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#81
Tanker / Martial Arts: Eagle's Claw ......
Last post by Redlynne - Dec 19, 2024, 03:08 PM
Decided to do a bit of testing of the Eagle's Claw +Damage buff, keeping the Combat Attributes window open to cross-check results.
  • +33% Damage (All) Strength (self only) for 3s after 2.5s

What I was noticing was:

  • Eagle's Claw would animate (completely).
  • There would be a delay (the as advertised, 2.5s delay) and then the +Damage buff would come online temporarily (for 3s) before disappearing again.

Seeing this behavior happening in (almost) real time (because there's a lag involved in the Combat Attributes window reporting) made me realize that I had a TETRIS problem with how I was sequencing my attack chain.

Up to this point, I had been doing this:

  • Eagle's Claw
  • Thunder Kick
  • Storm Kick
  • Cobra Strike (in my previous build, Crippling Axe Kick)
  • (Dragon's Tail: optional)
  • ... repeat
Doing some offline analysis (see below), I realized that my attack sequencing was missing the timing on making best use of the (delayed) +Damage buff duration from Eagle's Claw. At best, only 1 attack power in the sequence was getting buffed ... when a different sequencing could do a better job of "claiming" the +Damage buff by multiple powers (2-3) instead of just 1.

Granted, it's only a +33% Damage buff ... but still, Players (like myself) are going to optimize for performance whenever it's practical to do so.
::)



0.00 ... -2.530 = Cast Eagle's Claw
2.53 ... +0.000 = Complete casting time of Eagle's Claw
2.772 ... +0.242 = Complete ArcanaTime of Eagle's Claw
5.03 ... +2.500 = Begin +Damage buff from Eagle's Claw for 3 seconds
8.03 ... +5.500 = End +Damage buff from Eagle's Claw for 3 seconds

Time between end of Eagle's Claw ArcanaTime and beginning of +Damage buff duration:
5.03 - 2.772 = 2.258 seconds

Time between end of Eagle's Claw ArcanaTime and end of +Damage buff duration:
8.03 - 2.772 = 5.258 seconds




Challenge
Formulate a repeating attack chain that squeezes the most number of attacks initiating within the 2.258-5.258 second window AFTER Eagle's Claw has competed its ArcanaTime.

Bonus
Formulate a repeating attack chain that begins casting Eagle's Claw in less than +5.500 seconds after the previous casting of Eagle's Claw, allowing the +Damage buff to affect subsequent castings of Eagle's Claw in the repeating cycle.
8)



Tanker Martial Arts ArcanaTimes
Thunder Kick = 1.056s
Storm Kick = 1.056s
Cobra Strike = 1.848s
Warrior's Provocation = 1.848s
Crane Kick = 1.848s
Focus Chi = 1.32s
Crippling Axe Kick = 1.848s
Dragon's Tail = 1.716s
Eagle's Claw = 2.772s

Tanker 1s Activation Pool Powers ArcanaTime: 1.188s

ArcanaTime Sequencing Mixes
1.056 + 1.056 = 2.112 < 2.258 = delay fail
1.056 + 1.188 = 2.244 < 2.258 = delay fail
1.188 + 1.188 = 2.376 > 2.258 = delay succeed, but must use Pool powers
1.056 + 1.320 = 2.376 > 2.258 = delay succeed, but requires use of Focus Chi which is not always recharged and ready
1.056 + 1.716 = 2.772 > 2.258 = delay succeed, but Dragon's Tail cannot gain +Damage buff from Eagle's Claw
1.056 + 1.848 = 2.904 > 2.258 = delay succeed
1.056 + 1.056 + 1.188 = 3.3 > 2.258 = delay succeed, but takes too long
1.056 + 1.056 + 1.716 = 3.828 > 2.258 = delay succeed, but takes too long
1.056 + 1.056 + 1.848 = 3.96 > 2.258 = delay succeed, but takes too long




Single Target Rotation

-2.530 = Cast Eagle's Claw
+0.000 = Eagle's Claw casting complete
+0.242 = Eagle's Claw ArcanaTime complete

+0.242 = Cast Storm Kick
+1.072 = Storm Kick casting complete
+1.298 = Storm Kick ArcanaTime complete

+1.298 = Cast 1.848s ArcanaTime attack power (choose: Cobra Strike, Warrior's Provocation, Crane Kick or Crippling Axe Kick)
@ +2.5000 = +Damage buff from Eagle's Claw applies to powers cast AFTER this timepoint
+2.968 = Power casting complete
+3.146 = Power ArcanaTime complete

+3.146 = Cast Thunder Kick
+3.976 = Thunder Kick casting complete
+4.202 = Thunder Kick ArcanaTime complete

+4.202 = Cast Storm Kick
+5.032 = Storm Kick casting complete
+5.258 = Storm Kick ArcanaTime complete

+5.258 = Repeat by casting Eagle's Claw
@ +5.5000 = +Damage buff from Eagle's Claw expires




PBAoE Target Rotation

-2.530 = Cast Eagle's Claw
+0.000 = Eagle's Claw casting complete
+0.242 = Eagle's Claw ArcanaTime complete

+0.242 = Cast 1.056sArcanaTime attack power (choose: Thunder Kick or Storm Kick)
+1.072 = Power casting complete
+1.298 = Power ArcanaTime complete

+1.298 = Cast 1.848s ArcanaTime attack power (choose: Cobra Strike, Warrior's Provocation, Crane Kick or Crippling Axe Kick)
@ +2.5000 = +Damage buff from Eagle's Claw applies to powers cast AFTER this timepoint
+2.968 = Power casting complete
+3.146 = Power ArcanaTime complete

+3.146 = Cast Dragon's Tail
+4.646 = Dragon's Tail casting complete
+4.862 = Dragon's Tail ArcanaTime complete

+4.862 = Repeat by casting Eagle's Claw
@ +5.5000 = +Damage buff from Eagle's Claw expires




Martial Arts Damage by powers:
Thunder Kick: 37.37 (base)
Storm Kick: 58.72 (base)
Cobra Strike and Crane Kick: 87.20 (base)
Crippling Axe Kick: 94.31 (base)
Dragon's Tail: 52.50 (base)
Eagle's Claw: 101.43 (base)

+33% Damage buff from Eagle's Claw
Thunder Kick: 37.37*0.33 = +12.3321
Storm Kick: 58.72*0.33 = +19.3776
Cobra Strike and Crane Kick: 87.20*0.33 = +28.776
Crippling Axe Kick: 94.31*0.33 = +31.1223
Dragon's Tail: 52.50*0.33 = +17.325 per $Target
Eagle's Claw: 101.43*0.33 = +33.4719

Note: Thunder Kick + Storm Kick combined = +31.7097 when paired together, as a point of comparison.




