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Messages - Redlynne

#1
Quote from: Joshex on Feb 24, 2025, 01:40 AMso yeah lv28
Then that is an end user scenario that I was not previously aware of.
Good to know that there's always "more to learn" in this game!  ;)
#2
Quote from: Joshex on Feb 23, 2025, 04:08 PMthe catch: I need them all at Lvl 28
Why would you want them @ Level 28 ... instead of Level 27?

At Level 28, the set bonuses are "operative" down to Level 25 (-3 below the enhancement level) ... but in terms of flashback story arc content, the brackets are:
  • 1-15
  • 16-19
  • 20-24
  • 25-29
  • 30-34
  • 35-39
  • 40-45
  • 46-50

I suppose that if your only concern is about TF/SF exemplar limits, those tend to be "multiples of 5" Levels (15, 20, 25, 30, etc.), at which point Level 28 for enhancements to slot makes some sense ... but personally I would prefer (and use) Level 27 for enhancements (whenever practical) rather than Level 28. Being able to do flashback content and retain set bonuses @ Exemplar Level 24 tends to be beneficial in the long run (I'm thinking).

There are some sets I try to obtain as Level 22 (so the set bonus is "operative" in the Exemplar Level 16-19 flashback bracket), while others I try to obtain as Level 31 (so the set bonus is "operative" in the Moonfire Task Force at Exemplar Level 28).
#3
Quote from: EDekar on Feb 13, 2025, 01:52 PMJust one of many things I'd like to see reviewed and potentially revised with regards to Masterminds!

Well, to be fair ... ::)
One of the OTHER things I would like to see would be making it possible for Masterminds to slot their class ATOs into their 3 personal attack powers (Levels 1, 2 and 8 in primaries) ... not just the Pet powers (3 or 4) in their primary powersets.

But I didn't want to ask for the impossible ... :-X
#4
Some odd results in-game on the live server that I discovered today, because I needed to train up to Level 6 on a new (Mercenaries/Nature Affinity Mastermind), which I then needed to decide what to slot.

The Level 6 and 32 Mastermind primary powers permit:
  • Endurance Reduction
  • Range
  • Recharge Reduction
The problem is that that Recharge Reduction only affects the Mastermind Primary Power ... not any of the Grant Power effects that use of the powers add to Pets. Worse, the in-game Detailed Info window in the Enhancement Slotting screen will show Recharge modifying the recharge times for powers Granted to Pets if you slot recharge into the Level 6 and 32 powers (I tested).

However, a quick perusal of City of Data v2.0 for Mercenaries (as an example), will show that for the Level 6 power, Equip Mercenaries, the power that the Mastermind casts IS affected by recharge reduction (although, with a base recharge time of 6s for a 30ft Target AoE around Own Pet, that's hardly something that "needs" recharge reduction!). However, if you click through onto the individual powers granted to Pets, they will ALL show that Strengths Disallowed RechargeTime is included in the Activation Details listing.

All of this was done "relatively early on" following the release of Masterminds in order to "unbork" the Pet AI decision process for choosing which attacks to use when.



Recommendation:
Remove Recharge Reduction as an enhancement type that can be slotted into Level 6 and 32 powers of ALL Mastermind primary powersets.

S imple
E asy
E ffective

... hasn't been done yet ... :P
#5
This is going to take a bit of explaining, because it's the first time I've encountered this bug.



During the Imperial City Loyalist Power Arc (Mr. G -> Transmuter -> Tami Baker -> Praetor Sinclair) ...

The penultimate mission from Transmuter involves an assignment to capture Ricochet in an instanced mission. During the mission, when you're about 1/2 to 2/3 of the way to Ricochet, you receive a communication that your Powers Division team have been ambushed and they need you to come rescue them.

