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ineffablebob

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Everything posted by ineffablebob

  1. All my hero characters get the Undefeated badge in AP right away, and wear it until they have their first death. Which I know is an honor system thing, not what you were talking about, but still amuses me. 🙂
  2. Good question! I would love to outsource the answer to the first roleplayer who wants to join. 🙂 I do a bit of lite RP from time to time, but I'm far from...excuse the term...hardcore. As for villains, I do intend to allow characters of any alignment to join. Avoiding death is a equal opportunity pursuit!
  3. It took me more than a year, but I've finally decided to resurrect the Iron Eagles SG (on Everlasting). This is a group intended for people wanting to play their toons as deathless. Obviously there's no way to enforce this, so it's strictly on the honor system, but I don't see that as a real problem. It was the same way with the original Iron Eagles on Live and it worked fine for us then.
  4. One of my favorite memories from the Live server days was running with the Iron Eagles SG, where everyone played their characters as deathless. If you died, you left the SG. Unsurprisingly, this led to people creating a lot of alts, but it also encouraged a lot of fun teams. I've thought a lot about the Eagles since I first found Homecoming, and I've finally decided to do something about it, prompted by my deathless Shield/Electric tank (Short-out Shock) reaching 50. The Iron Eagles ride again! I've created the SG on Everlasting, led by Short-out Shock. Of course, I also have several lower-level characters in the process of trying to survive! We have a very basic base, which I hope to expand if someone better at base construction joins up. The rules are simple - if you die, you leave the supergroup. Some folks will also delete the character, but that's totally optional - if I lose a higher level toon, I'll often just move that character to another supergroup. Of course, when they're no longer an Eagle they tend to get played less. 🙂 I encourage anyone interested in joining to message me in-game (@ineffablebob) or join the global channel "Iron Eagles". If we get a good amount of participation then we can look into running some events specifically for deathless characters. No Death! No Debt! All Glory!
  5. True! My personal best in the Eagles was Ayburn, 50+3 Inv/Fire tank. She eventually met her end in the Underground iTrial, back in the days when no one quite understood how to avoid those nasty league-decimating AV attacks. Man, I miss that group. I've been thinking for a while about recreating it, maybe I'll finally do it.
  6. I probably should have posted this many months ago when I was unable to get HeroStats to work with a new version of the game client, but hey, better late than never! I'd like to put in a request for an API of some kind that third party tools (like a HeroStats) can read to track game stats. There was a post last year on the subject: But then there was never any followup, so I figured it was best to put something in the suggestion forum. Thanks!
  7. Game works fine for me, but resume_info.txt no longer autofills my password (and from the other posts here, looks like I'm not alone). Minor deal, I can just copy-paste it from my PW manager, but it is a tad annoying.
  8. I did some searching through the forums but was surprised that I didn't find any endgame Dark Melee/Stone Armor brute builds. I've played around with it myself in Mids a bit, but not been happy with anything I've come up with. I was hoping to fairly easily cap non-Psionic defense, but I keep falling a bit short on all but Smash/Lethal. Of course you have lots of resistance to back up the not-quite-caps, but it still seems it should be fairly easy...I must be missing some obvious options. Suggestions welcome! Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Fractured by Shadow: Level 50 Technology Brute Primary Power Set: Dark Melee Secondary Power Set: Stone Armor Power Pool: Teleportation Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Earth Mastery Villain Profile: Level 1: Smite -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(5), SprUnrFur-Acc/Dmg/EndRdx/Rchg(5), SprUnrFur-Rchg/+Regen/+End(7) Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A), GifoftheA-Run+(19) Level 2: Shadow Maul -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(7), SprBrtFur-Acc/Dmg/Rchg(9), SprBrtFur-Dmg/EndRdx/Rchg(9), SprBrtFur-Acc/Dmg/EndRdx/Rchg(11), SprBrtFur-Rech/Fury(11) Level 4: Teleport -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(15), WntGif-ResSlow(15) Level 6: Earth's Embrace -- DctWnd-EndRdx/Rchg(A), DctWnd-Heal/Rchg(29), DctWnd-Heal/EndRdx/Rchg(31), DctWnd-Heal(31), DctWnd-Rchg(33) Level 8: Siphon Life -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(17), TchoftheN-Acc/Heal(17), TchoftheN-Acc/EndRdx/Heal/HP/Regen(46), TchoftheN-Acc/EndRdx/Rchg(46) Level 10: Mud Pots -- ScrDrv-Dmg/EndRdx(A), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dam%(37), Obl-%Dam(37), FuroftheG-Dam/End/Rech(37), FuroftheG-ResDeb%(40) Level 12: Taunt -- RechRdx-I(A) Level 14: Kick -- Acc-I(A) Level 16: Rooted -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(33), DctWnd-Heal/Rchg(33), DctWnd-Heal/EndRdx/Rchg(34), DctWnd-Heal(34) Level 18: Dark Consumption -- SynSck-EndMod/Rech(A), SynSck-EndMod/+RunSpeed(42) Level 20: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Max HP%(25), StdPrt-ResDam/Def+(27), GldArm-3defTpProc(27) Level 22: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(23), LucoftheG-Def/Rchg+(25) Level 24: Touch of Fear -- GlmoftheA-Acc/Rchg(A), GlmoftheA-EndRdx/Fear(48), GlmoftheA-Acc/Fear/Rchg(48) Level 26: Soul Drain -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(46) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 30: Stone Skin -- ImpArm-ResPsi(A), Ags-Psi/Status(31) Level 32: Midnight Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(45) Level 35: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(36), LucoftheG-Def/Rchg+(36) Level 38: Granite Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(39), Rct-Def(39), Rct-Def/EndRdx(40), Rct-Def/Rchg(40) Level 41: Stone Prison -- Acc-I(A) Level 44: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(48), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(50) Level 47: Minerals -- LucoftheG-Def/Rchg+(A) Level 49: Crystal Armor -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Acc-I(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(19), Prv-Absorb%(29) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(13), PrfShf-End%(13) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1468;699;1398;HEX;| |78DA6594594F135114C7EF74A6620BA52DA594B2B6EC8B14EAF2664254C0075A258| |1F8DA8CF44A1B6BA7990E41F4C96FA020F1D5F5D5AFE116F5C5A889267E01A0E012| |3551C7C3FC8FB5492799F9CDFCCFB9F76C3393BE3AD3F4F8EC8D69A1349E29E8E57| |2E6B4B96A49EF925CCE158D82B1B2AE0A214273A6BE6CAD9A321BBBB81E5BCCE959| |63AD81F436C739939605291333BA7919B751C833F2922C966562D1328A3273CABC6| 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|FC44ED55A3D98EC82C666D2149EA42750FDCAED1D6FF56F219409D82BFF35977281| |FF2E7174B16B07DCAD5D3782757BB5EB3610BF69937907FC0B33CADC3E| |-------------------------------------------------------------------|
  9. I've never liked powerleveling, but it doesn't bother me when other people do it. Everyone enjoys the game in different ways. When I was running HeroStats, I'd often get requests for more specific stats on how fast XP was being earned or damage being dealt, because people loved to maximize every little detail. Personally, I didn't care about that on my toons, but other people did. I look at powerleveling much the same way. Now what I would like to see is more people forming teams to just do whatever they'd be doing solo anyway. Pop on with your mid-20s villain or brand new hero or L50+4 incarnate to do whatever they have up next? Announce it in LFG, maybe someone will want to join. No need to wait, just go ahead and start your solo play and if someone sends you a tell, great - more fun for both of you!
