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Topics - Redlynne

Pages: [1] 2
1
Tech Issues / Apple Silicon + Whisky + 64 bit CoH = Mac Client?
« on: December 26, 2023, 06:32:07 pm »
Now that the Whisky "bottler" app exists for Macs, enabling Macs to run Windoze software ... the opportunity arises to bring Mac users (such as myself) who reside on Apple Silicon (such as myself) to (re)join the Rebirth community.

The question is ... what win10 based Launcher software is available in a 64 bit format (for a 64 bit CoH game client?) that could be "bottled" using Whisky to provide access not only to the game, but also the Mids' Reborn character builder program that could be run on Apple Silicon?

Answer this question and CoH Rebirth could be added to the Mac Games list on reddit, creating an opportunity for new Players (and some former ones, like myself) to rejoin the community.

2
Video Games / Pay 2 Win: The Tricks Exposed
« on: August 02, 2023, 11:49:21 am »


I recommend watching this 14:10 youtube video in its entirety (including the credits!) before looking at any other online game with microtransaction features in embedded in it.



And if that isn't good enough for you, Asmongold watched the P2W game video and liked it!


3
Off-topic / Hardware upgrade ...
« on: June 06, 2023, 07:49:47 pm »
My current computer, a late summer 2011 intel chipped 27" iMac is finally reaching the end of life cycle for some of the electronic components (suspect the capacitors in the power supply are drying out their electrolyte after all this time), and I'm starting to see intermittent unplanned spontaneous reboots. I was wanting to hold out and wait for the M3 mac mini ... but it looks like my current machine won't be able to live that long (I'm already into "borrowed time" apparently).  :(

So I've plotted out what I want to replace my computer with, but the migration will mean that I'll need to step away from Rebirth for an indeterminate amount of time while I get everything set up on a completely new hardware set and get everything running (hello, Parallels emulation) so as to be able to run a CoH Launcher on apple silicon. Nice thing about the migration is that I'll be upgrading to a 5k Apple Studio Display, which ought to look SO MUCH BETTER than this ~12 year old screen and AMD 6970M GPU that's been abandonware for the past 7+ years or so.

The cut over will happen (probably) at some point next week, so if I'm not attending iTrials with Ku no Ichi for a little while ... that's probably why.

4
So I clean loaded the new Mids' Reborn update and ... Whiskey Tango Foxtrot?

The levels to assign enhancements is really messed up.
The planner is showing extra freebie enhancement slots at 8 and 16 for Health (this is wrong).
The planner is showing extra freebie enhancement slots at 12 and 22 for Stamina (this is also wrong).
I have to place 3 slots at 9 (this is wrong).
I have to place 3 slots at 13 (this is wrong).
I have to place 3 slots at 17 (this is wrong).
I have to place 3 slots at 23 (this is wrong).
71 slots placed (correct) is reached after placing only 2 slots at 48 (this is wrong).

Rebirth 3.5.5 (Rebirth Issue 29, Volume 1 - DBVersion 2023.5.341)
Used in app update to current version.

Whatever is going on here, seriously BROKE something in the app.

5
Mastermind / [v2.2] Ninja/Time Contrankermind Supremacy
« on: April 02, 2023, 12:27:34 am »
Needless to say, there have been ... some changes (informed by actual gameplay here on Rebirth) ... that have prompted me to make yet another revision relative to the previous build which you can find HERE.





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






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This Villain build was built using Mids Reborn 3.4.7 (Rebirth Issue 29, Volume: 1 - DBVersion 2023.2.302
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