You then get a choice ... to complete your assignment and bring in Ricochet ... or to exit the mission and try to save your Powers Division people (Aria, Zane, Stern and Warrant).
  • If you press on with your own mission and defeat Ricochet (as intended), when you get to your next mission (the last mission for Transmuter) ... ALL of your Powers Division people except for Riptide (who was assigned a different mission and thus wasn't on site for what went down) are ALL DEAD when you (belatedly) arrive ... because you "took your time" to defeat and capture Ricochet rather than coming to save them (quickly enough to save them).
    All of them.
    ALL DEAD.
  • If you abandon your own mission and defeat Ricochet, when you get to your next mission (the last mission for Transmuter) ... ALL of your Powers Division people except for Riptide (who was assigned a different mission and thus wasn't on site for what went down) are all DEFEATED BUT STILL ALIVE ... because you rushed to their aid quickly enough to save them.
    Except for Warrant.
    The killer made EXTREMELY SURE that Warrant would be DEAD when you arrived.

This choice in this (next to last for Transmuter) mission is going to be the crux of the bug report that I am making here.



When you finally reach the end of the story arc for Praetor Sinclair and have to confront Belladonna Vetrano, you get the moral choice ... Resistance or Loyalist.

If you abandoned Ricochet and SAVED THE LIVES your Powers Division team (minus one) ... AND ... you choose Resistance:
  • 3 waves of PPD Sergeants show up to arrest you and Belladonna Vetrano. Defeat them to complete the mission.

If you defeated Ricochet and left your Powers Division team to DIE ... AND ... you choose Resistance:
  • Stern, Aria, Zane ... who are ALL DEAD ... show up to arrest you and Belladonna Vetrano. Defeat them to complete the mission.



Bug report:
The decision to abandon/complete the defeat and capture of Ricochet is being "used correctly" in the last mission for Transmuter ... but it being "used inverted" in the moral choice mission for Praetor Sinclair IF the Player chooses Resistance.

What IS happening:
    • Abandon capture of Ricochet
    • Save Powers Division team
    • Choose Resistance: Defeat PPD Sergeants for Mission Complete
    • Complete capture of Ricochet
    • Allow Powers Division team to DIE
    • Choose Resistance: Defeat Stern, Aria, Zane ... who should ALL BE DEAD ALREADY

What SHOULD BE happening:
    • Abandon capture of Ricochet
    • Save Powers Division team
    • Choose Resistance: Defeat Stern, Aria, Zane ... who LIVED thanks to YOU
    • Complete capture of Ricochet
    • Allow Powers Division team to DIE
    • Choose Resistance: Defeat PPD Sergeants for Mission Complete


I figure that the root cause for this issue basically amounts to a non-fatal "typo" such that the IF-THEN condition for whether or not to spawn PPD Sergeants or Powers Division team in this mission is "being read inverted" for the purpose that it should be checking for (true=no/false=yes type of flip/flop).

I also wouldn't be surprised to learn that this (non-fatal "typo") bug has persisted in the code for this long simply because it could only be found by Players who would be repeatedly leveling through Praetoria and deliberately making different choices (to see how the story and events would change). Since most Players "don't have the kind of patience" needed for that level of regression testing, this particular bug could potentially linger FOREVER ... particularly since it's non-fatal (it just spawns the wrong Foes in a single player Morality Mission at the end of a story arc).

Hopefully, the fix for this is going to be as simple as "flipping the parameter" interpretation (swap a + for a - kind of difficulty). The hardest part would be tracking down where this controlling decision point is in the scripting for the Moral Choice mission, since everything is Working As Intentional™ up until that point.
#6
Having played through the entire set of 1-19 storylines in Nova Praetoria, Imperial City and Neutropolis (more than once), I've made a few discoveries.



1.
The Moral High Ground badge simply requires the completion of 5 moral choice missions. There is no requirement for you to actually change sides (loyalist/resistance) during these moral choice missions, so there is no requirement to "betray" either side at any time.