I figure that by "reshaping" my attack chain rotation into this new sequencing, I'll be able to better exploit the +Damage buff from Eagle's Claw in a way that actually improves damage throughput over time. 8)



Trivia Note:
My new {RI 6} SR/MA/MP Tanker respec build has sufficient enhancement+global recharge modifiers to make this attack chain sequencing work ... assuming the Player has sufficient skill/practice investment so as to be able execute in the correct order(s), reflexively (there is muscle memory re-training involved in order to form new habits).

I'm hoping that the insights that can be gleaned from this analysis will be useful/helpful to other Tankers who want to make more efficient use of Martial Arts: Eagle's Claw in their attack rotations.
;D
#82
Tanker / Re: {RI 6} Super Reflexes / Ma...
Last post by Redlynne - Dec 19, 2024, 11:29 AM
Quote from: Kismet on Dec 19, 2024, 12:38 AMI have no idea why you're calling tanking the three War Walkers that appear in every instance of the Underground 'Facetanking'.

For simplicity ... and to explain to anyone new to tanking iTrials that there is no getting away from/denying the special attacks of the War Walkers when you're the aggro magnet.

Quote from: Kismet on Dec 19, 2024, 12:38 AMYou never made a single comment about my repeated accomplishments with SR

Because I am not familiar with them.
I haven't followed your exploits, nor do I see reference to them here in the Rebirth Forums where I might be able to access that information.

I know that mercury rising likes to cite you (a lot), so I presume you know more than your fair share ... but beyond that, I barely know you or any of the research you have done on builds for Rebirth.

And no, I'm not on Discord.

Quote from: Kismet on Dec 19, 2024, 12:38 AMyet you persist in lauding your own efforts in League chat and in the forums, despite my already covering this ground that you seem to think is virgin.

What may be "old hat" to you is still "new" for me.
Also, I'm detecting snark, offense and belittlement in your response here. Are you just so in the habit of talking down to people who don't know everything you do that you haven't noticed? :o

I'm trying to create a record of "what works, and why" which is then accessible to other people who come to Rebirth (which is not exactly the same as other servers) so that others can learn from my experiences and mistakes (what works, what doesn't) so that new people can take that information and incorporate it into their own builds and theorycrafting. Once the "completeness" of understanding is shared, it can be modulated into new forms, new ideas and yield new discoveries of new synergies.

Not sure why you find that so ... offensive.

Quote from: Kismet on Dec 19, 2024, 12:38 AMEven in the post I'm responding to you're behaving as if myself, Atom Bomb, and Galvanized Decree (among many others, I'm sure) don't regularly survive LFA just fine.

Question: At which point did I state (unequivocably) or even imply (notionally) that surviving Lethal Force Authorized is an "impossible task" which has "never been done before by anybody" ...?

Answer: I DIDN'T. But you're sure acting as though I did. You're even posting with a tone of having your thunder stolen, despite nothing of the sort being the case.

OF COURSE other Tank builds are capable of surviving Lethal Force Authorized on the regular. Resistance based protection schemes are very good at it, because Resistance "works" against Lethal Force Authorized (while Defense "doesn't" because of the Targeted mechanic, which bypasses Defense protection schemes completely, "negating" almost the entire Super Reflexes primary powerset as a factor).

The way that Lethal Force Authorized "works" makes it uniquely challenging for Super Reflexes, because of the mismatch in protection schemes. This creates something of a high hurdle for a Super Reflexes Tanker (such as myself, but also others) to overcome through build strategy, and if necessary, use of powers plus consumables. Super Reflexes is "less than ideal" for the factors you need to be able to survive being hit by Lethal Force Authorized (since the attack is basically Kryptonite to Defense protection schemes).

That's why I not only wanted to find a solution to the problem (since details on how to do so are ... scarce ... here on the Rebirth Forums) and explain how the solution I've found WORKS so that others can learn from the example. That then makes knowledge and information about means and methods clearer for new players who come to Rebirth, or even existing players who want to bring new alts into regular rotations for iTrials who might want to know how to overcome this challenge.

Feel free to post your own insights on the topic (in your own thread, so you can take credit for what you know) so that EVERYONE can benefit from your experiences, not just yourself.

Knowledge Shared Is Knowledge Multiplied.

Quote from: Kismet on Dec 19, 2024, 12:38 AMIncluded below is the Data Chunk for anyone who wants to see my take on an SR/ Tanker that, months ago now, tanked War Walkers several times.

Unfortunately, I cannot get Mids' Reborn to work/run on my computer, so whatever information is contained within that Data Chunk is inaccessible to me.

Quote from: Kismet on Dec 19, 2024, 12:38 AMThe only death I had was from one yutz who insisted on standing next to me while we were both targeted, meaning that I had to survive two Lethal Force Authorized, something that most of my other tanking characters with better armor sets could survive multiples of with little trouble. Your equation does not include the reality that other yutzes will stand next to you and force you to endure multiple LFAs.

I was not aware that it was possible to multi-stack LFAs onto Targeted Players in overlapping AoEs.
So that's new information that should probably have been shared more widely/thoroughly.

The simplest counter to that problem (tactical positioning relative to allies) that I can think of would be to use Hover (or other power that grants flight) to stay "above the fray" down on the ground. By extending the battle into 3D space above the floor, as the aggro magnet you reduce the risk of allies (below you) being Targeted for special attacks. By reducing the opportunities for allies to be near the aggro magnet, you reduce the number of allies who can be Targeted for special attacks, increasing the survival rate of all allies in the fight.

Of course, execution of that strategy will require the use of both a Taunt and (ideally) a ranged attack power, the latter of which are obtainable from an Epic/Patrol Pool powerset. The Threat Formula requires damage as a multiplier factor, so being able to apply damage while Taunting from out of melee range (to stay away from allies on the ground) becomes the smart play.

