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Messages - Joshex

#16
Quote from: Redlynne on Feb 23, 2025, 11:29 PM
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).

the lowest level PVP zone is Bloody Bay and maxes out at Lv25

according to mids this specific build does not actually lose 0.1% def nor res unless I set the enhancement levels to Lv 27 and under. As I had to fight hard to get each 0.1% def when building with max level sets, I didn't want to lose anything when I downleveled to the lowest lv pvp zone+3.

one main challenge I've had is in my main PVE build I lose too many bonuses when I enter lower level pvp zones, that build is great for pve, and honestly it was a pvp winner on live, but now with all the new one-off tricks that people use in pvp I needed to get more clever as the pvp field has drastically started to tilt away from tanks being easily strong to ranged being a bit too strong. (one issue is the amount of def ranged users have available now, the original devs always refused to make a ranged +armor AT on live for that reason, and put in limits like the def from afterburner is lost in battle. and most sets which add Def bonuses are slotted mainly on armor. that has changed now. on live I'd struggle to get like 30% def to minimal things in pvp on a ranged at, but now it's kinda easy to get mid 30s and 40 and more generally accross the board too.)

Most tanks cannot use afterburner, most have some sort of reliance on touching the ground for powers (which I've long thought was silly, it's like the paragon devs hated the idea of flying tanks, I guess they hate superman, shazam, black adam and a whole bunch of flying powerhouses).

but yeah lv28 sets wont lose any major end result compared to 50 sets in this specific build. but Lv 27 and lower does start to lose potential in the end result department. "it's almost like the cryptic devs planned it that way"

in example on one power with sets at 50, I have about 51% enhancement of defense, but with level 28 sets it drops to like 48.9% enhancement. which oddly enough doesn't actually equal a difference of 0.1% def or more in PVP because of substantially nerfed def returns in pvp(because people complained they couldn't hit tanks enough to actually keep damage on them, same reason they nerfed regen "I can't hit the tank with my cranked out sniper attack! or if I do he regens it before my cranked out -regen beam recharges nerf them all!").

but if you slot a lv 27 or lower and it drops to like 44% and that does cause an 0.1% def loss.

so yeah lv28
#17
Bids on the L 28 recipies are up in WW

I'm a need a slew of LOTGs(Luck Of The Gambler): will buy for 10 mil each and 25 mil for the proc in any form.
the catch: I need them all at Lvl 28

I need a total of:
4: 7.5% global rech/def
4: Def
3: Def/End
3: Def/Rech
1: Def/End/Rech
1: End/Rech

sub-total: 220 mil

I can always convert so I just really need a total of 16 LOTGs at Lv 28. thanks.


next

Reactive Armor Lvl 28, 5 mil each:
3: Res
31: Res/End
32: Res/Rech
21: Res/End/Rech

sub-total: 55 mil

again I can convert if needed.


next:

Kinetic Combat Lvl 28, 5 mil each:
1: Acc/Dam
1: Dam/End
1: Dam/Rech
1: Dam/End/Rech

sub-total: 20 mil


after that:

Miracle Lvl 28, 2 mil each:
1: Heal
2: Heal/End
1: Heal/Rech

sub-total: 8 mil


even after that:

Mocking Beratement Lvl 28, 1 mil each:
1: Taunt
1: Taunt/Rech
1: Taunt/Range
1: Taunt/Rech/Range


sub-total: 4 mil

yet after that:


Performance Shifter Lvl 28, 10 mil each:
21: EndMod
21: EndMod/Acc

sub-total: 40 mil


and last:

Gaussian's Synchronized Fire-Control Lvl 28, 10 mil each:
1:ToHit Buff
1:ToHit Buff/rech
1:ToHit Buff/rech/end

sub-total: 30 mil

Grand total: 377 mil


I'll cross off and red what I get.
#18
So, RTTC as I have been told has a weak taunt ability. It allows taunt enhancements, and mids seems to think it allows taunt sets too (but the game does not allow taunt sets to be used on Rise to the Challenge.

I was going to drop a [perfect zinger: chance for psi damage.50] on it to make it deal some minor damage to enhance the Threat it makes enemies think I am. Mids says it'd add 2.2 psionic damage, so, not much but enough to be annoying to mobs to make them consider me a greater threat and stay agroed better.

However, when taunt sets are not allowed it kinda disables this approach.

so I would like to kindly ask if perhaps Taunt Sets could be enabled for RTTC?
#19
Quote from: RagingCheney on Feb 01, 2025, 03:49 PMSounds like the firefox issue is a version thing, I'm running 134.

