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#11
Player Help/Guides / Frankenslotting Knockback Powe...
Last post by Redlynne - Jun 11, 2025, 11:14 AM
So I've been (casually) leveling a Mercs/Nature Mastermind and because of my build plan, I needed to obtain knockback protection from somewhere other than slotting a Blessing of the Zephyr proc in a movement power.

For specifics, the power I needed to slot for knockback protection is Slug, one of the three personal attacks. The single target attack has an 8s recharge and a 1.67s animation time.

Since Slug can be slotted with Knockback Sets, the obvious solution was to reach for the Kinetic Crash set to achieve the desired knockback protection (-3 mag for 4-slot). However, that then begs the question of whether going to a full 6-slot to reach the 7.5% recharge reduction set bonus is ... optimal.

In this case, the "middle 2" enhancements of the Kinetic Crash set (Knockback/Recharge, Knockback/Endurance) are technically the "least useful" or otherwise "most easily replaceable" parts of the set. Furthermore, dropping from 6-slot to 4-slot set bonuses drops the 5: +6% Regeneration and 6: +7.5% Recharge global set bonuses ... so what could be "a better investment" for those 2 slots?

Answer ... 2 slots of Force Feedback (Knockback/Damage/Endurance, Proc), which then has an incidental yield of a +7.5% Movement Speed instead (Nice to Have™, but not terribly relevant to the point I'm wanting to make).



Now, in terms of equivalencies, a single Force Feedback proc is "worth" +100% Recharge for 5 seconds. For simplicity of illustration purposes, let's call this "500 points of recharge bonus" to make the comparison easier. By contrast, the 6-slot set bonus of Kinetic Crash is +7.5% Recharge "at all times" that the set bonus is active.

So for the purposes of comparison, how often would Force Feedback need to proc in order to be "equivalent" (in terms of yield) to the recharge bonus of 6-slot Kinetic Crash?

500 / 7.5 = 66.66666667

In other words, 1 proc of Force Feedback every 66-67 seconds will "yield" a (roughly) equivalent amount of return in global recharge as the 6-slot set bonus of Kinetic Crash. That's basically a proc rate of 1 per 1.1 minutes to reach (mathematical, in a vacuum) parity.



So if I were to put a Frankenslot Combo of 4-Kinetic Crash plus 2-Force Feedback into a single target attack power such as Slug on a Mercs/Nature Mastermind ... what kind of yield would result from that choice?

The numbers below assume use of Level 27+5 (boosted) enhancements and the use of a T4 Radial Alpha slot that adds +11 (ED) and +22 (non-ED) damage bonus.

Kinetic Crash (2: 4.5% Movement Speed, 2.25% S/L Resistance/3.75% Mez Resistance, -3 Knockback Protection)
Knock/Dam (27+5)
Knock/Acc (27+5)
Knock/Dam/End (27+5)
Knock/Dam/Acc (27+5)

Force Feedback (7.5% Movement Speed)
Knock/Dam/End (27+5)
Proc (21)

Accuracy: 21.063+16.85=37.913*1.25 = 47.39125%
Damage:  21.063+(16.85*3)=71.613*1.25=89.51625+11=100.51625 ... 95.0774375+22 = 117.0774375% with T4 Incarnate Alpha, post-ED {87.564625% pre-T4 Incarnate Alpha, post-ED}
Endurance: (16.85*2)=33.7*1.25 = 42.125%
Knock: (37.938*2)+(30.35*3)=166.926*1.25=208.6575 ... 172.298625% post-ED
Recharge: 0

Force Feedback (2.0 PPM)
2.0 * ((8 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 32.23%



What that means is that an attack power (Slug) with a base recharge of 8s and a 1.67s animation time, with ZERO recharge in the enhancement slots would have ... a 32.23% chance per use to proc Force Feedback.