Quote from: Kismet on Dec 19, 2024, 12:38 AMI'd add that tanking WW's is something that I've been forced to do with +1 Brutes because no one else would tank. Both times I had to do that went fine, by the way.

Scary!  :-X
If you've got a Resistance based protection scheme, you should be alright (if you're operating at the 85% Energy Resistance cap for Brutes).

Quote from: Kismet on Dec 19, 2024, 12:38 AMI appreciate your experimentation with Valiance. On its own it is a supremely mediocre power. Knowing that it will cause Panacea to proc on other players makes it an interesting option. Thank you for that.

We make every pretense of competency around here. ;D

Quote from: Kismet on Dec 19, 2024, 12:38 AMBut any attempt on your part to celebrate actually surviving the War Walkers (which is a basic requirement of tanking I-trials and that has already been done on SR, as well as other, much better equipped powersets) seems like self-absorbed flexing.

Yes, it's been done before.
But I've had trouble doing it.

The simple fact of the matter is that in many ways, Super Reflexes (as a powerset) is basically optimized for "tanking trash" (Minions, LTs, Bosses, Elite Bosses) ... but will often times tend to fall short when confronted by AVs, particularly ones with "special attack mechanics" that completely bypass Super Reflexes as a protection scheme. This makes Super Reflexes "great" with leveling content (especially when exemplared) but not particularly great when confronting FINAL BOSS type encounters, because of all the ways that special attacks tend to bypass Defense but not Resistance ... which is a problem for a protection scheme that is all Defense with next to no Resistance.

Figuring out schemes, methods and synergies to overcome that "well known weakness" in Super Reflexes, as a powerset and as a protection method, is something that ought to be shared with others, rather than something that should be kept hidden and private.

Knowledge Shared Is Knowledge Multiplied.

Quote from: Kismet on Dec 19, 2024, 12:38 AMWhy you can't celebrate anyone else's previous accomplishments in this area is beyond me.

Because I don't KNOW EVERYTHING.
I'm not intimately familiar with everyone else's builds, strategies, playstyles, tips, tricks and tactics. Just because someone else can do something doesn't mean I know everything about how they do it.

There is precious little information on this topic here on the Rebirth Forums.
Why are you so aghast that I'm doing anything at all to fill that void with accessible knowledge?

Quote from: Kismet on Dec 19, 2024, 12:38 AMPlenty of other people have figured our how to survive it just fine, even on lame SR. Would it really kill you to just ask how?

Kismet. Your resentment is showing.
Now it's starting to sound like a grudge, perhaps verging on spite at this point.

And remember, you're not just talking to me here ... you're talking to everyone else who ever comes to Rebirth and reads these forums. Think about how what you're saying will sound to anyone new who comes to Rebirth and reads what you're saying to me. If you didn't know anyone here and saw this level of malice and resentment being thrown around in the forums, would you want to join a server with potentially toxic "know it all" players?

These forums are not a private discord or an in-game private tell.
Trash talking and "git gud" may be par for the course in PvP games, but I'd hate to think of it becoming the expectation in a City of Heroes server. Why? Because we're better than that.

Your mileage may vary, of course.

Quote from: Kismet on Dec 19, 2024, 12:38 AMActual Facetanking, meaning simply fighting the Avatar of Hamidon, only requires a few T2 or T3 Sturdies, used one at a time, along with some modest support, unless it's a full League without much support. In that case, T4 Sturdies or multiples of lower tier are required. With really good support, the Sturdies probably aren't necessary at all.

That's what I figured would probably be necessary.
Facetanking the Avatar is a really unique challenge for an aggro magnet, if you want to be able to survive doing it reliably (no questions asked). Quite a few powersets are very well suited to doing it, while others will tend to struggle more. Getting detoggled due to endurance drain being the Big Threatâ„¢ ...  :o

My experience from participating in Underground iTrials is that Facetanking the Avatar is riskier and is more likely to distribute Debt to more participants. I often times see a lot more defeated allies when the strategy is Facetanking the Avatar ... which is great for people with Vengeance, but not so great otherwise, in my estimation.

I agree that the ditch strategy is something of a "cheese" way of doing things, but it's also a Clever Use Of Game Mechanics by players. If it means fewer allies get faceplanted during the encounter, I'd call that preferable (even if it is a bit "cheese" to do it).
#83
General / Re: Updated Mids
Last post by Redlynne - Dec 19, 2024, 09:56 AM
Quote from: Joshex on Dec 18, 2024, 10:09 PMoutputs nothing, not even to clipboard.
Yet more proof (as if we needed it) that Mids' as a standalone application has reached peak technical debt and needs to be completely refactored into a web page online calculator (that would be easier to use and maintain).
#84
Tanker / Re: {RI 6} Super Reflexes / Ma...
Last post by Kismet - Dec 19, 2024, 12:38 AM
I have no idea why you're calling tanking the three War Walkers that appear in every instance of the Underground 'Facetanking'. I've seen no alternate strategy for dealing with them, nor does there need to be one. It's simply tanking them. Facetanking was coined by Draggynn to describe simply fighting the Avatar of Hamidon, rather than hiding behind a wall of teammates and taunting it to exploit a weakness in its AI.

I've already built and successfully played an SR tanker many times in Trials to demonstrate (as I've done with /Regen, /Fire and Fire/, and so on) that neither AT nor power sets matter all that much in dealing with everything Incarnate Trials has to offer. The IO system is incredibly powerful and flexible, as is the incarnate system. You never made a single comment about my repeated accomplishments with SR, yet you persist in lauding your own efforts in League chat and in the forums, despite my already covering this ground that you seem to think is virgin. Even in the post I'm responding to you're behaving as if myself, Atom Bomb, and Galvanized Decree (among many others, I'm sure) don't regularly survive LFA just fine.

Included below is the Data Chunk for anyone who wants to see my take on an SR/ Tanker that, months ago now, tanked War Walkers several times. The only death I had was from one yutz who insisted on standing next to me while we were both targeted, meaning that I had to survive two Lethal Force Authorized, something that most of my other tanking characters with better armor sets could survive multiples of with little trouble. Your equation does not include the reality that other yutzes will stand next to you and force you to endure multiple LFAs. It's the nature of the yutz, sorry to say.

I'd add that tanking WW's is something that I've been forced to do with +1 Brutes because no one else would tank. Both times I had to do that went fine, by the way.