What this means is that it is possible to earn the Moral High Ground badge after completing all 4 story arcs in Nova Praetoria ... regardless of which choices you made at the end of each of those arcs (although, you will need to switch alignments in order to get them all).

So how is it possible to get a badge that requires 5 choices out of 4 story arcs in Nova Praetoria?
Simple. The Tutorial has a moral choice towards the end (loyalist/resistance) which COUNTS towards your 5 choices ... and 1+4=5 (right? ::)). So the moral (choice) of the story is, always run the Praetorian Tutorial ... and not just because of the Avid Reader badge is obtainable during the Tutorial.



2.
It is not (strictly speaking) "necessary" to change your alignment "every single time" in order to "do all the things" in Nova Praetoria, Imperial City and Neutropolis in order to access ALL of the story arcs. And since the Moral High Ground badge does not require you to CHANGE alignment in order to earn it (reaffirming "counts" too) it is possible to choose a path through Praetoria which "betrays" your current alignment only 1/2 the time (rather than every single time).

This distinction has knock on consequences later on.

The Resistance (Warden) story arc in Neutropolis (Aaron Walker -> Penelope Yin -> Dark Watcher) will have Calvin Scott make a personal appearance in the moral choice at the end. If you choose Loyalist, you'll have to fight Calvin Scott personally (and you won't get to defeat him no matter what you do, he'll "escape" like a Sentai Villain every time). The consequence of this choice is that Calvin Scott will NEVER speak to you again under any circumstances. Calvin Scott DISAPPEARS from your list of Contacts (so you can't call him). If you walk up to him in the Resistance Base in Underground Neutropolis, he won't talk to you. What this means is that if you "betray" Calvin Scott IN PERSON at the end of the Resistance (Warden) story arc in Neutropolis, that bridge is BURNED ... permanently.

Needless to say, not everyone is going to think that's "ideal" (for reasons various and sundry), since that's a No Take Backs™ (without rerolling) type of result.

So if you're the type of Player who still wants to "do all the things" in Praetoria (which does NOT have any opportunities for Flashback via Ouroboros!) but you don't want to be following a "Betray EVERY TIME" type of path, here's an alternative route you can take through the story arcs of Praetoria.

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

=====

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

=====

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

=====

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

=====

Resistance End

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

=====

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



Point being that there's more than 1 path through Praetoria which allows you to "do all the things" and "earn all the badges" (and merit rewards!) from completing all of the story arcs in 1-19 Praetoria.

Choosing to be a Loyalist in the Tutorial means that Provost Marchand is your "secret" Contact, so an outcome where Calvin Scott "never trusts or talks to you again" isn't a problem.

But if you chose Resistance in the Tutorial and Calvin Scott IS your "secret" Contact, then betraying Calvin Scott (in person!) at the end of the Resistance (Warden) arc in Neutropolis MIGHT BE a problem for you (as a Player) since if you choose Loyalist in that mission, Calvin Scott will cut all ties with you ... permanently. So having an option where you can stay in Calvin Scott's good graces "for all time" is probably an attractive notion for you.