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

Power Pool: Gadgetry
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment

Villain Profile:
Level 1: Call Genin
  • (A) Overwhelming Force - Accuracy/Damage: Level 27
  • (3) Overwhelming Force - Accuracy/Damage/Endurance: Level 27
  • (3) Overwhelming Force - Accuracy/Damage/Endurance/Recharge: Level 27
  • (5) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 27
  • (7) Call to Arms - Defense Bonus Aura for Pets: Level 10
  • (50) Soulbound Allegiance - Chance for Build Up: Level 50
Level 1: Time Crawl
  • (A) Impeded Swiftness - Accuracy/Endurance: Level 27+5
  • (7) Impeded Swiftness - Chance of Damage(Smashing): Level 10
  • (17) Pacing of the Turtle - Chance of -Recharge: Level 20
Level 2: Snap Shot
  • (A) Decimation - Accuracy/Damage: Level 27
  • (5) Decimation - Damage/Endurance: Level 27
  • (9) Decimation - Damage/Recharge: Level 27
  • (25) Decimation - Accuracy/Damage/Recharge: Level 27
  • (25) Decimation - Chance of Build Up: Level 25
Level 4: Temporal Mending
  • (A) Regenerative Tissue - +Regeneration: Level 10
  • (42) Regenerative Tissue - Heal/Endurance: Level 27
  • (43) Regenerative Tissue - Endurance/Recharge: Level 27
  • (43) Regenerative Tissue - Heal/Recharge: Level 27
  • (43) Regenerative Tissue - Heal/Endurance/Recharge: Level 27
Level 6: Train Ninjas
  • (A) Endurance Reduction IO: Level 50
Level 8: Aimed Shot
  • (A) Apocalypse - Damage: Level 50
  • (9) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (11) Apocalypse - Accuracy/Recharge: Level 50
  • (19) Apocalypse - Damage/Endurance: Level 50
  • (19) Apocalypse - Chance of Damage(Negative): Level 50
Level 10: Fistful of Arrows
  • (A) Annihilation - Accuracy/Damage/Endurance/Recharge: Level 27+5
  • (11) Annihilation - Chance for Res Debuff: Level 20
  • (11) Detonation - Damage/Endurance/Range: Level 50+5
  • (34) Hamidon Origin: Centriole Exposure (Accuracy/Range)
  • (34) Hamidon Origin: Centriole Exposure (Accuracy/Range)
Level 12: Call Jounin
  • (A) Superior Command of the Mastermind - Accuracy/Damage: Level 50
  • (13) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge: Level 50
  • (13) Superior Command of the Mastermind - Damage/Endurance: Level 50
  • (15) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50
  • (15) Superior Witchcraft - Accuracy/Recharge: Level 50
  • (17) Superior Witchcraft - Chance for Res Debuff: Level 50
Level 14: Time's Juncture
  • (A) Superior Witchcraft - Universal Debuff: Level 50
  • (40) Superior Witchcraft - Accuracy/ Universal Debuff: Level 50
  • (40) Superior Witchcraft - Universal Debuff/Endurance/Recharge: Level 50
  • (40) Superior Witchcraft - Accuracy/Endurance/Recharge: Level 50
Level 16: Distortion Field
  • (A) Superior Winter Storm - Recharge/Chance for Cold Damage: Level 50
  • (34) Superior Winter Storm - Accuracy/Slow: Level 50
  • (37) Superior Winter Storm - Damage/Slow: Level 50
  • (42) Superior Winter Storm - Accuracy/Damage/Slow: Level 50
  • (42) Superior Winter Storm - Damage/Endurance/Slow: Level 50
Level 18: Jetpack
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
Level 20: Time Stop
  • (A) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31+5
  • (21) Lockdown - Chance for +2 Mag Hold: Level 30
  • (21) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 20
  • (23) Neuronic Shutdown - Chance of Damage(Psionic): Level 10
  • (23) Gladiator's Net - Chance of Damage(Lethal): Level 10
  • (50) Unbreakable Constraint - Chance for Smashing Damage: Level 50
Level 22: Maneuvers
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (46) Reactive Defenses - Defense: Level 22
  • (48) Reactive Defenses - Defense/Endurance: Level 22
  • (48) Reactive Defenses - Endurance/RechargeTime: Level 22
  • (48) Reactive Defenses - Defense/RechargeTime: Level 22
  • (50) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22
Level 24: Tactics
  • (A) Endurance Reduction IO: Level 50+5
Level 26: Oni
  • (A) Superior Mark of Supremacy - Accuracy/Damage: Level 50
  • (27) Superior Mark of Supremacy - Accuracy/Endurance: Level 50
  • (27) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50
  • (29) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen: Level 50
  • (29) Edict of the Master - Accuracy/Damage/Endurance: Level 27
  • (31) Edict of the Master - Defense Bonus: Level 15
Level 28: Farsight
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
  • (31) Luck of the Gambler - Defense: Level 27
  • (33) Luck of the Gambler - Defense/Endurance: Level 27
  • (33) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
Level 32: Kuji In Zen
  • (A) Endurance Reduction IO: Level 50
Level 35: Slowed Response
  • (A) Shield Breaker - Accuracy/Endurance/Recharge: Level 27+5
  • (36) Shield Breaker - Chance for Lethal Damage: Level 10
  • (36) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31+5
  • (36) Analyze Weakness - Chance for +ToHit: Level 30
  • (37) Achilles' Heel - Chance for Res Debuff: Level 10
  • (37) Touch of Lady Grey - Chance for Negative Damage: Level 21
Level 38: Chrono Shift
  • (A) Performance Shifter - EndMod/Recharge: Level 27+5
  • (39) Performance Shifter - EndMod/Accuracy/Recharge: Level 27+5
  • (39) Regenerative Tissue - Heal/Recharge: Level 27+5
  • (39) Regenerative Tissue - Heal/Endurance/Recharge: Level 27+5
Level 41: Temporal Selection
  • (A) Preventive Medicine - Chance for +Absorb: Level 20
  • (45) Preventive Medicine - Heal: Level 27
  • (45) Preventive Medicine - Heal/Endurance: Level 27
  • (45) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (46) Preventive Medicine - Heal/RechargeTime: Level 27
  • (46) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
Level 44: Assault
  • (A) Endurance Reduction IO: Level 50+5
Level 47: Stealth
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 49: Grant Invisibility
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 1: Supremacy
Level 1: Brawl
  • (A) Hamidon Origin: Nucleolus Exposure (Acc/Dam)
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 15
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 2: Swift
  • (A) Run Speed IO: Level 50+5
Level 2: Hurdle
  • (A) Jumping IO: Level 50+5
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance: Level 10
  • (9) Miracle - +Recovery: Level 20
  • (17) Numina's Convalesence - +Regeneration/+Recovery: Level 30
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 21
  • (13) Performance Shifter - EndMod: Level 27
  • (23) Performance Shifter - EndMod/Accuracy: Level 27
Level 1: Disintegrating
Level 4: Ninja Run
Level 1: Prestige Power Surge
  • (A) Run Speed IO: Level 50+5
Level 50: Intuition Radial Paragon
Level 50: Ion Radial Final Judgement
Level 50: Cognitive Core Flawless Interface
Level 50: Robotic Drones Core Superior Ally
Level 50: Clarion Radial Epiphany
Level 50: Control Core Embodiment
Level 50: Born In Battle
Level 50: High Pain Threshold
Level 50: Invader
Level 50: Marshal
Level 1: Genin
Level 12: Jounin
Level 26: Oni
Level 18: Turbo Boost
------------
------------
Set Bonus Totals:
  • 22% DamageBuff(Smashing)
  • 22% DamageBuff(Lethal)
  • 22% DamageBuff(Fire)
  • 22% DamageBuff(Cold)
  • 22% DamageBuff(Energy)
  • 22% DamageBuff(Negative)
  • 22% DamageBuff(Toxic)
  • 22% DamageBuff(Psionic)
  • 10% Defense
  • 2.5% Defense(Smashing)
  • 2.5% Defense(Lethal)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 5% Defense(Melee)
  • 2.5% Defense(Ranged)
  • 15% Defense(AoE)
  • 3.6% Max End
  • +101.25% Enhancement(RechargeTime)
  • +4% Enhancement(Heal)
  • 7.5% Enhancement(Max EnduranceDiscount)
  • +4% Enhancement(JumpHeight)
  • +4% Enhancement(SpeedFlying)
  • +4% Enhancement(SpeedRunning)
  • +39% Enhancement(Accuracy)
  • +4% Enhancement(SpeedJumping)
  • 33% SpeedFlying
  • GrantPower Preventive Medicine (10% chance when PreventiveMedicine, if Scourge)
  • 135.5 HP (16.88%) HitPoints
  • 33% JumpHeight
  • 33% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • 21.25% MezResist(Confused)
  • 21.25% MezResist(Held)
  • 21.25% MezResist(Immobilized)
  • 21.25% MezResist(Sleep)
  • 21.25% MezResist(Stunned)
  • 21.25% MezResist(Terrorized)
  • 6.5% (0.11 End/sec) Recovery
  • 198% (6.62 HP/sec) Regeneration
  • 23.25% Resistance(Smashing)
  • 23.25% Resistance(Lethal)
  • 24% Resistance(Fire)
  • 24% Resistance(Cold)
  • 19.5% Resistance(Energy)
  • 19.5% Resistance(Negative)
  • 18% Resistance(Toxic)
  • 18% Resistance(Psionic)
  • 33% SpeedRunning
------------
Set Bonuses:
Overwhelming Force
(Call Genin)
  •   12% (0.4 HP/sec) Regeneration
  •   3% DamageBuff(All)
  •   12.05 HP (1.5%) HitPoints
Call to Arms
(Call Genin)
  •   5% Defense
Impeded Swiftness
(Time Crawl)
  •   1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance
Decimation
(Snap Shot)
  •   1.5% Resistance(Energy,Negative), 2.5% Status Resistance
  •   9.04 HP (1.13%) HitPoints
  •   2.25% Max End
  •   +6.25% Enhancement(RechargeTime)
Regenerative Tissue
(Temporal Mending)
  •   6% Movement Speed
  •   12.05 HP (1.5%) HitPoints
  •   +4% Enhancement(Heal)
  •   +5% Enhancement(RechargeTime)
Apocalypse
(Aimed Shot)
  •   16% (0.54 HP/sec) Regeneration
  •   24.1 HP (3%) HitPoints
  •   4% DamageBuff(All)
  •   +10% Enhancement(RechargeTime)
Annihilation
(Fistful of Arrows)
  •   1.35% Max End
Superior Command of the Mastermind
(Call Jounin)
  •   4% DamageBuff(All)
  •   24.1 HP (3%) HitPoints
  •   +10% Enhancement(RechargeTime)
  •   15% Defense(AoE)
Superior Witchcraft
(Call Jounin)
  •   4% DamageBuff(All)
Superior Witchcraft
(Time's Juncture)
  •   4% DamageBuff(All)
  •   5% Defense(Energy,Negative), 2.5% Defense(Ranged)
  •   +10% Enhancement(RechargeTime)
Superior Winter Storm
(Distortion Field)
  •   4% (0.07 End/sec) Recovery
  •   +4% Enhancement(Slow)
  •   +15% Enhancement(Accuracy)
  •   +10% Enhancement(RechargeTime)
Blessing of the Zephyr
(Jetpack)
  •   Knockback Protection (Mag 4)
Lockdown
(Time Stop)
  •   3% DamageBuff(All)
Reactive Defenses
(Maneuvers)
  •   1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance
  •   15.06 HP (1.88%) HitPoints
  •   3% Resistance(Fire,Cold), 5% Status Resistance
  •   3.75% Enhancement(EnduranceDiscount)
  •   +8.75% Enhancement(RechargeTime)
  •   3% Resistance(All)
Superior Mark of Supremacy
(Oni)
  •   +10% Enhancement(RechargeTime)
  •   +15% Enhancement(Accuracy)
  •   5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing)
  •   15% Resistance(All), 150% (5.02 HP/sec) Regeneration
Edict of the Master
(Oni)
  •   6% Movement Speed
  •   5% Defense
Luck of the Gambler
(Farsight)
  •   10% (0.33 HP/sec) Regeneration
  •   9.04 HP (1.13%) HitPoints
  •   +9% Enhancement(Accuracy)
  •   +7.5% Enhancement(RechargeTime)
Shield Breaker
(Slowed Response)
  •   2.5% (0.04 End/sec) Recovery
Analyze Weakness
(Slowed Response)
  •   10% (0.33 HP/sec) Regeneration
Performance Shifter
(Chrono Shift)
  •   7.5% Movement Speed
Regenerative Tissue
(Chrono Shift)
  •   6% Movement Speed
Preventive Medicine
(Temporal Selection)
  •   2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance
  •   15.06 HP (1.88%) HitPoints
  •   3% Resistance(Fire,Cold), 5% Status Resistance
  •   3.75% Enhancement(EnduranceDiscount)
  •   +8.75% Enhancement(RechargeTime)
  •   GrantPower Preventive Medicine (10% chance when PreventiveMedicine), GrantPower Preventive Medicine
Luck of the Gambler
(Stealth)
  •   +7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Grant Invisibility)
  •   +7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  •   7.5% Movement Speed
  •   15.06 HP (1.88%) HitPoints

