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Messages - Redlynne

#136
Quote from: Redlynne on Jul 31, 2024, 09:32 AMFor one thing, Hybrid: T4 Control (either) is very nearly a complete waste of effort (compared to the alternatives) on my build.

Hybrid: T4 Control Core can basically buff Distortion Field(?) and Time Stop with the 33% chance +1 Mag (to Hold, for these 1-2 powers).
In order to make use of the bonus Psionic damage to controlled Foes, they either have to be Held (Distortion Field and/or Time Stop), Confused (Interface: Cognitive proc) or Immobilized (Interface: Spectral proc) or Sleeping (Jounin: Blinding Powder, yeah right!) ... and the bonus damage only accrues when my Mastermind attacks personally. My Ninjas don't "inherit" the buff effects of Hybrid (because it's a Click power, not an Auto power like Alpha, Interface and Genesis are). Still, when fighting around Controllers/Dominators, chances are "decent" that AoE controls are going to be in play, so there is at least some synergy to be had there ... and the added Mez Resistances are kind of nice.

Did a little testing in Imperial this morning, trying to get a feel for how Distortion Field interacts with Hybrid: T4 Control Core.
To my astonishment, according to the Combat Log CASTING Distortion Field did indeed occasionally invoke the 33% chance to proc +1 Mag effect. However, as with all pseudo-pet powers, any procs slotted on the caster are not "inherited" by the pseudo-pet. Therefore, when Distortion field is initially cast, it can gain the +1 Mag to Hold buff ... but any subsequent 2-3% chance procs for Hold do NOT get the bonus +1 Mag from Hybrid: T4 Control Core.

What was fun was that I've got a 5-slot Superior Winter Set with Cold proc (4.5PPM) slotted into Distortion Field ... so upon casting and every 10 seconds after that, I would see chances to proc Cold damage simply 1-shotting Minions and Lieutenants while testing against Syndicate groups on the streets around Studio 55, no Ninjas required. I've also got a Basilisk's Gaze proc (3.5PPM) slotted into Distortion Field as well, which would occasionally proc a Controlled in orange with the damage but the $Target would not be held, so I figure that was the Basilisk's Gaze doing its thing of adding -25% Recharge debuffing for 10 seconds on top of Distortion Field's "native" -50% Recharge debuffing ... so without the proc, recharge times are 2x as long, but with the Basilisk's Gaze proc become 4x as long, which I figure is "just as good as a +2 Mag Hold proc for 6 seconds" under most nominal circumstances, before Incarnate Slotting factors into things.

I promise, I'm going to be bringing this back around to where Interface comes into the picture again.



My current thinking is that if Hybrid: T4 Control Core adds Waylay Psionic damage to any personal attack that does damage to a Foe who is already Mezzed (confuse, fear, hold, immobilize, sleep or stun), then it may be advantageous to remove the Basilisk's Gaze proc from Distortion Field and replace it with Lockdown (for more Hold mag stacking). This would also mean that Interface: Cognitive and Spectral start rising in value for my build again, because of the Confuse and Immobilize procs on Interface respectively, increasing the opportunities for bonus Psionic damage while Hybrid: Control Core is active. Additionally, Judgement: T4 Cryonic Radial and Judgement: T4 Ionic Radial both have a 25% chance of a mag 4 Hold for 12 seconds, which can then be exploited by Hybrid: T4 Control Core (when active) for bonus Waylay Psionic damage happening in follow up attacks after using Judgement.

And THAT is just one example of how tweaking a single slot in a build can have a cascade of knock on effects that reverberate throughout a build to shift its optimization onto a new path that otherwise wouldn't have even been considered previously.



Show your math work for Proc chances in Distortion Field.

Level 16: Distortion Field

    (A) Basilisk's Gaze - Chance of -Recharge: Level 10
    (34) Superior Winter Storm - Recharge/Chance for Cold Damage: Attuned
    (36) Superior Winter Storm - Accuracy/Slow: Attuned
    (37) Superior Winter Storm - Damage/Slow: Attuned
    (42) Superior Winter Storm - Accuracy/Damage/Slow: Attuned
    (42) Superior Winter Storm - Damage/Endurance/Slow: Attuned

Distortion Field: Lockdown (2.5 PPM), Basilisk's Gaze (3.5 PPM), Superior Winter Storm (4.5 PPM)

    2.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 12.82% per $Target
    3.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 17.95% per $Target
    4.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 23.08% per $Target

In other words, switching from Basilisk's Gaze to Lockdown means a -5.13% proc chance loss.
Basilisk's Gaze has a 10 second duration while Lockdown has a 6 second duration ... but Distortion Field (as a pseudo-pet) has a 45 second duration, meaning that there are a total of 5 opportunities to proc @ casting, +10, +20, +30 and +40 seconds of duration against @Targets within the 20 ft radius AoE of the psuedo-pet. However, that change from Basilisk's Gaze to Lockdown simultaneously raises the value of using Hybrid: T4 Control Core, particularly when adding Time Crawl and Time Stop into the mix for HOLD IT RIGHT THERE! spectacles of "you're not going anywhere" as part of my standard attack chain (Time Crawl, Time Stop, Fistful of Arrows, Aimed Shot, repeat) where being able to stack enough Hold mag "in a hurry" turns into an opportunity for bonus damage ON TOP OF what Interface procs can ALSO bring into the mix. Throw in Judgement: Cryonic Radial or Judgement: Ionic Radial for "bonus Hold mag procs" on top of everything else ... and this is starting to look somewhat promising.



I'm even starting to question the choice between Interface: Cognitive Core and Radial along with Interface: Spectral Core and Radial because of the influence of Hybrid: Control Core.
Why?
Because with Genesis: T4 Socket adding +10% proc chance to Interface slotting, you wind up with this:

Cognitive
Confuse (30% Core / 20% Radial), stacks up to 4 times collectively: 4.3 seecond magnitude 2 confuse
Psionic DoT (35% Core / 85% Radial), stacks up to 8 times collectively: 10.709 psionic damage per second for 4.3 seconds

Spectral
Immobilize (35% Core / 22.5% Radial), stacks up to 4 times collectively: 4.3 second magnitude 2 immobilize
Negative DoT (35% Core / 85% Radial), stacks up to 8 times collectively: 13.3863 negative damage per second for 4.3 seconds

In the broader scheme of things, the bonus Psionic damage from Hybrid: Control Core is going to exceed the bonus Psionic damage from Interface: Cognitive DoT procs ... IF ... Foes are controlled (confuse, fear, hold, immobilize, sleep or stun), and Confused Foes can do "additional damage" with their own attacks (assuming they haven't been recharge debuffed too heavily and have spammed away all of their attacks). A broadly similar case can be made for Interface: Spectral, although Immobilize offers far less in the way of mitigation than Confuse does. However, AV/GMs should not be highly protected against Immobilize, unlike all other Mez Protection that they're offered by their AV/GM rank, so if the desire is to have a Foe controlled to proc extra damage from Hybrid: Control Core then Spectral wins out for having the highest proc chance of stacking AND being the most likely to overcome AV/GM Mez Protection levels in order to allow Hybrid: Control Core to proc additional Psionic damage.

Conversely, the choice of Interface: Cognitive would offer "superior mitigation" via occasional Confuse stacks among lower ranking Minions, Lieutenants, Bosses and Elite Bosses ... so it's really a question of where to weight your INFluence on the battlefield during iTrials.



You see, it's all connected ...  8)

Even in builds that are not "overflowing" with hard controls, it's still possible to "backdoor" your way into having some "respectable" level of control that you can exert to make everyone's life easier (including your own).
You just have to theorycraft you way to a solution and decide if it's "right" for you or not.
#137
QuoteGravitic
Recharge (75% Core and Radial), stacks up to 4 times collectively: -10% recharge for 8.3 seconds
Recovery (50% Core and Radial), stacks up to 4 times collectively: -10% recovery for 8.3 seconds
(75% Core) Movement, stacks up to 4 times collectively: -10% jump height, run speed, flying speed, jumping speed for 8.3 seconds
(75% Radial) Special, stacks up to 4 times collectively: -10% STRENGTH defense (ALL), healing, -tohit, run speed, flying speed, confuse, terrorize, hold, immobilize, stun, sleep, knockup, knockback, repel for 8.3 seconds

Been doing some testing in iTrials using the Interface: T4 Gravitic Radial to deliver Recharge, Recovery and Special debuffing ... and in the process, I've noticed an extremely important distinction about the Special debuffs. I had to confirm my suspicions using City of Data v2.0 used by Homecoming, but it all bears out.



Interface: Diamagnetic gets coded as -ToHit debuffing and -Regeneration debuffing for its proc effects.
Interface: Gravitic Radial gets coded as defense (ALL), healing, tohit, run speed, flying speed, confuse, terrorize, hold, immobilize, stun, sleep, knockup, knockback, repel STRENGTH debuffing

If I'm interpreting the nuances here correctly, that means that the Special debuff proc does not modify "base" values for all of those effects (except Defense, because Defense MUST ALWAYS SUFFER!).
Instead, what the Special debuff proc does is "reduced the strength of powers that ADD those effects" to affected $Targets.



So to illustrate the difference ... let's say I'm attacking Generic Mob NPC (Local 1731).


  • If I'm using Interface: Diamagnetic, then 4x stacks of -ToHit debuff procs will stack up to -20% to -24% ToHit debuffing to that PvE $Target and work "just like +Defense" for myself (and my Allies) when they attack.
  • If I'm using Interface: Gravitic and the PvE $Target has a power akin to Time's Juncture yielding -ToHit debuffing ... then a 4x stack of -ToHit strength debuff procs will stack up to -40 to -48% ToHit debuffing would reduce the effective yield of -ToHit offered by that Time's Juncture power affecting myself (and my Allies).
  • If I'm using Interface: Gravitic and the PvE $Target has no -ToHit Buffs of any kind on it ... then a 4x stack of -ToHit strength debuff procs will yield No Appreciable Change to that PvE $Target's chances to hit. The Special debuff has "nothing to grab onto to debuff" as far as -ToHit buffing is concerned ... so -40% to -48% "of nothing" is most definitely NOTHING.

The one exception to this How To Compute Special Debuffing factor is Defense. Because Defense must ALWAYS be PUNISHED (as much, if not more, than the Regeneration powerset), the Gravitic Radial Special proc for debuffs will ALSO debuff Base Defense (ALL), in addition to debuffing each Positional Defense Buff (M/R/AoE) and each Typed Defense Buff (S/L/C/F/E/N/P/T) power that affected $Targets have.



So if I'm understanding correctly, Interface: Gravitic is a more subtle and nuanced debuff proc than I had been at first assuming, with regards to the Special proc.
It's also something that doesn't necessarily offer all that many advantages to a well slotted Time Manipulation build that is already flooring Recharge and Movement (via Time Crawl and Distortion Field slotted with procs and enhanced for slow). Most of what the Gravitic procs are doing winds up being "redundant" due to hitting debuff caps (-Recharge is capped at -75%, which causes powers to take 4x as long to recharge, for example).



There are, however, some interesting synergies with a variety of other builds to be had.
The Special debuff of Gravitic Radial reduces all Mez durations, which synergizes very nicely with Mez Resistances to reduce the duration of Mez powers that Mob NPCs can throw out. During last night's iTrials, when I had Hybrid: Control slotted (mainly for the extra Mez Resists auto effect) that in combination with the Interface: Gravitic Radial I was seeing dramatically shorter durations on Holds and other Mez effects being thrown around by Seers in the Lambda run we did. Instead of being locked down for ~8-10 seconds, I would instead be locked down for ~4 seconds before shaking off the Mez. So this combination of Interface: Gravitic Radial and Hybrid: Control could have important implications for various otherwise "squishy" builds that lack Mez Protections and who want to minimize their durations for being Mezzed.

I can easily imagine this particular insight being very useful to Controllers and Dominators, since it will reduce their vulnerability to being Mezzed themselves. However, for the Interface slot to proc, an attack power must natively do damage ... so Crushing Field in Gravity Control (Target AoE Immobilize) will proc Gravitic, but Gravity Distortion Field in Gravity Control (Target AoE Hold) will not.

