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#51
Last post by Redlynne - Jan 21, 2025, 05:04 PM

Alright.
Let's do this (again) ...
Level 50 Natural Defender
Primary Power Set {9}: Time Manipulation
Secondary Power Set {9}: Dual Pistols
Power Pool {1}: Flight
Power Pool {1}: Speed
Power Pool {4}: Leadership
Praetorian Resistance Profile
Level 1: Time Crawl- (A) Superior Winter Storm - Accuracy/Slow: Attuned
Level 1: Pistols- (A) Superior Vigilant Assault - Accuracy/Damage: Attuned
- (3) Superior Vigilant Assault - Damage/Recharge: Attuned
- (3) Superior Vigilant Assault - Damage/Endurance/Recharge: Attuned
- (5) Superior Vigilant Assault - Accuracy/Damage/Endurance: Attuned
- (5) Superior Vigilant Assault - Accuracy/Damage/Endurance/Recharge: Attuned
- (11) Superior Vigilant Assault - Recharge/PBAoE +Absorb (5.0 PPM): Attuned
- 5.0 * ((4 / ( 1 + 95.90 / 100 )) + 1.00) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 25.35%
- Hybrid Assault Radial Embodiment (6.0 PPM)
- 6.0 * ((4 / ( 1 + 95.90 / 100 )) + 1.00) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 30.42%
Level 2: Temporal Mending- (A) Preventive Medicine - Chance for +Absorb: Level 20
- (48) Preventive Medicine - Heal: Level 27+5
- (48) Preventive Medicine - Heal/Endurance: Level 27+5
- (48) Preventive Medicine - Recharge/Endurance: Level 27+5
- (50) Preventive Medicine - Heal/Recharge: Level 27+5
- (50) Preventive Medicine - Heal/Endurance/Recharge: Level 27+5
Level 4: Time's Juncture- (A) Superior Witchcraft - Universal Debuff: Attuned
- (15) Superior Witchcraft - Accuracy/Universal Debuff: Attuned
Level 6: Dual Wield- (A) Superior Defender's Bastion - Accuracy/Damage: Attuned
- (7) Superior Defender's Bastion - Damage/Recharge: Attuned
- (7) Superior Defender's Bastion - Damage/Endurance/Recharge: Attuned
- (9) Superior Defender's Bastion - Accuracy/Damage/Endurance: Attuned
- (9) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Attuned
- (11) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal (5.0 PPM): Attuned
- 5.0 * ((6 / ( 1 + 95.90 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 39.44%
- Hybrid Assault Radial Embodiment (6.0 PPM)
- 6.0 * ((6 / ( 1 + 95.90 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 47.33%
Level 8: Empty Clips- (A) Rolling Barrage - Accuracy/Damage: Level 27+5
- (13) Rolling Barrage - Damage/Endurance: Level 27+5
- (13) Achilles' Heel - Chance for Resist Debuff (3.5 PPM): Level 10
- 3.5 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 40,000))) = 41.20% per $Target
- (19) Force Feedback - Chance of +Recharge (2.0 PPM): Level 21
- 2.0 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 40,000))) = 23.54% per $Target
- (33) Hamidon Origin: Centriole Exposure++ (Damage/Range)
- (33) Hamidon Origin: Centriole Exposure++ (Damage/Range)
- Hybrid Assault Radial Embodiment (6.0 PPM)
- 6.0 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 40,000))) = 70.62% per $Target
Level 10: Swap Ammo
Level 12: Temporal Selection- (A) Doctored Wounds - Healing/Recharge: Level 50+5
Level 14: Distortion Field- (A) Superior Winter Storm - Recharge/Chance for Cold Damage: Attuned
- 4.5 * 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 40,000))) = 27.91% per $Target
- (15) Superior Winter Storm - Recharge/Endurance: Attuned
- (46) Superior Winter Storm - Damage/Endurance/Slow: Attuned
- (46) Superior Winter Storm - Damage/Slow: Attuned
- (46) Superior Winter Storm - Accuracy/Damage/Slow: Attuned
Level 16: Bullet Rain- (A) Rolling Barrage - Accuracy/Damage: Level 27+5
