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#91
Tech Issues / Re: Alt invite
Last post by naustghoul - Dec 15, 2024, 07:24 PM
Ahhh... 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.
#92
Tech Issues / Re: Alt invite
Last post by Joshex - Dec 15, 2024, 05:58 PM
Quote from: naustghoul on Dec 15, 2024, 11:52 AMI have tried /altinvite, /AltInvite, /Altinvite, /altInvite, /ALTINVITE, etc... and I cannot seem to get this command to work. I saw that it was addressed in issue #5, and I am using the " " wrapped around my alt chars names, but I cannot seem to get my Super Group owner character to invite my alts. All I get is a pink:

"Unknown command: altinvite"

Anyone know what I am missing? I am kinda stupid so type s l o w l y.


as far as I know, it is currently disabled because it was causing mapserves (map server connection disruptions)

 I forget exactly why, but it was explained to me and what I know is it's a huge issue to fix.
#93
Tech Issues / Alt invite
Last post by naustghoul - Dec 15, 2024, 11:52 AM
I have tried /altinvite, /AltInvite, /Altinvite, /altInvite, /ALTINVITE, etc... and I cannot seem to get this command to work. I saw that it was addressed in issue #5, and I am using the " " wrapped around my alt chars names, but I cannot seem to get my Super Group owner character to invite my alts. All I get is a pink:

"Unknown command: altinvite"

Anyone know what I am missing? I am kinda stupid so type s l o w l y.
#94
Player Help/Guides / Re: Main Tanking vs Lethal For...
Last post by Redlynne - Dec 15, 2024, 10:57 AM
Quote from: Redlynne on Mar 03, 2023, 01:42 AMLooks like this might be the answer (or at least, closer to the answer).
Apparently, I was wrong with my computations.

Lethal Force Authorized deals 30% of Max HP for your Archetype as Energy damage x4 over 4 seconds ... and then because of Purple Patch modifiers for level differential gets multiplied by at least x1.22 (Level 50+3 aggro magnet). The War Walkers "count" as Level 55 AVs.

Tanker AT Max HP = 3534
3534 * 0.3 * 1.22 * 0.1 = 129.3444 Energy damage every 1s for 4s on a 50(+3) Main Tank(er) with 90% Energy Resistance



This revised interpretation of the math involved means that Lethal Force Authorized can only be survived by a combination of +Max HP and +Resistance (Energy) ... with +Absorb and +Regeneration (in sufficient quantities) "helping" as workarounds on builds that are not able to rely on +Max HP and +Resistance (Energy) as their primary protection scheme(s), in order to be able to "close the gap" and survive/soak the damage throughput from Lethal Force Authorized.



I'm currently looking at an alternative build solution for Super Reflexes that relies on Martial Prowess and an almost complete rebuild of slotting for Super Reflexes in order to be able to dispense with Click+Inspiration limited duration workarounds to "solve" the challenge of needing to survive Lethal Force Authorized as a Main Tank in the Underground Trial.

And as you can probably guess, the build is * TIGHT * on slotting!
I'm currently looking at a build plan that needs TEN One Slot Wonder™ powers in it (and one of those 10 is technically a NO SLOTS Wonder, because Martial Prowess: Art of War accepts no slotting).
I've got 11 powers that need +5 slots (4 in Super Reflexes, 5 in Martial Arts, 1 in Leadership, 1 in Martial Prowess) ... and 3 powers that need +4 slots (and those 3 powers are the Super Reflexes toggles!).
11*5 + 3*4 = 67 slots allocation

That leave 10 powers that can receive NO ADDITIONAL SLOTS.  :o

I'm now down to needing to choose my last 3 power picks, none of which will get any additional slots, and it's turning into quite the challenge to choose what to pick, although that could optionally become 4 One Slot Wonder™ power picks instead if I dropped Vengeance (and its LotG recharge mule slotting) from the build.
#95
Tanker / Martial Prowess for Tankers.
Last post by Redlynne - Dec 15, 2024, 10:26 AM
Rebirth Issue 6 proliferated the Martial Prowess Epic Pool to Tankers (and Brutes, but I'm just interested in the Tanker side of things for this post).

