?" and then just avoid personal attacks completely.

For many many MANY years, I too subscribed to this notion that personal attacks were "worthless" and lacked return on investment.
Then, as a lark, I did a respec early on in Ku no Ichi's campaign through Praetoria to add personal attacks ... and it was such a game changing experience that I've never looked back.

Before: Tankerminding was difficult (needed to use the Presence Pool to get a Taunt) and unwieldy. No damage production from the Mastermind makes it really easy for the Ninjas to steal aggro off your Mastermind.
After: Tankerminding became EFFORTLESS and any kind of Taunt from the Presence Pool became completely superfluous. Grabbing initial aggro via damage from my Mastermind while at long range made ALL $Targets in a pack attack my Mastermind, engaging Bodyguard Mode most effectively and prompting retaliation by my Ninjas from range.

It's really hard to convey just how much of a difference taking personal attacks made.
By keeping aggro away from my Ninjas and on my Mastermind ... Bodyguard Mode turned my Mastermind into a "huge pile of HP" and also increased the effectiveness of Temporal Mending, because you can heal each Ninja in parallel rather than sequentially (they just need to be in PBAoE range). Soaking alpha using Bodyguard Mode after use of a personal attack to open with enabled SO MANY tactical possibilities that it was like I was playing an entirely new game at that point. My Ninjas went from being "pre-creased origami rice paper" eager to ... FOLD ... into being something more akin to "Feed Him To The Sharkticons" in terms of effectiveness. It was just such a NIGHT vs DAY type of difference!

Even now in iTrials, it's quite possible for Ku no Ichi to pull aggro away from her Ninjas using her personal attacks ... and Ninjas WITHOUT aggro are far more effective than Ninjas WITH aggro.
Ninjas without aggro can output DAMAGE without being retaliated against.
Ninjas with aggro are likely to be defeated ... SOON™ ... and as we all know, faceplants produce Zero DPS.
+Defense buffing and -ToHit debuffing goes a long way towards extending Time To Die for both Mastermind AND Pets ... and damage taken by the Mastermind while in Bodyguard Mode is easier to counter (using Temporal Mending) than is often the case for Masterminds, so it's really important for your Mastermind to get initial aggro and then work to keep that aggro. You can do so by animating attacks that deal damage or which debuff $Targets, but again ... Defeat Is The Ultimate Debuff ... and you inflict that Defeat result faster by dishing out more damage.

The longer that your Mastermind and Pets are "exposed" to incoming damage, the more opportunities that your Foes will have to "break" your protection scheme and potentially defeat YOU (and with you, all of your Pets) ... so speed is a consideration for how quickly your Mastermind and your Pets can clear away opposition. That speed is desirable not just for reasons of speedrunning, but is also a safety measure helping to ensure your own survival.

Fortunately, Time Manipulation is all about WE BE FAST/THEY BE SLOW ... and creating contexts in which Foes have severely limited capability to fight back (massive Recharge debuffing really helps here) can make a world of difference.

Quote from: mercury rising on September 16, 2024, 01:33:10 PMDamage comes from your pets primarily and even their damage scale is quite low.

Individually, yes.
Collectively ... no.
When my Mastermind and all of my Ninjas "dogpile" a single $Target together, that's 7 on 1 in my favor.
And it's not just the raw damage getting thrown outwards, since there are "so many casters" there's all kinds of status effects blended into the mix ... slows, holds, an immobilize, knockdowns, defense debuffs, tohit debuffs, regeneration debuffs, resistance debuffs ... it all starts stacking up REALLY FAST in ways that cause $Targets to just MELT because there are "so many casters" (in effect, breaking the limit on arcanatime for animations).

So what if my personal damage attacks and my Pets average around 0.5x damage scalar each? There's SEVEN OF US ... and if my Lore Pets are summoned, there's NINE OF US.
Pour all of that into a single $Target and they'll be hurting FAST. It's truly astonishing to watch it happen.
And when I exemplar with other Praetorians, the Ninjas just DEVOUR stuff with seeming impunity ... because I've got personal attacks, and I know how to use them to Control The Battlefield to my advantage.

Quote from: mercury rising on September 16, 2024, 01:33:10 PMSo much better to buff and heal your pets and augment their damage.

The funny thing is that with Time Manipulation, Ninjas don't need a whole lot of healing/resummoning. When the Ninjas DON'T get aggro is when they're at their most powerful and most survivable.
No aggro on Ninjas means only AoE can hurt them ... and with enough +Defense buffing and -ToHit debuffing going on, it can be hard for AoE to reach them.

Which means that if I had no personal attacks and was just sitting back waiting to use support powers ... I'd be REALLY BORED. I mean REALLY REALLY BORED!
But with Snap Shot+Fistful of Arrows ... Blink+Blink Blitz ... Time Crawl+Time Stop ... simply being a spectator of the action is a waste of my time. Much better to attack than to sit back and watch.