- (17) Rolling Barrage - Damage/Endurance: Level 27+5
- (17) Overwhelming Force - Damage/20% Chance for Knockdown/Knockback to Knockdown: Attuned
- (19) Force Feedback - Chance of +Recharge (2.0 PPM): Level 21
- 2.0 * ((18 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 40,000))) = 28.94% per $Target
- (34) Hamidon Origin: Centriole Exposure++ (Damage/Range)
- (34) Hamidon Origin: Centriole Exposure++ (Damage/Range)
- Hybrid Assault Radial Embodiment (6.0 PPM)
- 6.0 * ((18 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 40,000))) = 86.82% per $Target
Level 18: Hover- (A) Blessing of the Zephyr - Mag 4 Knockback Protection: Level 10
Level 20: Suppressive Fire- (A) Neuronic Shutdown - Accuracy/Endurance : Level 27+5
- (21) Neuronic Shutdown - Chance for Psionic Damage (3.5 PPM): Level 10
- 3.5 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 90% (Pre-clamp: 125.42%)
- (21) Ghost Widow's Embrace - for Psionic Damage (3.5 PPM): Level 20
- 3.5 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 90% (Pre-clamp: 125.42%)
- (23) Decimation - Chance for Buildup (1.0 PPM): Level 25
- 1.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 35.83%
- (27) Lockdown - Chance for +2 Mag Hold (2.5 PPM): Level 30
- 2.5 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 89.58%
- (27) Devastation - Chance for +2 Mag Hold (3.0 PPM): Level 30
- 3.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 90% (Pre-clamp: 107.5%)
- Hybrid Assault Radial Embodiment (6.0 PPM)
- 6.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 90% (Pre-clamp: 215.00%)
Level 22: Time Stop- (A) Superior Entomb - Accuracy/Endurance/Hold: Attuned
- (23) Gladiator's Net - Chance for Lethal Damage (3.5 PPM): Level 10
- 3.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 90% (Pre-clamp: 105.99%)
- (34) Neuronic Shutdown - Chance for Psionic Damage (3.5 PPM): Level 10
- 3.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 90% (Pre-clamp: 105.99%)
- (37) Ghost Widow's Embrace - Chance for Psionic Damage (3.5 PPM): Level 20
- 3.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 90% (Pre-clamp: 105.99%)
- (40) Lockdown - Chance for +2 Mag Hold (2.5 PPM): Level 30
- 2.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 75.71%
- (50) Unbreakable Constraint - Chance for Smashing Damage (4.5 PPM): Level 50
- 4.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 90% (Pre-clamp: 136.28%)
Level 24: Farsight- (A) Hamidon Origin: Cytoskeleton Exposure++ (Defense/ToHit Buff/Endurance Reduction)
- (25) Hamidon Origin: Cytoskeleton Exposure++ (Defense/ToHit Buff/Endurance Reduction)
- (25) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25+5
Level 26: Slowed Response- (A) Superior Witchcraft - Accuracy/Recharge: Attuned
- (43) Superior Witchcraft - Accuracy/Endurance/Recharge: Attuned
- (45) Shield Breaker - Chance for Lethal Damage (3.5 PPM): Level 10
- 3.5 * ((90 / ( 1 + 59.2 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 90% (Pre-clamp: 110.32%) per $Target
- (45) Achilles' Heel - Chance for Res Debuff (3.5 PPM): Level 10
- 3.5 * ((90 / ( 1 + 59.2 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 90% (Pre-clamp: 110.32%) per $Target
- (45) Touch of Lady Grey - Chance for Negative Damage (3.5 PPM): Level 21
- 3.5 * ((90 / ( 1 + 59.2 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 90% (Pre-clamp: 110.32%) per $Target
Level 28: Executioner's Shot- (A) Superior Winter's Bite - Accuracy/Damage: Attuned