Even Blasters can benefit from use of Interface: T4 Gravitic Core since it will debuff movement in ways that make it difficult for Foes to "bumrush" your Blaster. The movement debuffing can thus "give you more time" as a Blaster to "mow stuff down" before they get to you and you need to move away from being vulnerable to melee. Likewise, if you want to spend less time locked down by Mez effects, you can use Interface: T4 Gravitic Radial to help mitigate those Mez durations "offensively" via Special debuff procs.



However, the big disappointment for me (and my Ninja/Time build) is that Interface: Gravitic just isn't that optimal a choice for me and my build.
For one thing, the Ninjas attack so fast that they will rapidly hit the debuff stack limit all by themselves, just by attacking. However, if they get spread out (attacking in parallel on different $Targets, rather than concentrating on one $Target) then the Gravitic procs they're delivering really aren't helping my Ninjas all that much. There's this peculiar blend of Too Much/Not Enough going on, mixed in with "never the right thing for what you were actually wanting" happening that is kind of disappointing when it gets put into practice.

For one thing, Hybrid: T4 Control (either) is very nearly a complete waste of effort (compared to the alternatives) on my build.

Hybrid: T4 Control Core can basically buff Distortion Field(?) and Time Stop with the 33% chance +1 Mag (to Hold, for these 1-2 powers).
In order to make use of the bonus Psionic damage to controlled Foes, they either have to be Held (Distortion Field and/or Time Stop), Confused (Interface: Cognitive proc) or Immobilized (Interface: Spectral proc) or Sleeping (Jounin: Blinding Powder, yeah right!) ... and the bonus damage only accrues when my Mastermind attacks personally. My Ninjas don't "inherit" the buff effects of Hybrid (because it's a Click power, not an Auto power like Alpha, Interface and Genesis are). Still, when fighting around Controllers/Dominators, chances are "decent" that AoE controls are going to be in play, so there is at least some synergy to be had there ... and the added Mez Resistances are kind of nice.

Hybrid: T4 Control Radial is pretty much an even bigger waste of time for a Ninja/Time Mastermind.
The Immobilize > Fear > Stun progression WORKS ... but I've only got 2 direct damaging powers (procs deal a LOT of damage in my build!) ... Aimed Shot and Fistful of Arrows from my Ninja primary. Time Manipulation has NO damage dealing powers in it. Mastermind primary powersets offer only 3 damaging powers (2 single target ranged, 1 AoE (Cone or Target)) and I've only taken 2 personal attacks. So there's actually VERY LITTLE to work with when it comes to making "good use" of the Hybrid: T4 Control Radial. That said, with all the recharge in my build (Chrono Shift, Hasten, Global Recharge) I can more or less Aimed Shot/Fistful of Arrows/Aimed Shot/pause for a sustained duration to "spread the pain" in front of me ... and THAT is actually relatively effective at implementing the Immobilize > Fear > Stun progression when this Hybrid is active. Unfortunately, the yield is basically redundant. The Mez effects stack too slowly on anything Lieutenant rank or higher to be meaningfully useful. I'll see the Mez stack "finally taking effect" just in time to see that $Target defeated (defeat is the better debuff, let's be honest here), so the value of the effort is minimal and only pays off "at the end" when the contest is mostly over anyway. So the effects are good against $Targets that get flattened "almost instantly" while also taking too long to develop against $Targets that "take some effort" to put down. The Mez Resist buff is nice, but that's about all the value that I was extracting from this Hybrid choice on the regular.



I think the next combination I want to try in iTrials for my Ninja/Time Mastermind is:
Alpha: T4 Intuition Radial (+33% Hold, Defense Debuff, Damage, Slow) (+20% Range, ToHit Debuff)
Interface: T4 Diamagnetic Core (100% proc -6% ToHit Debuff for 8.3 seconds, max stack 4x) (50% proc -10% Regeneration for 8.3 seconds, max stack 4x)
Hybrid: T4 Control Core (33% proc +1 Mag for 10 seconds) (+Psionic damage to controlled Foes, think Containment) (+Mez Resists)
Genesis: T4 Socket Radial (+10% global Interface proc chances) (+10% Max HP) (+10% Max END) @ Levels 45+ / (25% proc for -Resist debuff) (75% proc for Fire DoT) @ Levels 44-
#138
Something else for Masterminds to be mindful of when selecting your Incarnate slotting choices.

Pets "inherit" the effects of Alpha and Interface slotting from their casters, but Genesis: Socket interacts with Interface and Pets ALSO inherit the effects from the Socket slotting. This brings up the possibilities of synergizing the Alpha and Interface (plus Genesis: Socket?) into being even more optimally effective.

=====

Cognitive
Confuse (20% Core/10% Radial), stacks up to 4 times collectively: 4.3 second magnitude 2 confuse (I know the text says 12.5%, but the power data says 10%)
Psionic DoT (25% Core/75% Radial), stacks up to 8 times collectively: 10.709 psionic damage per second for 4.3 seconds

Alpha: T4 Nerve Radial Paragon enhances Confuse durations by +33%.
Alpha: T4 Vigor Radial Paragon enhances Confuse durations by +33%.
Either of these alpha slot options will enhance the Cognitive proc for Confuse from 4.3 seconds to 5.7 seconds of magnitude 2. This is relevant, particularly for Masterminds (whose Pets can output "a lot of attacks" in parallel relatively quickly), because a 5.7 second duration CAN BE long enough to stack procs during "sustained bombardment" of single $Targets by your Mastermind and Pets in order to Confuse more than "just Minions" long enough to be appreciated.

=====

Diamagnetic
ToHit (100% Core/50% Radial), stacks up to 4 times collectively: -5% tohit for 8.3 seconds
Regeneration (50% Core/100% Radial), stacks up to 4 times collectively: -10% regeneration for 8.3 seconds

Alpha: T4 Intuition Radial Paragon enhances ToHit Debuffs by +20%.
Alpha: T4 Musculature Radial Paragon enhances ToHit Debuffs by +20%.
Either of these alpha slot options will enhance the ToHit Debuff procs from to be -6% instead of -5% of ToHit Debuff. Stacked 4x that yields a max stack of -24%.

=====

Gravitic
Recharge (75% Core and Radial), stacks up to 4 times collectively: -10% recharge for 8.3 seconds
Recovery (50% Core and Radial), stacks up to 4 times collectively: -10% recovery for 8.3 seconds
(75% Core) Movement, stacks up to 4 times collectively: -10% jump height, run speed, flying speed, jumping speed for 8.3 seconds
(75% Radial) Special, stacks up to 4 times collectively: -10% STRENGTH defense (ALL), healing, tohit debuffs, run speed, flying speed, confuse, terrorize, hold, immobilize, stun, sleep, knockup, knockback, repel for 8.3 seconds

Alpha: T4 Agility Core Paragon enhances Endurance Modification by +45%. This means -14.5% recovery for 8.3 seconds per proc (up to 4 times), max stack -58%.
Alpha: T4 Agility Radial Paragon enhances Endurance Modification by +33%. This means -13.3% recovery for 8.3 seconds per proc (up to 4 times), max stack -53.2%.
Alpha: T4 Musculature Radial Paragon enhances ToHit Debuffs by +33%. This means -13.3% recovery for 8.3 seconds per proc (up to 4 times), max stack -53.2%.

Alpha: T4 Intuition Radial Paragon enhances Slow Movement by +33%.
Alpha: T4 Spiritual Radial Paragon enhances Slow Movement by +33%.
Either of these alpha slot options will enhance the Slow Movement procs from to be -13.3% for 8.3 seconds per proc (up to 4 times), max stack -53.2%.

Alpha: T4 Intuition Radial Paragon enhances Defense Debuff by +33%.
Alpha: T4 Musculature Radial Paragon enhances Defense Debuff by +33%.
Either of these alpha slot options will enhance the Defense Debuff procs from to be -13.3% for 8.3 seconds per proc (up to 4 times), max stack -53.2%.

Alpha: T4 Intuition Radial Paragon enhances ToHit Debuffs by +20%.
Alpha: T4 Musculature Radial Paragon enhances ToHit Debuffs by +20%.
Either of these alpha slot options will enhance the ToHit Debuff procs from to be -12% instead of -10% of ToHit Debuff. Stacked 4x that yields a max stack of -48%.

The synergies between Alpha: Intuition and Interface: Gravitic are remarkably STRONG (Slow, Defense Debuff, ToHit Debuff) ... closely followed by the combination of Alpha: Musculature and Interface: Gravitic (Recovery Debuff, Defense Debuff, ToHit Debuff).
The combination of Alpha: Agility and Interface: Gravitic is particularly notable for builds oriented around Endurance Draining, since the additional -Recovery Debuffing in this combination is so powerful, relative to Interface: Preemptive.
The combination of Alpha: Spiritual and Interface: Gravitic ought to be advantageous for HEAT and VEAT builds that need to obtain high +Recharge in order to make their builds "function" at a desirable tempo, while ALSO "debuffing the stuffing" out of Foes in ways that significantly lower threat levels to PCs.

Also note that for Masterminds (whose Pets can output "a lot of attacks" in parallel relatively quickly), because the Slow stack procs during "sustained bombardment" of single $Targets by your Mastermind and Pets can yield some pretty severely debilitating debuff stacks "in a hurry" that can mitigate problems with runners. Not quite an Immobilize (Movement Debuffing), not quite a Hold (Recharge Debuffing), but certainly close enough to "make things interesting" without needing to rely on stacking enough magnitude to achieve either outcome (Immobilize or Hold) against higher ranked Foes (Lieutenant, Boss, Elite Boss, etc.). Additionally, for Masterminds who rely on a combination of +Defense and -ToHit Debuff as their go to protection scheme (such as what Time Manipulation offers), the combination of Alpha: Intuition and Interface: Gravitic can be especially synergistic for both Mastermind AND Pet survival, while also reducing the risk of extended Mez durations by additionally debuffing Foe Mez powers when using the Gravitic Radial Flawless Interface ("squishies" will thank you later/eventually for that, if they ever realize the difference you're bringing to the Mez Problem™). Shorter Mez durations combined with longer recharge times due to -Recharge Debuffing, particularly if "well distributed" into Foes can make quite a difference to anyone who isn't a Melee Monster build.

Add Genesis: Socket for up to +10% proc rates and a single Player can relatively easily "max stack" the debuffs from Gravitics by themselves.
Add Genesis: Socket for up to +10% proc rates and a Mastermind's Pets can very nearly "solo" Foes individually, generating a "max stack" of debuffs from Gravitics on EACH Foe by themselves.
The tradeoff for this "tour de force" of debuffing power is that Gravitic does not add any DoT options ... however, depending on your build, the tradeoff of "better survival through debuffing" versus "faster defeating through DoTs" may be worth it for the "squishier" types of builds that still have gaps in their protection schemes.

=====

Paralytic
Defense (75% Core/25% Radial), stacks up to 4 times collectively: -2.5% base defense for 8.3 seconds
Damage (25% Core/75% Radial), stacks up to 4 times collectively: -5% damage for 8.3 seconds

Alpha: T4 Intuition Radial Paragon enhances Defense Debuff by +33%.
Alpha: T4 Musculature Radial Paragon enhances Defense Debuff by +33%.
Either of these alpha slot options will enhance the Defense Debuff procs from to be -6.65% for 8.3 seconds per proc (up to 4 times), max stack -26.6%.

=====

Preemptive
Endurance/Recovery (75% Core/25% Radial), stacks up to 4 times collectively: -1% endurance per second for 4.3 seconds, -5% recovery for 4.3 seconds
Energy DoT (25% Core/75% Radial), stacks up to 8 times collectively: 13.3863 energy damage per second for 4.3 seconds

Alpha: T4 Agility Core Paragon enhances Endurance Modification by +45%. This means -7.25% recovery for 4.3 seconds per proc (up to 4 times), max stack -29%.
Alpha: T4 Agility Radial Paragon enhances Endurance Modification by +33%. This means -6.65% recovery for 4.3 seconds per proc (up to 4 times), max stack -26.6%.
Alpha: T4 Musculature Radial Paragon enhances ToHit Debuffs by +33%. This means -6.65% recovery for 4.3 seconds per proc (up to 4 times), max stack -26.6%.