Proc chances:
Time Crawl: Impeded Swiftness (3.5 PPM), Pacing of the Turtle (3.5 PPM)
  • 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%)
Snap Shot: Decimation (1.0 PPM)
  • 1.0 * ((2 / ( 1 + 37.91 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 6.5% (Pre-clamp: 4.08%)
Aimed Shot: Entropic Chaos (3.0 PPM) or Apocalypse (4.5 PPM)
  • 3.0 * ((4 / ( 1 + 37.91 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 19.50%
  • 4.5 * ((4 / ( 1 + 59.62 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 26.29%
Fistful of Arrows: Annihilation (3.0 PPM)
  • 3.0 * ((8 / ( 1 + 18.43 / 100 )) + 1.17) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 21.19% per $Target
Call Jounin: Superior Witchcraft (6 PPM)
  • 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)
Distortion Field: Superior Winter Storm (4.5 PPM)
  • 4.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 23.08% per $Target
Time Stop: Lockdown (2.5 PPM), Ghost Widow's Embrace (3.5 PPM), Neuronic Shutdown (3.5 PPM), Gladiator's Net (3.5 PPM), Unbreakable Contstraint (4.5 PPM)
  • 2.5 * ((16 / ( 1 + 19.25 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 64.95%
  • 3.5 * ((16 / ( 1 + 19.25 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 90.93%)
  • 4.5 * ((16 / ( 1 + 19.25 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 116.91%)
Slowed Response: Shield Breaker (3.5 PPM),  Analyze Weakness (2.0 PPM), Achilles' Heel (3.5 PPM), Touch of Lady Grey (3.5 PPM)
  • 2.0 * ((90 / ( 1 + 43.06 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 56.99% per $Target
  • 3.5 * ((90 / ( 1 + 43.06 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 99.73%)
per $Target

6
Tanker / [RI5] SR/MA Tanker = NO GET HITSU!!
« on: March 02, 2023, 12:38:00 pm »
This time around, I think I'll start with the build first ... WALL OF TEXT CRITS YOU!!! after, because ... reasons ...