And I know google dislikes and isn't in cahoots with firefox, or Youtube wouldn't deliberately slow down and break FF loads, and FF wouldn't allow manifest2 stuff (specifically and pretty much only ublock origin in google's hate-list)
http://domaintoipconverter.com/index.php
"Your Results:
mozilla.com > 35.190.14.201"

https://db-ip.com/all/35.190.14

"
IP Directory
IP addresses 35.190.14.0 to 35.190.14.255

35.190.14.0 - 35.190.14.255 is an IP address range owned by Google LLC and located in United States - select an address below for more geolocation details
"

"we at google do not like mozilla, we disagree with them on X and Y"
"we at mozilla do not like google, we disagree with them on X and Y, but we incorporate google spyware in our browser"

they want you to think theres some rivalry, but when one is hosted on the other and they partner in spyware... something tells me any adverse things one says and does to the other are just for show so they can use them to avoid monopoly hearings.
#20
Off-topic / Re: Joshexs Dreamtime
Jan 30, 2025, 11:02 AM
just to clarify due to irl events; a rocket ship is not a passenger jet, nor a military helicopter. so the fact there was a real-life incident later that day with eerie similarities is not necessarily a confirmation of my dream.

though eye witnesses of the irl plane crash I'm mentioning reported word for word "a spray of sparks".. that's what makes this eerie to me.

"Eyewitness Ari Schulman was driving home when he looked up and saw the plane falling from the sky. 'It was illuminated bright yellow underneath and there was a spray of sparks underneath - I knew something was wrong,' he said."

"then there was a large spray of sparks from where the rocket would be. people made comments that it didn't look good."

again, I'm conflicted as to whether this is coincidence or predictive. I saw a rocket, not a plane. in the dream I could not see what caused the spray of sparks clearly. It was a small object that zipped through the rocket(however at such a distance a small object could have been larger that interpreted). at the time I thought it was a silver disc-shaped thing but I was far away so I could not be sure (hence I did not write it in yesterday's dream log). I couldn't really even see the rocket clearly at that point.

so I'll stick with my story, I saw a rocket not a plane, and a silver disc zip through it and a spray of sparks, not a military helicopter.

just in case people start believing this or something, I'm hessitant to believe and I'm the one having the dreams lol.
#21
Off-topic / Re: Joshexs Dreamtime
Jan 29, 2025, 01:01 PM
I had a really vivid one last night. it was fairly long, but not 3 days worth. more like 2 days worth.

I had been rushed to pack things for a trip on a cruise, I ended up having to leave some important things behind, but when we got to the port we were too late anyways, hence the rush. We ended up traveling by land to attempt to catch the boat at it's next port of call. I know there was a long string of events in-between, but the events were essentially just traveling so unremarkable except for the scenery which was quite nice. we got to the next port and they complained about our tickets saying we weren't on the roster as having boarded at our original port so they'd have to ask if an exception could be made, normally they don't allow it.

essentially we didn't get on the boat. I was blamed for it constantly. we ended up being allowed to stay in someone's house. I sneezed and had a runny nose after sleeping there. they said to stay in my room as they didn't want to catch it. after I dried my nose and disposed on the tissue, I went down stairs and sat on the couch and talked to someone who was there, he asked if I was ok, then I got dizzy, and when I couldn't hold on to consciousness any more I fell down on the couch and told him I felt delirious, I passed out and woke up in reality, albeit very tired as it was still early, but still able to talk to him for a short time after waking up in irl.

I eventually fell back to sleep irl, and I woke up in the other place, and they had me in a car and were apparently taking me to someplace, likely to a doctor.


we went through a vastly built up but short city., the buildings were not tall, but there were alot of them, we were going through an industrial area but there was fencing and a large open feild outside a factory, and from it they launched a rocket, I watched out the car window as the rocket went up and eventually got out of sight. then there was a large spray of sparks from where the rocket would be. people made comments that it didn't look good. then the top of the rocket came speeding back down, then changed course to make a sliding landing through the street at a 90 degree angle that we had just passed. the driver joked in bad taste saying the guy piloting that one probably wont be walking away from that crash. I remarked "well..." and was going to say"it did skid across the ground so there's a chance he survived" Then the other end of the rocket came spinning down and crashed off to the side of my view some moderate distance away in an industrial building's parking lot.