I appreciate your experimentation with Valiance. On its own it is a supremely mediocre power. Knowing that it will cause Panacea to proc on other players makes it an interesting option. Thank you for that.

But any attempt on your part to celebrate actually surviving the War Walkers (which is a basic requirement of tanking I-trials and that has already been done on SR, as well as other, much better equipped powersets) seems like self-absorbed flexing. Why you can't celebrate anyone else's previous accomplishments in this area is beyond me. Plenty of other people have figured our how to survive it just fine, even on lame SR. Would it really kill you to just ask how?

When you first landed on Rebirth, I attempted, in polite and respectful ways, to counsel you several times on how to deal with WW's, but you rebuffed me every time with condescending explanations of enemy powers that I clearly understood due to my repeated success in addressing them. Your self-involvement was so great that you even tried to claim in League chat that when I dusted off my Dark/Time Corruptor that it was somehow inspired by your MM, despite that character being a MoAT long before you showed up.

For anyone else who wants to see a less convoluted and more broadly effective build (though expensive still), I've included Haste's build here. She uses a t4 Core Barrier to shore up her positional defenses so that they are all at or above the incarnate caps. I've not enabled it because of the way Mids renders Destiny powers by only showing the maximum buffs they grant. The same goes for Genesis, which also screws up the other totals. I use a t4 Socket. Pick what you like on that one because I see little difference between the Core and the Radial versions.

I refer to this character as more broadly effective because the 185% global recharge allows for all the heavy hitters/crowd controls to be used with great frequency. The recharge also enables Force Barrier to have less than a 10 second down time. With liberal use of the Force Feedback procs in Lightning Rod, Lightning Clap, and Thunder Strike that down time can easily be reduced to the 5 second range or even less with some luck (as well as dramatically increasing the recharge on those same powers). With a single dose of Speed Boost or a Chronoshift, that downtime can be reduced to a few seconds or even be made perma. This allows for a character with 3281 HP to have an 1847 absorb shield in addition to what Practiced Brawler and the Gauntleted Fist proc offer, meaning that Haste can be at the 1874 Tanker absorb cap basically all the time that she's not been recently hit. With all her positional defenses at 60% or greater with the absolute least T4 Core Barrier will do, along with her resistances, she's not taking very much damage all that often, except for trials specials like LFA, which she survives a single dose of just fine.

Actual Facetanking, meaning simply fighting the Avatar of Hamidon, only requires a few T2 or T3 Sturdies, used one at a time, along with some modest support, unless it's a full League without much support. In that case, T4 Sturdies or multiples of lower tier are required. With really good support, the Sturdies probably aren't necessary at all.

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Unfortunately, Mids bugs when I attempt to export the text version. Sorry to anyone unable or unwilling to use Mids. That's the nature of an independently developed bit of software: not everything is going to be bug free.
#85
General / Re: Updated Mids
Last post by Joshex - Dec 18, 2024, 10:09 PM
I have the newest mids version and I decided to test the forum post output feature under
Build Sharing>secure share (Recommended)>Forum Post (Formatted)

it gives an error:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at Mids_Reborn.Forms.ImportExportItems.ShareMenu.ExportData(Boolean inclAccolade, Boolean inclIncarnate, Boolean inclBonusBreakdown)
   at Mids_Reborn.Forms.ImportExportItems.ShareMenu.btnExport_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, WM msg, IntPtr wparam, IntPtr lparam)

and outputs nothing, not even to clipboard.
#86
Tech Issues / Re: How to Install .Net7 on Wi...
Last post by Joshex - Dec 18, 2024, 09:45 PM
double post just so Profit etc will know the update of my situation.

I decided to just go install .net7.0.317 x64 and see if I could, rather than attempt to install other kbs than I stated I already have as windows 7 said I am up to date. and it succeeded.
#87
Tanker / Re: {RI 6} Super Reflexes / Ma...
Last post by Redlynne - Dec 18, 2024, 08:04 PM
Level 1: Gauntlet
Level 1: Brawl

  • (A) Hamidon Origin: Nucleolus Exposure (Accuracy/Damage)
Level 1: Prestige Power Slide[/b]
  • (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 (Heal: 44%) {Regeneration: 57.6%}
  • (A) Miracle - 15% Recovery: Level 20
  • (8 ) Numina's Convalescence - Heal: Level 31+5
  • (16) Numina's Convalescence - 10% Recovery and 20% Regeneration: Level 30
Level 2: Stamina (Endurance Mod: 100.508375%) {Recovery: 50.12709375%}
  • (A) Performance Shifter - Chance for +End (1.5 PPM): Level 21
    • 1.5 * 10 / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 25%
  • (12) Performance Shifter - EndMod: Level 27+5
  • (22) Performance Shifter - EndMod/Accuracy: Level 27+5
Level 4: Ninja Run or Beast Run

Level 50: Alpha Agility Radial Paragon
Level 50: Judgement Ion Radial Final Judgement
Level 50: Interface Gravitic Radial 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
(+10 Max Endurance, +10% Max Health)

Freedom Phalanx Reserve / High Pain Threshold: +10% Max Health
Portal Jockey / Born In Battle: +5 Max Endurance, +5% Max Health
Received the Atlas Medallion / Marshal: +5 Max Endurance
Task Force Commander / Invader: +5% Max Health



Set Bonuses (to verify The Law of Fives is not being violated)

2.5% Damage (Shield Wall: 5)
3% Damage (Overwhelming Force: 3)
4% Damage (Superior Might of the Tanker: 2)
= +9.5%

3% Defense All (Steadfast Protection: 1)
3% Defense All (Gladiator's Armor: 1)
= +6%

5% Defense Melee, 2.5% Defense S/L (Superior Gauntleted Fist: 5)

1.25% Defense Ranged, 2.5% Defense E/N (Overwhelming Force: 5)
1.5625% Defense Ranged, 3.125% Defense E/N (Eradication: 3)
= +2.8125%

3.125% Defense AoE, 1.5625% Defense F/C (Eradication: 6)

3.75% Endurance Discount (Preventive Medicine: 5)
3.75% Endurance Discount (Reactive Defenses: 5)
= +7.5%

1.8% Max Endurance (Gift of the Ancients: 4)
1.8% Max Endurance (Gift of the Ancients: 4)
1.8% Max Endurance (Gift of the Ancients: 4)
1.8% Max Endurance (Eradication: 2)
3.6% Max Endurance (Superior Gauntleted Fist: 2)
3.6% Max Endurance (Superior Vampire's Bite: 4)
= +14.4%