- (29) Superior Winter's Bite - Accuracy/Damage/Recharge: Attuned
- (29) Superior Winter's Bite - Accuracy/Damage/Endurance: Attuned
- (31) Superior Winter's Bite - Accuracy/Damage/Endurance/Recharge: Attuned
- (31) Superior Winter's Bite - Recharge/Chance for -Speed & Recharge Slow (5.0 PPM): Attuned
- 5.0 * ((10 / ( 1 + 95.84 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 56.47%
- (31) Force Feedback - Chance of +Recharge (2.0 PPM): Level 21
- 2.0 * ((10 / ( 1 + 95.84 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 22.59%
- Hybrid Assault Radial Embodiment (6.0 PPM)
- 6.0 * ((10 / ( 1 + 95.84 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 67.76%
Level 30: Hasten- (A) Recharge IO: Level 50+5
Level 32: Chrono Shift- (A) Recharge IO: Level 50+5
- (33) Recharge IO: Level 50+5
Level 35: Piercing Rounds- (A) Rolling Barrage - Accuracy/Damage: Level 27+5
- (36) Rolling Barrage - Damage/Endurance: Level 27+5
- (36) Annihilation - Chance for Resist Debuff (3.0 PPM): Level 20
- 3.0 * ((15 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 5 + 540) / 40,000))) = 46.24% per $Target
- (36) Superior Witchcraft - Chance for Resist Debuff (6.0 PPM): Attuned
- 6.0 * ((15 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 5 + 540) / 40,000))) = 90% (Pre-clamp: 92.47%) per $Target
- (37) Hamidon Origin: Centriole Exposure++ (Damage/Range)
- (37) Hamidon Origin: Centriole Exposure++ (Damage/Range)
- Hybrid Assault Radial Embodiment (6.0 PPM)
- 6.0 * ((15 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 5 + 540) / 40,000))) = 90% (Pre-clamp: 92.47%) per $Target
Level 38: Hail of Bullets- (A) Superior Avalanche - Accuracy/Damage: Attuned
- (39) Superior Avalanche - Damage/Endurance: Attuned
- (39) Superior Avalanche - Accuracy/Damage/Recharge: Attuned
- (39) Superior Avalanche - Accuracy/Damage/Endurance: Attuned
- (40) Superior Avalanche - Accuracy/Damage/Endurance/Recharge: Attuned
- (40) Superior Avalanche - Recharge/Chance for Knockdown (3.5 PPM): Attuned
- 3.5 * ((105 / ( 1 + 72.25 / 100 )) + 2.47) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 90% (Pre-clamp: 118.99%)
- Hybrid Assault Radial Embodiment (6.0 PPM)
- 6.0 * ((105 / ( 1 + 72.25 / 100 )) + 2.47) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 90% (Pre-clamp: 203.99%)
Level 41: Maneuvers- (A) Reactive Defenses - Scaling Resist Damage: Level 20
- (42) Reactive Defenses - Defense: Level 22+5
- (42) Reactive Defenses - Defense/Endurance: Level 22+5
- (42) Reactive Defenses - Endurance/RechargeTime: Level 22+5
- (43) Reactive Defenses - Defense/RechargeTime: Level 22+5
- (43) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22+5
Level 44: Tactics- (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)
Level 47: Assault- (A) Endurance Reduction IO: Level 50+5
Level 49: Vengeance- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25+5
#52
Last post by Joshex - Jan 21, 2025, 12:07 PM
I know this has been reported multiple times, this thread stands as a record of what it is and when it happens.
What it is: some players go to get a nuke in warburg, you know launch the missile,( "but I'm le tired" "well, then take a nap, then launch the missiles!" -if you get the quote), in the process of doing so as soon as they tell a lab tech to follow them all players in zone experience getting disconnected from the mapserver. Apparently, the mapserver resets to some previously known state before you told the technician to follow you, so you may end up standing in a different place when you return to the game.