we kept driving for a short distance and I fell asleep there and woke up here in irl again. very strange super vivid and lucid dreams.
#22
Quote from: RagingCheney on Jan 26, 2025, 09:58 PMI hit the same issue with my kinetic/electric defender. Socket core flawless genesis being equipped caused a crash, not didn't. Re-equipping genesis when I had a technician following caused a mapserve within maybe 5 seconds. (Unlike some people's experiences my socket was still equipped after I loaded back in)

I however had reactive core flawless for my interface socketed (as socket affects that proc at higher levels) so this implies a: it's the genesis being socketed specifically, and b: as warburg is below 50 it's likely the under-level-45 proc component causing issues.

We'd need someone with a different genesis to check, specifically if using the granted genesis power of the other three counts. (The reason being the other three grant a use power, but socket gives a proc and it's a delayed crash so could well be on the proc activating)

I had a thought about this, I'd be interested in knowing what form of critter the lab technicians are. specifically because they are in a pvp zone I wonder if they are coded to have tohit or resistance though they do not have a health bar and cannot die.

My point is, if socket core flawless is casting a debuff or buff on the lab tech that it can "technically" recieve because it does have that stat, but that stat is hardcoded or causes a chain reaction to modify values which do not exist on the target.. that'd definitely crash the mapserver or at least confuse it beyond recovery.

imagine casting a tohit check on a critter that is an invalid target with no stats at all, OR nothing to modify where an Unresistable effect is cast.

imagine if it was trying to cast DoT onto the labtech who has no health value to be adjusted and cannot die, NoneType - 5 DoT = crash..

I suspect this is the shared issue between all toons which cause the crash genesis or not.
#23
General / Re: Attempt: Developing Web Mids
Jan 27, 2025, 07:27 PM
Quote from: Redlynne on 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 Thumbâ„¢ ... 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.

sounds 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.
#24
Quote from: RagingCheney on Jan 26, 2025, 09:41 PMNah, turns out foxes *eat* birds. Or more specifically firefox has issues with the forum software (but not chromium base). This is the only thing chrome is used for on my computer, and I hate it but until it can be pinned down... well...

This was a thread to test if I could read/reply to things, and helped me figure out the browser thing.

<-- is on Firefox 51.0

problems I have;

unrelated to the browser:
1: I have a massive firewall with neat rules for various spyware vendors to block outgoing connections to them. One such vendor is cloudflare on which rebirth is hosted, so I've sepaarated out rebirth by IP addresses into it's own rule, however forum Icons do not load unless I unblock cloudflare entirely as cloudflare dynamically assigns a random IP in their ranges for the images.

fix: if I want to see the icons that badly I'll unblock cloudflare temporarily by toggling the firewall rule off.

Issues Related to the browser;
1: some buttons on the forum do not work, or only work once per page load. such as the "Quick Edit" button.

fix: try to make sure I typed everything correctly before I hit save. Or, reload the page. Or use More>Modify.

why 51.0? you can tell it to not update and it listens, and; flashplayer. I really think the decision on whether we can use flashplayer in our browser should be upto the user. not some mandate from browser devs wanting to recreate the internet in their image - for profit reasons.

51.0 isn't like new FF, new FF has essentially been taken over by google. mozilla's website is hosted on google, and their updater connects through google. so. we know whos pulling the strings. They play'in monopoly or what?

I've considered palemoon. perhaps I will use it eventually. as far as I know they are a modern browser which still supports flashplayer. and from what I've read unlike all the other googled browsers which are killing support for win7 users (with a built-in brick so their browser will not install on win7 even though it could if they didn't brick it, so it's intentional update-march pushing which seems very fishy.) Palemoon still supports win7 last I checked.

anyways. glad you got it figured out on your end. I do wish the new forum had a spoiler tag though. I use <details> and <summary> tags on my website for spoilers. <details></details> is the actual spoiler wrapper, where inserting a <summary> tag into a next level tab bend allows you to give the spoiler a title</summary>.