1.5% Max Health (Overwhelming Force: 4)
1.5% Max Health (Panacea: 4)
1.875% Max Health (Preventive Medicine: 3)
1.875% Max Health (Reactive Defenses: 3)
1.875% Max Health (Performance Shifter: 3)
2.25% Max Health (Shield Wall: 3)
2.25% Max Health (Shield Wall: 3)
2.25% Max Health (Shield Wall: 3)
2.25% Max Health (Eradication: 4)
3% Max Health (Superior Might of the Tanker: 3)
3% Max Health (Superior Vampire's Bite: 3)
7.5% Max Health (Unbreakable Guard: 1)
= +31.125%

7.5% Movement (Gift of the Ancients: 1)
7.5% Movement (Gift of the Ancients: 1)
7.5% Movement (Gift of the Ancients: 1)
7.5% Movement (Performance Shifter: 2)
= +30%

7.5% Recharge (Panacea: 5)
7.5% Recharge (Luck of the Gambler: 1)
7.5% Recharge (Luck of the Gambler: 1)
8.75% Recharge (Preventive Medicine: 6)
8.75% Recharge (Reactive Defenses: 6)
10% Recharge (Superior Might of the Tanker: 4)
10% Recharge (Superior Vampire's Bite: 6)
= +60%

2% Recovery (Gift of the Ancients: 2)
2% Recovery (Gift of the Ancients: 2)
2% Recovery (Gift of the Ancients: 2)
2.5% Recovery (Panacea: 2)
10% Recovery (Numina's Convalescence: 1)
15% Recovery (Miracle: 1)
= +33.5%

10% Regeneration (Shield Wall: 2)
10% Regeneration (Shield Wall: 2)
10% Regeneration (Shield Wall: 2)
10% Regeneration (Panacea: 3)
10% Regeneration (Numina's Convalescence: 1)
12% Regeneration (Overwhelming Force: 2)
12% Regeneration (Eradication: 5)
12% Regeneration (Numina's Convalescence: 2)
16% Regeneration (Superior Gauntleted Fist: 5)
16% Regeneration (Superior Vampire's Bite: 5)
20% Regeneration (Numina's Convalescence: 1)
25% Regeneration (Impervious Skin: 1)
25% Regeneration (Regenerative Tissue: 1)
= +188%

3% (to 13%) Resistance All (Reactive Defenses: 1)
5% Resistance All (Shield Wall: 1)
= +8% (to 18%)

1.5% Resistance S/L, 2.5% Resistance Mez (Reactive Defenses: 2)
2.25% Resistance S/L, 3.75% Resistance Mez (Preventive Medicine: 2)
6% Resistance S/L, 10% Resistance Mez (Superior Might of the Tanker: 6)
6% Resistance S/L, 10% Resistance Mez (Superior Gauntleted Fist: 6)
= +15.75% S/L

3.75% Resistance E/N, 6.25% Resistance Mez (Gift of the Ancients: 5)
3.75% Resistance E/N, 6.25% Resistance Mez (Gift of the Ancients: 5)
3.75% Resistance E/N, 6.25% Resistance Mez (Gift of the Ancients: 5)
4.5% Resistance E/N, 7.5% Resistance Mez (Shield Wall: 4)
4.5% Resistance E/N, 7.5% Resistance Mez (Shield Wall: 4)
4.5% Resistance E/N, 7.5% Resistance Mez (Shield Wall: 4)
6% Resistance E/N, 10% Resistance Mez (Superior Gauntleted Fist: 3)
6% Resistance E/N, 10% Resistance Mez (Superior Vampire's Bite: 2)
= +36.75% E/N

2.25% Resistance F/C, 3.75% Resistance Mez (Gift of the Ancients: 3)
2.25% Resistance F/C, 3.75% Resistance Mez (Gift of the Ancients: 3)
2.25% Resistance F/C, 3.75% Resistance Mez (Gift of the Ancients: 3)
3% Resistance F/C, 5% Resistance Mez (Preventive Medicine: 4)
3% Resistance F/C, 5% Resistance Mez (Reactive Defenses: 4)
6% Resistance F/C, 10% Resistance Mez (Superior Gauntleted Fist: 6)
= +18.75% F/C

6% Resistance T/P, 10% Resistance Mez (Superior Might of the Tanker: 5)

7.5% Resistance Mez (Impervious Skin: 1)
= +136.25% Mez

6% ToHit (Kismet: 1)




Combat Relevant Stats, pulled from in-game on a completed build:
  • Base
    • Max Absorb Points: 295.92
    • Max Hit Points: 3160.15
    • Max Endurance: 139.06
    • Regeneration Rate: 2.67% (84.33 hp/sec)
    • Recovery Rate: 3.06%/sec (4.26 end/sec)
    • Endurance Consumption: 1.31%/sec (1.82 end/sec) ... Stealth: on, Hover: off ... 1.42%/sec (1.98 end/sec) with Stealth: on and Hover: on
    • ToHit Bonus: 89.54%
    • Damage Bonus: 30%
    • Healing Bonus: 0%
    • Recharge Time Bonus: 80%
    • Endurance Discount: 6.97%
  • Damage Resistance
    • Smashing Resistance: 23.75%
    • Lethal Resistance: 23.75%
    • Fire Resistance: 26.75%
    • Cold Resistance: 26.75%
    • Energy Resistance: 44.75%
    • Negative Energy Resistance: 44.75%
    • Psionic Resistance: 14%
    • Toxic Resistance: 14%
  • Defense (in combat, Stealth: yes, Hover: no, Blitz: no)
    • Ranged Defense: 61.07%
    • Melee Defense: 63.26%
    • AoE Defense: 61.39%
    • Smashing Defense: 15.67%
    • Lethal Defense: 15.67%
    • Fire Defense: 14.73%
    • Cold Defense: 14.73%
    • Energy Defense: 18.79%
    • Negative Energy Defense: 18.79%
    • Psionic Defense: 13.17%
  • Debuff Resistance
    • Regeneration Resistance: 0%
    • Recovery Resitance: 0%
    • ToHit Resitance: 0%
    • Recharge Time Resistance: 40%
    • Defense Resistance: 95%
  • Status Effect Protection
    • Hold: 13
    • Immobilize: 13
    • Stun: 13
    • Sleep: 13
    • Knockback: 10
    • Confuse: 16.6
    • Terrorize: 0
    • Repel: 0
    • Attract: 0
    • Teleport Protection: 0-200%
  • Status Effect Resistance
    • Hold Resistance: 42.33% duration
    • Immobilize Resistance: 42.33% duration
    • Stun Resistance: 42.33% duration
    • Sleep Resistance: 32.06% duration
    • Confuse: 35.89% duration
    • Terrorize: 35.89% duration
    • Placate Resistance: 70.23% duration
    • Taunt Resistance: 70.23% duration