It's kind of like the difference between being a DEFender and an OFFender, in terms of mentality and build strategy (and I assume you're already well familiar with those differences).
Put simply, a Mastermind who relies on their Pets EXCLUSIVELY is renouncing ~1/3 of their damage output potential. That effectively increases the amount of attacks that the Pets need to do in order to defeat Foes by approximately +50%, with the commensurate increase in risk to those Pets because it takes them longer to defeat the Foes they're up against (because the Mastermind "isn't helping" with damage production) AND those Pets are going to get aggro onto themselves (reducing their own survival time).
(2/3) * 1.5 = 3/3

Throw in some useful proc effects (Chance for +2 Hold, Chance for Resistance Debuff) into your personal attacks and those personal attacks can become even more "decisively game changing" in their effects beyond the mere damage production that they do. A Foe that cannot fight back effectively is VERY easy for Ninjas to make short work of while incurring remarkably little risk to themselves. And as an added bonus, damage procs (when they happen) will be such damage multipliers as to feel like your Mastermind has gained a "Critical Hit" capability with their personal attacks.
#12
Mastermind / [v3.0] Ninja/Time Blitz Assault
September 16, 2024, 01:53:02 PM
Having mercury rising posting in these forums is one of the influences that has brought on yet another (next next NEXT) revision of this Mastermind build, the previous versions of which can be found at these links for anyone who likes to learn from version regressions:
There are some important structural changes relative to the previous build iteration, so I really ought to preview those before getting into the build details.



The biggest change is YET ANOTHER rework of the slotting for the 3 Ninja Pet powers, followed by an adjustment to my "Time Manipulation preferences" due to wanting to "proliferate" what amounts to a standardized set of powers+slots investments across multiple builds (ninja/time, time/dual pistols, etc.) so paring things down to a more "concise" and repeatable set of powers+slots was becoming essential. Basically, I wanted to "modularize" Time Manipulation in such a way as to make it more "plug 'n' play" with other builds so as to make life easier in determining what other primary/secondary powersets can be "blended with time" without busting the slotting budget.

This point about needing to "rein in" slotting for Time Manipulation was driven home to me when I started trying to do a Time/Dual Pistols Defender and Kinetics/Dual Pistols Defender build for two new alts ... and my previous slotting plan for Time Manipulation was "too slot hungry" to make the combination work. So "something had to give" in Time Manipulation in order to make my build preferences work more broadly. Consequently I came up with a "leaner" minimum slotting plan for Time Manipulation, with options for additional slotting (if the build has them available) so as to make how I prefer to use the powerset in my builds more flexible with a broader range of application than just a single build.

Of course, doing those two things had multiple knock on effects that percolated throughout the Ninja/Time build plan, such that this version truly is something of a step change from previous builds (where I tended to avoid purple sets). Now that I've got Enhancement Tables in my Supergroup Base threatening to overflow with enhancements that need to go SOMEWHERE, I've got enough resources to be able to make a build like the one below without breaking myself back to poverty.

The hilarity is that I've completed the respect to this build for Ku no Ichi this morning (prior to this post), but I'm going to be bringing Redlynne to iTrials for a while to replenish her stock of Astral Merits (which are too useful for buying recipes to outfit alts with) which are usable only at vendors in Ouroboros ... which Praetorians do not have access to. Since Redlynne is a Hero, she becomes the "middleman" needed to obtain recipes for set IOs easily. So it may be a while before I bring Ku no Ichi back to the iTrial scene, but she'll be returning someday.





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






I am (still) unable to provide a proper export from Mids' Reborn.
1. My computer is a M2 iMac Mini, so any wind0ze programming needs to get run through a WINE emulator (in my case, Whisky+GPTK).
2. I am completely unable to get Mids' Reborn to work at all. There desperately needs to be a complete top to bottom refactoring of Mids' Reborn into a web page online character builder, in which the details of the build are dynamically updated as a hash code added to the URL, the same as is done for the (much simpler) talent build online calculators used for World of Warcraft.

So everything you see below is a manual "by hand" transcription from what my build looks like inside the game copied into this posting. I've also taken the liberty of modifying the typical Mids' export layout so as to include proc chances below powers where proc are "relevant" to evaluating output/throughput. I've also gone to the extra effort of transcribing in the Accuracy/Damage/Endurance/Recharge enhancement values that show up on screen in-game (A:*%, D:*%, E: *%, R*%) along with some relevant buff/debuff details (enhancement value) (throughput) to make adding up these power effects more accessible when looking at the build in a text format like this one.

If someone would like to transcribe everything I've written here into Mids' Reborn so as to do a "proper" export (with full details and code hash), that would be welcome.