I suspect this is a built-in failsafe to protect against bugs permanently bricking zones or characters.
Observations: When it happens:
#1: Genesis Incarnate Powers are Slotted
IF you do not have incarnate genesis powers and have this bug; clear all enemies around the lab technician and turn off ALL powers and unslot all incarnate powers from their incarnate slots. then talk to the lab technician and ask them to follow you.
If this works, the problem may be one of your powers or enhancement procs etc., to remedy it: With ALL powers off, as the lab tech to follow you, Try turning on each power ONE-at-a-Time, walk around and then turn on the next one. repeat until you mapserve, if none, slot your incarnate powers ONE-at-a-time, then walk around and slot the next one. What ever power you turned on before you mapserved is the culprit, report it. Someone else with the same power but no/different enhancements should try it. if they are also bugged then it's the power, if they are not bugged it's an enhancement.
If it does not work!: It may be one of your Auto powers, these are powers you cannot deactivate easily, you'd have to get someone to make a build with the same sets without those Auto powers, then if that doesn't cause the problem you'll have to build them in one at a time until it causes the issue.
It could be power casts too, or pets, or pet power casts, or bonuses, chances for something etc., use a process of elimination, watch Combat logs, and see what powers/pet powers cast before you mapserv. report them.
simple tests really.
But for now I do know that the following causes it 100% of the time Definitely:
Socket Core Flawless Genesis
it is not known if ALL genesis powers cause it but it is highly suspected as such.
Other possibly relevant information for Game Moderators and Devs (the following did not cause this bug during my successful tests)
AT: Tanker
Primary: Willpower
Secondary: Electrical Melee
Willpower Powers:
All.
Electrical Melee Powers:
Charged Brawl
Jacobs Ladder
Taunt
Thunder Strike
Build Up
Chain Induction
Lightning Rod
Pools:
Fighting
Concealment
Leaping
Speed
Fighting Powers:
Kick
Tough
Weave
Concealment Powers:
Stealth
Leaping Powers:
Combat Jumping
Speed Powers:
Hasten
Energy Mastery Powers:
Conserve Power
Physical Perfection
Incarnate:
Alpha: Musculature Radial Paragon
Interface: Diamagnetic Core Flawless
Judgement: Ion Core Final
Destiny: Barrier Core Epiphany
Hybrid: Assault Radial Embodiment
the following did cause the bug in all my unsuccessful attempts:
Genesis: Socket Core Flawless
temp powers not listed. I have a ton of those, it'd take me a long time to list them lol.
#53
Last post by Joshex - Jan 19, 2025, 01:34 PM
and so the devs gave the adminstrators and everyone else, the bird.
#54
Last post by Joshex - Jan 19, 2025, 12:44 PM
I think we need to test the "average-maximum" team distance. it'll mean having the server collect and record /loc data to figure out distances on X,Y,Z, given a range of different map types.
the reason I say that is 20ft in game or even 40ft might be different than you imagine. I assume each player bounds is roughly 2ft to 3ft, we divide that in half for AoE origin so 1 to 1.5ft, this is the bare-bones collision distance. some rays will even fail to detect objects flatly crammed up against this bounds. then you have enemies attempting to arrangethemselves around the target, perhaps 30 of them+some that are just standing there because they cannot be engaged because they are over the agro cap, each one of these adds 3x3, however they wont be arranged in neat square-flush blocks, instead corners of their bounds will meet flats of other's bounds pushing them out ever so slightly. so at "minimum-maximum" the next player Might be 3 or 4 enemy lengths+0.5theplayer width. so like 10.5 to 13.5 if everything is neat and compact. but that player and the enemies will literally have to be pressed together like a full elevator of people.