I don't know about anyone else, but I'm getting the feeling that the Preemptive "drain proc" isn't all that powerful, particularly compared to the recovery debuffing power of Interface: Gravitic (2x the debuff and 2x the duration per proc, same x4 stacking limit). However, ideally any Sapper build would appreciate having BOTH a max stack of Gravitic AND Preemptive procs debuffing blue bar(s) towards zero (and keeping them there for extended durations). I would imagine the preference would be for Masterminds (and their Pets) to be dishing out Interface: Gravitic procs as quickly as possible, while the Electric (and Kinetics) builds rely on Preemptive to augment their native DRAIN powers. Against AV/GM type "hard targets" in iTrials, I would imagine that combination ought to be relatively effective in helping Sapper builds "do their thing" of Blue Bar Denial to Foes.

=====

Spectral
Immobilize (25% Core/12.5% Radial), stacks up to 4 times collectively: 4.3 second magnitude 2 immobilize
Negative DoT (25% Core/75% Radial), stacks up to 8 times collectively: 13.3863 negative damage per second for 4.3 seconds

Alpha: T4 Musculature Core Paragon enhances Immobilization by +33%.
Alpha: T4 Musculature Radial Paragon enhances Immobilization by +33%.
Alpha: T4 Resilient Core Paragon enhances Immobilization by +33%.
Alpha: T4 Resilient Radial Paragon enhances Immobilization by +33%.
Any of these alpha slot options will enhance the Spectral proc for Immobilize from 4.3 seconds to 5.7 seconds of magnitude 2. This is relevant, particularly for Masterminds (whose Pets can output "a lot of attacks" in parallel relatively quickly), because a 5.7 second duration CAN BE long enough to stack procs during "sustained bombardment" of single $Targets by your Mastermind and Pets in order to Immobilize more than "just Minions" long enough to be appreciated.

=====

And it's only AFTER doing up this analysis that I think I'm going to change my preferred Interface slotting from Spectral Radial (for the DoT) to Gravitic Radial (for the deep debuffing stacks) on my Ninja/Time Mastermind build. Fortunately, I'll have an opportunity to test out the swap during iTrials tonight.

A side benefit of making this change from Spectral to Gravitic will be that I'll have more "margin" to choose something other than Hybrid: T4 Support Radial as my preferred slotting there.
Hybrid: T4 Control (Core or Radial) does not "proliferate" out to Pets (as near as I can determine so far), but being able to add Mez Effects to my rapid fire Aimed Shot+Fistful of Arrows personal attacks as a Ninja/Time Mastermind ought to have some interesting side effects.
#139
Needless to say, there have been ... some changes (informed by actual gameplay here on Rebirth) ... that have prompted me to make yet another (next) revision relative to the previous builds which you can find here in the Mastermind Builds forum at these links:
The main changes in this build relative to the v2.2 is some shifting of powers and slotting to improve efficiency even further than the previous iterations were able to achieve.

The biggest difference is the synergistic effects of slotting Fistful of Arrows with a Positron's Blast proc for extra energy damage relatively frequently, which can cause the damage output of Fistful of Arrows increase by ~2x per use (so the proc behaves a lot like a critical hit), laying down a respectable amount of damage throughput from a Mastermind Personal Attack that does AoE (Cone). The slotting that I use in this build extends the Cone range out to a VERY respectable distance, greatly enhancing its area of effect far in excess of what could be achieved by slotting the Rolling Barrage set exclusively (frankenslotting is the way to go with Cone attacks!).

I've also selected Interface: Diamagnetic Core for its (base) 100% chance to proc a -5% ToHit Debuff when making attacks that natively deal damage (proc damage does not count for this). While my Mastermind can only take advantage of the Diamagnetic Core proc for -ToHit Debuff with a mere 3 attacks (Snap Shot, Aimed Shot and Fistful of Arrows), all of my Ninja Pets "inherit" the Interface proc from me, so they're all applying -ToHit Debuffs to everything they attack (dramatically improving their net protection).

I've also shifted some power picks and slots around to drop Smoke Flash (which I barely ever use, mainly because it's too disruptive and "clunky" to use well due to requiring far too much "set up" time and attention) and replace it with Snap Shot which can then be 6-slotted with the Decimation set. The Decimation - Chance for Buildup proc is ironically best leveraged by how much bonus damage can be generated by "shooting into traffic" with Fistful of Arrows while buffed by the Decimation Buildup proc. I figure that with "typical self buffing" levels for recharge reduction, I ought to be able to shoot TWO Fistful of Arrows before the Buildup proc expires (after 5.25 seconds). The important thing here is that the second Fistful of Arrows needs to START animating before the 5.25s buff time expires ... it doesn't need to END animating before 5.25s of buff time expires, allowing a little bit of "overhang" in animation time totals beyond the 5.25s mark. Reclaiming Snap Shot for the personal attack rotation means a higher possible rate of fire when shooting into $Target rich environments.





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






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

So everything you see below is a manual "by hand" transcription from what my build looks like inside the game copied into this posting. If someone would like to transcribe everything I've written here into Mids' Reborn so as to do a "proper" export (with full details and code hash), that would be welcome, since there are some relatively significant changes from the previous iteration (-1 Pool for starters).

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

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

Praetorian Profile:

Level 1: Call Genin
  • (A) Overwhelming Force - Accuracy/Damage: Attuned
  • (3) Overwhelming Force - Accuracy/Damage/Endurance: Attuned
  • (3) Overwhelming Force - Accuracy/Damage/Endurance/Recharge: Attuned
  • (5) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Attuned
  • (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) Pacing of the Turtle - Accuracy/Endurance: 50+5
Level 2: Snap Shot
  • (A) Decimation - Accuracy/Damage: 27+5
  • (5) Decimation - Damage/Endurance: 27+5
  • (7) Decimation - Damage/Recharge: 27+5
  • (11) Decimation - Accuracy/Endurance/Recharge: 27+5
  • (19) Decimation - Accuracy/Damage/Recharge: 27+5
  • (23) Decimation - Chance for Buildup: Level 25
Level 4: Temporal Mending
  • (A) Preventive Medicine - Chance for +Absorb: Level 20
  • (42) Preventive Medicine - Heal: Level 27
  • (42) Preventive Medicine - Heal/Endurance: Level 27
  • (42) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (43) Preventive Medicine - Heal/RechargeTime: Level 27
  • (43) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
Level 6: Train Ninjas
  • (A) Endurance Reduction IO: Level 50
Level 8: Aimed Shot
  • (A) Apocalypse - Damage: Attuned
  • (9) Apocalypse - Accuracy/Damage/Recharge: Attuned
  • (9) Apocalypse - Accuracy/Recharge: Attuned
  • (11) Apocalypse - Damage/Endurance: Attuned
  • (19) Apocalypse - Chance of Damage(Negative): Attuned
  • (25) Gladiator's Javelin - Chance of Damage(Toxic): Level 10
Level 10: Time's Juncture
  • (A) Superior Witchcraft - Universal Debuff: Attuned
  • (34) Superior Witchcraft - Accuracy/ Universal Debuff: Attuned
  • (37) Superior Witchcraft - Universal Debuff/Endurance/Recharge: Attuned
  • (37) Superior Witchcraft - Accuracy/Endurance/Recharge: Attuned
Level 12: Call Jounin
  • (A) Superior Command of the Mastermind - Accuracy/Damage: Attuned
  • (13) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge: Attuned
  • (13) Superior Command of the Mastermind - Damage/Endurance: Attuned
  • (15) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Attuned
  • (15) Edict of the Master - Defense Bonus: Level 15
  • (17) Superior Witchcraft - Chance for Res Debuff: Attuned
Level 14: Fistful of Arrows
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (17) Rolling Barrage - Damage/Endurance: Level 27+5
  • (33) Positron's Blast - Chance of Damage(Energy): Level 20
  • (33) Annihilation - Chance for Res Debuff: Level 20
  • (34) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (34) Hamidon Origin: Centriole Exposure++ (Damage/Range)
Level 16: Distortion Field
  • (A) Basilisk's Gaze - Chance of -Recharge: Level 10
  • (39) Superior Winter Storm - Recharge/Chance for Cold Damage: Attuned
  • (39) Superior Winter Storm - Accuracy/Slow: Attuned
  • (40) Superior Winter Storm - Damage/Slow: Attuned
  • (40) Superior Winter Storm - Accuracy/Damage/Slow: Attuned
  • (40) Superior Winter Storm - Damage/Endurance/Slow: Attuned
Level 18: Temporal Selection
  • (A) Regenerative Tissue - +Regeneration: Level 10
  • (43) Regenerative Tissue - Heal/Endurance: Level 27
  • (45) Regenerative Tissue - Endurance/Recharge: Level 27
  • (45) Regenerative Tissue - Heal/Recharge: Level 27
  • (45) Regenerative Tissue - Heal/Endurance/Recharge: Level 27
Level 20: Time Stop
  • (A) Superior Entomb - Accuracy/Endurance/Hold: Attuned
  • (21) Gladiator's Net - Chance of Damage(Lethal): Level 10
  • (21) Neuronic Shutdown - Chance of Damage(Psionic): Level 10
  • (23) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 20
  • (25) Lockdown - Chance for +2 Mag Hold: Level 30
  • (50) Unbreakable Constraint - Chance for Smashing Damage: Level 50
Level 22: Stealth
  • (A) Karma - Knockback Reduction (4 points): Level 10
  • (46) Shield Wall - Teleport Protection, Res(All): Level 10
  • (46) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 24: Grant Invisibility
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
Level 26: Oni
  • (A) Superior Mark of Supremacy - Accuracy/Damage: Attuned
  • (27) Superior Mark of Supremacy - Accuracy/Endurance: Attuned
  • (27) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Attuned
  • (29) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen: Attuned
  • (29) Sovereign Right: Resist Bonus: Level 25
  • (31) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30
Level 28: Farsight
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
  • (31) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)
  • (33) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)
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) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50+5
  • (36) Shield Breaker - Accuracy/Endurance/Recharge: Level 27+5
  • (36) Shield Breaker - Chance for Lethal Damage: Level 10
  • (36) Achilles' Heel - Chance for Res Debuff: Level 10
  • (37) Touch of Lady Grey - Chance for Negative Damage: Level 21
Level 38: Chrono Shift
  • (A) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 41: 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 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
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+5
  • (23) Performance Shifter - EndMod/Accuracy: Level 27+5
Level 4: Ninja Run
Level 1: Prestige Power Surge
  • (A) Run Speed IO: Level 50
Level 1: Genin
Level 12: Jounin
Level 26: Oni

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






Proc chances:
Snap Shot:Decimation (1.0 PPM)
  • 1.0 * ((2 / ( 1 + 68.5 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 6.50% (Pre-clamp: 3.64%)
Aimed Shot: Apocalypse (4.5 PPM), Gladiator's Javelin (3.5 PPM)
  • 3.5 * ((4 / ( 1 + 59.62 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 20.45%
  • 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), Positron's Blast (3.5 PPM)
  • 3.0 * ((8 / ( 1 + 0 / 100 )) + 1.17) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 24.52% per $Target
  • 3.5 * ((8 / ( 1 + 0 / 100 )) + 1.17) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 28.61% 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: Basilisk's Gaze (3.5 PPM), Superior Winter Storm (4.5 PPM)
  • 3.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 17.95% per $Target
  • 4.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 23.08% per $Target
Time Stop: Gladiator's Net (3.5 PPM), Neuronic Shutdown (3.5 PPM), Ghost Widow's Embrace (3.5 PPM), Lockdown (2.5 PPM), Unbreakable Contstraint (4.5 PPM)
  • 2.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 75.71%
  • 3.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 105.99%)
  • 4.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 136.28%)
Slowed Response: Shield Breaker (3.5 PPM), Achilles' Heel (3.5 PPM), Touch of Lady Grey (3.5 PPM)
  • 3.5 * ((90 / ( 1 + 47.6 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 96.77%) per $Target
#140
Quote from: Generator on Jul 01, 2024, 10:36 AMTrying Ageless Destiny will be an experimental move for me.  I'm going to see if I can get by with just Inner Will to deal with mez (no it's not Perma, but if it's "enough", that's all I need).  And hey if it doesn't work out as well as I want, I can pivot to Clarion later.