1/20th of 3160.1432 Max Health every 12 seconds = 158.00716 Regeneration tick every 12 seconds (base)
12 / (1+6.6885245) = 1.56076761 seconds per Regeneration tick
158.00716 / 1.56076761 = 101.23682667 Health / second

1/15th of 139.06 Max Endurance every 4 seconds = 9.27066667 Recovery tick every 4 seconds (base)
4 / (1+0.83627094) = 2.17832778 seconds per Recovery tick
9.27066667 / 2.17832778 = 4.25586395 Endurance / second




Surviving a War Walker's Lethal Force Authorized as a Main Tank theory crafting:

Tanker AT Max Health = 3534
3534 * 0.3 = 1060.2

My understanding is that War Walkers calculate as Level 55 Foes, making them +2 vs Incarnate (+3). Due to Purple Patch modifiers, this increases the amount of damage delivered per DoT tick by +22%.
1060.2 * 1.22 = 1293.444 Energy damage per tick, 4x over 4s

@ 44.75% (minimum) Energy Resistance: 1293.444 * (1-0.4475) = 714.62781 Energy damage taken per tick, 4x over 4s

Practiced Brawler @ 295.92 Absorb every 0.5s: 714.62781 - 295.92 = 418.70781 Energy damage taken to Health per tick, 4x over 4s

418.70781 * 4 = 1674.83124 Energy damage taken to Health in total

During those 4 seconds, because Regeneration ticks are happening every ~1.56s, a minimum of 2 Regeneration ticks ought to occur while Lethal Force Authorized is continuing to deal damage (possibly 3 Regeneration ticks, depending on timing, but for the purposes of this analysis, I'm assuming a "worst case scenario" of only 2 Regeneration ticks).

1674.83124 - (158.00716*2) = 1358.81692 Energy damage taken to Health (net, after Absorb and Regeneration)

The build has 3160.1432 Max Health.
3160.1432 - 1358.81692 = +1801.32628 margin of Health

So even if I'm wrong and there's 5 ticks of Energy damage instead of only 4 (initial + 4), there's still a comfortable margin of safety.

(418.70781 * 5) - (158.00716*2) = 1777.52473 Energy damage taken to Health (net, after Absorb and Regeneration)

So absolute worst case scenario, 3160.1432 - 1777.52473 = +1382.61847 margin of Health ... which should be enough to face tank Lethal Force Authorized without requiring additional support measures (powers, buffs, inspirations, etc.), even when taking additional damage from extra Foes in the vicinity.





Relative to my previous SR/MA build for Redlynne, this new one has +323.2 Max Health, +20.25% additional Energy Resistance and a LOT more Regeneration (approximately 2x). The net result is that Click Absorb powers (Force Barrier and Elude) are no longer necessary to be able survive a direct hit from Lethal Force Authorized when main tanking the Underground iTrial.

The emphasis on getting as much Energy Resistance into the build as possible had the side effect of making Hold and Terrorize durations dramatically shorter, which has knock on benefits in the BAF, MoM and DD iTrials. This also impacts War Walkers in the Underground iTrial, dramatically mitigating the "forced time outs" of Arrest Mode and Crowd Control.

This build is NOT CHEAP (4x PvP sets, for starters, plus all those Enhancement Boosters!) on the budget, so anyone who wants to replicate it for themselves ... be prepared to SPEND lots of resources acquiring all the parts and pieces ... but in the end, it's all worth it! 8)



As for how it feels to play this new Rebirth Issue 6 NO GET HITSU!! build ...


#88
Tanker / {RI 6} Super Reflexes / Martia...
Last post by Redlynne - Dec 18, 2024, 08:04 PM

Level 50 Natural Tanker
Primary Power Set {8}: Super Reflexes
Secondary Power Set {6}: Martial Arts
Power Pool {1}: Teleportation
Power Pool {3}: Leadership
Power Pool {1}: Concealment
Power Pool {1}: Flight
Epic Power Pool {4}: Martial Prowess

Hero Profile


Level 1: Focused Fighting (A: 0%, D: 0%, E: 47.39125%, R: 80.39125%) (Defense: 74.1158625%) {Defense Melee: 32.21143456}

  • (A) Gift of the Ancients - Defense/Endurance: Level 27+5
  • (21) Gift of the Ancients - Defense/Recharge: Level 27+5
  • (23) Gift of the Ancients - Defense/Endurance/Recharge: Level 27+5
  • (23) Gift of the Ancients - Defense: Level 27+5
  • (25) Gift of the Ancients - Defense/Increased Movement Speed: Level 27+5

Level 1: Thunder Kick (A: 66.25%, D: 89.925%, E: 66.25%, R: 78.05%)
  • (A) Overwhelming Force - Accuracy/Damage: Attuned
  • (13) Overwhelming Force - Endurance/Recharge: Attuned
  • (13) Overwhelming Force - Accuracy/Damage/Endurance: Attuned
  • (15) Overwhelming Force - Accuracy/Damage/Endurance/Recharge: Attuned
  • (15) Overwhelming Force - Damage/20% Chance of Knockdown/Knockback to Knockdown: Attuned
  • (50) Hetacomb - Chance of 107.1 Negative Energy damage (4.5 PPM): Level 50
    • 4.5 * ((3 / ( 1 + 78.05 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 18.86189975%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((3 / ( 1 + 78.05 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 25.14919966%