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

Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment

Praetorian Profile:

Level 1: Call Genin (A: 47.7%, D: 105.7%, E: 21.1%)
  • (A) Overwhelming Force - Accuracy/Damage/Endurance: Attuned
  • (3) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Attuned
  • (7) Call to Arms - Defense Bonus Aura for Pets: Level 10
  • (13) Edict of the Master - Defense Bonus: Level 15
  • (50) Soulbound Allegiance - Damage/Recharge/Accuracy: 50
  • (50) Soulbound Allegiance - Chance for Build Up (3 PPM): 50
Level 1: Time Crawl (A: 26.3%, E: 26.3%)
  • (A) Impeded Swiftness - Accuracy/Endurance: 27+5
  • (7) Impeded Swiftness - Chance for Smashing Damage (3.5 PPM): Level 10
    • 3.5 * ((15 / ( 1 + 0 / 100 )) + 1.6) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 96.83%)
  • (17) Pacing of the Turtle - Chance for Recharge Slow (3.5 PPM): Level 20
    • 3.5 * ((15 / ( 1 + 0 / 100 )) + 1.6) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 96.83%)
Level 2: Snap Shot (A: 59.6%, D: 120.5%, E: 33.1%, R: 59.6%)
  • (A) Apocalypse - Damage: Level 50
  • (3) Apocalypse - Damage/Recharge/Endurance: Level 50
  • (5) Apocalypse -Recharge/Accuracy: Level 50
  • (5) Apocalypse - Damage/Endurance: Level 50
  • (9) Apocalypse - Chance for Negative Energy Damage (4.5 PPM): Level 50
    • 4.5 * ((2 / ( 1 + 59.6 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 16.90%
  • (33) Devastation - Chance to Hold (3.0 PPM): Level 30
    • 3.0 * ((2 / ( 1 + 59.6 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 11.27%
  • Hybrid Assault Radial Embodiment (6.0 PPM) = 6.0 * ((2 / ( 1 + 59.6 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 22.53%
Level 4: Temporal Mending (E: 73.3%, R: 73.3%) (Heal: 97.4%)
  • (A) Preventive Medicine - Chance for +Absorb: Level 20
  • (39) Preventive Medicine - Heal: Level 27+5
  • (39) Preventive Medicine - Heal/Endurance: Level 27+5
  • (40) Preventive Medicine - Endurance/RechargeTime: Level 27+5
  • (40) Preventive Medicine - Heal/RechargeTime: Level 27+5
  • (40) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27+5
Level 6: Train Ninjas (E: 53%)
  • (A) Endurance Reduction IO: Level 50+5
Level 8: Fistful of Arrows (A: 26.3%, D: 122.5%, E: 26.3%, R: 0%)
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (9) Rolling Barrage - Damage/Endurance: Level 27+5
  • (17) Annihilation - Chance for Resistance Debuff (3.0 PPM): Level 20
    • 3.0 * ((8 / ( 1 + 0 / 100 )) + 1.17) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 24.52% per $Target
  • (25) Positron's Blast - Chance for Energy Damage (3.5 PPM): Level 20
    • 3.5 * ((8 / ( 1 + 0 / 100 )) + 1.17) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 28.61% per $Target
  • (37) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (37) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • Hybrid Assault Radial Embodiment (6.0 PPM) = 6.0 * ((2 / ( 1 + 59.6 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 22.53%
Level 10: Time's Juncture (E: 53%, R: 53%) (-Speed: 120.5%, -ToHit: 71.5%) (ToHit Debuff: -16.08)
  • (A) Superior Witchcraft - Universal Debuff: Attuned
  • (11) Superior Witchcraft - Accuracy/ Universal Debuff: Attuned
  • (11) Superior Witchcraft - Universal Debuff/Endurance/Recharge: Attuned
  • (19) Superior Witchcraft - Accuracy/Endurance/Recharge: Attuned
Level 12: Call Jounin (A: 56.3%, D: 117.1%, E: 56.3%, R: 46.4%)
  • (A) Superior Command of the Mastermind - Accuracy/Damage: Attuned
  • (13) Superior Command of the Mastermind - Damage/Endurance: Attuned
  • (15) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge: Attuned
  • (15) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Attuned
  • (19) Superior Witchcraft - Chance for Res Debuff (6 PPM): Attuned
    • Basic: Gambler's Cut (-DEF, 3s recharge)
    • Basic: Sting of the Wasp (-DEF, 5s recharge)
    • Basic: Caltrops (Slow, 30s recharge)
    • Train: Soaring Dragon (-DEF, Knockback, 9s recharge)
    • Zen: Golden Dragonfly (-DEF, Knockup, 12s recharge)
    • Zen: Blinding Powder (-To-hit, 120s recharge)
  • (23) Sovereign Right - Resist Bonus: Level 25
Level 14: Teleport
  • (A) Blessing of the Zephyr - Knockback Protection (4 points): Level 10
[Level 16: Temporal Selection (Heal: 42.4%)
  • (A) Heal IO: Level 50
Level 18: Distortion Field (Hold: 33%, Slow: 119.6%) (Hold: 7.93s)
  • (A) Slow IO: Level 50+5
  • (25) Slow IO: Level 50+5
  • (34) Basilisk's Gaze - Chance for Recharge Slow (3.5 PPM): Level 10
    • 3.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 17.95% per $Target
  • (34) Pacing of the Turtle - Chance for Recharge Slow (3.5 PPM): Level 20
    • 3.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 17.95% per $Target