Depends on what you're wanting out of your Destiny slot.
In my experience (running iTrials, where Incarnate slotting is most relevant) Ageless is substantially superfluous (not entirely, just mostly). Most builds do not still have END problems by the time they reach 50 and and getting slotted out with Incarnates (and if they do have END problems, they need to be rebuilt in Mids' so they don't have END problems). The other substantially beneficial boost from Ageless is the +Recharge option ... but even then, by the time you reach 50, most builds "have enough +Recharge" in them already and either don't "need" more or they can't make all that much use of "more" +Recharge from Ageless. So in that respect, I often times look upon Ageless as being more of a crutch for poor build choices than an advantage which cannot be obtained by other means.

My personal Go To(s) for Destiny slotting are either Clarion (mez protection, but I tend to go Radial for the Power Boost and +Range buffing) or Rebirth (my preference is for Radial over Core). Clarion Radial is nice on builds which have a significant share of controls (soft and hard) which prefer to fight beyond melee range. Rebirth Radial is great because all of the "healing" (and regeneration?) that it yields in league play winds up attributing to your caster, helping you to work on any Healing Badges that you might not have otherwise been able to fill up. I can often times wind up with something like 10-30k (or more) added to my Healing Badge accounts after each and every single iTrial when I'm playing Redlynne (my SR/MA Tanker, who has no "heal" powers aside from Rebirth Radial). In my experience, the +Regeneration from Rebirth Radial is better for survival than the +Max HP option from Rebirth Core ... and the reason that I say that is that when I'm taking damage, over the 2 minute duration of each Rebirth casting, I'll often times gain more HP (recovered) from the added regeneration than I would have done by increasing Max HP. So on balance, I feel like Rebirth Radial is better for survival (need less healing) than Rebirth Core.

Quote from: Generator on Jul 01, 2024, 10:36 AMThe RR +Per piece is pure necessity.  I've found that with all the -Per that Night Widows and Tarantula Mistresses can throw around,  yellow insps aren't enough to keep up.  And I know if I could get Tactics cooking, that would be a win on a couple of fronts for that, but I have a tough time kicking powers off the life raft.  So the RR piece is my least-worst option.

Tactics is useful for MORE than just +Perception.
Rectified Reticle is essentially superfluous in a build that has Tactics running.
If it comes to a choice between a single slot (Rectified Reticle) and a power slot (Tactics), it's better to have Tactics as a One Slot Wonder (my preference is for a Hami-O: Cytoskeleton Exposure that grants +Def/+End/+Tohit) as the "densest possible enhancement values (that matter)" that can be squeezed into a single enhancement slot (see: One Slot Wonder).

Then again, I'm also pretty keen on 6-slotting Maneuvers with Reactive Defenses for all those sweet sweet set bonuses and scaling resistances. With that slotting, Maneuvers becomes "pretty respectable" as a +Defense power that is working for EVERYONE nearby ... not just yourself.

The way that I think about Maneuvers (as a "useful" power) is to make this kind of comparison:
Weave = 2x Maneuvers in terms of +Defense, but for SELF ONLY.

However, this leads to a somewhat curious effect when taking stacking considerations into account.


  • Team-1: Weave = 2x Maneuvers to Self
  • Team-2: Weave = 2x Maneuvers to Self
  • Team-3: Weave = 2x Maneuvers to Self
  • Team-4: Weave = 2x Maneuvers to Self
  • Team-5: Weave = 2x Maneuvers to Self
  • Team-6: Weave = 2x Maneuvers to Self
  • Team-7: Weave = 2x Maneuvers to Self
  • Team-8: Weave = 2x Maneuvers to Self

  • Team-1: 1x Maneuvers to All
  • Team-2: 2x Maneuvers to All
  • Team-3: 3x Maneuvers to All
  • Team-4: 4x Maneuvers to All
  • Team-5: 5x Maneuvers to All
  • Team-6: 6x Maneuvers to All
  • Team-7: 7x Maneuvers to All
  • Team-8: 8x Maneuvers to All

As you can see from this simplified analysis ... Maneuvers is "only inferior when soloing" (or when you're the only one in the group with the Maneuvers power). As soon as a SECOND character in the group has Maneuvers, then EVERYONE effectively gets 1x Weave in the group. That means that if you have Maneuvers yourself(!), you only need "+1 more" with Maneuvers to achieve parity with the +Defense offered by Weave. Needless to say, it's a LOT easier to find "+1 more" with Maneuvers in groups when you've got Maneuvers yourself (protecting everyone around you!) rather than expecting "+2 more" to achieve the same effect because you didn't want to contribute yourself. Stack enough Maneuvers together and everyone can be close to (if not comfortably beyond) the Defense Softcap (and into the realm of NO GET HITSU!!).

Note that the same mentality applies to Assault and Tactics as well (although not quite as neatly).
3x Assault = an extra Damage SO of throughput for everyone.
2-3x Tactics = insta-snipes

Being one of the "Leadership MAKERS" rather than just being a "Leadership TAKER" has some pretty surprising long term benefits, since EVERY TEAM/League that you join is "better off" for having you in it.
Don't think of the Leadership Pool as something you'll add "if you can find the space for it" ... MAKE THE SPACE FOR LEADERSHIP ... and if necessary, figure out what else you want to drop in favor of Leadership.

Quote from: Generator on Jul 01, 2024, 10:36 AMAcrobatics not having the LOTG piece is just a Mids miss on my part.  I'll change that later.

My personal preference of LotG proc mules wind up being Leadership: Vengeance, Concealment: Stealth and Concealment: Grant Invisibility. If I'm short on slots for Maneuvers (so can't 6-slot Reactive Defenses, my fallback option is to 4-slot Luck of the Gambler into Maneuvers.

Quote from: Generator on Jul 01, 2024, 10:36 AMI don't often plan around purple sets (they're usually a bit over my budget), which is why Ragnarok wasn't part of my initial setup.  But I might try getting a hold of that later (right now I'm in the process of getting a set of Unbreakable Constraint for Shocking Bolt).

Purples are obtainable from the Ouroboros Incarnate Vendors if you can't obtain from drops (HA!) or from the auction house.
Pretty sure you can use Merits and or Hero/Villan Merits as well to obtain purples, although the "economics" of doing so via these methods are going to be a lot more "grindy" to obtain.

When it comes to 6-slotting ranged single target attacks (pre-Level 50), my personal preference is:

  • ATO Set
  • 5-set Entropic Chaos + (optional) Proc
  • 5-set Decimation (including Build Up proc) + (optional) Proc

Quote from: Generator on Jul 01, 2024, 10:36 AMI'm not really in love with the Dervish set, but Obliteration gives me pause in certain context because of its low EndRdx component.  I'll take another look, and reassess my options.

The only time(s) I've ever considered Scirroco's Dervish for 6-slotting a PBAoE is when I need a set bonus that can't be obtained elsewhere.

If I need the +Defense, my personal preference is for the full 6-slot Eradication set.
If I need Damage/Accuracy/Recharge set bonuses, I reach for 5-slot Obliteration plus the proc from Fury of the Gladiator (-Resistance).
At Level 50+, 5-slot Armageddon + proc of choice becomes the "go to" option.



As for your choice of Preemptive Interface ... may I make an alternative suggestion to you?
Try T4 Gravitic Radial instead of Preemptive.

Preemptive
Endurance/Recovery (75% Core/25% Radial), stacks up to 4 times collectively: -1% endurance per second for 4.3 seconds, -5% recovery for 4.3 seconds
Energy DoT (25% Core/75% Radial), stacks up to 8 times collectively: 13.3863 energy damage per second for 4.3 seconds

Gravitic
Recharge (75% Core and Radial), stacks up to 4 times collectively: -10% recharge for 8.3 seconds
Recovery (50% Core and Radial), stacks up to 4 times collectively: -10% recovery for 8.3 seconds
(75% Core) Movement, stacks up to 4 times collectively: -10% jump height, run speed, flying speed, jumping speed for 8.3 seconds
(75% Radial) Special, stacks up to 4 times collectively: -10% defense (ALL), healing, tohit, run speed, flying speed, confuse, terrorize, hold, immobilize, stun, sleep, knockup, knockback, repel for 8.3 seconds

Compare the -Recovery debuffs between the 2 options.

Preemptive 4x stacks = -4 END and -20% Recovery for 4.3 seconds
Gravitic 4x stacks = -40% Recharge, -40% Recovery, -40% Defense (ALL), -40% Healing, -40% ToHit, -40% Movement, -40% Controls for 8.3 seconds

Recovery debuffing needs to "last a while" in order to be useful.
Gravitic will debuff Recovery "twice as strong for twice as long" compared to Preemptive ... while also piling on a lot of other debuffs that will ALL be helpful to Blaster survival.

Think about it.
#141
Got some more testing done with my Ninja/Time MM ... Ku no Ichi ... last night and got some eye watering results.

  • Switching from Effect primary to DoT primary on Interface slotting, particularly with Genesis: T4 Socket in play, was DEFINITELY the right way to go! Occasionally I'd look up just to see how many damage numbers were "smoking" off the pile of mobs in front of me ... and even without my Oni Pet's Rain of Fire being in the mix, I was just seeing an almost constant stream of orange numbers (my damage) rising upwards. Better yet, a LOT of those numbers were stacking DoT ticks from my damaging attacks piling up for significant quantities of additional damage throughput.
  • Time Manipulation is a "soft control" debuff powerset, primarily focused on Slows (-movement, -recharge) with a few other controls thrown in for flavor. Previously, I had been using T4 Cognitive Core as my Interface slotting, so as to get the maximum proc chances for Mag 2 Confuse out of my own attacks and the damaging attacks of my Ninjas. However, I've realized that Slow+Confuse makes for a sub-optimal combination when there are other options on offer. The downside is that the Cognitive Confuse procs are "weighted" with the notion that a mob that gets Confused will add some additional damage dealing output in favor of the Players. However, when heavy -Recharge debuffing is involved, it is extremely likely that mobs of EB and below ranks will have expended their attacks and be "stuck" waiting for 4x recharge durations to elapse before they can attack again (while Confused). So in combination with -Recharge debuffing, stacking a Confuse effect on top of that is essentially "wasted effort" because attacks will be few and far between (due to -Recharge debuffing) and at most you're going to be "avoiding" 1-2 attacks from an NPC on PC before the NPC gets defeated ... so, not that useful of an effect.
  • Shifting from T4 Cognitive Core over to T4 Spectral Radial, however, was very nearly game changing ... particularly with Genesis: Socket adding +10% proc chance to Spectral. MOST attacks with a native damage component (such as the Ninja MM personal attacks using their Bow) are extremely likely to proc 1-5 DoT ticks of extra damage. This was especially obvious with Fistful of Arrows (the cone attack) where I could shoot into a crowd and just start seeing DoT ticks start "smoking" off almost everything I'd just shot. Then a few seconds later, Fistful of Arrows would be recharged and I could hit everything in that pile AGAIN, stacking MORE DoT ticks onto everything. It's absolutely fair to say that the DoT ticks I could pile onto stuff was easily adding 2x or more damage throughput just to my MM Personal Attacks before adding in other factors (such as IO Set procs, etc.). It was positively OBSCENE just how much extra damage I was able to output onto $Targets.
  • The switch to T4 Spectral Radial had the added benefit that the Mag 2 Immobilize proc was useful support for my Ninjas since it meant my Ninjas could get into melee range to deal their heaviest attacks and not need to give chase to remain within melee contact. This is a very subtle side effect, but I did on more than one occasion see NPC mobs trying to move around suddenly STOP when hit with damaging attacks (and the gold rings on black pool appeared under the mob's feet, showing the Interface proc was affecting them) forcing them to "halt" in place ... presumably because they had succumbed to Immobilize Mag stacking from the Spectral procs (12.5+10=22.5% chance to Immobilize Mag 2 for 4.3s). So the Immobilization "bonus" effect wound up making my Ninjas more effective melee damage throughput producers, increasing my collective DPS output.
  • During the BAF iTrial, I went to my "typical" location of the N bunker to the NE (where Nightstar spawns in) and set up to handle everything. A Blaster joined me, but found so few pickings after my Ninjas had "pre-defeated" almost everything that the Blaster wound up wandering off to go help elsewhere. With my new Incarnate slotting (and Robotics Core in Lore slot) I was basically able to SOLO that one bunker all by myself with just my Ninjas and Lore Pets, thanks to the added DoTs from Spectral procs being more reliable thanks to Genesis: T4 Socket slotting. In case that's not obvious enough, previously I needed at least 1 extra PC to help ensure there were "no leaks" from the bunker I was intercepting escapees from ... but now, that's unnecessary, because I can SOLO intercept ALL escapees from a single bunker.
However, just because Ninja/Time + T4 Spectral Radial + T4 Socket Radial looks like it's going to be one of the optimal "blends" for my particular build, because of all the debuffing (-movement, -recharge, -tohit, etc. etc. etc.) going on in concert with melee oriented MM Pets ... that doesn't mean that the particular solution I've found for MY Mastermind is going to be optimal for every other MM build out there.