  10. Hatted Cat just hit 50 so I thought now would be a fun time to post a bit about the build. Might be useful to others considering an Illusionist. And he's been a lot of fun to play! First things first, here he is with all his Seuss-themed pets: While leveling, I focused mostly on putting slots/powers into offense, because control naturally has plenty of damage mitigation. That's not to say I had a lot of damage output, but I was able to solo regular missions easily enough. I did standard +0/x1 difficulty up until L22, then once I was able to slot L25 enhancements went up to +1/x1. Here's the level 25 build, which I used up until L47, adding slots to damage powers and taking the most interesting other powers (yay Phantasm) along the way. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Hatted Cat-25: Level 49 Natural Controller Primary Power Set: Illusion Control Secondary Power Set: Radiation Emission Power Pool: Speed Power Pool: Leadership Hero Profile: Level 1: Blind -- Prl-Acc/Rchg(A), Prl-EndRdx/Hold(3), Prl-Hold/Rng(11), Prl-Acc/Hold/Rchg(11) Level 1: Radiant Aura -- HrmHln-Heal/EndRdx(A), HrmHln-Heal/Rchg(5), HrmHln-Heal/EndRdx/Rchg(5), Heal-I(27) Level 2: Spectral Wounds -- Acc-I(A), RechRdx-I(3), Dmg-I(17), Dmg-I(21) Level 4: Super Speed -- BlsoftheZ-ResKB(A) Level 6: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9) Level 10: Deceive -- BfdAur-Acc/Rchg(A), BfdAur-Acc/Conf/Rchg(13), Conf-I(13) Level 12: Enervating Field -- EndRdx-I(A) Level 14: Flash -- Prl-Acc/Rchg(A), Prl-EndRdx/Hold(15), Prl-Hold/Rng(15), Prl-Acc/Hold/Rchg(17) Level 16: Radiation Infection -- EndRdx-I(A) Level 18: Phantom Army -- CaltoArm-Acc/Rchg(A), CaltoArm-Dmg/EndRdx(19), CaltoArm-Acc/Dmg/Rchg(19), RechRdx-I(21), RechRdx-I(29), Dmg-I(29) Level 20: Mutation -- RechRdx-I(A) Level 22: Lingering Radiation -- RechRdx-I(A) Level 24: Maneuvers -- Krm-Def/EndRdx(A), Krm-Def/Rchg(25), Krm-ResKB(25), DefBuff-I(27) Level 26: Tactics -- EndRdx-I(A) Level 28: Vengeance -- DefBuff-I(A) Level 30: [Empty] Level 32: [Empty] Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Acc-I(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1063;479;958;HEX;| |78DA8D92CB4F1A5114C6EF0C500444988215111B5F4D9A3692DAC7DA547C26BE5D6| |8DA85B991AB4C320E64E692E8D2BFA48FA4DBFE456D5A172EFB58D9EEF00CE70326| |B0F126E49BF33BDFB973E670B62E9687BFAE5D2D0A235B71A4EF1F57EAAEF6EA8EA| |3BCF8B6D44D4F3A824E7A5D6AADAA5315A9E75FBE891399ED193B35E50DC769FA76| |DDED80999067A9797A5ADE97555BEAC0B1726EFB81D5DA706BCA53AE2E771E92BB7| |5BAEAA0A15435D37EDC54B2AA3CBF6637D2ED78D53EAB69DB3D4B71E404A1B5D2B0| |4F28E3A9E32DE96BE55D16A8C727F4FB68089C56441C5250880AF38835F90EFA9E7| |53BEC5D64167D0B5D622DCE89B67EA0D080D72832339FB3662759F3D0591A5884BD| |22F2CD6CB35D2A8E313363A87BD0A733541787270E36D4A79FE89E043C896BEE71F| |8065A62CF1E8529BC3F35CDEC33B134FA4F632E2398CB08E692C55C764832A8CFA0| |FE0B318B59CCFACEDFF4F007F4276B1E3D963A8A79EC536D0EF7E5903B20360A360| |A66D1C78FA1C7B15B66857FD0FFACC5C7AC39F28EA37E1C3DE6894D804DC0D7BAE7| |2945BBBB2004FEDFC91E6B3D0BE78302F162802C0C905703E4F500D90C880192C0B| |644BBDB260C4C2791ED6E55EB5792F2A831E639FF27CCB0B5BFC3EC29B3BF3D661A| |53CC1EF5E91DEAE5CCDA| |-------------------------------------------------------------------| I decided to take the Leviathan mastery patron pool, because theme (there's a fish in Cat in the Hat, after all) and also because I really like the Water Spout on a controller. At L47, I respeced into this final build (minus the purple set, which I slotted at 50). Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Hatted Cat: Level 50 Mutation Controller Primary Power Set: Illusion Control Secondary Power Set: Radiation Emission Power Pool: Speed Power Pool: Leadership Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Blind -- WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WiloftheC-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), WiloftheC-Rchg/Dam%(9) Level 1: Radiant Aura -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(13), DctWnd-Heal/EndRdx/Rchg(13), DctWnd-Heal(37), DctWnd-Rchg(39) Level 2: Deceive -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(19), CrcPrs-Acc/Rchg(19), CrcPrs-Conf/EndRdx(21), CrcPrs-Conf%(21) Level 4: Accelerate Metabolism -- PreOptmz-EndMod/Rech(A), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(23) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 8: Spectral Wounds -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(11), Thn-Dmg/EndRdx/Rchg(11) Level 10: Enervating Field -- EndRdx-I(A) Level 12: Radiation Infection -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(40), DarWtcDsp-ToHitDeb/EndRdx(40), DarWtcDsp-Slow%(40) Level 14: Flash -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(15), SprOvrPrs-EndRdx/Rchg(15), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(17), SprOvrPrs-Rchg/Energy Font(17) Level 16: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(34), BlsoftheZ-ResKB(36) Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Dmg/EndRdx(25), ExpRnf-Acc/Dmg/Rchg(31), ExpRnf-EndRdx/Dmg/Rchg(33), CaltoArm-Acc/Rchg(33), CaltoArm-Acc/Dmg/Rchg(33) Level 20: Mutation -- RechRdx-I(A) Level 22: Lingering Radiation -- RechRdx-I(A) Level 24: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def(27), LucoftheG-Def/Rchg+(29), ShlWal-ResDam/Re TP(29), Rct-ResDam%(34) Level 26: Superior Invisibility -- LucoftheG-Def/Rchg+(A) Level 28: Group Invisibility -- LucoftheG-Def/Rchg+(A) Level 30: Spectral Terror -- GlmoftheA-EndRdx/Fear(A), GlmoftheA-Acc/EndRdx(31), GlmoftheA-Fear/Rng(31), GlmoftheA-Acc/Fear/Rchg(34), GlmoftheA-Dam%(37) Level 32: Phantasm -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(37) Level 35: Fallout -- DarWtcDsp-ToHitDeb/Rchg(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(39), DarWtcDsp-Rchg/EndRdx(39), DarWtcDsp-Slow%(46) Level 38: EM Pulse -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(43), BslGaz-EndRdx/Rchg/Hold(43), BslGaz-Acc/EndRdx/Rchg/Hold(43) Level 41: Water Spout -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(46), RechRdx-I(46) Level 44: Shark Skin -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(48), StdPrt-ResDam/Def+(48), GldArm-3defTpProc(50) Level 47: Summon Coralax -- ExpRnf-Acc/Rchg(A), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(50) Level 49: Burnout -- RechRdx-I(A) Level 1: Brawl -- Acc-I(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(3), NmnCnv-Regen/Rcvry+(45) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(3), PrfShf-EndMod/Acc(5), PrfShf-End%(5) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1515;704;1408;HEX;| |78DA6593DB4E13511486F74C5BA105A4955339147A808A2085AAF72696AA048A089| |13BA9231DEC24A56DA683C14B63F40134D12B83E2E9CE1B23A0BE8611A3A0BC0082| |A2894493BA66D68F6DD2499AAFF3CFBFF65E87BD138BC3B52FCFDD3C2D24772CA31| |40AC9582E6BE8B94C46D5AB130B866268B9ACA0C7755E310C35E58F294615BD864A| |B68388C84826B35020FB81102CF39C59989B8B4C2A29CD5A30199FD70AA6D533924| |DABBA9A3522077F5C13395A6A2AAFAAA97AEBEF98AAA454BD90D6F28DD67B7C31AF| |EADA3C59ADA56A2CF16C46BB9636FCF1BC361B19CECD6B59C5C8E9C931F53AED975| |6B2C984523054FD869732EFA1DF2349E029DAC58C4D88A85D1C4A820AB3FA2A38CB| |1C2F8F19952CAD36018E33BB2F30C313CCC7040931D265D9D28ECC804966E315506| |19AA1362BA828DBF6ED96D6FC07FCCB0CD2081CEC911CFDC2D2BCE012E955BCA75C| |F59035D712B8CCBC481E277B8433C09A997A0D6BB69A15CEE5E81AF8167CC75C266| |F1DEAAAF3724E875BC136A6BB03F4314