Level 2: Storm Kick (A: 81.5344%, D: 101.36645%, E: 49.689%, R: 123.52575%)
  • (A) Superior Might of the Tanker - Accuracy/Damage: Attuned
  • (3) Superior Might of the Tanker - Damage/Recharge: Attuned
  • (3) Superior Might of the Tanker - Accuracy/Damage/Recharge: Attuned
  • (7) Superior Might of the Tanker - Damage/Endurance/Recharge: Attuned
  • (9) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge: Attuned
  • (11) Superior Might of the Tanker - Recharge/Chance of +6.7% Resistance for 10.25s (6.0 PPM): Attuned
    • 6.0 * ((6 / ( 1 + 123.52575 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 35.14254499%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((6 / ( 1 + 123.52575 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 35.14254499%

Level 4: Cobra Strike (A: 81.5344%, D: 101.36645%, E: 49.689%, R: 123.52575%)
  • (A) Superior Gauntleted Fist - Accuracy/Damage: Attuned
  • (5) Superior Gauntleted Fist - Damage/Recharge: Attuned
  • (5) Superior Gauntleted Fist - Accuracy/Damage/Recharge: Attuned
  • (7) Superior Gauntleted Fist - Damage/Endurance/Recharge: Attuned
  • (9) Superior Gauntleted Fist - Accuracy/Damage/Endurance/Recharge: Attuned
  • (11) Superior Gauntleted Fist - Recharge/Chance for +15% Max Health Absorb (3.0 PPM): Attuned
    • 3.0 * ((10 / ( 1 + 123.52575 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 30.71878749%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((10 / ( 1 + 123.52575 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 61.43757498%

Level 6: Practiced Brawler (A: 0%, D: 0%, E: 73.348%, R: 105.248%) (Heal: 97.37675) {Absorb: 295.92301374}
  • (A) Preventive Medicine - Chance for +Absorb: Level 20
  • (17) Preventive Medicine - Heal: Level 27+5
  • (17) Preventive Medicine - Heal/Endurance: Level 27+5
  • (19) Preventive Medicine - Recharge/Endurance: Level 27
  • (19) Preventive Medicine - Heal/Recharge: Level 27+5
  • (21) Preventive Medicine - Heal/Endurance/Recharge: Level 27+5

Level 8: Focused Senses (A: 0%, D: 0%, E: 47.39125%, R: 80.39125%) (Defense: 74.1158625%) {Defense Ranged: 32.21143456}
  • (A) Gift of the Ancients - Defense/Endurance: Level 27+5
  • (25) Gift of the Ancients - Defense/Recharge: Level 27+5
  • (27) Gift of the Ancients - Defense/Endurance/Recharge: Level 27+5
  • (29) Gift of the Ancients - Defense: Level 27+5
  • (29) Gift of the Ancients - Defense/Increased Movement Speed: Level 27+5

Level 10: Warrior's Provocation (A: 0%, D: 0%, E: 0%, R: 33%) (Taunt: 53%) {Mag 4 Taunt for 62.73s}
  • (A) Taunt IO: Level 50+5

Level 12: Evasion (A: 0%, D: 0%, E: 47.39125%, R: 80.39125%) (Defense: 74.1158625%) {Defense AoE: 32.21143456}
  • (A) Gift of the Ancients - Defense/Endurance: Level 27+5
  • (31) Gift of the Ancients - Defense/Recharge: Level 27+5
  • (31) Gift of the Ancients - Defense/Endurance/Recharge: Level 27+5
  • (31) Gift of the Ancients - Defense: Level 27+5
  • (33) Gift of the Ancients - Defense/Increased Movement Speed: Level 27+5

Level 14: Dodge (A: 0%, D: 0%, E: 47.39125%, R: 69.84375%) (Defense: 71.748675%, Resistance: 4.375%) {Defense Melee: 12.88115062}
  • (A) Shield Wall - Defense/Endurance: Level 27+5
  • (33) Shield Wall - Defense/Recharge: Level 27+5
  • (33) Shield Wall - Defense/Endurance/Recharge: Level 27+5
  • (34) Shield Wall - Defense: Level 27+5
  • (34) Steadfast Protection - Resistance/3% Defense: Level 10
  • (34) Gladiator's Armor - 20% chance of +100% Resistance Teleport for 10.25s/3% Defense: Level 10

Level 16: Agile  (A: 0%, D: 0%, E: 47.39125%, R: 69.84375%) (Defense: 71.748675%, Resistance: 21.125%) {Defense Ranged: 12.88115062, Max Health: +140.5575}
  • (A) Shield Wall - Defense/Endurance: Level 27+5
  • (37) Shield Wall - Defense/Recharge: Level 27+5
  • (40) Shield Wall - Defense/Endurance/Recharge: Level 27+5
  • (42) Shield Wall - Defense: Level 27+5
  • (42) Kismet - +6% ToHit: Level 10
  • (42) Unbreakable Guard - +7.5% Max Health: Level 20

Level 18: Lucky  (A: 0%, D: 0%, E: 47.39125%, R: 69.84375%) (Defense: 71.748675%) {Defense AoE: 12.88115062}
  • (A) Shield Wall - Defense/Endurance: Level 27+5
  • (43) Shield Wall - Defense/Recharge: Level 27+5
  • (43) Shield Wall - Defense/Endurance/Recharge: Level 27+5
  • (43) Shield Wall - Defense: Level 27+5
  • (45) Shield Wall - 20% chance of +100% Resistance Teleport for 10.25s/5% Resistance All: Level 25
  • (45) Impervious Skin - 7.5% Resistance Mez/25% Regeneration: Level 10

Level 20: Blink (A: 26.5%, D: 26.5%, E: 26.5%, R: 33%) (Defense: 20%) {Defense: 6.96%}
Warning: This power can teleport you to the "wrong side" of world geometry when Foes are clipping through walls.