As a reminder for anyone who is interested in avoiding "lockouts" when doing these alternative pathing options through Praetoria:
  • On Rebirth, in Nova Praetoria, Inspector Washington can be killed in the Loyalist (Responsibility) arc in the confrontation with Cleopatra (moral choice mission) without causing any problems with the Loyalist (Power) arc. Originally on the Paragon Studios servers this WAS a hazard, but a different NPC Contact is used during the Deputy Assistant of Information's story arc to avoid this issue of pathing through the story arcs at such low levels with no way of knowing (in advance) that this could become a problem.
  • Do Resistance (Warden) BEFORE Loyalist (Responsibility) in Imperial City.
    Doctor Steffard (3rd Resistance Contact) is Cutter Cain that Interrogator Kang brings in during the start of the Loyalist (Responsibility) arc. So if you do Interrogator Kang first, Doctor Steffard won't be accessible and you'll "break the chain" for the Resistance (Warden) arc such that it cannot be completed. Note that you can do the Resistance (Warden) arc while your alignment is Loyalist.
  • Do Resistance (Crusader) BEFORE Resistance (Warden) in Neutropolis *IF* you are going to choose Loyalist at the end of the Resistance (Warden) arc.
    Calvin Scott is the final contact in the chain of the Resistance (Crusader) arc in Neutropolis, so if you complete the Resistance (Warden) arc and choose Loyalist you'll "break the chain" for the Resistance (Crusader) arc such that it cannot be completed.
#7
General / Re: Attempt: Developing Web Mids
Jan 28, 2025, 09:28 AM
Quote from: Joshex on Jan 27, 2025, 07:27 PMsounds good, it will speed up the process, what I'll do is continue as normal and limit the precision to 15. If there are problems where things are totaling up wrong, then I'll make custom long-math calculators.

We make every pretense of competency around here ... ^_~
#8
General / Re: Attempt: Developing Web Mids
Jan 27, 2025, 03:22 PM
Quote from: Joshex on Jan 26, 2025, 10:30 PMJavascript cannot represent any number (int or decimal/float) longer than 17 digits

Just as a Rule Of Thumb™ ... I'm thinking that 10 significant digits ought to be "sufficient" for most calcluations ... and that if necessary you might want to limit to 15 significant digits in all circumstances. The motivation behind that notion is that 15 significant digits gives you a "2 digit buffer" below the limit of 17.
#9
Defender / Re: (v2.0) Time/Dual Pistols
Jan 21, 2025, 05:05 PM
Level 1: Vigilance
Level 1: Brawl

  • (A) Hamidon Origin: Nucleolus Exposure (Accuracy/Damage)
Level 1: Prestige Power Slide
  • (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) Panacea - Chance for +HP and +End: Level 10
  • (8 ) Miracle - 15% Recovery: Level 20
  • (16) Numina's Convalescence - 10% Recovery and 20% Regeneration: 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 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 (Superior Winter Storm: 4)
= 30%

4% Damage (Superior Vigilant Assault: 5)
4% Damage (Superior Witchcraft: 2)
4% Damage (Superior Witchcraft: 2)
= 12%

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

5% Defense Ranged, 2.5% Defense E/N (Superior Defender's Bastion: 5)
2.5% Defense Ranged, 5% Defense E/N (Superior Winter's Bite: 5)
= 7.5% / 7.5%

5% Defense AoE, 2.5% Defense F/C (Superior Vigilant Assault: 6)
2.5% Defense AoE, 5% Defense F/C (Superior Avalanche: 6)
= 7.5% / 7.5%

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

8% Improved Heal (Superior Defender's Bastion: 4)

4% Improved Slow (Superior Winter Storm: 3)

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

3.6% Max Endurance (Superior Vigilant Assault: 2)

1.875% Max Health (Preventative Medicine: 3)
1.875% Max Health (Reactive Defenses: 3)
1.875% Max Health (Performance Shifter: 3)
3% Max Health (Superior Defender's Bastion: 2)
= 8.625%

7.5% Movement Speed (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)
= 32.5%

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 (Superior Vigilant Assault: 3)
10% Recharge (Superior Defender's Bastion: 6)
10% Recharge (Superior Winter Storm: 5)
= 62.5%

4% Recovery (Superior Winter Storm: 2)
4% Recovery (Superior Winter's Bite: 4)
4% Recovery (Superior Avalanche: 4)
10% Recovery (Numina's Convalescence: 1)
15% Recovery (Miracle: 1)
= 37%

20% Regeneration (Numina's Convalescence: 1)

1.5% Resistance S/L, 2.5% Resistance Mez (Reactive Defenses: 2)
2.25% Resistance S/L, 3.75% Resistance Mez (Preventative Medicine: 2)
2.25% Resistance S/L, 3.75% Resistance Mez (Neuronic Shutdown: 2)
= 6% Resistance S/L