<details>
    <summary>spoiler name</summary> 
    content in your spoiler.
</details>

it's that simple.
#25
General / Re: Attempt: Developing Web Mids
Jan 26, 2025, 10:30 PM
OK so I decided to jump ahead and test math, Javascript cannot represent any number (int or decimal/float) longer than 17 digits,
so
12345678901234567
or
1.2345678901234567
or
12.345678901234567
or
123.45678901234567

you get the Idea, any number with that many digits just moves the decimal. and any number longer than that gets it's last number rounded up based on whats after it.

so
123.45678901234567890123
gets evaluated as
123.45678901234568

this means there may be inaccuracies even if I do convert floats to strings and int them then mathematically operate on them.

the most worrying calc would probably be determining duration of mez where mez protection is ((0.5*the number) / 10,000)+0.5*the number as that would leave only 12 trailing digits.

naturally most displayed numbers are 2 to 3 decimals, and this page is indeed just for user eyes to see "display" numbers that they'd expect to see displayed in game from a player point of view, so it shouldn't be that bad. however there is room for fault. especially because  I'll have to .round() the numbers to 2 or 3 decimals.  I just dealt with a similar issue in my game, but there there's no upper digit limit. there I used the python Decimal module. however the javascript Decimal modual is not native and I tried importing it and it gave an export error which means it's broken or written in neoJS.

I mean yeah I could probably spend a day looking it over and determining their methods (as I have the sourcecode) then simply applying those methods in my code, I did do some of that today, the js decimal converts a number into a string then operates on it without converting it back to an int or float, this way they can do the math digit by digit the same way you'd do manual math and deal with single digit integers as input. I suspect heavy use of number.valueOf() to cut off unreal float trails before stringing them up again and adding things back together, manually.

this gets rid of the 17 text-character/digit limit as strings can be any size, with-in reason. I doubt we'll need 50,000 decimals.

it does add extra workload, but I'll get to it eventually.
#26
interesting Idea for an Energy Control power:

Laser Volley: Summon Laser Pets, Life Duration; 300s, Recharge; 600s (attacks; [Laser Rays: Ranged Cone Moderate Damage Energy (5 damage, in 10 rays), Attack Duration; 2s, Recharge; Very Short (4s) Foe: Knockdown, Blind(Mag5, 30s), Disorient, 45% chance for Blind (Mag 16, 90s)]
"The world's most dangerous Lights Show. You release 2 to 4 highly compact energy balls which cannot be targeted nor destroyed as they are not alive but merely energy controlled by you. They follow you and fire multiple lasers from random angles into enemies you come accross, the lasers are aimed high, foes are knocked down on impact, and will be disoriented by the flashing lights when getting back to their feet, the laser lights make it difficult to see; blinding enemies to attackers. Some lasers may hit enemies in the eyes blinding them more severely. These pets only have enough energy to shoot lasers for 5 minutes, after which time they disperse into nothing. Using this power takes alot of focus to maintain, your brain needs to rest for a long time before you are ready to do it again.


again, this set is in the basic rough idea phase and subject to change and suggestion, none of the attacks listed in this thread are "final" nor must they be used in the set nor at any given level.

better suggestions? better names? tell us!
#27
I know this has been reported multiple times, this thread stands as a record of what it is and when it happens.

What it is: some players go to get a nuke in warburg, you know launch the missile,( "but I'm le tired" "well, then take a nap, then launch the missiles!" -if you get the quote), in the process of doing so as soon as they tell a lab tech to follow them all players in zone experience getting disconnected from the mapserver. Apparently, the mapserver resets to some previously known state before you told the technician to follow you, so you may end up standing in a different place when you return to the game.

I suspect this is a built-in failsafe to protect against bugs permanently bricking zones or characters.


Observations: When it happens:
#1: Genesis Incarnate Powers are Slotted

IF you do not have incarnate genesis powers and have this bug; clear all enemies around the lab technician and turn off ALL powers and unslot all incarnate powers from their incarnate slots. then talk to the lab technician and ask them to follow you.

If this works, the problem may be one of your powers or enhancement procs etc., to remedy it: With ALL powers off, as the lab tech to follow you, Try turning on each power ONE-at-a-Time, walk around and then turn on the next one. repeat until you mapserve, if none, slot your incarnate powers ONE-at-a-time, then walk around and slot the next one. What ever power you turned on before you mapserved is the culprit, report it. Someone else with the same power but no/different enhancements should try it. if they are also bugged then it's the power, if they are not bugged it's an enhancement.

If it does not work!: It may be one of your Auto powers, these are powers you cannot deactivate easily, you'd have to get someone to make a build with the same sets without those Auto powers, then if that doesn't cause the problem you'll have to build them in one at a time until it causes the issue.
It could be power casts too, or pets, or pet power casts, or bonuses, chances for something etc., use a process of elimination, watch Combat logs, and see what powers/pet powers cast before you mapserv. report them.

simple tests really.