  • (34) Lockdown - Chance for +2 Mag Hold (2.5 PPM): Level 30
    • 2.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 12.82% per $Target
Level 20: Time Stop (A: 26.1%, E: 26.1%) (Hold: 59.1%) (Hold: 15.17s)
  • (A) Superior Entomb - Accuracy/Endurance/Hold: Attuned
  • (21) Gladiator's Net - Chance for Lethal Damage (3.5 PPM): Level 10
    • 3.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 105.99%)
  • (21) Neuronic Shutdown - Chance for Psionic Damage (3.5 PPM): Level 10
    • 3.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 105.99%)
  • (23) Ghost Widow's Embrace - Chance for Psionic Damage (3.5 PPM): Level 20
    • 3.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 105.99%)
  • (31) Lockdown - Chance for +2 Mag Hold (2.5 PPM): Level 30
    • 2.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 75.71%
  • (50) Unbreakable Constraint - Chance for Smashing Damage (4.5 PPM): Level 50
    • 4.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 136.28%)
Level 22: Blink (A: 59.6%, D: 120.5%, E: 33.1%, R: 59.6%) (Defense: 15%) (Defense: +6)
  • (A) Hetacomb - Damage: Level 50
  • (46) Hetacomb - Damage/Recharge/Accuracy: Level 50
  • (46) Hetacomb - Recharge/Accuracy: Level 50
  • (48) Hetacomb - Damage/Endurance: Level 50
  • (48) Hetacomb - Chance for Negative Energy Damage (4.5 PPM): Level 50
    • 4.5 * ((4 / ( 1 + 59.6 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 26.30%
  • (48) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25+5
  • Hybrid Assault Radial Embodiment (6.0 PPM) = 6.0 * ((2 / ( 1 + 59.6 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 22.53%
Level : Blink Blitz (A: 81.2%, D: 121%, E: 81.2%, R: 46.4%) (Defense: 15%) (Defense: +7.5)
  • (A) Superior Avalanche - Accuracy/Damage: Attuned
  • (42) Superior Avalanche - Damage/Endurance: Attuned
  • (45) Superior Avalanche - Accuracy/Damage/Endurance: Attuned
  • (45) Superior Avalanche - Accuracy/Damage/Endurance/Recharge: Attuned
  • (45) Superior Avalanche - Recharge/Chance of Knockdown: Attuned
    • 3.5 * ((32 / ( 1 + 46.4 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 30 * (11 * 360 + 540) / 30,000))) = 30.48% per $Target
  • (46) 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) / 30,000))) = 52.25% per $Target
Level 26: Oni (A: 89.9%, D: 118.1%, E: 56.3%) (Hold: 69.7%, Immobilize: 36.7%)
  • (A) Superior Mark of Supremacy - Accuracy/Damage: Attuned
  • (27) Superior Mark of Supremacy - Accuracy/Endurance: Attuned
  • (27) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Attuned
  • (29) Superior Mark of Supremacy - Endurance/Pet +Resist(All) and +Regen Aura: Attuned
  • (31) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30
  • (31) Hamidon Origin: Peroxisome Exposure++ (Damage/Mez)
Level 28: Farsight (E: 73.1%) (Defense: 55.3%, ToHit: 43.6%) (Defense: +14.57, ToHit Buff: +10.77)
  • (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)
  • (33) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)
  • (33) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25+5
Level 30: Hasten (R: 53%)
  • (A) Recharge Reduction IO: Level 50+5
Level 32: Kuji In Zen (E: 53%)
  • (A) Endurance Reduction IO: Level 50+5
Level 35: Slowed Response (A: 47.6%, E: 47.6%, R: 47.6%) (Defense: 33%) (Defense Debuff: -19.95)
  • (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50+5
  • (36) Shield Breaker - Accuracy/Endurance/Recharge: Level 27+5
  • (36) Shield Breaker - Chance for Lethal Damage (3.5 PPM): Level 10
    • 3.5 * ((90 / ( 1 + 47.6 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 96.77%) per $Target
  • (36) Achilles' Heel - Chance for Resistance Debuff (3.5 PPM): Level 10
    • 3.5 * ((90 / ( 1 + 47.6 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 96.77%) per $Target
  • (37) Touch of Lady Grey - Chance for Negative Damage (3.5 PPM): Level 21
    • 3.5 * ((90 / ( 1 + 47.6 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 96.77%) per $Target
Level 38: Chrono Shift (R: 83.3%)
  • (A) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 41: Maneuvers (E: 61.7%, R: 61.7%) (Defense: 54.7%) (Defense: +4.06)
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (42) Reactive Defenses - Defense: Level 22+5
  • (42) Reactive Defenses - Defense/Endurance: Level 22+5
  • (43) Reactive Defenses - Endurance/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22+5
Level 44: Tactics (E: 36.7%) (ToHit: 22%) (ToHit Buff: +9.15)
  • (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)
Level 47: Assault (E: 53%) (Damage: +11.25%)
  • (A) Endurance Reduction IO: Level 50+5
Level 49: Stealth (Defense: 15%) (Defense: +2.59/+2.59)
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25+5