  • (A) Crushing Impact - Accuracy/Damage/Endurance: Level 50+5
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((4 / ( 1 + 33 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 40.07518797%

Level 22: Maneuvers  (A: 0%, D: 0%, E: 57.3%, R: 90.3%)  (Defense: 70.0473%) {Defense: +3.87}
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (45) Reactive Defenses - Defense: Level 22+5
  • (46) Reactive Defenses - Defense/Endurance: Level 22+5
  • (46) Reactive Defenses - Endurance/RechargeTime: Level 22
  • (46) Reactive Defenses - Defense/RechargeTime: Level 22+5
  • (48) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22+5

Level 24: Tactics (A: 0%, D: 0%, E: 36.663%, R: 33%) (ToHit: 22%) (ToHit Buff: +8.54)
  • (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)

Level 26: Quickness (A: 0%, D: 0%, E: 0%, R: 0%) (Fly: 33%, Heal: 95.9%, Run: 33%) {Fly: 18.15%, Regeneration: 146.925%, Run: 46.55%}
  • (A) Heal IO: Level 50+5
  • (27) Heal IO: Level 50+5

Level 28: Assault (A: 0%, D: 0%, E: 53%, R: 33%) (Damage: +10.5%)
  • (A) Endurance Reduction IO: Level 50+5

Level 30: Stealth (A: 0%, D: 0%, E: 0%, R: 0%) (Defense: +32%) {Defense All: +3.3 (+3.3 out of combat)}
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25

Level 32: Hover (A: 0%, D: 0%, E: 0%, R: 0%) (Defense: +32%, Fly: 33%) {Defense All: +3.3, Fly: 66.5%}
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25

Level 35: Dragon's Tail (A: 65.82125%, D: 96.1919375%, E: 18.43%, R: 117.4725%)
  • (A) Eradication - Damage: Level 27+5
  • (36) Eradication - Accuracy/Recharge: Level 27+5
  • (36) Eradication - Damage/Recharge: Level 27+5
  • (36) Eradication - Accuracy/Da,age/Recharge: Level 27+5
  • (37) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27+5
  • (37) Eradication - Chance of Energy damage (3.5 PPM): Level 27+5
    • 3.5 * ((14 / ( 1 + 117.4725 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 8 * (11 * 360 + 540) / 40,000))) = 27.64336762% per $Target

Level 38: Eagle's Claw (A: 96.3974%, D: 101.36645%, E: 81.5344%, R: 104.4902%)
  • (A) Superior Vampire's Bite - Accuracy/Damage: Attuned
  • (39) Superior Vampire's Bite - Damage/Endurance: Attuned
  • (39) Superior Vampire's Bite - Accuracy/Damage/Recharge: Attuned
  • (39) Superior Vampire's Bite - Accuracy/Damage/Endurance/Recharge: Attuned
  • (40) Superior Vampire's Bite - Accuracy/Damage/Endurance: Attuned
  • (40) Superior Vampire's Bite - Recharge/Chance to Heal (5.0 PPM): Attuned
    • 5.0 * ((12 / ( 1 + 104.4902 / 100 )) + 2.53) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 69.985432%

Level 41: Battle Hardened (A: 0%, D: 0%, E: 0%, R: 0%) (Endurance Modification: 33%) {Max Endurance: +4.655, Max Health: +140.56}
  • (A) Regenerative Tissue - +25% Regeneration: Level 10

Level 44: Art of War (A: 0%, D: 0%, E: 0%, R: 0%)

Level 47: Valiance (A: 0%, D: 0%, E: 47.39125%, R: 80.39125%) (Heal: 97.37675%) {Regeneration (Self): 157.9014%, Regeneration (Allies): 118.42605%}
Note: Panacea procs can grant +HP and +END to all affected $Targets, rather than being coded as Self (caster) only, making it an excellent choice for AoE Heal effects (including those generated by pseudopets).

  • (A) Panacea - Chance for +HP and +End (3.0 PPM): Level 10
    • 3.0 * 10 / (60 * (0.25 + 0.75 * (1 + 30 * (11 * 360 + 540) / 40,000))) = 14.159% per $Target
  • (48) Panacea - Heal/Endurance: Level 27+5
  • (48) Panacea - Heal/Recharge: Level 27+5
  • (50) Panacea - Heal/Endurance/Recharge: Level 27+5
  • (50) Panacea - Heal: Level 27+5

Level 49: Throwing Dagger (A: 26.5%, D: 26.5%, E: 26.5%, R: 33%)
  • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50+5
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((10 / ( 1 + 33 / 100 )) + 1.00) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 85.18796992%
#89
Tech Issues / Game crashed with TDR on NVidi...
Last post by Joshex - Dec 16, 2024, 07:34 PM
https://nvidia.custhelp.com/app/answers/detail/a_id/3633/~/opengl-%E2%80%9Ctdr-detected%E2%80%9D-meaning

I have an NVidia Quadro K3100M graphics card, over the past few years I have kept it disabled entirely as it was formerly setting itself as the default boot graphics card (so windows was starting up with it), but it began blackscreening. I figured the card was seated in it's PCIe slot wrong, but this is a dell laptop and taking it apart so I could even get to the graphics card to reslot it was confusing (and that's coming from someone who has no problem taking apart every other computer I've ever owned and installing new hardware.)

so I recently got a new harddrive installed and asked the technician to reslot the card for me as well. he did and it works again. City of heroes gave me the "this card can do ultra mode settings" message (but I chose to use my default non ultra settings) and I started playing but a couple missions into a Citidel TF something happened between lots of council and players in the area and the game slowed down, froze then quit with an error message saying the graphics driver crashed due to a TDR.

looking that up online told me it's just a graphics card overload because of too much going on on the screen at once. but my on-board Intel HD Graphics chip never TDRs ever.

so I'm wondering what can be done about this? whether something needs to be done on my side or whether the game is treating my NVidia card differently and this might need to be looked into by devs, I would appreciate help rectifying this error.

I will say this, when the NVidia card was on the game was running noticeably fast. as in it even looked like my run speed was faster, as if the framerate were higher. not sure if that has any relation.
#90
Tech Issues / Re: Alt invite
Last post by Joshex - Dec 15, 2024, 09:17 PM
Quote from: naustghoul on Dec 15, 2024, 07:24 PMAhhh... makes more sense what I was reading then (guy talking about map serve issues and his lack of C training.)

Well damn, have to just keep truckin with one char until this gets done. Thanks for the reply Joshex.

there's a simple friendly way to do this, give all SG roles the right to invite members, and when you have a new character ask a random player to roll a random character, then invite them and have them invite you, they can leave SG and delete the character after.

if you insist on doing it yourself login 2 accounts from 2 computers, a net cafe with their own machines might be your best bet, you could rent 2 computers for a few hours and do what you like. I know not all of us live near such a net cafe. so it helps to have 2 machines yourself.

Dual-boxing, if your graphics card supports windowed mode, you can simply open 2 clients (providing your hardware can take the strain). best results may be on 800x600 pixels and the lowest graphics settings.