This post shows where the build is intended to finish at by Level 50 with the Incarnate slots (now) filled in.
Alpha: T4 Agility Radial
Judgement: T4 Ion Radial
Interface: T4 Gravitic Radial (although this can be almost anything you want)
Lore: T4 Robotic Drones Core
Destiny: T4 Rebirth Radial
Hybrid: T4 Support Radial

Note that with respect to Enhancement Boosters, only 82 Boosters have been strategically spent on this build (as noted below) in order to "plus ultra!" a select few powers where such modifiers can have the greatest impact.





In-game Combat Attributes reporting (because Mids Reborn doesn't calculate this correctly):
  • 435.06% Regeneration of 2649.47 Max HP = 132.4735 HP every 2.76s = 48.03 HP/s
  • Practiced Brawler +Absorb = +294.85
  • Force Barrier = +1187.42 (+1482.28 total w/ Practiced Brawler)
  • Elude = +1464.19  (+1759.05 total w/ Practiced Brawler)



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This Hero build was built using Mids Reborn 3.4.7.5 DBVersion 2023.2.302
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!



Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Martial Arts
Power Pool: Gadgetry
Power Pool: Leadership

Hero Profile:
Level 1: Focused Fighting
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (13) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
  • (15) Luck of the Gambler - Defense: Level 27
  • (19) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 1: Thunder Kick
  • (A) Superior Might of the Tanker - Accuracy/Damage: Level 50
  • (3) Superior Might of the Tanker - Damage/Recharge: Level 50
  • (5) Superior Might of the Tanker - Accuracy/Damage/Recharge: Level 50
  • (7) Superior Might of the Tanker - Damage/Endurance/Recharge: Level 50
  • (9) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge: Level 50
  • (11) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50
Level 2: Storm Kick
  • (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50
  • (3) Superior Gauntleted Fist - Damage/RechargeTime: Level 50
  • (5) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50
  • (7) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50
  • (9) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50
  • (11) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50
Level 4: Jetpack
  • (A) Flight Speed IO: Level 50+5
Level 6: Practiced Brawler
  • (A) Numina's Convalesence - +Regeneration/+Recovery: Level 30
  • (34) Numina's Convalesence - Heal/Endurance: Level 31+5
  • (37) Numina's Convalesence - Endurance/Recharge: Level 31
  • (40) Numina's Convalesence - Heal/Recharge: Level 31
  • (42) Numina's Convalesence - Heal/Endurance/Recharge: Level 31
  • (42) Numina's Convalesence - Heal: Level 31+5
Level 8: Focused Senses
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (13) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
  • (17) Luck of the Gambler - Defense: Level 27
  • (19) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 10: Warrior's Provocation
  • (A) Taunt Duration IO: Level 50+5
Level 12: Evasion
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (15) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
  • (17) Luck of the Gambler - Defense: Level 27
  • (21) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 14: Dodge
  • (A) Shield Wall - +Res (Teleportation), +5% Res (All): Level 10
  • (21) Shield Wall - Defense/Endurance: Level 27
  • (23) Shield Wall - Defense/Recharge: Level 27
  • (23) Shield Wall - Defense: Level 27
Level 16: Agile
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
  • (50) Steadfast Protection - Resistance/+Def 3%: Level 10
  • (50) Gladiator's Armor - TP Protection +3% Def (All): Level 10
Level 18: Lucky
  • (A) Gift of the Ancients - Run Speed, Fly Speed, Jump Speed +10.5%: Level 15
  • (25) Gift of the Ancients - Defense: Level 27
  • (25) Gift of the Ancients - Defense/Endurance: Level 27
  • (27) Gift of the Ancients - Defense/Recharge: Level 27
Level 20: Focus Chi
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 22
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 22
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 22
  • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 22
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 22
Level 22: Maneuvers
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (42) Reactive Defenses - Defense: Level 22
  • (43) Reactive Defenses - Defense/Endurance: Level 22
  • (43) Reactive Defenses - Endurance/RechargeTime: Level 22
  • (43) Reactive Defenses - Defense/RechargeTime: Level 22
  • (45) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22
Level 24: Tactics
  • (A) Adjusted Targeting - To Hit Buff/Endurance: Level 50
Level 26: Quickness
  • (A) Healing IO: Level 50+5
  • (27) Healing IO: Level 50+2
Level 28: Crippling Axe Kick
  • (A) Superior Vampire's Bite - Accuracy/Damage: Level 50
  • (29) Superior Vampire's Bite - Damage/Endurance: Level 50
  • (29) Superior Vampire's Bite - Accuracy/Damage/Recharge: Level 50
  • (31) Superior Vampire's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • (31) Superior Vampire's Bite - Accuracy/Damage/Endurance: Level 50
  • (31) Superior Vampire's Bite - Recharge/Chance to Heal: Level 50
Level 30: Assault
  • (A) Endurance Reduction IO: Level 50
Level 32: Elude
  • (A) Preventive Medicine - Chance for +Absorb: Level 20
  • (33) Preventive Medicine - Heal: Level 27
  • (33) Preventive Medicine - Heal/Endurance: Level 27
  • (33) Preventive Medicine - Endurance/RechargeTime: Level 27+5
  • (34) Preventive Medicine - Heal/RechargeTime: Level 27+5
  • (34) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27+5
Level 35: Dragon's Tail
  • (A) Eradication - Damage: Level 27+5
  • (36) Eradication - Accuracy/Recharge: Level 27
  • (36) Eradication - Damage/Recharge: Level 27
  • (36) Eradication - Accuracy/Damage/Recharge: Level 27
  • (37) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27+5
  • (37) Eradication - Chance for Energy Damage: Level 10
Level 38: Eagles Claw
  • (A) Pounding Slugfest - Accuracy/Damage: Level 27
  • (39) Pounding Slugfest - Damage/Endurance: Level 27
  • (39) Pounding Slugfest - Damage/Recharge: Level 27
  • (39) Pounding Slugfest - Disorient Bonus: Level 27
  • (40) Hamidon Origin: Endoplasm Exposure (+2 Acc/Mez)
  • (40) Hamidon Origin: Peroxisome Exposure (+2 Dam/Mez)
Level 41: Energy Gauntlet
  • (A) Apocalypse - Accuracy/Damage/Recharge: Level 50+5
Level 44: Force Barrier
  • (A) Doctored Wounds - Heal/Endurance: Level 31
  • (45) Doctored Wounds - Heal/Recharge: Level 31+5
  • (45) Doctored Wounds - Heal/Endurance/Recharge: Level 31
  • (46) Doctored Wounds - Heal: Level 31
  • (46) Doctored Wounds - Recharge: Level 31+5
Level 47: Vengeance
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 49: Victory Rush
  • (A) Endurance Modification IO: Level 50
Level 1: Gauntlet
Level 1: Brawl
  • (A) Hamidon Origin: Nucleolus Exposure (Acc/Dam)
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 15
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
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
  • (9) Panacea - +Hit Points/Endurance: Level 10
  • (17) Miracle - +Recovery: Level 20
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 21
  • (13) Performance Shifter - EndMod: Level 27
  • (23) Endurance Modification IO: Level 50+5
Level 1: Disintegrating
Level 4: Ninja Run
Level 1: Prestige Power Surge
  • (A) Run Speed IO: Level 50+5
Level 50: Agility Radial Paragon
Level 50: Ion Radial Final Judgement
Level 50: Gravitic Radial Flawless Interface
Level 50: Robotic Drones Core Superior Ally
Level 50: Rebirth Radial Epiphany
Level 50: Support Radial Embodiment
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 4: Turbo Boost
------------
------------
Set Bonus Totals:
(click to show/hide)
------------
Set Bonuses:
(click to show/hide)
------------
Proc chances: (w/ Agility Radial Paragon Alpha)