But for now I do know that the following causes it 100% of the time Definitely:
Socket Core Flawless Genesis

it is not known if ALL genesis powers cause it but it is highly suspected as such.



Other possibly relevant information for Game Moderators and Devs (the following did not cause this bug during my successful tests)
AT: Tanker
Primary: Willpower
Secondary: Electrical Melee

Willpower Powers:
All.

Electrical Melee Powers:
Charged Brawl
Jacobs Ladder
Taunt
Thunder Strike
Build Up
Chain Induction
Lightning Rod

Pools:
Fighting
Concealment
Leaping
Speed

Fighting Powers:
Kick
Tough
Weave

Concealment Powers:
Stealth

Leaping Powers:
Combat Jumping

Speed Powers:
Hasten

Energy Mastery Powers:
Conserve Power
Physical Perfection

Incarnate:
Alpha: Musculature Radial Paragon
Interface: Diamagnetic Core Flawless
Judgement: Ion Core Final
Destiny: Barrier Core Epiphany
Hybrid: Assault Radial Embodiment

the following did cause the bug in all my unsuccessful attempts:
Genesis: Socket Core Flawless
temp powers not listed. I have a ton of those, it'd take me a long time to list them lol.
#28
and so the devs gave the adminstrators and everyone else, the bird.
#29
I think we need to test the "average-maximum" team distance. it'll mean having the server collect and record /loc data to figure out distances on X,Y,Z, given a range of different map types.

the reason I say that is 20ft in game or even 40ft might be different than you imagine. I assume each player bounds is roughly 2ft to 3ft, we divide that in half for AoE origin so 1 to 1.5ft, this is the bare-bones collision distance. some rays will even fail to detect objects flatly crammed up against this bounds. then you have enemies attempting to arrangethemselves around the target, perhaps 30 of them+some that are just standing there because they cannot be engaged because they are over the agro cap, each one of these adds 3x3, however they wont be arranged in neat square-flush blocks, instead corners of their bounds will meet flats of other's bounds pushing them out ever so slightly. so at "minimum-maximum" the next player Might be 3 or 4 enemy lengths+0.5theplayer width. so like 10.5 to 13.5 if everything is neat and compact. but that player and the enemies will literally have to be pressed together like a full elevator of people.

more often than not this is not the case, people and enemies do not cram in. they reach the maximum range for their attacks to cast and stop. melee range is like 7ft -3ft(1.5 player width and 1.5 enemy width) so they typically stop leaving a gap of 4ft, one or 2 might jump in there because they are cast-blocked by the rest of their horde denying them access to melee range to the target, but such hap-hazard jump-ins are far from neat and usually don't leave much or any space for new squeeze-ins leaving unoccupied melee range space that none can fit in.

but anyways 7ft roughly. 2 of these distances is 14, 3 is 21ft. I'd say that's average between 21 and 28ft of enemies + obstacles, that means at 30ft outside players would have to cram in leaving at most 0.5ft gap between them and the outermost enemy. but they often do not do that. as that would potentially incite far more than they intended to return fire. so they typically give it max melee or low to moderate ranged distance(but in some conditions high ranged distance for sniping and squishies). that's a gap of anywhere between 7ft, 10ft, 40ft or potentially upto 80ft.

That's if it's all neat and tidy where the tanker has full agro and has pinned the horde on a corner somewhere to draw all the ranged enemies into melee range.

More often, I've noticed players don't understand this concept that "it's quicker to dispatch enemies in a pile" and they engage before the tank and the mob spreads out to each player, the average player distance being 10ft to 15ft from each other.

so.. I'll let you investigate further and draw your own conclusions, these are just my observations.



a former thought for team insps is any ally engaged in battle(attacking or being attacked with-in the last X seconds) could recieve the benefit regardless distance or LoS. but yeah that'd take retooling as well.
#30
Quote from: Redlynne on Jan 18, 2025, 10:53 PM
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 ... ::)


Peacebringers were the "everything else" that they couldn't fit in an AT and powersets that people requested, but tbh not much control. they are like ranged and melee mix tanks. so if they were shooting for Energy Control... and got essentially a super blaster.. then.. yeah I'm gonna say we still need an actual energy control powerset lol.

we can tone down the damage if that's the issue. but yeah an energy control set really should be done at some point.

Peacebringers are like an energy assault set. no control in it.