more often than not this is not the case, people and enemies do not cram in. they reach the maximum range for their attacks to cast and stop. melee range is like 7ft -3ft(1.5 player width and 1.5 enemy width) so they typically stop leaving a gap of 4ft, one or 2 might jump in there because they are cast-blocked by the rest of their horde denying them access to melee range to the target, but such hap-hazard jump-ins are far from neat and usually don't leave much or any space for new squeeze-ins leaving unoccupied melee range space that none can fit in.
but anyways 7ft roughly. 2 of these distances is 14, 3 is 21ft. I'd say that's average between 21 and 28ft of enemies + obstacles, that means at 30ft outside players would have to cram in leaving at most 0.5ft gap between them and the outermost enemy. but they often do not do that. as that would potentially incite far more than they intended to return fire. so they typically give it max melee or low to moderate ranged distance(but in some conditions high ranged distance for sniping and squishies). that's a gap of anywhere between 7ft, 10ft, 40ft or potentially upto 80ft.
That's if it's all neat and tidy where the tanker has full agro and has pinned the horde on a corner somewhere to draw all the ranged enemies into melee range.
More often, I've noticed players don't understand this concept that "it's quicker to dispatch enemies in a pile" and they engage before the tank and the mob spreads out to each player, the average player distance being 10ft to 15ft from each other.
so.. I'll let you investigate further and draw your own conclusions, these are just my observations.
a former thought for team insps is any ally engaged in battle(attacking or being attacked with-in the last X seconds) could recieve the benefit regardless distance or LoS. but yeah that'd take retooling as well.
#55
Last post by Joshex - Jan 19, 2025, 12:16 AM
Quote from: Redlynne on Jan 18, 2025, 10:53 PMQuote from: Joshex on Jan 18, 2025, 07:18 PMSo we all know energy control right?
Wait? you don't?!
oh.. right, it doesn't exist.
They're called PEACEBRINGERS. 
If you want the "dark" version, play a (MFing) WARSHADE. 
Probably not the response you were expecting, but ... 
Peacebringers were the "everything else" that they couldn't fit in an AT and powersets that people requested, but tbh not much control. they are like ranged and melee mix tanks. so if they were shooting for Energy Control... and got essentially a super blaster.. then.. yeah I'm gonna say we still need an actual energy control powerset lol.
we can tone down the damage if that's the issue. but yeah an energy control set really should be done at some point.
Peacebringers are like an energy assault set. no control in it.
#56
Last post by Redlynne - Jan 18, 2025, 10:53 PM
Quote from: Joshex on Jan 18, 2025, 07:18 PMSo we all know energy control right?
Wait? you don't?!
oh.. right, it doesn't exist.
They're called PEACEBRINGERS.

If you want the "dark" version, play a (MFing) WARSHADE.

Probably not the response you were expecting, but ...

#57
Last post by Redlynne - Jan 18, 2025, 10:48 PM
Quote from: Joshex on Jan 18, 2025, 04:49 PMso I really think a one time per ally Line of sight distance based ray-chain would be better.
In terms of "getting more reach" out of the Team Inspirations ... in theory that could work.
In practice, it's probably more trouble than it's worth, though. It would require a lot of engineering (and testing) to verify it.
Right now, the Team Inspirations are just a 20ft PBAoE.
Be a lot simpler to merely increase the radius ... perhaps to being a 30ft PBAoE ... and broadening the targets affected from being only Teammates to being Allies.
Point being that I would prefer to be a bit conservative, in a way that "twiddles" a couple of database values ... rather than reaching for a completely different "delivery mechanism" behavior, such as a chain.
At most, I wouldn't mind if the PBAoE were converted into something like a 90ยบ 45ft Cone, "pointing" in the direction of the camera view (precedent: Nature Affinity - Regrowth). That way, you have to "aim" the Team Inspiration(s) in the direction of the Allies you want to affect, rather than just being "close" to them somewhere nearby. Makes the Team Inspirations more "Player skill/awareness/control" dependent than an overly simplistic 20ft PBAoE.
#58
Last post by Joshex - Jan 18, 2025, 07:18 PM
So we all know energy control right?
