Recent posts
#61
Nah, turns out foxes *eat* birds. Or more specifically firefox has issues with the forum software (but not chromium base). This is the only thing chrome is used for on my computer, and I hate it but until it can be pinned down... well...
This was a thread to test if I could read/reply to things, and helped me figure out the browser thing.
#62
Last post by Joshex - Jan 24, 2025, 05:07 PM
interesting Idea for an Energy Control power:
Laser Volley: Summon Laser Pets, Life Duration; 300s, Recharge; 600s (attacks; [Laser Rays: Ranged Cone Moderate Damage Energy (5 damage, in 10 rays), Attack Duration; 2s, Recharge; Very Short (4s) Foe: Knockdown, Blind(Mag5, 30s), Disorient, 45% chance for Blind (Mag 16, 90s)]
"The world's most dangerous Lights Show. You release 2 to 4 highly compact energy balls which cannot be targeted nor destroyed as they are not alive but merely energy controlled by you. They follow you and fire multiple lasers from random angles into enemies you come accross, the lasers are aimed high, foes are knocked down on impact, and will be disoriented by the flashing lights when getting back to their feet, the laser lights make it difficult to see; blinding enemies to attackers. Some lasers may hit enemies in the eyes blinding them more severely. These pets only have enough energy to shoot lasers for 5 minutes, after which time they disperse into nothing. Using this power takes alot of focus to maintain, your brain needs to rest for a long time before you are ready to do it again.
again, this set is in the basic rough idea phase and subject to change and suggestion, none of the attacks listed in this thread are "final" nor must they be used in the set nor at any given level.
better suggestions? better names? tell us!
#63
Last post by EDekar - Jan 21, 2025, 05:50 PM
I thought others might benefit from the Mids data file, so I've transcribed it as accurately as I can and posted it here. Hope it helps!
#64
Last post by Redlynne - Jan 21, 2025, 05:05 PM
Level 1: Vigilance
Level 1: Brawl- (A) Hamidon Origin: Nucleolus Exposure (Accuracy/Damage)
Level 1: Prestige Power Slide- (A) Run Speed IO: Level 50
Level 1: Sprint- (A) Celerity - +Stealth: Level 15
Level 1: Prestige Power Surge- (A) Run Speed IO: Level 50+5
Level 1: Prestige Power Dash- (A) Run Speed IO: Level 50
Level 1: Prestige Power Quick- (A) Run Speed IO: Level 50
Level 1: Prestige Power Rush- (A) Run Speed IO: Level 50
Level 2: Rest- (A) Inexhaustability - Out of Combat +Hit Points/Endurance: Attuned
Level 2: Swift- (A) Run Speed IO: Level 50+5
Level 2: Hurdle- (A) Jumping IO: Level 50+5
Level 2: Health- (A) Panacea - Chance for +HP and +End: Level 10
- (8 ) Miracle - 15% Recovery: Level 20
- (16) Numina's Convalescence - 10% Recovery and 20% Regeneration: Level 30
Level 2: Stamina- (A) Performance Shifter - Chance for +End: Level 21
- (12) Performance Shifter - EndMod: Level 27+5
- (22) Performance Shifter - EndMod/Accuracy: Level 27+5
Level 4: Ninja Run or Beast Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 50: Alpha Intuition Radial Paragon
Level 50: Judgement Vorpal Radial Final Judgement
Level 50: Interface Cognitive Core Flawless Interface
Level 50: Lore Robotic Drones Core Superior Ally
Level 50: Destiny Clarion Radial Epiphany
Level 50: Hybrid Assault Radial Embodiment
Level 50: Genesis Socket Radial Flawless Genesis
Set Bonuses:
15% Accuracy (Superior Vigilant Assault: 4)
15% Accuracy (Superior Winter Storm: 4)
= 30%
4% Damage (Superior Vigilant Assault: 5)
4% Damage (Superior Witchcraft: 2)
4% Damage (Superior Witchcraft: 2)
= 12%
5% Defense Melee, 2.5% Defense S/L (Superior Avalanche: 5)
5% Defense Ranged, 2.5% Defense E/N (Superior Defender's Bastion: 5)
2.5% Defense Ranged, 5% Defense E/N (Superior Winter's Bite: 5)
= 7.5% / 7.5%
5% Defense AoE, 2.5% Defense F/C (Superior Vigilant Assault: 6)
2.5% Defense AoE, 5% Defense F/C (Superior Avalanche: 6)
= 7.5% / 7.5%
3.75% Endurance Discount (Preventative Medicine: 5)
3.75% Endurance Discount (Reactive Defenses: 5)
= 7.5%
8% Improved Heal (Superior Defender's Bastion: 4)
4% Improved Slow (Superior Winter Storm: 3)
-4 Knockback Protection (Blessing of the Zephyr: 1)
3.6% Max Endurance (Superior Vigilant Assault: 2)
1.875% Max Health (Preventative Medicine: 3)
1.875% Max Health (Reactive Defenses: 3)
1.875% Max Health (Performance Shifter: 3)
3% Max Health (Superior Defender's Bastion: 2)
= 8.625%
7.5% Movement Speed (Performance Shifter: 2)
7.5% 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%
7.5% Recharge (Luck of the Gambler: 1)
7.5% Recharge (Luck of the Gambler: 1)
8.75% Recharge (Preventative Medicine: 6)
8.75% Recharge (Reactive Defenses: 6)
10% Recharge (Superior Vigilant Assault: 3)
10% Recharge (Superior Defender's Bastion: 6)
10% Recharge (Superior Winter Storm: 5)
= 62.5%
4% Recovery (Superior Winter Storm: 2)
4% Recovery (Superior Winter's Bite: 4)
4% Recovery (Superior Avalanche: 4)
10% Recovery (Numina's Convalescence: 1)
15% Recovery (Miracle: 1)
= 37%
20% Regeneration (Numina's Convalescence: 1)
1.5% Resistance S/L, 2.5% Resistance Mez (Reactive Defenses: 2)
2.25% Resistance S/L, 3.75% Resistance Mez (Preventative Medicine: 2)
2.25% Resistance S/L, 3.75% Resistance Mez (Neuronic Shutdown: 2)
= 6% Resistance S/L
3% Resistance F/C, 5% Resistance Mez (Preventative Medicine: 4)
3% Resistance F/C, 5% Resistance Mez (Reactive Defenses: 4)
6% Resistance F/C, 10% Resistance Mez (Superior Winter's Bite: 2)
6% Resistance F/C, 10% Resistance Mez (Superior Avalanche: 3)
= 18% Resistance F/C
= 40% Resistance Mez
15% Resistance Slow (Superior Winter's Bite: 3)
15% Resistance Slow (Superior Avalanche: 2)
= 30%
#65
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
#66
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.
#67
Last post by Joshex - Jan 19, 2025, 01:34 PM
and so the devs gave the adminstrators and everyone else, the bird.
#68
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.
#69
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.
#70
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 ...