Level 1: Supremacy
Level 1: Brawl
  • (A) Hamidon Origin: Nucleolus Exposure++ (Accuracy/Damage)
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) Inexhaustibility - 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
  • (A) Regenerative Tissue - +Regeneration: Level 10
  • (8 ) Panacea - +Hit Points/Endurance: Level 10
  • (16) Miracle - +Recovery: Level 20
  • (29) Numina's Convalesence - +Regeneration/+Recovery: Level 30
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 21
  • (12) Performance Shifter - EndMod: Level 27+5
  • (22) Performance Shifter - EndMod/Accuracy: Level 27+5
Level 4: Ninja Run

Level 1: Genin
Level 12: Jounin
Level 14: Team Teleport
Level 14: Long Range Teleport
Level 26: Oni

Level 50: Alpha Intuition Radial Paragon
Level 50: Judgement Void Radial Final Judgement
Level 50: Interface Diamagnetic Core Flawless Interface
Level 50: Lore Robotic Drones Core Superior Ally
Level 50: Destiny Barrier Core Epiphany
Level 50: Hybrid Assault Radial Embodiment
Level 50: Genesis Socket Radial Flawless





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

15% Accuracy (Hetacomb: 4)
15% Accuracy (Superior Mark of Supremacy: 3)

4% Damage (Apocalypse: 4)
4% Damage (Superior Witchcraft: 2)
4% Damage (Superior Command of the Mastermind: 2)

5% Melee Defense, 2.5% Smash/Lethal Defense (Superior Mark of Supremacy: 4)
5% Melee Defense, 2.5% Smash/Lethal Defense (Superior Avalanche: 5)
2.5% Ranged Defense, 5% Energy/Negative Defense (Superior Witchcraft: 3)

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

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

1.88% Max HP (Preventative Medicine: 3)
1.88% Max HP (Reactive Defenses: 3)
3% Max HP (Apocalypse: 3)
3% Max HP (Superior Command of the Mastermind: 3)

7.5% Range (Rolling Barrage: 2)

7.5% Recharge (Luck of the Gambler: 1)
7.5% Recharge (Luck of the Gambler: 1)
7.5% Recharge (Luck of the Gambler: 1)
7.5% Recharge (Luck of the Gambler: 1)
8.75% Recharge (Preventative Medicine: 6)
8.75% Recharge (Reactive Defenses: 6)
10% Recharge (Apocalypse: 5)
10% Recharge (Superior Witchcraft: 4)
10% Recharge (Superior Command of the Mastermind: 4)
10% Recharge (Hetacomb: 5)
10% Recharge (Superior Mark of Supremacy: 2)

2.5% Recovery (Shield Breaker: 2)
4% Recovery (Hetacomb: 4)
4% Recovery (Superior Avalanche: 4)

12% Regeneration (Overwhelming Force: 2)
16% Regeneration (Soulbound Allegiance: 2)
16% Regeneration (Apocalypse: 2)

1.5% S/L Resist, 2.5% Mez Resist (Impeded Swiftness: 2)
1.5% S/L Resist, 2.5% Mez Resist (Reactive Defenses: 2)
2.25% S/L Resist, 3.75% Mez Resist (Preventative Medicine: 2)
3% F/C Resist, 5% Mez Resist (Preventative Medicine: 4)
3% F/C Resist, 5% Mez Resist (Reactive Defenses: 4)
6% F/C Resist, 10% Mez Resist (Hetacomb: 3)
6% F/C Resist, 10% Mez Resist (Superior Avalanche: 3)

15% Slow Resist (Superior Avalanche: 2)
#13
Quote from: mercury rising on September 15, 2024, 11:46:47 AMreactive defenses in aero batics the why. Number 1 this toon is a flying character so having fly,hover aerobatics fits his story. speed,defense and flight contro in  Aerobatics has the same defense value as acrobatics more than double manuevers so it goes there.. The defender is already be very altrusic with all his support powers providin basically perma recharge for the team. You should be the best you can be as well. I go well rounded and shore up my defense any way i can.

Aha!
This is going to be one of those "differences in perspectives" moments. I've had the same conversation with people on CoH forums before, so allow me to explain where I'm coming from.