Wait? you don't?!
oh.. right, it doesn't exist.
this is what went through my mind today when I had the bright Idea of making a new toon. I openned up a planner and chose controller then went looking through the different primaries and couldn't understand it. I thought I was just failing to see it. I thought "Energy 'everything' was one of the earlier sets in CoH, you'd think there'd definitely be an energy control."
turns out, no, there isn't an 'energy control'.
I know I suggest a lot of things. but this one seems like it should have been done on Live in like Issue 8 or so. how could we have not created this upto now?!
I got to thinking about the set, based on the hallmarks of energy, we're talking a situation of a Mez(Disorient) show where "would you like some Knockup and repel with your knockback good sir?" is the basis of the control set.
then I got into "what would an Energy Immobilize or Engergy Hold look like?" Immediately I was brought to the thought of the energy rings around the fists of my energy manipulation blaster.
So I imagined an energy immobilize places an energy ring around the enemy's legs. a hold could be anywhere from multiple rings one around the head, one around each hand and foot, to, energy balls around these, then I thought "well they could still move their arms if you just put energy around their hands" then came up with the mental image of "Energy Shackles" simply put a bar of energy connecting each shackle hand to hand, foot to foot and hands to feet, and an energy ball around their head. then I figured it'd restrict airflow so it'd probably cause choke and -recovery.
but as I thought about that I said to myself "where's the trademark knockback?" and so I paused until I thought, "well if the enemy tried to move and touched the energy ring.... BOOM. they'd go flying, and probably be significantly damaged too, add on a nice disorient for good measure if they trigger that Knock Up by trying to move or trying to attack when held."
then I was like "but there's no Anti Fly..." and then I thought "well, that's moving, even just hovering in place has some motion.. so.. that'd trigger High Energy Damage + Knockup+disorient. Ouch. I'd hate to be hit with that while flying.." cast> target is flying BOOM> 1,2,3,4,> target is still flying/trying to move/trying to attack, and attack duration has not expired = BOOM> repeat.
" '-fly' why would I do that? you can fly all you want! here let me help you fly higher! but that cieling looks like it'll hurt.."
*I now imagine a loop animation where someone is being controlled and smacked repeatedly into a cieling.* and the controller saying "stop smacking yourself into the cieling, stop smacking yourself into the cieling, stop smacking yourself into the cieling".
I mean they are "Trollers" what kind of behaviour did you expect? I'm surprised they aren't inventing magnet powered flight and trying to make schemes to bankrupt organizations they don't like and profit.
jokes asside, Energy sets are typically fairly Single-Target Centric. They typically have limited AoE or Cone in each set, and as a troller really needs to address the crowd, not just single targets, I figure after the first 2 single targets there should be alot of swirling energy fields, auras and bubbles. and tons of enemies getting knocked around and repelled and maybe even pulled back in to go all over again via a single attract, top it off with disorient and I think that's a good basis for an energy control set.
Thinking about a swirling energy aura, it could be fairly defensive +Def (all) +res(energy negative) add in Moderate Damage when enemies touch it, and repel and disorient and I think it's a good L8
but then I ran out of ideas for L12, L18, and L26... at that point I kinda thought it was too heavy in AoE, cone and chain already. and most sets do some variant of an AoE here.
I figured, an "energy controller" probably should be able to controll masses of energy and make them do his bidding, so he should get a pet, or 2. probably an energy golem/servant/spectre at L32 similar to dark servant but with a bright color tintable energy aura body-part-basis rather than dark clouds. it'll probably fizzle out on it's own over time, so a limited time summon perhaps. then I got to thinking about attacks for it and thought, "what happens when all that energy making this energy pet gets dispersed when it dies?" and I went looking through Energy sets and saw [Energy Blasting: Nova PBAoE Extreme Damage Energy/Smash foe: knockback] and was like "yep. that's what happens when energy golem or energy specter dies. it's pretty much a bomb with legs and arms.." and figured it should have 1 ranged and one melee attack probably in high damage due to it's limited summon time, so I added in [Power Burst(High Damage Energy/Smash foe Knockback)] for a ranged single target, and [Staggering Burst(Melee(AoE) Smash/Energy foe disorient)] for kinda an energy dispersal attack from the pet, as it's attacks, also it definitely needs a healthbar, that way if something does kill it BOOM.. either it's timer runs out and Nova, or something kills it and Nova, or the player(with enough haste to perma-summon it) replaces it's summon and: Nova on desummon.