For this topic, I'm explicitly interested in:
  • Battle Hardened: Auto: +Max HP, +Max End
  • Art of War (Tankers only): Auto: Global Chance of +DMG (all), +End Discount
  • Valiance: Toggle: Self +Regen; Ally +Regen, +Res (Fear, Confuse)

Battle Hardened adds +7.5% Max HP (same amount as the Resistance: Unbreakable Guard unique) and +3.5 Max Endurance. This power can be enhanced using Heal and Endurance Modification, which will (presumably) increase the +Max HP and +Max END yield of this power. As a One Slot Wonder™, I'm thinking that a common Heal IO 50+5 would be a good choice, since that would yield a +53% enhancement for a throughput of +11.475% Max HP (+215.052975 Max HP on a Tanker) ... which then makes all of your Regeneration healing ticks larger per tick (5% of Max HP per 12 seconds, base, where +Regeneration makes the ticks happen faster, while +Max HP makes the ticks "bigger").

Art of War ... accepts ZERO enhancements. It's just a proc (Auto) power that can stack +7.5% Damage and +5% Endurance Reduction globally up to 3 times (so +22.5% Damage and +15% Endurance Reduction, max stack of 3).

Valiance adds +80% Regeneration to self ... along with +60% Regeneration and +72.66% Resist Confuse and Terrorize in a 30ft PBAoE aura field around you ... and the power accepts Endurance Reduction, Recharge Reduction and Heal enhancements (I need to verify via a complete respec if that includes Heal sets). If Valiance accepts Heal sets, then there are 2 BE ALL/END ALL options for how to slot this power.

One Slot Wonder™ ... Panacea proc.
Six Slot Wonder™ ... all six Panacea enhancements.

Why?
Because the Panacea proc(s, there are 2 in the enhancement that are checked separately) grants +HP and +End to ALL $Targets affected by the Heal power. Unlike other Heal set procs, the Panacea proc is not a Self Only for the caster ... ALL affected $Targets can gain the benefit of the procs.

Therefore ... in Valiance ... the Panacea proc is granting chances to proc +HP and +End to everyone within the 30ft PBAoE of the +Regeneration (and Confuse+Terrorize Mez Resistance) effect, which will also include yourself(?). In other words, Valiance with Panacea proc makes you into a "good place for Allies to cluster around" for both green bar AND blue bar "healing" within 30ft of you. This is a Set & Forget toggle.

A 6-slot Panacea will yield the following Healing enhancement throughput:
  • Level 27: 21.1+21.1+16.9+33.7=92.8% Pre-ED ... 89.96% Post-ED ... 95.96% with 6-slot set bonus
  • Level 27+5: (21.1+21.1+16.9+33.7)*1.25=116% Pre-ED ... 97.4% Post-ED ... 103.4% with 6-slot set bonus
Computing that into throughput on the Regeneration, we get the following:
  • Self @ 27: 80*1.9596 = +156.768% Regeneration
  • Self @ 27+5: 80*2.034 = +162.72% Regeneration
  • Allies @ 27: 60*1.9596 = +117.576% Regeneration
  • Allies @ 27+5: 60*2.034 = +122.04% Regeneration
For reference, Inherent: Health adds +40% Regeneration (base).

If the Self+Allies stack for you, that means that with 6-slot Panacea, you're getting a combined yield of:
  • 27: +274.344% Regeneration
  • 27+5: +284.76% Regeneration
Of course (as usual), I'm looking at Level 27 enhancement slotting as the optimal Exemplar Friendly™ option, since the set bonuses are retained all the way down to Level 24.