394543DF2AAFFC4EB043E33431BCC67B4AE| |873D0ECF0E6BDEEFCCCE1F4CFF1EB849A4BDFD5BCC498A6D404D0DE8C514694DD09| |AA079288F16EE9DA3C5CD736A6B001B991D4DE028CF3EB0C77C42722BD66B85E729| |A11D5A3BB4E7041FFAE3DB60AD7313FCC20C7CC599D962BE2074A1FF5DBBE80B6A0| |FA1F66ED47E89BC417883ABAC8531ABF01BE60066352DF19937BD3DEF49A379F47D| |00D7C18FCC5B54662FFADFFB8AFB75EC35B802AE3207D640F4F536C5F6A3AFFD3FB| |95FC77F81BF9983FBA03900DA2F7A82DFEF1022C83182B90FA2F6286A8FA276B959| |8821F47B087B9B470D77538836D67C25ADD857FEBD488F18AA50A215CAC90AE5548| |532662A1214276EB0FDFFAD17123274BAE956239B6D177D478C34C0DF774A9A2C05| |B82BF236BA37CD27E45B795C2FC7ED96349B74171DBAC7B4DF071F30FF01D65EF8A| |F| |-------------------------------------------------------------------| It's not totally optimized. You can get a lot better defense out of some of the other patron/epic pools, and Fallout isn't really all that useful. But it's good enough for me, and I like occasionally blowing up the corpses of my teammates. The IOs here cost me about 275 million influence, though almost half that was just three sets: the purple confuse set and the two Controller AT sets. If you replaced those with just SOs, you'd have a very affordable build that has about 90% of the benefits...mainly you'd lose a few seconds on Phantom Army/Hasten/Accelerate Metabolism recharge time.
  11. Thanks, D. I was afraid that was the answer but thought I'd ask anyway! It's not a deal-breaker for the story to have the ally somewhere else on the first floor. Maybe I'll just have her say something about how she got a little lost but is ready to go now!
  12. I'm trying to set up a mission with an ally that starts the mission with you, kinda like some of the Praetorian arcs do. I've created an Ally and set it to spawn single (so no enemies) and Front location. But the ally always seems to spawn somewhere on the first floor other than the entrance room, usually after a few mob groups. Is there a way to have the ally start right by the mission entrance?
  13. Got the badge today, thanks @sundew for organizing! I'll do my best to drop by on future runs to help others get it, too.
  14. I'd definitely like to get this one on my badge toon (EbonFlame, blaster). Be happy to stop in for practice, too, when are those happening?
  15. Another vote for this one! I tried removing the purples from the enhancement DB to avoid them, but then the AI code crashed. I can't post in the MVP thread, it's locked somehow. Another thing that would be useful is a way to tell the AI that a power needs to have a certain enhancement type/amount. For instance, a damage power needs to have at least 80% damage enhancement, so that the AI doesn't try to slot up your Golden Dragonfly with only defense debuff.
  16. Sadly, the combat log parsing method is extremely limited and that's why you're not seeing a lot of the stats. If we ever get the API mentioned up-thread, perhaps something can be done. Until then, though, the limited combat log functions are all you're going to be able to use.
  17. I'm just the messenger on these, I'm afraid. It's more a starting point collection than intended as an evergreen build archive. Plenty of ideas for how to improve things if you post over in the AT forums, though! I just tried the download link, worked fine for me. It's possible your browser and/or connection is blocking downloads of files, in which case you would get a blank page.
  18. Try shutting down HeroStats then deleting the two configurations files - HeroConfigurations.xml and HeroStatsConfig.xml. It will recreate them when you restart. But be aware that I've not been updating the game scanner (see messages above for why) so it may still not work.