Thunder Kick: Superior Might of the Tanker (5.0 PPM, stacks up to 3x)
  • 5 * ((3 / ( 1 + 122.03 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 18.18%
Storm Kick: Superior Gauntleted Fist (3.0 PPM)
  • 3.0 * ((6 / ( 1 + 122.03 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 17.77%
Focus Chi: Gaussian's Synchronized Fire-Control (1.0 PPM)
  • 1.0 * ((90 / ( 1 + 82.35 / 100 )) + 1.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 84.21%
Crippling Axe Kick: Superior Vampire's Bite (5 PPM)
  • 5 * ((11 / ( 1 + 95.49 / 100 )) + 1.6) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 60.22%
Dragon's Tail: Eradication (3.5 PPM)
  • 3.5 * ((14 / ( 1 + 99.56 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 8 * (11 * 360 + 540) / 30,000))) = 26.14% per $Target
Eagles Claw: Pounding Slugfest (2.5 PPM)
  • 2.5 * ((12 / ( 1 + 44.06 / 100 )) + 2.53) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 45.25%
Health: Panacea (3.0 PPM heal, 3.0 PPM endurance, checked independently of each other)
  • 3.0 x 10 / (60 * (0.25 + 0.75 * (1 + 00 * (11 * 0 + 540) / 30,000))) = 50% (every 10s)
Stamina: Performance Shifter (1.5 PPM)
  • 1.5 x 10 / (60 * (0.25 + 0.75 * (1 + 00 * (11 * 0 + 540) / 30,000))) = 25% (every 10s)

7
Live Bug Reporting / Valentine Tip
« on: February 27, 2023, 11:22:25 pm »
I had a Valentine Tip from Mandy Lebeaux which needed to be delivered to Synapse ... however the Skyway tram did not have a marker for either station indicating that the Skyway zone was a destination for any pending mission.

In stark contrast, Valentine Tips to be delivered to Diabolique (in First Ward via TUNNEL) and Positron (via Steel Canyon tram) were both deliverable and both showed that there were missions pending in First Ward and Steel Canyon before being completed.

I suspect that the bug with Synapse probably has to do with a Character ID mismatch between the Synapse standing post in Skyway and the previous version of Synapse that was in use when the Valentine Tip mission was originally written (I think I remember Synapse getting moved to his current location in Skyway at some point). Either that or there's a typo in the character ID that ought to be pointing to Synapse in Skyway coded into the Valentine Tip.

More of a nuisance than a crisis, really ... but I haven't dismissed the Valentine Tip mission on Redlynne so if a Dev needs to pull records to validate this bug (end to end) then that's where you can find the necessary Character Data to replicate the issue.

8
General Suggestions and Feedback / New Mids Reborn version?
« on: February 26, 2023, 09:48:54 pm »
When would it be reasonable to expect an updated version of Mids Reborn to become available?

9
PTS Patch Notes - Feb 13, 2023 TEST SERVER- Ri5

Quote
Jaunt no longer roots, so you can teleport fluidly while running
Request proliferating this change to Mystic Flight also.

Quote
We heard the requests wanting a permanent source of extra movement control and friction in both Fly and Super Jump. We also heard the requests wishing for no extra movement control and friction in those powers. We thought about how best to offer such an option. We also considered, one way or the other, what affects this would have on future content down the road beyond anything we've revealed.

After much thinking, we decided there could be a way to have some extra movement control and/or none at all. We've added extra Movement Control and Movement Friction to Acrobatics, Aerobatics (taken back from Afterburner), and Solar Glide (taken back from Quantum Acceleration). Aerobatics and Solar Glide's movement control/friction can stack with Fly and Energy Flight. Acrobatics movement control/friction can stack with Super Jump. Null the Gull has discovered how to suppress extra movement control/friction effects in Acrobatics, Aerobatics, and Solar Glide--he thinks.
Counter-proposal.

What ought to be happening is that Travel Powers (jump and fly) for which Movement Control and Movement Friction are "relevant" factors ought to have a +Control/+Friction AND -Control/-Friction defined for those powers.
The difference is that the +Control/+Friction parameter is modified by enhancements while the -Control/-Friction parameter ignores enhancements.

Basic idea being that if you slot up your Travel powers (jump and fly) with enhancements, those enhancements not only make you "faster/higher/farther" but those same enhancements also increase your Control/Friction, making the way those Travel Powers behave feel "crisper" and more responsive than when they are unenhanced.

Quote
Teleport has been given a movement upgrade. If you have any travel power on, or Hover, Teleport's movement restrictions and flight will be negated. These effects also apply to Shadow Step while in human form
Sounds like you have set up basic Teleport to no longer root/immobilize the caster in order to use it.