If you want to maximize the +Regeneration yield and don't care about the 6-slot set bonuses when Exemplared, you can use Level 50+5 Panacea enhancements.
  • Level 50+5: (26.5+26.5+21.1+42.4)*1.25=145.625% Pre-ED ... 101.84375% Post-ED ... 107.84375% with 6-slot set bonus
  • Self @ 50+5: 80*2.0784375 = +166.275% Regeneration
  • Allies @ 50+5: 60*2.0784375 = +124.70625% Regeneration
  • Self+Allies @ 50+5: 80*2.0784375+60*2.0784375 = +290.98125% Regeneration
So going the Exemplar Unfriendly™ route of 50+5 yields ... +6.22125% Regeneration to Self+Allies ... relative to the 27+5 Exemplar Friendly™ option. In other words, not enough to really notice during Incarnate Trials, but you will DEFINITELY notice the loss of set bonuses when Exemplared between Levels 24-46 (which is relevant to a LOT of Task Forces and Strike Forces, not to mention Flashbacks for completionism).



Where things start getting REALLY INTERESTING for Valiance is when combined with Quickness in Super Reflexes and whatever you're slotting into Health.
6-slot Panacea @ 27+5: +284.76% Regeneration
1-slot Quickness with Heal 50+5: 75*1.59 = +119.25 Regeneration
Health (base): +40% Regeneration ... Heal 50+5 = 40*0.59 = +23.6% Regeneration ... Regenerative Tissue proc = +25% Regeneration
  • 284.76+119.25+40+23.6+25 = +492.61% Regeneration
  • 12/5.49261 = 5% Max HP Regeneration ticks every 2.1847537 seconds
And that's not including ANY OTHER SET BONUSES from the entirety of a Super Reflexes Tanker build.
Get the total stack of (in combat) Regeneration buffing over +500% and you're receiving 5% Max HP ticks of regeneration in under 2 seconds (because 12/(1+5)=2) ... as a Super Reflexes Tanker.

And why would that be important?
Well ... with 5% Max HP Regeneration ticks "arriving" at intervals of less than 2 seconds, that means that over the Lethal Force Authorized duration of 4 seconds, you'll have 10% more HP than you otherwise would have for Lethal Force Authorized to burn through (and Lethal Force Authorized scales to your AT Max HP Limit, not your build's Max HP with powers and slotting).

What this means is that combined with Practiced Brawler adding +Absorb every 0.5 seconds, a Super Reflexes Tanker will be able to "soak" the Practiced Brawler Absorb amount 4x plus 5% of Max HP 2x from the amount of damage you need to withstand from Lethal Force Authorized, which is a 30% of Max HP for your Archetype dealt as Energy damage every 1.0s for 4 seconds. Due to Purple Patch level differentials (War Walkers compute as Level 55), that means a 1.22x multiplier on those 30% of Max HP for your Archetype dealt as Energy damage every 1.0s for 4 seconds ... which computes out to being 30*1.22=36.6% of Max HP x4 Energy damage.

For a Tanker, Archetype Max HP is 3534.
3534 * 0.366 = 1293.444 Energy damage x4 over 4 seconds.

Practiced Brawler 6-slotted with Numina's Convalescence = ~290-300 Absorb every 0.5s (details vary due to build and set bonus stacking).
Redlynne's current (before respec) Regeneration runs at ~140 HP per tick my current build (before respec into Martial Prowess) can only reliably achieve 1x Regeneration tick (possibly 2) during the 4 second DoT of Lethal Force Authorized. And my current build for Redlynne (before respec) only has 2836.9 Max HP due to powers and set bonuses.

So Lethal Force Authorized is dealing at least 1293-294=999 Energy damage 4x = 3,996 Energy through Practiced Brawler Absorb shielding.
1 Regeneration tick will reduce that to 3996-141=3855 Energy damage before Resistances.

Redlynne has 24.5 Energy Resistance ... so 3855/1.245 = 3096 Energy damage to my green bar, which tops out at 2836.9 HP when undamaged. This is why I need to use Resist Inspirations in order to be able to Main Tank the War Walker encounters in the Underground Trial.
3855 / 2836.9 = 1.35887765 = 36% Energy Resistance minimum to be able to "take the hit" from Lethal Force Authorized ... and survive ... when starting from 0 damage taken and Practiced Brawler Absorb at full. Obviously, higher Energy Resistance HELPS A LOT with that ... and there are adds mixed in with the War Walkers throwing attacks (some of which "leak through" even Super Reflexes Defenses), so an "acceptable" margin needs to be higher than 36% (with closer to 50% being preferable).