and with that I'm semi-fresh out of compiled ideas for this set.
Maybe a ground-pounder, some field/energy-object that comes down on top of enemies and hits them with Energy smashing and Knockdown every time they stand up as it attempts to bash them into the ground repeatedly like an energy troller made a giant energy mallet and decided to play whack-a-mole.
and maybe a single target mega-hold at some rediculous magnitude.
maybe a Range Wide Cone energy smack, like a mass-target(upto 30) mega KB+disorient
maybe another energy aura with -acc -tohit to go with that disorient
another pet? Idk.
this is what I came up with:
Energy Control:
L1 Energy Ring: Ranged, Moderate DoT Energy/Smashing (6.12x5), Foe: Immobilize. When foe tries to move/or is flying; Foe: KnockUp (Mag 4.99), High Damage Energy (50.16)
L1 Energy Shackles: Ranged, Moderate DoT Energy/Smashing (6.73x5) Foe: Hold, Choke, -recovery. When foe tries to move/or is flying or tries to attack; Foe: Knockup (Mag 6) High Damage Energy (50.16). "Energy Shackles Cover the Foe's Head, Hands and Feet rendering them unable to move or attack, the head covering restricts breathing, leading to a lack of ability to recover strength for a short time. If the enemy moves or tries to attack, the shackles tighten and release an energy pulse which will severely damage and send the foe flying up."
L2 Energy Wave: Ranged Cone Chain, Minor DoT Energy(4x2), Foe: -fly, Knockup (Mag 10), Foe: GrantPower: ["Energy Conduit", Ranged Cone to player foex1, Minor DoT Energy, -fly, Knockup (mag 10) if time remaining on player cast: grant power ["EnergyConduit" from each target]] "you release a fast-vibrating wave of energy that loops from target to target repeatedly for 27.94 seconds, violently knocking them into the air and pulling them back down every time it hits disabling their ability to fly. the energy burns as it runs through their nerves causing minor energy damage over time on each hit. This power can effect upto 7 targets at a time, it then arcs off of them to any other nearby target which has not recently been hit on the previous tick"
L6 Energy Torus: Summon: Wide Field, Foe Attract, When the foe touches the center; Foe: High Damage Energy, Knockback Mag 16, Stun, Disorient. "you create a feild in the shape of a large energy bubble in the sha[e of a donut, the center has a gravity anomaly which pulls enemies in rapidly, when enemies touch this anomaly it violently reacts causing high damage and sending foes flying backwards leaving them stunned and disoriented for a short time."
L8 Energy Cyclone Toggle: +Def(All) +Res (Energy Negative), PBAoE Aura Moderate Damage Energy(30.59), Foe: KnockUP (Mag 4), Repel (Mag 3), Disorient. "you create a whirling cyclone of energy around yourself that redirects attacks around you, any foe that touches it will be moderately damaged, then thrown up and away from you causing disorientation for a short time."
L12 Energy Flash: TAoE Minor Damage Energy(5), Foe: Stun(160s), Blind(320s), Disorient(160s), -ToHit(20%), -Def(20% all), Knockback(Mag 1)
L18 Weld: Ranged High DoT Energy(10x5), Foe Hold(Mag 36, 360s), -Def(30%), -fly(Mag 10) Knockdown
L26
L32 Summon Energy Specter: High Damage Energy, Attacks: Power Burst(High Damage Energy/Smash foe Knockback), Staggering Burst(Melee(AoE) Smash/Energy foe disorient), On Death: Nova (PBAoE Extreme Damage Energy/Smash foe Knockback).