  19. I've pretty much given up updating the scanner because of the change in development - see the last dozen or so posts above. You can use the file log option if you like, but that's a pretty minimal set of functionality.
  20. Yep, here it is: As for the source code, it's all on SourceForge. Warning: technical stuff! If you want to look at the scanner part, it's in the CityOfHeroes project. Probably want to start with MemlocFinder (FindChatList) and CohMemoryScanner (ScanHeroData and ScanTabs). My current major problem with the new client is that I can't find string pointers in memory. The process works like this: a new client is released, and I need to update the scanner. I open up a memory debugger attached to the game client, and go find "HSData" (the name of my chat tab) in the client memory - say it's at 0x00e8ab34. In the old client, I could then look for "34 ab e8 00" in memory and that tells me where the chat tab name pointers are stored (and by extension, the larger chat tab info structure). That lets me adjust the code so it can find that stuff on its own. But in the new client, that search for "34 ab e8 00" returns nothing (or occasionally garbage). I've tried it with a bunch of different types of data - chat messages, character name, etc - and that same problem pops up every time. There's probably a simple solution, but it's certainly not one I know!
  21. https://sourceforge.net/projects/herostats/files/HeroStats - Stable/v7.6.1.0/ Version 7.6.1.0 Bug Fixes: - Fixed chat log reading functionality. You can enable it in Hero Options, and it will work with all the game client builds, but only a subset of HeroStats functionality will work. We can! I'd pretty much forgotten about that functionality, but it already existed from back in the pre-shutdown days. It needed some updating, of course, thus the release above. If we want all the same functions as the direct-read method, we'd need that. Just to list a few of the very basic things, the chat log doesn't say which character is logged in, or what powersets they have, or what SG they belong to.
  22. So, good news and bad news. The good is that I have a working version for the Safe Mode client that was released today. (I had to modify my latest unstable build since it apparently changed in just the few days since I made that update, as @Unknown Magi noted above). https://sourceforge.net/projects/herostats/files/HeroStats - Stable/v7.6.0.0/ Version 7.6.0.0 Bug Fixes: - Updated scanner to work with Safe Mode Homecoming beta build. Other builds will not work. The bad news is that I have no idea how to get HeroStats working with the other builds, either 32 or 64 bit mode. I don't know what "based on modern development tools" in the patch notes means but whatever it is, it completely changed how the internal client memory structures look. I can't find the combat log messages that HeroStats relies on any more. If any developers want to clue me in, I'm happy to listen, but for now the other builds simply will not work.
  23. So, it turns out this is *really* complicated. HeroStats is a 32-bit application, and as such, can't access a 64-bit application like the 64-bit game client. (At least not with the .NET Framework. It may be possible with low-level Windows programming but that's well beyond my limited understanding of Windows programming.) Making a 64-bit version of HeroStats might be another option, but I tried some simple x64 complication in Visual Studio and just keep getting tons of errors. So for now, I'm afraid we're stuck with the 32-bit client version for running HeroStats. As long as the development team is creating both clients, that should be feasible. If they ever go to 64-bit only, I can try again to figure this out, but I'm not optimistic. Maybe by then we'll have an API built into the client and this will all be academic.
  24. I've got HeroStats working with the 32-bit beta client, at least mostly. I've released it as an Unstable Build. If you're only playing on the live servers, you can ignore this update. https://sourceforge.net/projects/herostats/files/HeroStats - Unstable/v7.5.3.0/ Note that since this is an Unstable build, it will by default install to its own directory separate from the Stable version. That way if something breaks with the Unstable builds, which can happen as I'm trying to keep up with beta changes, you can always go back to your Stable version for playing on the live servers. Still looking at the 64-bit beta client. Going to take some monkeying with how HeroStats uses the .NET Framework to interact with the game client.
  25. This surprises me not at all! New builds often break the scanner and I have to adjust things. (Which is why a true API would be so awesome....) I haven't yet used the beta servers. I generally don't bother with those since most folks are on the live servers, and since beta builds often change frequently it's hard to keep up. If I have time later this week, though, I'll look into it.
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