3% Resistance F/C, 5% Resistance Mez (Preventative Medicine: 4)
3% Resistance F/C, 5% Resistance Mez (Reactive Defenses: 4)
6% Resistance F/C, 10% Resistance Mez (Superior Winter's Bite: 2)
6% Resistance F/C, 10% Resistance Mez (Superior Avalanche: 3)
= 18% Resistance F/C

= 40% Resistance Mez

15% Resistance Slow (Superior Winter's Bite: 3)
15% Resistance Slow (Superior Avalanche: 2)
= 30%
#10
Defender / (v2.0) Time/Dual Pistols
Jan 21, 2025, 05:04 PM


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





Level 50 Natural Defender
Primary Power Set {9}: Time Manipulation
Secondary Power Set {9}: Dual Pistols
Power Pool {1}: Flight
Power Pool {1}: Speed
Power Pool {4}: Leadership

Praetorian Resistance Profile

Level 1: Time Crawl

  • (A) Superior Winter Storm - Accuracy/Slow: Attuned

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) / 40,000))) = 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) / 40,000))) = 30.42%

Level 2: Temporal Mending
  • (A) Preventive Medicine - Chance for +Absorb: Level 20
  • (48) Preventive Medicine - Heal: Level 27+5
  • (48) Preventive Medicine - Heal/Endurance: Level 27+5
  • (48) Preventive Medicine - Recharge/Endurance: Level 27+5
  • (50) Preventive Medicine - Heal/Recharge: Level 27+5
  • (50) Preventive Medicine - Heal/Endurance/Recharge: Level 27+5

Level 4: Time's Juncture
  • (A) Superior Witchcraft - Universal Debuff: Attuned
  • (15) Superior Witchcraft - Accuracy/Universal Debuff: Attuned

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) / 40,000))) = 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) / 40,000))) = 47.33%

Level 8: Empty Clips
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (13) Rolling Barrage - Damage/Endurance: Level 27+5
  • (13) 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) / 40,000))) = 41.20% 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) / 40,000))) = 23.54% per $Target
  • (33) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (33) 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) / 40,000))) = 70.62% per $Target

Level 10: Swap Ammo

Level 12: Temporal Selection

  • (A) Doctored Wounds - Healing/Recharge: Level 50+5

Level 14: Distortion Field
  • (A) Superior Winter Storm - Recharge/Chance for Cold Damage: Attuned
    • 4.5 * 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 40,000))) = 27.91% per $Target
  • (15) Superior Winter Storm - Recharge/Endurance: Attuned
  • (46) Superior Winter Storm - Damage/Endurance/Slow: Attuned
  • (46) Superior Winter Storm - Damage/Slow: Attuned
  • (46) Superior Winter Storm - Accuracy/Damage/Slow: Attuned

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) / 40,000))) = 28.94% per $Target
  • (34) 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) / 40,000))) = 86.82% per $Target

Level 18: Hover
  • (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) / 40,000))) = 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) / 40,000))) = 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) / 40,000))) = 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) / 40,000))) = 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) / 40,000))) = 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) / 40,000))) = 90% (Pre-clamp: 215.00%)

Level 22: Time Stop
  • (A) Superior Entomb - Accuracy/Endurance/Hold: Attuned
  • (23) 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) / 40,000))) = 90% (Pre-clamp: 105.99%)
  • (34) 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) / 40,000))) = 90% (Pre-clamp: 105.99%)
  • (37) 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) / 40,000))) = 90% (Pre-clamp: 105.99%)
  • (40) 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) / 40,000))) = 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) / 40,000))) = 90% (Pre-clamp: 136.28%)