This is basically the same thing as the old Fighting: Weave vs Leadership: Maneuvers debates we used to have on the Paragon and later Homecoming forums. This is not a right/wrong type of thing so much as a difference in priorities.

From my perspective, Weave (and Aerobatics) fall into the bucket of "selfish buffs" because they only affect yourself.
By contrast, Maneuvers is a "team buff" which you benefit from, but not as much as you can from "selfish buffs" while soloing (or in a position away from teammates/leaguemates).
As you've (correctly) cited, 1x Aerobatics = 2x Maneuvers with the exact same slotting, that part is well known.

However, when you broaden out your scope from "just me" to a Team-8 situation, the calculus changes (slightly) if you assume everyone else on the team has used a similar rationale for how they build their characters too.
  • Team-1 Aerobatics = 2x Maneuvers
  • Team-2 Aerobatics = 2x Maneuvers
  • Team-3 Aerobatics = 2x Maneuvers
  • Team-4 Aerobatics = 2x Maneuvers
  • Team-5 Aerobatics = 2x Maneuvers
  • Team-6 Aerobatics = 2x Maneuvers
  • Team-7 Aerobatics = 2x Maneuvers
  • Team-8 Aerobatics = 2x Maneuvers
Contrast that with what happens with slotting Maneuvers instead of Aerobatics on all teammates.
  • Team-1 Maneuvers = 1x Maneuvers
  • Team-2 Maneuvers = 2x Maneuvers
  • Team-3 Maneuvers = 3x Maneuvers
  • Team-4 Maneuvers = 4x Maneuvers
  • Team-5 Maneuvers = 5x Maneuvers
  • Team-6 Maneuvers = 6x Maneuvers
  • Team-7 Maneuvers = 7x Maneuvers
  • Team-8 Maneuvers = 8x Maneuvers
The only circumstances where slotting Maneuvers instead of Aerobatics is "worse" is when soloing.
But if you're in a team with at least 1 other Leadership: Maneuvers added into the mix, not only are YOU "breaking even" on defense buffing ... so is everyone else around you. This is why I make the distinction between "selfish" and "team" here.

From my perspective, sacrificing a little bit of defense buff throughput when solo (slot Maneuvers vs slot Aerobatics) is easily compensated by the fact that a build which slots up Maneuvers makes EVERYONE AROUND YOU "better" at what they do.

Now assuming that you'll find 2 teammates (out of 8...) running Maneuvers may be something of a tall ask/order ... but it's a LOT easier to achieve that when YOU are 1 of the 8 (and only need +1 more to break even).
Finding 2 out of 8 who run Maneuvers can be challenging.
Finding 1 out of the other 7 who ALSO runs Maneuvers isn't that hard.

Slotting up Aerobatics is a "more for ME" approach.
Slotting up Maneuvers is a "more for EVERYONE" approach ... and if you set a good example for others to follow, it becomes easier to find like minded people to team up with who will likewise slot up Maneuvers instead of Aerobatics (or Weave, or whatever) to the benefit of ALL nearby to them, not just themselves.

Yes, Aerobatics is "double defense" relative to Maneuvers in Mids' ... but that's only when there's no one else running Maneuvers alongside you.

This is why in my own builds, I try to 6-slot Maneuvers with Reactive Defense (to get those SWEET set bonuses!).
Your mileage may vary, of course.

Quote from: mercury rising on September 15, 2024, 11:46:47 AMyou can't proc your way past max damage
Actually, you can.
Procs fall outside of the damage buff cap limit.

Let's say the damage buff cap for your archetype is 400%.
If your damage gets buffed up to 400% (let's say, by Fulcrum Shift), then if you have no damage procs you're only going to be doing 400% damage.
If you've got a damage proc (such as Assault Radial for Double Hit, which is a 6 PPM proc), you'll be doing 400% damage PLUS the proc damage on top of that 400%.

Additionally, if there are resistance debuffs (procs or otherwise) on your $Target(s) then the 400% damage (plus damage procs, if any) will be MAGNIFIED even further!
A -100% resistance debuff (meaning you do 2x damage) is in effect, you're basically dealing 800% damage (plus 2x damage procs, if any) onto your $Target(s) in terms of throughput.

So depending on your point of view ... OH YES YOU CAN use procs to exceed your damage buff cap!

The downside to damage procs is that they are NOT buffed by damage buffs (enhancements, globals, siphon power/fulcrum shift, temporal selection, etc.).
BUT ... damage procs ARE buffed (in terms of throughput) by -resistance debuffs (AHA!) ... so the answer is perhaps a bit more nuanced than your assertion suggests, although CONTEXT is required.
#14
Quote from: mercury rising on September 15, 2024, 01:08:29 PMSo by saying this are you telling me kismet is lazy?

Not by a long shot.
If anything, it sounds like Kismet has done the "hard work" that everyone uses as source material and a starting point for their own builds and explorations.
"If it worked for them, it ought to work for me too!"