Which is a very long winded way of saying that I THINK there might be a way to finesse the Lethal Force Authorized "main tanker check" in such a way as to be able to dispense with the need for additional +Absorb powers (Super Reflexes: Elude and Gadgetry: Force Barrier being the go to choices here) in order to survive being hit by Lethal Force Authorized. I'm going to need to do some more theorycrafting in the context of a completed build plan (because ALL of the set bonuses and modifiers are going to come into play!) ... but I think I'm actually onto a more "baseline, always on" solution to the Lethal Force Authorized conundrum which doesn't need to rely on use of Click powers (Force Barrier and/or Elude) combined with Resistance Inspirations, both of which have durations that can expire before encounters with War Walkers can be completed, creating windows of vulnerability that occasionally result in Faceplanting™ with Redlynne, if I'm not careful. It's the combination of temporary solutions against KRYPTONITE that have me always on edge every time I need to Main Tank the War Walkers in the Underground Trial.

Having a build plan that is more "reliable" at getting over this particular hurdle would give me a lot more confidence at being able to Main Tank the War Walkers in the Underground Trial ... and it's starting to look like going the +Max HP and +Regeneration route, along with a dramatic overhaul of the slotting in Super Reflexes powers (on the order of "change your brand") will provide the necessary solution I've been searching for.
#96
Tanker / Re: Tanker, hard spots in all ...
Last post by thilenium - Dec 14, 2024, 10:56 AM
works for me. after all my benchmark is through Mids alone.

- i coupled every Secondary with the Super Strength primary and used the sets i usually would use unless they would cap resistances. I also did not include accolades which will generally improve all regen powers.
- and going by that what i say is true. and i did say that after doing a benchmark, not due to some prejudice.
- that my process of comparing is faulty? yea, yea, that can very well be.

you play it and it works for you and that is all that counts.

*ight now Atom Bomb is sitting at 90% vs everything except Negative and Psionic and both those are sitting at 75% each* wow, that is better than my 60-ish resistances on the only two i did not cap.
Unless i use the Melee Core Embodiment then it is 75% everywhere as well. But i cannot sustain that one.
#97
Defender / Re: Defender, solid allrounder...
Last post by thilenium - Dec 14, 2024, 10:45 AM
haha, but i mention it here:

 Mids DataChunk for the build - !this is the Corruptor-Schematics, but the blueprint is pretty much the same!

Defenders and Corruptors share the same skills. Corruptor starts with 'Ice Bolt' and 'Time Crawl', Defender starts with 'Time Crawl' and 'Ice Bolt'. the only other thing is that you replace the AT-IOs with the ones available to the Defnder. No need for me to set up the thing in Mids.
#98
Stalker / Re: Stalker, if John Wick had ...
Last post by thilenium - Dec 14, 2024, 10:32 AM
remember die hard 2, where bruce willis stabbed a guy in the eye with an icicle? That!
#99
Scrapper / Re: Scrapper, all Primaries, p...
Last post by thilenium - Dec 14, 2024, 10:31 AM
no worries, i am comfortable.

my ingame tooltip says tactics is at 10,64% To-hit. offensive adaption 7,5%, kismet 6%. 99,14% in the whole.
... which i do not care about in the least, because i go 'Zapp' at anything as soon as it is up ;) no more chasing runners around.
#100
Scrapper / Re: Scrapper, fast close comba...
Last post by thilenium - Dec 14, 2024, 10:26 AM
if you do not care at all about all those stacking mechanics. Ice melee is a very decent choice. I ve made a Stalker build with it and you can find the skills to use there. You do not need the stalker assassination skill. the area of effect is decent enough.