Level 24: Farsight
  • (A) Hamidon Origin: Cytoskeleton Exposure++ (Defense/ToHit Buff/Endurance Reduction)
  • (25) Hamidon Origin: Cytoskeleton Exposure++ (Defense/ToHit Buff/Endurance Reduction)
  • (25) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25+5

Level 26: Slowed Response
  • (A) Superior Witchcraft - Accuracy/Recharge: Attuned
  • (43) Superior Witchcraft - Accuracy/Endurance/Recharge: Attuned
  • (45) Shield Breaker - Chance for Lethal Damage (3.5 PPM): Level 10
    • 3.5 * ((90 / ( 1 + 59.2 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 90% (Pre-clamp: 110.32%) per $Target
  • (45) Achilles' Heel - Chance for Res Debuff (3.5 PPM): Level 10
    • 3.5 * ((90 / ( 1 + 59.2 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 90% (Pre-clamp: 110.32%) per $Target
  • (45) Touch of Lady Grey - Chance for Negative Damage (3.5 PPM): Level 21
    • 3.5 * ((90 / ( 1 + 59.2 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 90% (Pre-clamp: 110.32%) per $Target

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) / 40,000))) = 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) / 40,000))) = 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) / 40,000))) = 67.76%

Level 30: Hasten
  • (A) Recharge IO: Level 50+5

Level 32: Chrono Shift
  • (A) Recharge IO: Level 50+5
  • (33) Recharge 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) / 40,000))) = 46.24% 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) / 40,000))) = 90% (Pre-clamp: 92.47%) 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) / 40,000))) = 90% (Pre-clamp: 92.47%) 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) / 40,000))) = 90% (Pre-clamp: 118.99%)
  • 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) / 40,000))) = 90% (Pre-clamp: 203.99%)

Level 41: 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 44: Tactics
  • (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)

Level 47: Assault
  • (A) Endurance Reduction IO: Level 50+5

Level 49: Vengeance
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25+5
#11
Quote from: Joshex on Jan 18, 2025, 07:18 PMSo we all know energy control right?

Wait? you don't?!

oh.. right, it doesn't exist.

They're called PEACEBRINGERS. 8)
If you want the "dark" version, play a (MFing) WARSHADE. ;)



Probably not the response you were expecting, but ... ::)
#12
Quote from: Joshex on Jan 18, 2025, 04:49 PMso I really think a one time per ally Line of sight distance based ray-chain would be better.
In terms of "getting more reach" out of the Team Inspirations ... in theory that could work.
In practice, it's probably more trouble than it's worth, though. It would require a lot of engineering (and testing) to verify it.

Right now, the Team Inspirations are just a 20ft PBAoE.
Be a lot simpler to merely increase the radius ... perhaps to being a 30ft PBAoE ... and broadening the targets affected from being only Teammates to being Allies.

Point being that I would prefer to be a bit conservative, in a way that "twiddles" a couple of database values ... rather than reaching for a completely different "delivery mechanism" behavior, such as a chain.

At most, I wouldn't mind if the PBAoE were converted into something like a 90º 45ft Cone, "pointing" in the direction of the camera view (precedent: Nature Affinity - Regrowth). That way, you have to "aim" the Team Inspiration(s) in the direction of the Allies you want to affect, rather than just being "close" to them somewhere nearby. Makes the Team Inspirations more "Player skill/awareness/control" dependent than an overly simplistic 20ft PBAoE.
#13
During tonight's Keyes Island iTrial, I was trying to assist with "medical" duties for people who were getting Disintegrated.

Redlynne has her Valiance PBAoE aura (+118.4% Regeneration to Allies), but that is nowhere NEAR enough to help people survive the 40% then 80% Max Health hit at the end of Disintegration.

So I was trying to use Health Imbuement inspirations to help top up people so they could survive.
Imagine my surprise when I burn 2 of them while standing right next to a league mate (not a teammate) who is Disintegrating ... and their Health bar doesn't move ... at all.