However, one particular Quality of Life upgrade to Teleport (all flavors) that would be GREATLY appreciated would be a "Hover Until Move" Feature Request™.

Basic idea is similar to what Paragon Studios did to Teleport, giving it a 4 second Hover effect after casting (so you don't fall out of the sky "immediately").
The problem with that implementation is that you're basically "stuck Hovering" for those 4 seconds until the Hover effect wears off (which can be annoying). There's no way to "cancel it early" On Demand if you want to move quickly.

Ideally what you want is you want to trigger a "no speed Hover" effect when Teleporting that will last a few seconds (I'm thinking 6 seconds, so there's time to look around after arriving if you need that time). This Hover effect would be an "automatic toggle ON" (rather than a Click) Temp Power that gets cast immediately after the Teleport animation resolves (so auto chain cast built into the Teleport power, making the operation "seamless" to the Player).

The Hover effect Temp Power Toggle would be keyed to automatically Toggle OFF when any movement command is given (up/down, left/right, forward/backward, strafe left/strafe right).
Recharge time for the Temp Power would be less than animation time of the Teleport Power(s) that could invoke it ... that way you can build a "reusable code" function call that ALL Teleport Powers make use of in common (build once, use repeatedly).

Such a formulation would then enable teleporting up into the sky, giving enough time to look around (spin and camera moves are allowed, but purposeful changing of /location parameters is not) before "gravity resumes" and the character falls out of the sky absent any supporting Power. Note also that such a formulation would "not interfere" with any Flight granting powers (because extra bonus flight when explicitly not moving makes no useful difference). However, by being able to "cancel early" ON DEMAND (by commanding movement) it becomes possible to blend Teleport On The Move with other movement modes (such as running and flight, but also jumping).

Perhaps the most curious Edge Case Use™ for such a Temp Power system would be the enabling of "double jumping" ... where you jump, and at the apogee of the jump you teleport (into a temp hover effect) after which you can JUMP AGAIN (from mid-air!).



Just trying to analyze alternative implementations and game out how they would feel and perform in gameplay.

10
Player Help/Guides / Main Tanking vs Lethal Force Authorized
« on: February 11, 2023, 10:24:02 am »
For the last few months, I've been off and on main tanking iTrials with my SR/MA Tanker (Redlynne) ... and one of the most cantankerous duties I've had to endure as a main tank is ... the Elite Boss Warwalkers in the Underground Trial.

Targeted -> Arrest Mode (an AoE Hold), I can handle.
Targeted -> Crowd Control (an AoE Terrorize), I can handle.
Targeted -> Lethal Force Authorized (an autohit 4s DoT) ... has been a struggle. Sometimes I make it through, sometimes I don't ... so I wanted to know WHY.

Well, I think I've found the answer.

City of Data v2.0 (for Homecoming): Lethal Force Authorized (link)
Quote
  • PvP or PvE 100% chance
    • 30% max health Energy damage (all affected targets) every 1.0s for 4.1s (100% chance)
    • if !target.VillainName>RoguesGallery_Desdemona_Underground && (target>enttype eq 'player')
What this means is that the Lethal Force Authorized attack is autohit (so Defense is helpless against it) when you are Targeted (which, as the main tank, YOU WILL BE, and since you're the main tank, YOU CAN'T RUN). The damage the attack deals is "30% max health Energy" ... meaning that powers like Dull Pain (and its equivalents) WON'T HELP YOU, because the damage that Lethal Force deals will simply scale upwards as your max health gets boosted upwards.

And since Lethal Force Authorized is deliberately designed to inflict 4x30% max health damage onto anyone (and everyone who has been Targeted) ... that means that no matter what you need to be able to endure taking 120% of your max health in Energy damage over 4 seconds(!).

There are two basic strategies for being able to pull this off.
  • ENERGY RESISTANCE
  • ABSORB

The resistances option is going to be the "more reliable" method, since the damage from Lethal Force Authorized is NOT unresistable. So resistances will rather directly reduce the amount of damage being taken.
This means that a 20% Energy Resistance will be sufficient to make ... 120% max HP / 1.2 = 100% max HP ... a reality.

In the case of Super Reflexes, with scaling resistances as HP goes down, the Lethal Force Authorized is a double whammy ... because the scaling resistances won't "kick in" against a DoT that is already in progress (the damage per tick does not recalculate after every tick). So whatever damage throughput is determined for damage tick 1 is the same amount delivered for damage tick 4, meaning the scaling resistances "don't get to apply" as the damage (rapidly) flows.

Net result ... as a Super Reflexes Tanker ... Lethal Force Authorized is yet another form of "kryptonite" to my protection scheme.
Defense doesn't stop it.
Scaling Resistances don't mitigate against it.
The DoT is fast enough that high Regeneration can't keep up with it.

So the only response that will work are Resistances and Absorb (preferably both!).

I've started using Resist Inspirations when I need to main tank the Extinction War Walkers during Underground Trials, to prevent the "faceplant potential" of getting hit by Lethal Force Authorized. One major bugaboo about the attack though is that by the time the words Lethal Force Authorized appear on screen, it's too late to do anything about it ... so you have to be buffed against the attack BEFORE it happens (and the chance it happens is random).

Needless to say, long drawn out fights with the Extinction War Walkers is decidedly dangerous for my RI4 build for Redlynne, because inspirations expire ... so if the battle drags on for too long, I'm vulnerable to getting One Shot™ by a Lethal Force Authorized attack. There are various things I can do to try and work around the the problem (Hybrid Core Melee adding +Resist for all Foes within PBAoE, Rune of Protection adding +Resist, Preventative Medicine kicking in its +Absorb proc, Resist Inspirations) ... but ultimately, in order to "proof" myself against this particular threat, I think I'm going to need to make some relatively significant changes to my build in order to increase baseline Energy Resistance and baseline Absorb so as to be able to withstand the Lethal Force Authorized attack from Extinction War Walkers (that I can't just run away from) more reliably.

Let's see what RI5 brings to the table once it goes Live (and Mids Reborn gets updated for it).