Edit1/21/25:
thinking about this I've come up with another power:
Energy Flash/Flash: TAoE Minor Damage Energy(5), Foe: Stun, Blind, Disorient, -ToHit, -Def, Knockback
"You launch a very bright exploding ball of energy at your foes kocking them back and blinding them for a long period of time, it waves through them stunnign and disorienting them. because of the light burned into their retinas they are unable to see well causing a -20% decreased in ability to hit targets and defend themselves from being hit."
essentially energy has the ability to bind and knockback sure, but it can also blind, probably some of the strongest longest lasting blinds in game, like laser eye surgery gone wrong.
Weld: Ranged High DoT Energy(10x5), Foe Hold(Mag 30, 360s), -Def(30%), -fly(Mag 10) Knockdown
"You use your energy to literally, not figuratively weld your enemy to the ground. they find it very difficult to move so avoiding attacks becomes almost impossible, the welding process damages them over time for the initial application phase." -single target Super Hold
#59
Last post by Joshex - Jan 18, 2025, 04:49 PM
I agree.
tbh the AoE radius is a little issue too. I tank, and sometimes I get surrounded by mobs and cannot jump away towards teammates, they end up being just out of the AoE radius, I've found that most of the time I have used team insps no one but me has been effected, I think one time I effected 2 teammates.
The thing here is the team is typically spread out over a much greater area than 20ft, it's very rare that the team is not spread out by like 40ft to 60ft, and these are not premptive measures, when people need them applied, they are typically arrayed in-battle and it's impossible to say "gather for team insps" and expect them to be able to comply and move 5 ft closer to get in the 20ft AoE range.
I think it should be Ranged Chain(once) based on LoS(Line of sight). and yes effect league members, and any "Allies" too. we'll let the game figure out if a ray from player 1 can hit any player on the team/league or any friendly target. then we'll let the game figure out if illusivity causes that ray to be too far a distance to work.
these team inspirations could be anything from realizing theres some ingenious use for Regenerating Flesh no one ever thought about "hey, it can probably regenerate my flesh" and then realizing " hey because it regenerates I can break it into peices and throw some to a team mate 'here catch put it on that burn!', or it could be a team peptalk or speech shouted down the hallway that gives team members some beneficial thought or strategy which allows them to be buffed in some way. a rez insp of that nature could be "hey heroes on the floor, the rest of the team is going out for doughnuts after this, but only if you get up right now."
so, rather than AoE, it really could even be conveyed through the team communicator, but then everyone on team would get the buff regardless of being near or in line of sight.
so I really think a one time per ally Line of sight distance based ray-chain would be better.
#60
Last post by Redlynne - Jan 17, 2025, 01:22 AM
During tonight's Keyes Island iTrial, I was trying to assist with "medical" duties for people who were getting Disintegrated.
Redlynne has her Valiance PBAoE aura (+118.4% Regeneration to Allies), but that is nowhere NEAR enough to help people survive the 40% then 80% Max Health hit at the end of Disintegration.
So I was trying to use

Health Imbuement inspirations to help top up people so they could survive.
Imagine my surprise when I burn
2 of them while standing right next to a league mate (not a teammate) who is Disintegrating ... and their Health bar doesn't move ... at all.
The only logical conclusion that I can draw is that ->
TEAM <- Inspirations are coded to (only) affect
TEAMmates ... while anyone in your league, but NOT on your
TEAM, is just ... um ... the game simply doesn't "like them" enough (on your behalf).

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

I'm thinking that the simplest solution would be to edit the parameter in the database that defines who who can be affected by
Team Inspirations (within the 20ft PBAoE when used).
Instead of only affecting ->
TEAM <- ... change it to affect
Allies, so the Team Inspirations can affect league members as well as NPCs (who are not civilians, because nothing affects civilians).
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