The only logical conclusion that I can draw is that -> TEAM <- Inspirations are coded to (only) affect TEAMmates ... while anyone in your league, but NOT on your TEAM, is just ... um ... the game simply doesn't "like them" enough (on your behalf).  :-X

Am I the only one who thinks that this is ... sub-optimal?  ???



I'm thinking that the simplest solution would be to edit the parameter in the database that defines who who can be affected by Team Inspirations (within the 20ft PBAoE when used).

Instead of only affecting -> TEAM <- ... change it to affect Allies, so the Team Inspirations can affect league members as well as NPCs (who are not civilians, because nothing affects civilians).
#14
Quote from: Joshex on Jan 14, 2025, 07:51 PMso, If I'm understanding this correctly, you cannot for example use a name of an already existing power but give it different abilities for this specific set?
There's the issue of name confusion, yes ... but I was talking about a different point.

Every Tanker Secondary powerset has a "Taunt" power.
Most of them are even named "Taunt" explicitly, while some use different more flavorful power names.

The "Taunt" power is somewhat AT defining, so the specifics of the power are simply copied over into every Tanker Secondary. The same thing happens with Placate powers for Stalkers.

When you have multiple powersets that have "the same power" in them (such as Taunt or Placate), the details don't really change for the different powersets of that AT.



So far so good?



Now think about the T1 attack power for say ... Defender Secondaries.
Yes, they all have different names ... but are they all copy/paste repeats of the exact same power?
No they're not.
Would it be a good idea to make them all "same-y same-y" as T1 powers in terms of their game mechanics, attributes, details, etc. ... such that if "you've seen one, you've seen them all" ...?

The point that I'm driving at here is the age old maxim of Familiarity Breeds Contempt when you've got powers that are just copy/paste jobs between 2+ powersets, even if the power names change.



One of the things that makes CoH so "flavorful" and meaningful to play is that the various powersets for ATs are NOT copy/paste jobs. It's actually relatively rare to encounter 2 powers in different powersets that "work" exactly the same (game mechanically as well as user facing stuff like animations and FX).

Martial Arts and Kinetic Melee are broadly similar ... yet they're distinctly different from each other.

Broadsword and Katana, as well as Axe and Mace, might have strong similarities in terms of how their powersets are structured and how they "work" ... but they still have important differences that make them PLAY differently, so they aren't just copy/paste reskins of each other.



It's okay to look at other powersets to find something CLOSE to what you want to do, since that gives you the benefit of precedent to work with and baseline against.

What's NOT okay is to look at other powersets, copy/paste and file off the serial numbers and expect people to not recognize what you've done. EXACT duplication of powers creates perception problems, because it means that those (now) "shared" powers become less UNIQUE and SIGNATURE to the powerset(s) they appear in.

Yes, every Controller Primary gets a single target Hold and an AoE Hold ... but are those powers EXACTLY the same for all Controller Primaries?
After the "normalization" of the AoE Holds @ Level 18 done by Cryptic Studios (when the Containment mechanic got introduced) ... the AoE Holds of Controllers became something they all had in common. But the single target Holds have some interesting and unique differences to them across all of the Controller Primaries.

Likewise, most Controller Primaries have an AoE Immobilize ... but some don't (Illusion and Mind Control come to mind).

Both Illusion and Mind Control have a single target Confuse power, but the details of their respective versions are not an exact copy/paste job, so there are differences between them, which then gives each powerset their own uniquely flavorful spin on the way "their" version of Confuse works in actual gameplay.



This is why I say that you shouldn't just be lifting powers (whole cloth, unmodified) and doing a copy/paste ala carte job with them into a proposed new powerset. Any kind of really obvious duplication like that "cheapens" the original power and the copy of it (even if you change the power names).
#15
Quote from: Joshex on Jan 13, 2025, 02:15 PMperhaps move speed powers should have pvp alternates which give considerably less speed
Now THAT is a recommendation that can potentially be implemented.