11
This is the entry for my (so far) soloist Supergroup at the registrar inside City Hall in Atlas Park.



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




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



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






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





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

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

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




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

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

12
General Suggestions and Feedback / [Issue 5] Rolling Barrage set
« on: January 21, 2023, 01:11:59 am »
Issue 5 Patch Notes LINK

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

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

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

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

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

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

Counter-proposal (changes in bold text).

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

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

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

13
General Suggestions and Feedback / [Issue 5] /altinvite
« on: January 21, 2023, 12:51:37 am »
Request more info on the forthcoming /altinvite functionality.
Will this enable promoting/demoting of SG members who are on a SG's roster but not currently logged in at the time?

14
Screenshots and Vids / LOL for Initiative ...
« on: January 13, 2023, 09:53:15 pm »

15
Base Building / 8x8 Plot SG accounting
« on: January 05, 2023, 05:30:28 pm »
I've occasionally gotten questions about what I plan to do with my 8x8 base plot (and how far I'll be able to push things in it) ... and the greatest concern has always been budgeting for Control (in my opinion, the REAL limiting factor for small bases!), especially if angling to host Cathedral of Pain Trials(!).

With an 8x8 plot, the best that can be achieved for room count is ... 9 rooms of 2x2.
2x2 rooms puts a really severe constraint upon how much Control a base can generate, because a 2x2 Control Room has a limit of 4 Aux attachments.
And if one of those 4 Aux Items is an Oracle/Mission Computer ... the maximum possible Control the base can generate is:
  • Magic Axis/Mainframe (-50E / +50C)
    • Bookshelf/Database (-100E / +50C)
    • Bookshelf/Database (-100E / +50C)
    • Bookshelf/Database (-100E / +50C)
    • Oracle/Mission Computer (-20E / -10C)
So just with the Control Room specified, I've only got +300 Control budget to spread around (of which -10C is already allocated).

Also, just for accounting purposes, a 2x2 Energy Room with a Power Crystal/Basic Generator can have up to 2 Aux attachments ... so the maximum possible Energy the base can generate is:
  • Power Crystal/Basic Generator (+1000E / -0C)
    • Crystal Focus/Circuit Breaker (+150E / -0C)
    • Crystal Focus/Circuit Breaker (+150E / -0C)
So with just the Energy Room specified, there can be up to +1300 Energy budget to spread around.

An Entrance room is required (and automatically 2x2), but no items that consume Energy or Power can be placed in it.

A 2x2 Infirmary can be specified, which permits the placement of a Storage item in the room (I personally like putting the Inspiration Storage/Inspiration Collector into my Medical room, hence the choice for an Infirmary rather than the cheaper Medbay room).
I personally consider a single Resurrection Circle/Basic Reclaimator and a Tree of Wonders/Auto-Doc to be highly desirable, mainly to enable the placement of the Tree of Wonders/Auto-Doc (requires 1 millionhealed in SG mode to unlock) into which you can empty (most of) your Inspiration tray in exchange for INF (giving you a good excuse to visit your SG Base after almost every mission). The Resurrection Circle/Basic Reclaimator falls into the category of "nice to have" if faceplanted and needing to Hospital in Hazard Zones that lack a Hospital.
  • Resurrection Circle/Basic Reclaimator (-50E / -25C)
  • Tree of Wonders/Auto-Doc (-50E / -15C)
  • Inspiration Storage/Inspiration Collector (-0E / -0C)
So the Infirmary costs -100 Energy and -40 Control to my base buget.

I like having two (mirrored) Workshops to "store all my stuff" in my SG Base, but I separate them out into Arcane and Tech themes.
The 2x2 Workshop room permits 9 storage items, 2 workshop items and 1 empowerment station. This works out quite nicely since SG Bases have a hard limit of up to 18 storage items for the entire base plot, so having 2 Workshops fits this need just fine. Crafting Tables (that use Energy and Control) are only needed "temporarily" in order to craft some items such as Oracle/Mission Computer (requires a Basic Crafing Table) along with the Basic Telepad (both types require a Basic Crafting Table) and the Magicked Telepad/Hacked Telepad (also requires a Basic Crafting Table) in order to make each item. Once the requisite number of crafted items have been crafted, the Crafting Table(s) can be deleted to reduce the drain on the Energy and Control budgets.
Empowerment Stations consume no Energy or Control.
Nor do any Invention Tables, although they do count against the limit of 2 workshop items.
In fact, the only Workshop item that consumes Energy and Control is the Personal Storage Vault, which costs -5 Energy and -5 Control ... and realistically, you only "want" 1 of these in your base (rather than 2) since they count against your limit of 9 storage items per Workshop room and against the limit of 18 storage items per SG Base Plot. However, once your account has unlocked the /Vault remote access command, the Personal Storage Vault item becomes relatively superfluous (and decorative).
This then leaves (effectively) 8 storage rack "slots" per Workshop room free, after accounting for the Inspiration rack in the Infirmary and the Personal Storage Vault.
I personally prefer to split this up into 6 Salvage Racks and 2 Enhancement Tables per Workshop (Arcane and Tech) so as to always have a sufficient reserve of salvage capacity to feed to alts on their rise towards Level 50.
  • Personal Storage Vault (-5E / -5C)
The only other rooms (on an 8x8 Plot with only 9 rooms) that would consume Energy and Control are going to be 2x2 Transport rooms.
  • Entry
  • Control
  • Energy
  • Medical
  • Workshop
  • Workshop
  • Transport
  • Transport
  • Transport
A Raid Teleportal/Raid Telepad will be so large as to essentially DOMINATE the 2x2 room space it is put into (they're just that big). Resign yourself to the notion that this will be the only non-decorative item in the room (since they accept no Aux connections) and just leave it at that. At least they skew more towards Energy consumption than Control consumption.
  • Raid Teleportal/Raid Telepad (-80E / -15C)
Whatever is left over from the Energy and Control budgets can be spent on Magicked Telepad/Hacked Telepad items (up to 2 per room for the other Transport rooms) and Teleport Beacons.
  • Magicked Telepad/Hacked Telepad (-50E / -25C per pad)
  • Teleport Beacon (-0E / -5C per beacon)