For example:
I would expect that a Robots/* MM whose build is NOT heavily reliant on Slows (-movement, -recharge) would gain far more advantage out of use of the T4 Cognitive Radial + T4 Socket (Radial) so as to stack Mag 2 Confuse onto mobs while also piling on the Psionic DoTs into the bargain. That way, the Confused mobs "contribute extra damage" on the MM's behalf in a "timely fashion" because those mobs are not being -Recharge debuffed.



So as far as the 2 "control" effect Interface options are concerned, I would argue that Cognitive is better for MM with Pets that are more Ranged+AoE damage oriented (like Mercenaries, Robots and Thugs are) and that Spectral is better for MM with Pets that are more melee damage oriented (like Beasts, Demons, Necromancers and Ninjas are). Additionally, Cognitive is better for MM without -Recharge debuffing powers, while Spectral is better for MM who rely heavily on -Recharge debuffing powers as an integral part of their protection scheme for themselves and their Pets.








One of the other things I've been contemplating changing on my Ninja/Time MM build is switching from T4 Assault Radial to a T4 Support Radial in my Hybrid slot.

The downside to doing that would be a loss of +10% Damage on all attacks (and Doublehit when the Assault Hybrid is toggled on) ... but I'm playing a Mastermind, where most of my damage output is coming from procs ANYWAY and as a MM the AT multiplier for damage is pretty low to begin with (as you can see HERE). So switching from a +10% Damage "at all times" to a +8% damage "half the time" arrangement (because of the difference between Assault and Support in Hybrid) I'll be averaging less damage myself (at best, +8% for 2 minutes out of every 4 minutes, instead of +10% for 4 minutes out of every 4 minutes plus 2 minutes of Doublehit out of every 4 minutes) due to uptime on the effect vs the auto ... but it will also make my Ninjas sturdier (+8% Defense vs All) when within 80ft ... which is where I want them to be anyway for Leadership toggles and Supremacy reasons.

Ultimately, I figure that the improved 85% chance DoT stacking from Spectral+Socket will easily counterbalance any damage throughput that result from switching Assault to Support in my Hybrid slot.
#142
Credit to Placta at Homecoming for posting this information in the first place concerning Interface slot abilities. For purposes of this discussion, I'm going to be looking at the T4 effects, just to keep the permutations simple.
Increased level of detail obtained from City of Data v2 for Homecoming with some modifications to the information layout added by me.



Cognitive
Confuse (20% Core/10% Radial), stacks up to 4 times collectively: 4.3 seecond magnitude 2 confuse (I know the text says 12.5%, but the power data says 10%)
Psionic DoT (25% Core/75% Radial), stacks up to 8 times collectively: 10.709 psionic damage per second for 4.3 seconds

Degenerative
Max HP (75% Core/25% Radial), stacks up to 4 times collectively: -3.5% max hp (capped at 1000 for archvillains and similarly strong enemies) for 8.3 seconds
Toxic DoT (25% Core/75% Radial), stacks up to 8 times collectively: 10.709 toxic damage per second for 4.3 seconds

Diamagnetic
ToHit (100% Core/50% Radial), stacks up to 4 times collectively: -5% tohit for 8.3 seconds
Regeneration (50% Core/100% Radial), stacks up to 4 times collectively: -10% regeneration for 8.3 seconds

Gravitic
Recharge (75% Core and Radial), stacks up to 4 times collectively: -10% recharge for 8.3 seconds
Recovery (50% Core and Radial), stacks up to 4 times collectively: -10% recovery for 8.3 seconds
(75% Core) Movement, stacks up to 4 times collectively: -10% jump height, run speed, flying speed, jumping speed for 8.3 seconds
(75% Radial) Special, stacks up to 4 times collectively: -10% STRENGTH defense (ALL), healing, tohit debuff, run speed, flying speed, confuse, terrorize, hold, immobilize, stun, sleep, knockup, knockback, repel for 8.3 seconds

Paralytic
Defense (75% Core/25% Radial), stacks up to 4 times collectively: -2.5% base defense for 8.3 seconds
Damage (25% Core/75% Radial), stacks up to 4 times collectively: -5% damage for 8.3 seconds

Preemptive
Endurance/Recovery (75% Core/25% Radial), stacks up to 4 times collectively: -1% endurance per second for 4.3 seconds, -5% recovery for 4.3 seconds
Energy DoT (25% Core/75% Radial), stacks up to 8 times collectively: 13.3863 energy damage per second for 4.3 seconds

Reactive
Resistance (75% Core/25% Radial), stacks up to 4 times collectively: -2.5% damage resistance for 8.3 seconds
Fire DoT (25% Core/75% Radial), stacks up to 8 times collectively: 13.3863 fire damage per second for 4.3 seconds

Spectral
Immobilize (25% Core/12.5% Radial), stacks up to 4 times collectively: 4.3 second magnitude 2 immobilize
Negative DoT (25% Core/75% Radial), stacks up to 8 times collectively: 13.3863 negative damage per second for 4.3 seconds



The thing that stands out to me from this presentation of information is just how GOOD of a debuffer the T4 Gravitic Radial option is, simply because of how many things it does adequately well.
Gravitic (Radial) is better than Diamagnetic for tohit debuffing (-10% vs -5%) over 8.3 seconds.
Gravitic (Radial) is better than Preemptive for recovery debuffing (-10% for 8.3s vs -5% for 4.3s).
Gravitic (Radial) is possibly even better than Paralytic at defense debuffing when the target's defense is over 25% ... however, considering that defense debuffing is largely superfluous/wasted effort at Level 45+ the value/merit of this distinction is more a matter of quibbling rather than decisive.

Gravitic (Radial) just winds up being remarkably good at a wide variety of debuffing opportunities ... so much so that I'm starting to wonder if END Sapper builds might be better off using Gravitic (Radial) to further augment their blue bar drain potential than relying on Preemptive.



Another thing to consider is that of the 5 DoT proc options, Cognitive (Psionic) and Degenerative (Toxic) are both slightly lower per damage tick (13.3863-10.709=2.6773 difference) but are also two of the most heavily resisted damage types when playing at Level 45+ (when the Interface slot option is relevant). Robots and Seers heavily resist psionic damage. Devouring Earth heavily resist toxic damage. Both of which tend to be "plentiful" during Incarnate Trials.

Bopper has a very good primer on how the DoT procs compute due to their Cancel On Miss behavior posted on the Homecoming forums.

Bottom Line:

  • 25% proc means on average, each attack will do 0.333 ticks of damage. Given that a Minor DoT does 10.71 damage (Major DoT does 13.39 damage), this equates to averaging only +3.57 and +4.46 more damage per hit for the Minor and Major DoTs, respectively.
  • 50% proc on average, each attack will do 0.96875 ticks of damage, which equates to averaging +10.375 and +12.969 more damage per hit for the Minor and Major DoTs, respectively. In this case, doubling our Proc probability nearly tripled out added damage performance.
  • 75% proc on average, each attack will do 2.288 ticks of damage, which equates to averaging +24.505 and +30.632 more damage per hit for the Minor and Major DoTs, respectively. In this case, using a 75% DoT proc instead of a 25% DoT proc has increased the average DoT output by 587% (so nearly 7x damage). Using a 75% DoT proc instead of a 50% DoT proc increased the average DoT output by 136% (more than 2x damage).
What this means in practice is that in order to make an Interface DoT "relevant" as a dependable factor in your damage throughput, you need to be using the 75% chance T4 Radial. The best way to be thinking about using T4 Radial Interface slotting for DoT stacking is that the DoT is the purpose of your choice of Interface to slot, with the "other effect" being more or less a "nice to have bonus" that happens occasionally, rather than something that happens consistently.

Another thing to consider when looking at DoT vs -Resist with respect to slotting Reactive is the notion that a single DoT delivering an average of +30.632 damage (Preemptive, Reactive or Spectral) achieves parity of throughput with a -2.5% Resist debuff if 1,225.28 damage gets delivered over 8.3 seconds.
1/0.025=40
30.632*40=1,225.28
24.505*40=980.2

My point being that although -Resist debuffing is REALLY NICE in large groups, in Solo through Team-8 situations it's probably better to rely on DoT stacking rather than -Resist debuff stacking as a means to power through to defeating hard targets. The knock on side effect of that being that a diversity of DoT proc damage types will easily overpower the results of everyone in a raid all slotting nothing but Degenerative and Reactive for their Interface slot choices.



So viewed in that light, how do the Raidal "proc extra effects" compare (which can all stack up to 4x) when your primary concern is to inflict maximum DoT(age)?

  • Cognitive (12.5%): Mag 2 Confuse for 4.3s
  • Degenerative (25%): -3.5% Max HP for 8.3s
  • Preemptive (25%): -1 END and -5% Recovery for 4.3s
  • Reactive (25%): -2.5% Damage Resistance (All) for 8.3s
  • Spectral (12.5%): Mag 2 Immobilize for 4.3s
Cognitive and Spectral have the side benefit of setting up Containment for Controllers and also having synergies with the Hybrid: T4 Control Core which has a 75% chance to deal additional psionic damage to controlled foes (confuse and immobilize count for this).

The discussion of Degenerative vs Reactive has already been argued at length previously, so I'll gloss over those options here for brevity.

Preemptive delivers such a short window of Recovery debuffing as to make the effect marginal at best (especially at a 25% proc chance), effectively making this additional effect something of a "rounding error" in how this choice of Interface slot behaves.



However, what makes all of these considerations MUCH more interesting to contemplate is the synergy with the Genesis: Socket slot options.
Genesis: T4 Socket (Core and Radial) both offer +10% Max HP and +10 Max END @ Levels 45+ ... but also includes a +10% chance to proc on whatever you've got slotted into Interface ... which makes things REALLY interesting.

Take the listing I provided at the top of this post and add +10% to all the proc chances and look what happens!