Even with ZERO global recharge (Hasten, set bonuses, Force Feedback procs, etc.), this attack power can be used 6 times within 66.667s ... with each use having a 32.23% chance to proc Force Feedback ... in order to (mathematically) "match" the +7.5% Recharge 6-slot bonus of Kinetic Crash.

8+1.67 = 9.67*6 = 58.02s < 66.667
8+1.67 = 9.67*7 = 67.69s > 66.667

In other words, in sustained combat, odds are "decent" that the Force Feedback procs option (4-KC, 2-FF) will yield "more return on investment" than the alternative of going a full 6-slots in Kinetic Crash ... while still retaining the desired knockback protection set bonus offered by Kinetic Crash.

Net result ... if you don't mind enhancing knockback effects on knockback (capable) attack powers, then Frankenslotting a combination of 4-Kinetic Crash plus 2-Force Feedback (including proc) might be a compelling alternative to other potential options ... particularly in builds that have few (or even just 1!) knockback attack powers.
#12
General / Re: Character Build Generator
Last post by Jagged - Jun 03, 2025, 04:52 AM
I have made another update to move away from tables and over to HTML5's grids. Which allows me to do some dynamic layout changes. So I have added a toggle to switch been the standard compact view (that looks more like the game) and an expanded view with visible enhancement descriptions.

Compact View


Expanded View

#13
General / Re: Silly Speculative Discussi...
Last post by Jagged - Jun 03, 2025, 04:46 AM
I think in theory you could. Most things scale. In many ways the higher level game is easier simply because you have a lot more powers.

As an example, some of the other servers have gone the other way and made it so you never out level missions. They can always scale up. Which I think shows that, in theory at least, it would be possible to collapse the games levels into a lower number.

Not sure way you would want to do that though  ;D
#14
Looking for Group / Re: WST Schedule 2025 - Curren...
Last post by FarmTank - Jun 01, 2025, 09:24 PM
WST SCHEDULE (6/02/2025 - 07/06/2025)

6/02: Justin Augustine (44-50), Citadel (25-30), Virgil Tarikoss (15-20), ITF (35-50)

6/09: Hess (25-30), Manticore (30-35), Renault (25-30), Dr. Kahn (45-50)

6/16: Dr. Quarterfield (40-44), Numina (35-40), Ice Mistral (35-40), Barracuda (45-50)

6/23: Sutter (20-40), Positron (10-15/11-16), Lord Recluse (45-50), LGTF (45-50)

6/30: Apex (50 w/ Alpha), Synapse (15-20), Tin Mage (50 w/ Alpha), Ms. Liberty (45-50)
#15
General / Re: Attempt: Developing Web Mi...
Last post by Redlynne - May 28, 2025, 07:24 PM
Quote from: Joshex on May 27, 2025, 05:09 PMthis does not display PvP information, and currently would only cover "Info tab" information, where "Effects tab" information will have to be an additional {"Effects":[{}]} entry. I'm debating how to store PvP information. perhaps each attribute with have 2 sub dictionaries {"pve": value} and {"pvp": value} or perhaps I'll do 2 different entire dictionaries Under ['PowerName'] like ['PowerName']['PvE'] and ['PowerName']['PvP']...
The tricksy thing is that not every power has separation of effects for PvE vs PvP, they just do exactly the same thing in both contexts (so why separate/duplicate?).

And then you've got PvP Enhancement Sets that have different global set bonuses depending on what context you're in (the enhancement values remain unchanged).

Simplest solution (that I can think of, anyway) is that everything defaults to PvE context, but there will be a toggle option to switch to a PvP context (kind of like toggling between Hero and Villain in Mids'?) and then *IF* there are PvP data entries for things, they'll "overwrite" the PvE data with PvP data for computation through everything downstream of the lookups.
Quote from: EDekar on May 27, 2025, 08:26 PMDon't forget that there are also Challenge sets whose secondary set effects only activate while on a Task Force challenge (or whatever the condition may be)!
And that's another level of complication. Fortunately, to my knowledge, NONE of those Challenge sets have a PvE vs PvP context differential to them ... but designing the code structure around that fact could be a case of premature optimization.