What I am saying is that "cookie cutter-ism" has its limits.
Note that cookie cutter duplication is MUCH more of a problem in Blizzard games (Diablo franchise, World of Warcraft, etc.) than is typically the case here in City of Heroes ... mainly due to the sheer myriad of options available at every decision point.

By temperament and preference, I tend to "avoid" the well worn ruts of Conventional Wisdom™ that naturally develops within games in order to strike out and find my own off-meta/alternative solutions to build problems. In that respect, I prefer to be more "explorational" rather than "conventional" with my perspectives and assumptions.
Why?
Because I don't want to be a copy of everyone else. I prefer to Think Different™ and take the road less traveled ... because that is the path to making new discoveries.

Quote from: wyldhaunt on September 15, 2024, 05:07:21 PMRedlynne, mercury rising began posting his builds here partly because I asked that we do so more in our forums rather then just on Discord. I asked this because our forums are easier to navigate for history.

Reasonable.
Appropriate and welcome advice!

Quote from: wyldhaunt on September 15, 2024, 05:07:21 PMAsking people to post builds here is already asking them to step out of their normal current process of discussing them on Discord.

Habits can be hard to change, I know.

Quote from: wyldhaunt on September 15, 2024, 05:07:21 PMIn my opinion, to then berate people because they don't provide dissertations on their numbers and reasoning is not very friendly. I'd rather not turn people off sharing their builds on these forums, so for that reason at the very least, may we just let people share w/o judgement? Asking questions sounds like a great thing, but berating does not. Also, and perhaps this is just my style, but it is part of my fun to pick apart builds and see what makes them work - I don't need the dissertations to do that.

I don't think of my interactions with mercury rising as "berating" him.
If anything, I think of our conversations as being something more akin to Peer Review. Present your thesis, be ready for questions/challenges to probe the thinking behind the assertions.

Obviously, mercury rising has a VERY DIFFERENT set of priorities and "main" criteria for what makes a good build "come together and WORK" in ways that are FUN to play.
mercury rising is NOT WRONG with taking that stance or planting their flag where they do on all of the various little choices involved in making a character build.

One of the "blessings" of how City of Heroes is structured game mechanically is that there is no SINGULAR BEST ANSWER when it comes to building characters. There are plentiful ways to build characters, many of which can be successful, rather than only just a chosen few that are "best" which everyone then copies (because they're "best").
Incarnate Trials place a certain configuration of demands on character build performance.
Secret Master of Task Forces have a different configuration of demands.
Exemplar friendly builds have another set of differing configuration of demands.
And so on and so forth.

What works AWESOME in one context may be horribly crippled in another context (iTrial vs Secret Master vs Exemplar, for example), so it's important to understand WHY a collection of decisions are made and to what purpose do they serve. That insight isn't necessarily always clear or obvious (and if you don't have Mids' to render things visually for you, stuff can get difficult to keep track of).

And just to be clear, in a "sauce for the goose" kind of way, I do this kind of "peer review" questioning of my own builds before publishing them ... I just don't publicize the "arguing with myself over details" like happens when engaging in a conversation about someone else's build.
There have been times when I go to look at one of my own older build posts and I just inwardly wince at some of the decisions I made.
I've looked at some of my old build posts and knowing what I know NOW, I want to cry over the errors in judgement I made earlier ... because now I know about alternatives that are superior (in my estimation).



Which means, that even if mercury rising and I don't necessarily agree on certain viewpoints and perspectives on builds, I am still immensely grateful that mercury rising is posting and sharing insights with everyone (not just me).
These forums are a resource and repository for EVERYONE ... they are NOT my personal playground/sandbox, nor am I the Ultimate Arbiter of what is good or what is bad in character builds.
This isn't my turf and I do not want to keep everyone else out of the pool.

Quote from: wyldhaunt on September 15, 2024, 05:07:21 PMso for that reason at the very least, may we just let people share w/o judgement?

Sharing without judgement (or questions) will result in less engagement and less "community" here.
I'm not entirely "sold" on the idea that posting builds to no responses from anyone will be ... sufficiently motivating to keep posting here.
My point being ... conversation good, silence not so much.
And speaking from experience ... it's been pretty QUIET in here until recently. ^_~
I for one welcome the uptick in activity in these forums.
#15
Mastermind / Re: [v2.4] Ninja/Time Supremacy Blitz
September 14, 2024, 11:32:55 PM
Huh.
That's interesting.



Something that I've been noticing while playing Ku no Ichi in iTrials with the build posted above is a sort of curious attack chain "shaping" going on with the personal attacks.

Fistful of Arrows has an 8 second (base) recharge.
If a build has +100% global recharge (to make the math simple) and is able to perma Chrono Shift (+50% recharge) and Hasten (+70% recharge), you get +220% recharge on powers that have no recharge enhancement slotted into them.
8 / (1+2.2) = 2.5 seconds
So the recharge time on Fistful of Arrows is functionally ~2.5 seconds with the build I've been using.