Genesis: T4 Socket (Core or Radial) @ Levels 45+

Cognitive
Confuse (30% Core/20% Radial), stacks up to 4 times collectively: 4.3 seecond magnitude 2 confuse
Psionic DoT (35% Core/85% Radial), stacks up to 8 times collectively: 10.709 psionic damage per second for 4.3 seconds

Degenerative
Max HP (85% Core/35% Radial), stacks up to 4 times collectively: -3.5% max hp (capped at 1000 for archvillains and similarly strong enemies) for 8.3 seconds
Toxic DoT (35% Core/85% Radial), stacks up to 8 times collectively: 10.709 toxic damage per second for 4.3 seconds

Diamagnetic
ToHit (110% Core/60% Radial), stacks up to 4 times collectively: -5% tohit for 8.3 seconds
Regeneration (60% Core/110% Radial), stacks up to 4 times collectively: -10% regeneration for 8.3 seconds

Gravitic
Recharge (85% Core and Radial), stacks up to 4 times collectively: -10% recharge for 8.3 seconds
Recovery (60% Core and Radial), stacks up to 4 times collectively: -10% recovery for 8.3 seconds
(85% Core) Movement, stacks up to 4 times collectively: -10% jump height, run speed, flying speed, jumping speed for 8.3 seconds
(85% Radial) Special, stacks up to 4 times collectively: -10% STRENGTH defense (ALL), healing, tohit debuff, run speed, flying speed, confuse, terrorize, hold, immobilize, stun, sleep, knockup, knockback, repel for 8.3 seconds

Paralytic
Defense (85% Core/35% Radial), stacks up to 4 times collectively: -2.5% base defense for 8.3 seconds
Damage (35% Core/85% Radial), stacks up to 4 times collectively: -5% damage for 8.3 seconds

Preemptive
Endurance/Recovery (85% Core/35% Radial), stacks up to 4 times collectively: -1% endurance per second for 4.3 seconds, -5% recovery for 4.3 seconds
Energy DoT (35% Core/85% Radial), stacks up to 8 times collectively: 13.3863 energy damage per second for 4.3 seconds

Reactive
Resistance (85% Core/35% Radial), stacks up to 4 times collectively: -2.5% damage resistance for 8.3 seconds
Fire DoT (35% Core/85% Radial), stacks up to 8 times collectively: 13.3863 fire damage per second for 4.3 seconds

Spectral
Immobilize (35% Core/22.5% Radial), stacks up to 4 times collectively: 4.3 second magnitude 2 immobilize
Negative DoT (35% Core/85% Radial), stacks up to 8 times collectively: 13.3863 negative damage per second for 4.3 seconds



As already demonstrated above, increasing the proc chance for DoTs dramatically improves their opportunities to deal damage and to keep dealing damage beyond the first damage tick. I haven't done a full computation of the throughput, but consider it safe to say that +24 to +30 more damage per hit for the Minor and Major DoTs starts to feel like a lowball estimate of the damage opportunity from Interface DoTs. For one thing, the odds of getting DoT stacks to last the full 4 ticks rises dramatically. And just to be clear, 4 DoT ticks yields (4*10.709)=+42.836 and (4*13.3863)=+53.5452 more damage per hit for the Minor (Cognitive, Degenerative) and Major (Preemptive, Reactive, Spectral) DoTs at maximum, which starts feeling ... respectable ... like "have an extra damage proc set IO slotted into every damage power" respectable. Now start stacking those bonus DoT ticks up to 4-8 deep and watch the green bars just BLEED AWAY ...



I acutually tested this using a Spectral T4 Radial + Socket T4 Radial during last night's iTrials being run out of Dark Astoria while playing on Redlynne, my SR/MA Tanker (NO GET HITSU!!).
The results were pretty stark and impressive.

I don't think anyone else in the those trial raids was using Spectral in their Interface slot, so every time I saw and black pool with rings appear at the feet of my $Target(s), I knew that it was my Interface slot responsible for that effect. I was seeing Negative Energy DoTs proc VERY RELIABLY on almost everything I kicked. LOTS of DoT damage "smoking" off $Target(s) getting stacked up and doing some pretty respectable bonus damage ... enough so that it started to feel a bit like being able to "critical hit" for extra damage from a Scrapper, rather than being a Tanker. The nice thing about stacking up the DoT damage from Interface was that it would occasionally "finish off the last slivers" of HP all by itself, saving me the effort of animating another attack to deliver defeats. It was actually kind of remarkable, because all of those extra DoT ticks were something that was NOT limited by the +damage buff cap on a Tanker, allowing me to "go beyond" the amount of damage output I ought to have been capable of while using my Build Up power (Focus Chi, 6-slotted with Gaussian's to enable a 2x Buildup when activated because of the Gaussian's proc).



So for anyone who has been itching to "diversify" their options with Interface slotting in iTrials ... I would honestly recommend moving away from Degenerative or Reactive into Cognitive, Preemptive or Spectral when you have your Genesis slot loaded with Socket for +10% proc chances. Increasing the diversity of DoT damage types will deliver much harder "beatdowns" in trial leagues onto AVs and the like, simply due to the 8x collective stacking limit for DoTs of specific damage types.

After all ... DEFEAT IS THE ULTIMATE DEBUFF ... ^_~
#143
Brute / Re: Rad/Fire Brute for fire farms
Jun 26, 2024, 08:09 PM
Quote from: wyldhaunt on Jun 26, 2024, 04:08 PMI'm really only posting this to test whether a decent forum share from Mids Reborn is possible now

The raw export does not measure up to previous iterations.
However, the information can be edited manually to provide more easily readable results.

Quote from: wyldhaunt on Jun 26, 2024, 04:08 PM
Burning Higher - Villain Brute
Build plan made with Mids' Reborn v3.7.4 rev. 8
──────────────────────────────
Primary powerset: Radiation Melee
Secondary powerset: Fiery Aura
Pool powerset (#1): Speed
Pool powerset (#2): Fighting
Pool powerset (#3): Teleportation
Pool powerset (#4): Leadership
Ancillary powerset: Earth Mastery

──────────────────────────────

Powers taken:

Level 1: Radioactive Smash
A: Superior Vampire's Bite: Accuracy/Damage
3: Superior Vampire's Bite: Damage/Endurance
3: Superior Vampire's Bite: Accuracy/Damage/Recharge
7: Superior Vampire's Bite: Accuracy/Damage/Endurance/Recharge
11: Superior Vampire's Bite: Accuracy/Damage/Endurance
13: Superior Vampire's Bite: Recharge/Chance to Heal

Level 1: Fire Shield
A: Aegis: Resistance
46: Aegis: Resistance/Endurance
46: Aegis: Resistance/Recharge

Level 2: Blazing Aura
A: Superior Avalanche: Accuracy/Damage
5: Superior Avalanche: Damage/Endurance
5: Superior Avalanche: Accuracy/Damage/Endurance
11: Superior Avalanche: Accuracy/Damage/Recharge
13: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
40: Superior Avalanche: Recharge/Chance for Knockdown

Level 4: Hasten
A: Invention: Recharge Reduction
7: Invention: Recharge Reduction

Level 6: Boxing
(Empty)

Level 8: Radiation Siphon
A: Superior Blistering Cold: Accuracy/Damage
9: Superior Blistering Cold: Damage/Endurance
9: Superior Blistering Cold: Accuracy/Damage/Endurance
23: Superior Blistering Cold: Accuracy/Damage/Recharge
23: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime
40: Superior Blistering Cold: Recharge/Chance for Hold

Level 10: Teleport
A: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 12: Healing Flames
A: Numina's Convalesence: Heal/Endurance
37: Numina's Convalesence: Heal/Endurance/Recharge
39: Numina's Convalesence: Heal
43: Numina's Convalesence: Heal/Recharge

Level 14: Blink
A: Hecatomb: Damage/Recharge
15: Hecatomb: Accuracy/Damage/Recharge
15: Hecatomb: Accuracy/Recharge
17: Hecatomb: Damage/Endurance
17: Hecatomb: Chance of Damage(Negative)
40: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 16: Plasma Shield
A: Aegis: Resistance
43: Aegis: Resistance/Endurance
48: Aegis: Resistance/Recharge

Level 18: Irradiated Ground
A: Scirocco's Dervish: Accuracy/Damage
19: Scirocco's Dervish: Damage/Endurance
19: Scirocco's Dervish: Damage/Recharge
39: Scirocco's Dervish: Accuracy/Damage/Endurance
39: Scirocco's Dervish: Chance of Damage(Lethal)

Level 20: Consume
A: Performance Shifter: EndMod/Accuracy
21: Performance Shifter: EndMod/Accuracy/Recharge
21: Performance Shifter: EndMod

Level 22: Taunt
A: Perfect Zinger: Chance for Psi Damage

Level 24: Blink Blitz
A: Scirocco's Dervish: Accuracy/Damage
25: Scirocco's Dervish: Damage/Endurance
25: Scirocco's Dervish: Damage/Recharge
34: Scirocco's Dervish: Accuracy/Recharge
36: Scirocco's Dervish: Accuracy/Damage/Endurance
36: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 26: Devastating Blow
A: Superior Brute's Fury: Accuracy/Damage
27: Superior Brute's Fury: Accuracy/Damage/Recharge
27: Superior Brute's Fury: Damage/Endurance/RechargeTime
31: Superior Brute's Fury: Accuracy/Damage/Endurance/Recharge
31: Superior Brute's Fury: Recharge/Fury Bonus
31: Superior Witchcraft: Chance for Res Debuff

Level 28: Burn
A: Scirocco's Dervish: Accuracy/Damage
29: Scirocco's Dervish: Damage/Endurance
29: Scirocco's Dervish: Damage/Recharge
37: Scirocco's Dervish: Accuracy/Damage/Endurance
37: Scirocco's Dervish: Chance of Damage(Lethal)

Level 30: Assault
A: Invention: Endurance Reduction

Level 32: Atom Smasher
A: Armageddon: Damage/Recharge
33: Armageddon: Accuracy/Damage/Recharge
33: Armageddon: Accuracy/Recharge
33: Armageddon: Damage/Endurance
34: Armageddon: Chance for Fire Damage
34: Superior Unrelenting Fury: RechargeTime/+Regen/+End

Level 35: Fiery Embrace
A: Invention: Recharge Reduction
36: Invention: Recharge Reduction

Level 38: Tough
A: Gladiator's Armor: TP Protection +3% Def (All)
46: Steadfast Protection: Resistance/+Def 3%

Level 41: Stone Prison
A: Superior Winter's Bite: Accuracy/Damage
42: Superior Winter's Bite: Damage/RechargeTime
42: Superior Winter's Bite: Accuracy/Damage/Endurance
42: Superior Winter's Bite: Accuracy/Damage/Recharge
43: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
48: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge

Level 44: Quick Sand
A: Superior Witchcraft: Accuracy/ Universal Debuff
45: Superior Witchcraft: Accuracy/Recharge
45: Superior Witchcraft: Universal Debuff/Endurance/Recharge
45: Superior Witchcraft: Accuracy/Endurance/Recharge

Level 47: Maneuvers
A: Luck of the Gambler: Defense/Endurance
48: Luck of the Gambler: Defense/Increased Global Recharge Speed
50: Luck of the Gambler: Defense

Level 49: Weave
A: Luck of the Gambler: Defense
50: Luck of the Gambler: Defense/Endurance
50: Luck of the Gambler: Defense/Increased Global Recharge Speed


──────────────────────────────

Inherents:

Level 1: Fury

Level 1: Brawl
A: Invention: Accuracy

Level 1: Sprint
A: Invention: Run Speed

Level 2: Rest
A: Invention: Recharge Reduction

Level 2: Swift
A: Invention: Run Speed

Level 2: Hurdle
A: Invention: Jumping

Level 2: Health
A: Panacea: +Hit Points/Endurance
9: Numina's Convalesence: +Regeneration/+Recovery
17: Preventive Medicine: Chance for +Absorb

Level 2: Stamina
A: Performance Shifter: EndMod
13: Performance Shifter: EndMod/Recharge
23: Performance Shifter: Chance for +End

Level 24: Team Teleport



──────────────────────────────
Accolades:

Born In Battle
High Pain Threshold
Invader
Marshal


──────────────────────────────
Incarnates:

Pyronic Core Final Judgement
Reactive Core Flawless Interface
Robotic Drones Core Superior Ally
Ageless Core Epiphany
Assault Radial Embodiment
Musculature Core Paragon
──────────────────────────────
Stats Breakdown:

- Defense -
Smashing: 32.83%
Lethal: 32.83%
Fire: 46.27%
Cold: 46.27%
Energy: 30.33%
Negative: 30.33%
Psionic: 15.29%
Melee: 30.33%
Ranged: 25.33%
AoE: 40.33%

- Resistance -
Smashing: 47.41%
Lethal: 47.41%
Fire: 90%
Cold: 41.56%
Energy: 47.44%
Negative: 47.44%
Toxic: 0%
Psionic: 0%

- HP & Endurance -
Regeneration: 218%
Max HP: 2006.87
End Recovery: 3.25/s
End Use: 2.51/s End. (Net gain: 0.74/s)
Max End: 113.6

- Movement -
Run Speed: 53.13 mph
Jump Speed: 44 mph
Jump Height: 15.1 ft
Fly Speed: 30.85 mph

- Stealth & Perception -
Stealth (PvE): 0 ft
Stealth (PvP): 0 ft
Perception: 500 ft

- Misc -
Haste: 250%
ToHit: 0%
Accuracy: 57%
Damage: 118.5%
End Rdx: 0%
Threat: 400