Probably best to have an additional toggle option for Challenge: Y/N? and you'd be able to set it up such that (right now) the Challenge toggle would automatically toggle the PvE/PvP setting back to PvE. Doing things that way then makes it easier (later) if a PvP Challenge Set gets introduced and you need to enable that particular combination of setting at a later date.
#16
General / Re: Attempt: Developing Web Mi...
Last post by EDekar - May 27, 2025, 08:26 PM
Don't forget that there are also Challenge sets whose secondary set effects only activate while on a Task Force challenge (or whatever the condition may be)!
#17
General / Re: Attempt: Developing Web Mi...
Last post by Joshex - May 27, 2025, 05:09 PM
Rearranging UI blocks atm will be developer-manual, meaning I'd have to set-up alternates for different screen types myself eventually. I'll probably just detect if the browser is mobile or not. though the current setup should work for computers and mobile to a certain percent, mobile users may just have to set the page to display flipped to Landscape instead of Portrait for best results.

I am now at the point where the dictionary for powers needs to start being constructed. the following is the first rough draft:
//powerDictionary entry
powerDict = {};
powerDict['Archetype'] = {}; //replace Archetype with actual archetype name
powerDict['Archetype']['PrimaryPowerset'] = {"list":{}, "of": {}, "Power": {}, "Names": {}};

['PowerName'] = {'Name': "PowerName", 'Minimum_Level': int, 'Has_Inherent_Slots': True/False, 'Allows_Slots': True/False, "Inherent_Slots": [Slot1_Level_(int or Auto), Slot2_level_int, Slot3_Level_int etc.], 'Type': "ranged" "melee" "Self Buff" etc., "activation_type": "Auto" "toggle" "click" etc., "Target_Types": "self", "team", "self+team", "friendly", "foe" etc. [Ex:{"Self": {"Summary": "Self +Regen"}},{"Foe": {"Summary": "Foe - Acc"}}], "Description": "Description text goes here", "Slider": "None" or [Min, Max, designation(ex: 10%, 100%, HP)], "Basic_Stats": [{"End_Cost": "string-float" or "None"}, {"Accuracy": "String-Float-Percent%"}, {"Recharge": "string-float" or "None"}, {"Duration": "string-float" or "None"}, {"Range": "string-float-ft" or "None"}, {"Radius": "string-float-ft" or "None"}, {"Arc": "string-float-°" or "None"}, {"Cast-Time": "string-float" or "None"}, {"Activation_Interval": "string-float" or "None"}, {"Other": [specifics of the power Taunt, Resistance, HitPoints, Recharge, Regen etc.]}], {"Power_Values": ex: {"Damage": [{"Smashing": "38.41"}, {"Energy": "26.12"}]}}};

this does not display PvP information, and currently would only cover "Info tab" information, where "Effects tab" information will have to be an additional {"Effects":[{}]} entry. I'm debating how to store PvP information. perhaps each attribute with have 2 sub dictionaries {"pve": value} and {"pvp": value} or perhaps I'll do 2 different entire dictionaries Under ['PowerName'] like ['PowerName']['PvE'] and ['PowerName']['PvP']...

Alot to decide. written like above the information is not very pleasant on the eyes lol.. @.@.

but we are getting there. I'll test this with Blaster Archery Snap Shot just because it's literally the first entry of every first list. Once I'm confident my code and dictionary can output the correct info to a power button and display the correct info on MO etc., then I'll start making copies for every power in the blaster archery set. then move on to othter blaster sets then other primaries of other ats in order.

this is the painfully tedious part.