Snap Shot has a 1 second cast time (1.188 second Arcanatime) with a 2 second (base) recharge.
With 42.1% enhancement from 5-slotting Decimation and (approximately) and +100% global recharge (not exactly, but I'm just winging this post), plus Chrono Shift+Hasten ...
2 / (1+0.421+2.2) = 0.55 seconds
So doing a pair of Snap Shots in quick succession takes (approximately) 1.2+0.6+1.2=3 seconds ... meaning ...

Snap Shot . (0.6s pause) . Snap Shot . Fistful of Arrows . (repeat)

That 0.6s pause is barely noticeable in actual gameplay, because it's really close to being between 2/3 - 1/2 of a second. It's NOT a long pause/wait!



I thought about "upgrading" to Aimed Shot instead, which is the same 1 second cast time (1.188 second Arcanatime) with a 4 second (base) recharge, but with the exact same slotting that's basically just 2x the recharge time ... and I suddenly ran into an attack chain sequencing factor that I hadn't been anticipating.

Aimed Shot . (1.1s pause) . Aimed Shot . Fistful of Arrows . (repeat)

Put Blink into the mix (also 1 second cast time) and the pause practically disappears.

Aimed Shot . Blink . Aimed Shot . Fistful of Arrows . (repeat)

So, no problem here, right?
Well ... so long as you don't mind teleporting into melee range of whatever you're shooting at ... which isn't always wise while cycling your attack chain.
Sometimes throwing Blink (and/or Blink Blitz) into the rotation is exactly the right play to make, but that isn't always the case. Cone attacks tend to work better from a distance (for one thing).



Then I started doing proc chance comparisons between the two choices.
If I have to pick Snap Shot OR Aimed Shot (because at these levels of global recharge, getting both is pretty wasteful), which is the better option?
For shizzle, I decided to compare the recharge of a 5-slot Apocalypse, with proc, plus the Devastation proc for +2 Mag Hold, loaded up for recharge (89.89% after ED). Here's the formula computation that resulted.
Snap Shot: Apocalypse (4.5 PPM), Devastation (3.0 PPM), Hybrid Assault Radial Embodiment (6.0 PPM)
  • 3.0 * ((2 / ( 1 + 89.89 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 10.27%
  • 4.5 * ((2 / ( 1 + 89.89 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 15.40%
  • 6.0 * ((2 / ( 1 + 89.89 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 20.53%
If I do the exact same slotting using Aimed Shot instead, this is what happens.
Aimed Shot: Apocalypse (4.5 PPM), Devastation (3.0 PPM), Hybrid Assault Radial Embodiment (6.0 PPM)
  • 3.0 * ((4 / ( 1 + 89.89 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 15.53%
  • 4.5 * ((4 / ( 1 + 89.89 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 23.30%
  • 6.0 * ((4 / ( 1 + 89.89 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 31.65%
Because of the way the formula works, 2x the (base) recharge winds up being ~1.5x the proc chance percentages.
And this is where the "shape" of the attack chain rotation comes back into things.

With Snap Shot/Snap Shot/Fistful of Arrows, the whole chain cycle takes ~4.2s to complete.
With Aimed Shot/Blink/Fistful of Arrows the whole chain cycle takes ~3.8s to complete.

Of the two options the Snap Shot option is "faster enough" to waste less recharge time on Fistful of Arrows.
That "tempo change" amounts to a differential of a 1/6th faster cycle rate for the attack chain, when on repeat ... which in turn means more opportunities to roll procs during a given arbitrary time duration.
Where things get interesting is in comparing 2x Snap Shot proc chances vs 1x Aimed Shot proc chances, due to the 1:2 ratio in the base recharge times of their respective powers.

Two proc chances with Snap Shot add up to a 1-(1-0.1027)^2=19.49% chance for a 3.0 PPM to proc a single time.
One proc chance with Aimed Shot is still a 15.53% chance for a 3.0 PPM to proc a single time.

In other words, 2x Snap Shot offers a better proc chance "throughput multiplier" via additional opportunity uses than can be achieved using 1x Aimed Shot per attack chain rotation cycle.
One of the advantages of the Chuck Lots Of Dice™ ways of dealing with some varieties of problems.



So part of my build plan refactoring of this v2.4 that I've been using (and enjoying) is going to involve pulling slots from Distortion Field so as to free up that global set bonus. I'm also going to pull slots out of Temporal Selection for even more redistribution of slots. This would give me enough "headroom" to switch from Snap Shot to Aimed Shot in a respec if I really wanted to ... but given the above analysis, I don't think I want to. I think I'd prefer to keep Snap Shot and just use it on a 2:1 basis with Fistful of Arrows when teleporting into melee range isn't the wisest course of action.