- Status Protection -
Held: 12.98
Stunned: 12.97
Sleep: 12.98
Immobilized: 12.98
Knockback: 4
Repel: 0
Confused: 0
Terrorized: 0
Taunt: 0
Placate: 0
Teleport: 2

- Status Resistance -
Held: 71.25%
Stunned: 71.25%
Sleep: 131.8%
Immobilized: 131.8%
Knockback: 0%
Repel: 0%
Confused: 71.25%
Terrorized: 71.25%
Taunt: 42.39%
Placate: 42.39%
Teleport: 100%

- Debuff Resistance -
Defense: 0%
Endurance: 50%
Recovery: 0%
PerceptionRadius: 0%
ToHit: 0%
RechargeTime: 45%
SpeedRunning: 45%
Regeneration: 0%

──────────────────────────────

Set Effects Breakdown

Superior Vampire's Bite
(Radioactive Smash)
6% Resistance(Energy,Negative), 10% Status Resistance44.98 HP (3%) HitPoints3.6% Max End16% (1 HP/sec) Regeneration+10% Enhancement(RechargeTime)

Aegis
(Fire Shield)
7.5% Movement Speed3.13% Defense(Fire,Cold), 1.56% Defense(AoE)

Superior Avalanche
(Blazing Aura)
15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)6% Resistance(Fire,Cold), 10% Status Resistance4% (0.07 End/sec) Recovery5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing)5% Defense(Fire,Cold), 2.5% Defense(AoE)

Superior Blistering Cold
(Radiation Siphon)
15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)4% (0.07 End/sec) Recovery6% Resistance(Fire,Cold), 10% Status Resistance5% Defense(Smashing,Lethal), 2.5% Defense(Melee)5% Defense(Fire,Cold), 2.5% Defense(AoE)

Blessing of the Zephyr
(Teleport)
Knockback Protection (Mag 4)

Numina's Convalesence
(Healing Flames)
12% (0.75 HP/sec) Regeneration28.11 HP (1.88%) HitPoints+6% Enhancement(Heal)

Hecatomb
(Blink)
4% (0.07 End/sec) Recovery6% Resistance(Fire,Cold), 10% Status Resistance+15% Enhancement(Accuracy)+10% Enhancement(RechargeTime)

Luck of the Gambler
(Blink)
+7.5% Enhancement(RechargeTime)

Aegis
(Plasma Shield)
7.5% Movement Speed3.13% Defense(Fire,Cold), 1.56% Defense(AoE)

Scirocco's Dervish
(Irradiated Ground)
10% (0.62 HP/sec) Regeneration2.25% Resistance(Energy,Negative), 3.75% Status Resistance+9% Enhancement(Accuracy)3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)

Performance Shifter
(Consume)
7.5% Movement Speed28.11 HP (1.88%) HitPoints

Scirocco's Dervish
(Blink Blitz)
10% (0.62 HP/sec) Regeneration2.25% Resistance(Energy,Negative), 3.75% Status Resistance+9% Enhancement(Accuracy)3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)

Luck of the Gambler
(Blink Blitz)
+7.5% Enhancement(RechargeTime)

Superior Brute's Fury
(Devastating Blow)
44.98 HP (3%) HitPoints5% Defense(Smashing,Lethal), 2.5% Defense(Melee)4% DamageBuff(All)+10% Enhancement(RechargeTime)

Scirocco's Dervish
(Burn)
10% (0.62 HP/sec) Regeneration2.25% Resistance(Energy,Negative), 3.75% Status Resistance+9% Enhancement(Accuracy)3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)

Armageddon
(Atom Smasher)
4% (0.07 End/sec) Recovery6% Resistance(Fire,Cold), 10% Status Resistance+15% Enhancement(Accuracy)+10% Enhancement(RechargeTime)

Gladiator's Armor
(Tough)
3% Defense(All), 100% MezResist(Teleport) (20% chance)

Steadfast Protection
(Tough)
3% Defense(All)

Superior Winter's Bite
(Stone Prison)
6% Resistance(Fire,Cold), 10% Status Resistance15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)4% (0.07 End/sec) Recovery5% Defense(Energy,Negative), 2.5% Defense(Ranged)5% Defense(Fire,Cold), 2.5% Defense(AoE)

Superior Witchcraft
(Quick Sand)
4% DamageBuff(All)5% Defense(Energy,Negative), 2.5% Defense(Ranged)+10% Enhancement(RechargeTime)

Luck of the Gambler
(Maneuvers)
10% (0.62 HP/sec) Regeneration16.87 HP (1.13%) HitPoints+7.5% Enhancement(RechargeTime)

Luck of the Gambler
(Weave)
10% (0.62 HP/sec) Regeneration16.87 HP (1.13%) HitPoints+7.5% Enhancement(RechargeTime)

Preventive Medicine
(Health)
GrantPower Preventive Medicine (10% chance), GrantPower Preventive Medicine

Performance Shifter
(Stamina)
7.5% Movement Speed28.11 HP (1.88%) HitPoints


──────────────────────────────

Set Buffs Totals

Damage(All) (8% Total)
+4% Damage(All) (From Superior Brute's Fury in Devastating Blow)
+4% Damage(All) (From Superior Witchcraft in Quick Sand)

S/L Defense (18.5% Total)
+5% S/L Defense (From Superior Blistering Cold in Radiation Siphon)
+5% S/L Defense (From Superior Brute's Fury in Devastating Blow)
+3% S/L Defense (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
+3% S/L Defense (From Steadfast Protection: Resistance/+Def 3% in Tough)
+2.5% S/L Defense (From Superior Avalanche in Blazing Aura)

Fire/Cold Defense (31.94% Total)
+5% Fire/Cold Defense (From Superior Avalanche in Blazing Aura)
+5% Fire/Cold Defense (From Superior Blistering Cold in Radiation Siphon)
+5% Fire/Cold Defense (From Superior Winter's Bite in Stone Prison)
+3.13% Fire/Cold Defense (From Aegis in Fire Shield)
+3.13% Fire/Cold Defense (From Aegis in Plasma Shield)
+3% Fire/Cold Defense (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
+3% Fire/Cold Defense (From Steadfast Protection: Resistance/+Def 3% in Tough)
+1.56% Fire/Cold Defense (From Scirocco's Dervish in Irradiated Ground)
+1.56% Fire/Cold Defense (From Scirocco's Dervish in Blink Blitz)
+1.56% Fire/Cold Defense (From Scirocco's Dervish in Burn)

Energy/Negative Defense (16% Total)
+5% Energy/Negative Defense (From Superior Winter's Bite in Stone Prison)
+5% Energy/Negative Defense (From Superior Witchcraft in Quick Sand)
+3% Energy/Negative Defense (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
+3% Energy/Negative Defense (From Steadfast Protection: Resistance/+Def 3% in Tough)

Defense (Psionic) (6% Total)
+3% Defense(Psionic) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
+3% Defense(Psionic) (From Steadfast Protection: Resistance/+Def 3% in Tough)

Defense (Melee) (16% Total)
+5% Defense(Melee) (From Superior Avalanche in Blazing Aura)
+3% Defense(Melee) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
+3% Defense(Melee) (From Steadfast Protection: Resistance/+Def 3% in Tough)
+2.5% Defense(Melee) (From Superior Blistering Cold in Radiation Siphon)
+2.5% Defense(Melee) (From Superior Brute's Fury in Devastating Blow)

Defense (Ranged) (11% Total)
+3% Defense(Ranged) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
+3% Defense(Ranged) (From Steadfast Protection: Resistance/+Def 3% in Tough)
+2.5% Defense(Ranged) (From Superior Winter's Bite in Stone Prison)
+2.5% Defense(Ranged) (From Superior Witchcraft in Quick Sand)

Defense (AoE) (26% Total)
+3.13% Defense(AoE) (From Scirocco's Dervish in Irradiated Ground)
+3.13% Defense(AoE) (From Scirocco's Dervish in Blink Blitz)
+3.13% Defense(AoE) (From Scirocco's Dervish in Burn)
+3% Defense(AoE) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)
+3% Defense(AoE) (From Steadfast Protection: Resistance/+Def 3% in Tough)
+2.5% Defense(AoE) (From Superior Avalanche in Blazing Aura)
+2.5% Defense(AoE) (From Superior Blistering Cold in Radiation Siphon)
+2.5% Defense(AoE) (From Superior Winter's Bite in Stone Prison)
+1.56% Defense(AoE) (From Aegis in Fire Shield)+1.56% Defense(AoE) (From Aegis in Plasma Shield)

Max Endurance (3.6% Total)
+3.6% Max Endurance (From Superior Vampire's Bite in Radioactive Smash)

Enhancement (Accuracy) (57% Total)
+15% Enhancement(Accuracy) (From Hecatomb in Blink)
+15% Enhancement(Accuracy) (From Armageddon in Atom Smasher)
+9% Enhancement(Accuracy) (From Scirocco's Dervish in Irradiated Ground)
+9% Enhancement(Accuracy) (From Scirocco's Dervish in Blink Blitz)
+9% Enhancement(Accuracy) (From Scirocco's Dervish in Burn)

Enhancement (Heal) (6% Total)
+6% Enhancement(Heal) (From Numina's Convalesence in Healing Flames)

Enhancement (RechargeTime) (80% Total)
+10% Enhancement(RechargeTime) (From Superior Vampire's Bite in Radioactive Smash)
+10% Enhancement(RechargeTime) (From Hecatomb in Blink)
+10% Enhancement(RechargeTime) (From Superior Brute's Fury in Devastating Blow)
+10% Enhancement(RechargeTime) (From Armageddon in Atom Smasher)
+10% Enhancement(RechargeTime) (From Superior Witchcraft in Quick Sand)
+7.5% Enhancement(RechargeTime) (From Luck of the Gambler: Defense/Increased Global Recharge Speed in Blink)
+7.5% Enhancement(RechargeTime) (From Luck of the Gambler: Defense/Increased Global Recharge Speed in Blink Blitz)
+7.5% Enhancement(RechargeTime) (From Luck of the Gambler: Defense/Increased Global Recharge Speed in Maneuvers)
+7.5% Enhancement(RechargeTime) (From Luck of the Gambler: Defense/Increased Global Recharge Speed in Weave)

HitPoints (208.02 HP Total / 13.88% of Base HP)
+44.98 HP (3%) HitPoints (From Superior Vampire's Bite in Radioactive Smash)
+44.98 HP (3%) HitPoints (From Superior Brute's Fury in Devastating Blow)
+28.11 HP (1.88%) HitPoints (From Numina's Convalesence in Healing Flames)
+28.11 HP (1.88%) HitPoints (From Performance Shifter in Consume)
+28.11 HP (1.88%) HitPoints (From Performance Shifter in Stamina)
+16.87 HP (1.13%) HitPoints (From Luck of the Gambler in Maneuvers)
+16.87 HP (1.13%) HitPoints (From Luck of the Gambler in Weave)

JumpHeight (30% Total)
+7.5% JumpHeight (From Aegis in Fire Shield)
+7.5% JumpHeight (From Aegis in Plasma Shield)
+7.5% JumpHeight (From Performance Shifter in Consume)
+7.5% JumpHeight (From Performance Shifter in Stamina)

Mez (Knockback) (-4 Total)
+Knockback (Mag -4) (From Blessing of the Zephyr: Knockback Reduction (4 points) in Teleport)

Mez (Knockup) (-4 Total)
+Knockup (Mag -4) (From Blessing of the Zephyr: Knockback Reduction (4 points) in Teleport)

MezResist(All) (71.25% Total)
+10% MezResist(All) (From Superior Vampire's Bite in Radioactive Smash)
+10% MezResist(All) (From Superior Avalanche in Blazing Aura)
+10% MezResist(All) (From Superior Blistering Cold in Radiation Siphon)
+10% MezResist(All) (From Hecatomb in Blink)
+10% MezResist(All) (From Armageddon in Atom Smasher)
+10% MezResist(All) (From Superior Winter's Bite in Stone Prison)
+3.75% MezResist(All) (From Scirocco's Dervish in Irradiated Ground)
+3.75% MezResist(All) (From Scirocco's Dervish in Blink Blitz)
+3.75% MezResist(All) (From Scirocco's Dervish in Burn)

MezResist (Teleport) (100% Total)
+100% MezResist(Teleport) (20% chance) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)