Edit: I wasn't thinking enough, I also need to list "EnhanceAllowed": [list of categories allowed], and "SetsAllowed": [list of set categories allowed]. the slots will need to check this info.

also I'm thinking the button will just contain info necessary for the button and radio and slots rather than the full dictionary about the power. I'll set up the code bends so that different objects can access it and get different data returned.[/list][/list]
#18
General / Re: Attempt: Developing Web Mi...
Last post by Redlynne - May 25, 2025, 06:08 PM
So long as what you're doing is "modular enough" that you can rearrange where "blocks" of code interact with the UI (so you can "easily" rearrange the UI layout of stuffs when/if you need to) then you should be fine. Even if what you're doing now isn't ideal for a finished release, so long as it's "good enough" to work with and build upon right now to make sure it all works, that's good enough.

Functionality First ... Polish Later.
Once you get everything working, you can then start figuring out how to make it "pretty" in the UI at a later point.

Eye candy gets you noticed ... but it's SOLID gameplay that keeps people coming back, even for low rez graphics.  ;)
#19
General / Re: Attempt: Developing Web Mi...
Last post by Joshex - May 25, 2025, 03:51 PM
This week I messed with some new technology; style="display: none;" to make a hideable custom dropdown menu, then I realized why not use the same thing for the tabbed content in my table? and sure enough it works better than z-index.

Since learning that, I began putting together the totals tab. and in doing so, I remembered I wanted to condense the totals window into sub-tabs of the totals tab, it'll mean alot of work, but meh, that's the best way to go so that it's all in one window for mobile users. the only catch is I now must differentiate from mids and add more data to the totals tab equating it to the Core Stats tab of the mids totals window, but then this tab wont show tohit, nor recharge redux, nor end redux. so I'm thinking of including these anyways even though some will be duplicated on the next tab with bar graphics.

Additionaly, I decided to get going on the selected powers field, making the power buttons and slots and laying out the level designations, texts and radio buttons . I still need to program them, but graphically it's all set-up. to make it simple each button has 6 slots, but they are set to "display: none" until activated, and will not be counted if they are set to display none.
each button needs an onMouseOver(), and an onClick() or onMouseUp() script.
and the script will need to reference Selected-Level and slots remaining, which I'll store on the "slots left"/"slots placed" button as a data attribute.
I'm starting to think about what data will need to be saved on these power buttons. I have to figure out if it will be easier to store raw stats on them, or will it be simpler to store just power and enhancement names and grab the other info from a dictionary?
I think it'll be easier to just store names on the buttons. this is the complicated part of the process.
#20
Defender / Re: (v2.0) Time/Dual Pistols
Last post by Redlynne - May 20, 2025, 11:43 PM
Quote from: Redlynne on Jan 21, 2025, 05:05 PM7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
10% Range (Superior Defender's Bastion: 3)
= 32.5%

Finally got enough catalysts to go Superior on Defender's Bastion and verify the theorycrafting that went into this build. :-*

I have 2x Rolling Barrage + 2x HO: Centriole Exposure++ (Damage/Range) in Empty Clips, Bullet Rain and Piercing Rounds ... and yes, that means I needed a minimum of 18x Centriole Exposure (farmed and stockpiled from the Seed of Hamidon hunts in First Ward) in order to combine 6 of them into 50++ to achieve this result.

In game, looking at the Enhancements window, the range for Bullet Rain and Piercing Rounds reports as:
Range (base): 80 ft
Range (enhanced with Alpha Intuition Radial Paragon): +62.8% (80*1.628 = 130.24 ft)

Range (global set buffs): +32.5% (80*0.325 = +26 ft)

130.24 + 26 = 156.24 ft range ... on Bullet Rain and Piercing Rounds



For reference, most Sniper powers for a variety of archetypes are 150 ft (base) range Single Target attacks.

With the build posted above, I've got TWO "sniper range" AoE attacks (1 TAoE, 1 Cone!) that can hit up to 16 Max Targets within a 15 ft radius of my $Target (Bullet Rain) ... and up to 3 Max Targets within a 5º Cone, which at ~150 ft range is ~12 ft wide at the far end (Piercing Rounds).

Which means ... my Defender can participate in Underground Trial Bomb Runs as a "sniper" ... even though I'm (only) using PISTOLS ...

Yeah ... 8)