So an 8x8 Base Plot with nine 2x2 rooms in it that is Cathedral of Pain Trial capable has the following Energy and Control budget constraints put on it before installing zone teleporters in the final Transport rooms:
  • Entry
    • (-0E / -0C)
  • Control
    • Magic Axis/Mainframe (-50E / +50C)
      • Bookshelf/Database (-100E / +50C)
      • Bookshelf/Database (-100E / +50C)
      • Bookshelf/Database (-100E / +50C)
      • Oracle/Mission Computer (-20E / -10C)
  • Energy
    • Power Crystal/Basic Generator (+1000E / -0C)
      • Crystal Focus/Circuit Breaker (+150E / -0C)
      • Crystal Focus/Circuit Breaker (+150E / -0C)
  • Medical
    • Resurrection Circle/Basic Reclaimator (-50E / -25C)
    • Tree of Wonders/Auto-Doc (-50E / -15C)
    • Inspiration Storage/Inspiration Collector (-0E / -0C)
  • Workshop
    • Personal Storage Vault (-5E / -5C)
  • Workshop
    • (-0E / -0C)
  • Transport
    • Raid Teleportal/Raid Telepad (-80E / -15C)
  • Transport
  • Transport
This yields an Energy budget of +1300 generated and -555 consumed ... a net balance of +745 Energy ... so the Crystal Focus/Circuit Breaker Aux items are completely superfluous for this SG Base, making them essentially Decorative items.
This also yields a Control budget of +200 generated and -70 consumed ... a net balance of +130 Control ... which is going to be REALLY TIGHT for a base with multiple Magicked Telepad/Hacked Telepad connecting to up to 6 Teleport Beacons each (combined -50E / -55C per pad). Two such Telepads + 6 Beacons each would require -110 Control from the remaining +130 Control surplu, leaving only +20 Control remaining (sufficient to control 2 Basic Forges if you want to keep yours, but nothing more). Of course, if you really want you can exchange the Resurrection Circle/Basic Reclaimator for a third Magicked Telepad/Hacked Telepad (no net change in Energy or Control budgets), but would only have sufficient Control remaining to support a total of 4 more Teleport Beacons (combined -20C) ... or 5 Beacons if also deleting the Personal Storage Vault (which in turn frees up another storage slot for another Enhancement Table if needed).

Other options to spend the remaining +20 Control budget on would be 1-2x Spirit Signal/Robo-Surgery Aux item (-20E / -10C each) and/or 1-2x Contemplation Charts/Combat Logs (-15E / -5C each) after having unlocked the requisite SG healing badges (requires 5 million and 25 million healed in SG mode, respectively).








So ultimately, I'm probably going to wind up with something like this for my 8x8 Base Plot (and yes, I've been working this out while writing this post ... why do you ask?):

  • Entry
    • (-0E / -0C)
  • Control
    • Magic Axis/Mainframe (-50E / +50C)
      • Bookshelf/Database (-100E / +50C)
      • Bookshelf/Database (-100E / +50C)
      • Bookshelf/Database (-100E / +50C)
      • Oracle/Mission Computer (-20E / -10C)
  • Energy
    • Power Crystal/Basic Generator (+1000E / -0C)
      • Crystal Focus/Circuit Breaker (+150E / -0C)
  • Medical
    • Resurrection Circle/Basic Reclaimator (-50E / -25C)
    • Tree of Wonders/Auto-Doc (-50E / -15C)
    • Inspiration Storage/Inspiration Collector (-0E / -0C)
  • Workshop
    • Personal Storage Vault (-5E / -5C)
  • Workshop
    • (-0E / -0C)
  • Transport
    • Raid Teleportal/Raid Telepad (-80E / -15C)
  • Transport
    • Magicked Telepad/Hacked Telepad (-50E / -25C)
      • Teleport Beacon (-0E / -5C)
      • Teleport Beacon (-0E / -5C)
      • Teleport Beacon (-0E / -5C)
      • Teleport Beacon (-0E / -5C)
      • Teleport Beacon (-0E / -5C)
      • Teleport Beacon (-0E / -5C)
    • Magicked Telepad/Hacked Telepad (-50E / -25C)
      • Teleport Beacon (-0E / -5C)
      • Teleport Beacon (-0E / -5C)
      • Teleport Beacon (-0E / -5C)
      • Teleport Beacon (-0E / -5C)
      • Teleport Beacon (-0E / -5C)
      • Teleport Beacon (-0E / -5C)
  • Vault (really just a glorified 2x2 Decorative room analog)
    • (-0E / -0C)
Energy: +1150 - 655 = +495 surplus
Control: +200 - 180 = +20 surplus

Obviously a Blue Base will only have 12 of 24 possible Beacons to assign, but with the Trams, TUNNEL and Ouroboros Portal for supplemental alternatives for zoning, I honestly have a hard time seeing this as being much of a problem. In a lot of cases, the only times when teleporting to a zone will be a faster connection is when you need to transit 3 zones, rather than just 2, in order to get from where you are to where you want to be. This will then put a priority on having Teleport Beacons assigned to Hazard Zones, rather than the main transport hubs (although Dark Astoria and RWZ make compelling cases as possible destinations). Including Echo: Galaxy City and Echo: Dark Astoria in those Beacons will also make it easy for low level alts to acquire their own Ouroboros Portal at Level 14, without needing someone else to drop it for them.

However, a Blue Base will have the option of dropping the T1 Control Main items for a T2 Supercomputer instead (which will fit into a 1x2 base plot area, unlike the arcane counterpart that requires a 1x3 base plot area), provided you don't mind using a Tech Control theme (required) rather than an Arcane Control theme (T2 can't fit in a 2x2 room) in your base's control room. This change from the above costs another -150 Energy (net) while adding +300 Control (net), before connecting any of the Tech Aux items available. Needless to say, such an "upgrade" can EASILY make it possible to support another 2x Magicked Telepad/Hacked Telepad plus 12x Teleport Beacons in a third Transport room (just delete the Vault and replace it). That arrangement then gives your Blue Base access to all 24 Teleport Beacons with enough Energy and Control to spare for kitting out your Medical and Workshop rooms, assuming you aren't adding in all that many Defensive items just for shizzle (why bother other than for decoration on an 8x8 Hidden Base?).

A Red Base will only need 10 Beacons to access all the Red zones, adding +10 Control surplus (yielding +30 total) back into the budget which can then be spent on other priorities (such as the aforementioned 2x Spirit Signal/Robo-Surgery and 2x Contemplation Charts/Combat Logs, just for symmetrical placement shizzle).

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