Recovery (20% Total)
+4% (0.07 End/sec) Recovery (From Superior Avalanche in Blazing Aura)
+4% (0.07 End/sec) Recovery (From Superior Blistering Cold in Radiation Siphon)
+4% (0.07 End/sec) Recovery (From Hecatomb in Blink)
+4% (0.07 End/sec) Recovery (From Armageddon in Atom Smasher)
+4% (0.07 End/sec) Recovery (From Superior Winter's Bite in Stone Prison)

Regeneration (78% Total / 18.23 HP/s)
+16% (1 HP/sec) Regeneration (From Superior Vampire's Bite in Radioactive Smash)
+12% (0.75 HP/sec) Regeneration (From Numina's Convalesence in Healing Flames)
+10% (0.62 HP/sec) Regeneration (From Scirocco's Dervish in Irradiated Ground)
+10% (0.62 HP/sec) Regeneration (From Scirocco's Dervish in Blink Blitz)
+10% (0.62 HP/sec) Regeneration (From Scirocco's Dervish in Burn)
+10% (0.62 HP/sec) Regeneration (From Luck of the Gambler in Maneuvers)
+10% (0.62 HP/sec) Regeneration (From Luck of the Gambler in Weave)

ResEffect (SpeedFlying) (45% Total)
+15% ResEffect(SpeedFlying) (From Superior Avalanche in Blazing Aura)
+15% ResEffect(SpeedFlying) (From Superior Blistering Cold in Radiation Siphon)
+15% ResEffect(SpeedFlying) (From Superior Winter's Bite in Stone Prison)

ResEffect (RechargeTime) (45% Total)
+15% ResEffect(RechargeTime) (From Superior Avalanche in Blazing Aura)
+15% ResEffect(RechargeTime) (From Superior Blistering Cold in Radiation Siphon)
+15% ResEffect(RechargeTime) (From Superior Winter's Bite in Stone Prison)

ResEffect (SpeedRunning) (45% Total)
+15% ResEffect(SpeedRunning) (From Superior Avalanche in Blazing Aura)
+15% ResEffect(SpeedRunning) (From Superior Blistering Cold in Radiation Siphon)
+15% ResEffect(SpeedRunning) (From Superior Winter's Bite in Stone Prison)

Fire/Cold Resistance (30% Total)
+6% Fire/Cold Resistance (From Superior Avalanche in Blazing Aura)
+6% Fire/Cold Resistance (From Superior Blistering Cold in Radiation Siphon)
+6% Fire/Cold Resistance (From Hecatomb in Blink)
+6% Fire/Cold Resistance (From Armageddon in Atom Smasher)
+6% Fire/Cold Resistance (From Superior Winter's Bite in Stone Prison)

Energy/Negative Resistance (12.75% Total)
+6% Energy/Negative Resistance (From Superior Vampire's Bite in Radioactive Smash)
+2.25% Energy/Negative Resistance (From Scirocco's Dervish in Irradiated Ground)
+2.25% Energy/Negative Resistance (From Scirocco's Dervish in Blink Blitz)
+2.25% Energy/Negative Resistance (From Scirocco's Dervish in Burn)

SpeedFlying (30% Total)
+7.5% SpeedFlying (From Aegis in Fire Shield)
+7.5% SpeedFlying (From Aegis in Plasma Shield)
+7.5% SpeedFlying (From Performance Shifter in Consume)
+7.5% SpeedFlying (From Performance Shifter in Stamina)

SpeedJumping (30% Total)
+7.5% SpeedJumping (From Aegis in Fire Shield)
+7.5% SpeedJumping (From Aegis in Plasma Shield)
+7.5% SpeedJumping (From Performance Shifter in Consume)
+7.5% SpeedJumping (From Performance Shifter in Stamina)

SpeedRunning (30% Total)
+7.5% SpeedRunning (From Aegis in Fire Shield)
+7.5% SpeedRunning (From Aegis in Plasma Shield)
+7.5% SpeedRunning (From Performance Shifter in Consume)
+7.5% SpeedRunning (From Performance Shifter in Stamina)

So as you can see ... the information is "all there" but is just BADLY FORMATTED/laid out in the original export.
The only thing I did to clean it up was to add carriage returns/line breaks there they should have been included so as to manually edit the output into something that I'd want to look at and peruse for information in a forum.
#144
Quote from: wyldhaunt on Jun 26, 2024, 04:03 PMRedlynne, I gave up on the Mids Reborn installers a while ago, and instead download their zip and use the exe from an extracted folder of their zip - that has been working. I also never use the Mids Reborn updater utility.

If it's not too much trouble for you, wyldhaunt, can you provide an itemized step by step for what you do (including URL to download from)?
I have the added complication of being an M2 iMac Mini user, so I have to go to the extra length of trying to make this work under emulation (currently using Whisky for this, which means and outdated version of the WINE emulation layer).

This is how I've been able to log into Rebirth since Saturday morning (and participate in a couple of MSRs that day) along with the Monday and Tuesday iTrials.
However, all is not well in mudville.
The game client is a bit janky under emulation (go figure), even when using Winetricks to provide the requisite DLLs to resolve some sound issues and make the game playable.
Entire classes of objects and world geometry do not render properly (my base that I'm so proud of on Blueside is just geometry without textures mapped onto objects). The western HALF of Port Oakes has something going on in it that reliably fatal crashes the game client to desktop, so a Soldier of Arachnos character I sent over there to get to a mission door is "unplayable" now (can't complete zone in without fatal crash to desktop). Had something similar happen to my main Redlynne as well in Atlas Park, but got lucky enough on a subsequent random attempt to log in to be able to zone in and escape Atlas Park.

As matters stand, I'm going to have to wait for further developments of WINE and Whisky before my gameplay can get more stable.
Even now, after repeated zone ins to places that I've already been in during a single session, the texture maps start degrading and the particle effects just get lower and lower quality until ... fatal crash to desktop. Fortunately, I can log back in after such events, but still ... it's clear that the emulation lash up I'm using through GTPK and Whisky are very much sub-optimal in their current form.

Ideally, I'd want to be able to play around in a character builder for Rebirth ... but right now that's all "locked" behind a windows app with a .NET dependency that should have been retired 5-10 years ago in favor of a webpage execution of the same character build calculator functions.
#145
Quote from: Generator on Jun 26, 2024, 07:47 AM(NOTE: whatever the hell is going on in the most recent version of Mids, I can't figure out how to make a decent looking export of the character, so I'm going to just put the datachunk below, and hope that works)

You're lucky.
You can at least get "the most recent version of Mids'" to launch, open and operate.

What really needs to happen is a transition from a .NET based app into a webpage ... one where the code hash is built into the URL which is what controls what appears on the page (make change on build on screen, the code hash in the URL updates).
Moving away from the Mids' app to an "online calculator" web page for this stuff is WAY overdue!
#146
And ... no good results go unpunished.

So I got an invite to join a group in Atlas while on Redlynne.
Having run through a couple MSRs without only a few crashes to desktop when attempting to /unloadgfx to force garbage collection on memory, I was thinking things ought to be okay.
All kinds of world geo textures were failing to load properly (most notably, trees in Imperial City, along with most of the building exteriors and interiors as mentioned above), but at least the game client was running.

Anyway, I zone into Atlas from the RWZ just fine, exit the Vanguard Building when the team lead decides to teleport me a couple hundred yards and ... CRASH TO DESKTOP.

Log back in, select Redlynne again.
Loading Atlas Park and ... CRASH TO DESKTOP.
Repeat.
Repeat.
Repeat.
Repeat.

At this point, I decide to try one of my other alts parked in Pocket D.
Load just fine.
Do a lot of work rearranging windows around for the new screen resolution.
Get everything positioned right, save the new window locations as a default.
Switch to my Soldier of Arachnos parked inside the Arachnos Building in Port Oakes, load up the new window settings that just got saved. Everything's looking good.
Go outside ... CRASH TO DESKTOP.

Relaunch Sweet Tea. Validate all files.
Launch Rebirth. Log in. Select my Soldier of Arachnos. Load into Port Oakes ... okay, good, made it.
Run down the steps, turn right on the street below the hospital to head on over to the West Ferry, run just past the hospital steps up and ... CRASH TO DESKTOP.
Log back into my Soldier of Arachnos. Load into Port Oakes and ... CRASH TO DESKTOP.
Repeat.
Repeat.

I don't know WHAT it is ... but something in the environment of these locations in Atlas Park and in Port Oakes is absolutely FATAL CRASH LETHAL to being able to remain connected and play on 2 of my 3 characters now.

I'm hoping that a simple GM "move character in Atlas Park to new SAFE location" (inside the Vanguard Building) and "move character in Port Oakes to new SAFE location" (inside the Arena) will be sufficient to resolve this issue.
Otherwise, I'm going to be stuck staying offline from Rebirth again.
#147
Well that's kind of hilarious.
Apparently I can "only play in Windowed mode" on my 5k Apple Studio retina screen (so far).
The settings are "pure wonky" for being able to get a UI that can look even approximately right.

Gameplay is also quite janky.
Lots of lighting and textures "simply don't load" leaving Giant Blur Objects all over the place.
Go into the university in Imperial City? DARK.
Go into the auction house in Imperial City? REALLY DAMN DARK.
Running through the Vanguard Base in RWZ? You guessed it ... DARK.
Made it hard to see where stuff was or where I was going in there.

Ironically, a lot of the "older" textures and models worked just fine ... especially around RWZ and the MSR hordes.
Couldn't do a graphics reset while in combat without crashing to the desktop though.

Going to need to experiment to find out what full screen resolutions are supported by my current lashup emulation through Whisky.
Worst part is how there are a number of UI elements that DO NOT SCALE properly ... like tooltips or the mouse cursor.
Going to have to figure something out about that.

Bring on the Trial & Error phase of testing!
#148
Progress!

Been trying off and on to use Whisky to run the Sweet Tea launcher to get back into Rebirth.
Was still having problems with the sound skipping LIKE CRAZY indicating that something was OBVIOUSLY BROKEN and not working right.

Finally found this solution to the problem.
https://github.com/Whisky-App/Whisky/issues/637

  • Open Whisky
  • Run File > Kill All Bottles (at the top left of your screen) (this is to prevent any windows programs from running while applying this update)
  • At the bottom of the Whisky window you will find the Winetricks... button, click it
  • Go to DLLs tab, find dsound, choose it and press RUN
  • Run the game!

Was able to finally log in and ... the installation of dsound through Winetricks solved the audio issue.



So it looks like I might be able to finally ... FINALLY(!!!) ... be able to resume playing CoH after almost a year off!

Now I just need to recover all of my default bind files and get them moved to where they need to be in the new Sweet Tea folder (where all the CoH files wind up) so I can play my character control builds properly again (once I relearn my old control scheme that I haven't been using regularly for a year!).

Kind of makes me wonder what it's going to take in order to get the Mids' Reborn app working on my M2 mac under Whisky.
Mind you, the Mids' Reborn app should have been converted into a browser page app at some point in the past DECADE so we don't have to keep being beholden to .NET and janky antiquated programming hacks to access the necessary compute power to make characters for this game.
#149
Well, that's disappointing.
Was able to use the Sweet Tea launcher via Whisky to run the launcher.exe.
Downloaded the Rebirth client.
Actually got the client to launch (!).
Actually got to LOG IN (!).

And ... the game is unplayable.

Since I have an Apple Studio Display with a 5120x2880 resolution, I'm kind of "stuck" for choices of screen resolution (thanks to using Whisky and GPTK to run a windows game client through emulation) which makes a LOT of things utterly bizarre. The Sweet Tea launcher shows up as a TINY WINDOW that I need to break out a magnifying glass in order to read. In the game, various graphical elements don't scale AT ALL ... such as mouseover text. My cursor looks smaller than a grain of rice (so I can barely see it on screen). And worst of all ... the audio is constantly skipping.

Messing around with the in-game settings ... didn't really help.

At least I know it's been 270 days (as of this posting) since my last login to my characters.

The real kicker though was that ... clicking on a door (to go in and out of the Arena building) crashed the game client to desktop ... convincing me that there still isn't a good option for me to be able to return to Rebirth.
#150
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.