Arbegla
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"The Game is not Balanced around IO's"..... should it be?
Arbegla replied to Galaxy Brain's topic in General Discussion
I would argue for both actually, cutting the defense boost in half, and having the shields provide +absorb. Force Field doesn't provide any DDR, so cascading failure still happens. But, that's a discussion for a different thread. -
"The Game is not Balanced around IO's"..... should it be?
Arbegla replied to Galaxy Brain's topic in General Discussion
Actually Resistance functions significantly better then defense, when you factor in debuffs, and debuffs resistances. Resistance Resists Resistances Debuffs, but only so you don't experience cascading failure. a 10% resistance debuffs results in a 10% DPS increase. Its simple math. Defense, especially without Defense Debuff Resistance, is basically all or nothing. If you have 45% defense, you get hit 5% of the time for 100% of the damage. But if you add a -def debuff to that hit, (which is the most common form of debuff honestly, I'm pretty sure every single NPC group has -def in it) you can experience cascading failure, where that 45% defense gets reduced to 40%, doubling the number of attacks that come in. And that is with only a -5% defense power. If you get hit with a -10% defense power, your defense drops to 35%, and you're hit 300% more then you were when you had 45% defense. (5% to 15%) Cascading defense failure happens all the time, and its why your reflexes tank can stand AFK on the roman wall, because even your passives have DDR. A softcapped blaster? Wouldn't last much past the first hit. And not all Defensive sets have DDR, also there are no IOs that grant DDR. So the inherent debuffs already balance it. -
"The Game is not Balanced around IO's"..... should it be?
Arbegla replied to Galaxy Brain's topic in General Discussion
Is the +13% tohitbuff equal to the different between fighting +3 vs fighting +1s? If so, they didn't really 'raise the defense cap' so much as hardcoded the purple patch level difference. I know mobs have a ACC bonus based on rank and level, and that could roughly translate to the +13% tohit bonus? -
Another thing to make your mastermind more tank like is to get the "Provoke" power in the Presence power pool. This combined with your pets being in "Bodyguard Mode" allows you to take a really large amount of damage and divide it among your pets, effectively giving you their hit points in addition to yours. I would set up a 'emergency' button as a keybind that puts all of your pets in 'defensive stance/follow' for when you need the additional toughness they can provide.
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"The Game is not Balanced around IO's"..... should it be?
Arbegla replied to Galaxy Brain's topic in General Discussion
Point 1: They actually didn't raise the effectual softcap, they just made all of the Incarnate content against level 54s which following the normal difficulty scale (Purple patches, the def/tohit equation etc) affects ALL characters equally. Try fighting a +4 boss at level 1. Tell me how well that goes. Point 2: Changing the 'soft-cap' Defense from 45% to 40% actually doubles your chances of being hit. You go from 5% to 10%. 1 out of every 20 hits, to 1 out of every 10 hits. Another thing to consider, is very few ATs have build in Defense Debuff Resistance. So even if you softcap a blaster, you run into cascading defense failure very often. a 5% overall decrease might sound 'minor' on paper, but in practice, it is a massive nerf for really no true gain. DDR is already the grand equalizer as it exists right now. Point 3: They added T9 level defense/resistance buffs to Power Pools. Things like Rune of Protection, Unleash Potential, Unrelenting, etc. I would argue that having access to those powers, on any AT is a more damaging to balance than IOs. -
"The Game is not Balanced around IO's"..... should it be?
Arbegla replied to Galaxy Brain's topic in General Discussion
So I've been trying to read the overall 'point' of this thread, and I'm having a hard time understanding it. But I've seen a few things stated as facts, which aren't really based in reality. Does a high powered (be it max Incarnates, IOs, or both) character make other people on a team feel inferior? I would argue that its no. It doesn't matter what 'power level' your character is, pick any given 8 people, throw them on a team, and you'll have a good team to roll with. That is the beauty of City of Heroes, you don't have the holy trinity, you don't have AT requirements, you don't have gear requirements, heck, you really don't even have Incarnate requirements, except for iTrials, and even those can be done with T1 Incarnate powers. I'm pretty sure if you stripped all the IOs out of @Bill Z Bubba characters, and forced him to play with just SOs, he would still 'out perform' a newbie. It has nothing to do with the power creep of the IO system, and everything to do with the fact that Bill is a good player that knows how the game works. I've witnessed this first hand, playing Lowbies with my new girlfriend. I'm an experienced player, and know how to take on multiple NPC groups at once, and not face plant. She can barely handle 2 equal level Minions, because she doesn't get the mechanics. The flip side of that, is I could fully IO out her character, and she would still have difficulty playing it, because she is quite literally a newbie at the game. How exactly do you balance play style differences like that? -
I'm currently at work, and thus can't check the costume editor, but I was wondering what sets have alternate animations? I'm specifically looking at Radiation Melee, and the 'double fisted chin swing' that Radiation Siphon has, and thinking that there was a similar animation for one of the Super Strength powers. Is it possible to change the animation, or is Radiation Melee stuck?
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Little late to the party, but here is my bot/traps/mu build. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Arbegla Respec: Level 50 Magic Mastermind Primary Power Set: Robotics Secondary Power Set: Traps Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Presence Ancillary Pool: Mu Mastery Hero Profile: ------------ Level 1: Battle Drones MarofSpr-Dmg(A), SvrRgh-Acc(3), MarofSpr-Acc/Dmg/EndRdx(3), EdcoftheM-PetDef(5), SvrRgh-PetResDam(5) Level 1: Web Grenade EnfOpr-EndRdx/Immob(A), EnfOpr-Acc/EndRdx(7), EnfOpr-Acc/Immob/Rchg(7), EnfOpr-Acc/Immob(9), EnfOpr-Immob/Rng(25) Level 2: Pulse Rifle Burst Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(9), Apc-Acc/Rchg(11), Apc-Dmg/EndRdx(11), Apc-Dam%(13) Level 4: Triage Beacon Pnc-EndRdx/Rchg(A), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(15), Pnc-Heal/+End(17) Level 6: Equip Robot EndRdx-I(A) Level 8: Hasten RechRdx-I(A) Level 10: Acid Mortar TchofLadG-DefDeb/Rchg(A), TchofLadG-DefDeb/Rchg/EndRdx(23), TchofLadG-Rchg/EndRdx(25), AchHee-ResDeb%(27) Level 12: Protector Bots SprCmmoft-Acc/Dmg(A), ExpRnf-+Res(Pets)(23), LucoftheG-Def/Rchg+(29), SprCmmoft-Acc/Dmg/EndRdx/Rchg(37), SprCmmoft-Dmg/EndRdx(37), SprCmmoft-Rchg/PetAoEDef(39) Level 14: Super Speed Clr-Stlth(A), BlsoftheZ-ResKB(21) Level 16: Force Field Generator LucoftheG-Def(A), LucoftheG-Def/Rchg+(27), ShlWal-ResDam/Re TP(45) Level 18: Combat Jumping LucoftheG-Def/Rchg+(A) Level 20: Poison Trap UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(46), UnbCns-Acc/Rchg(50), UnbCns-EndRdx/Hold(50), UnbCns-Dam%(50) Level 22: Maneuvers LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45) Level 24: Caltrops PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(29), PstBls-Dmg/Rchg(33), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dam%(33), Ann-ResDeb%(40) Level 26: Assault Bot SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg(34), SprMarofS-Acc/EndRdx(34), CaltoArm-+Def(Pets)(34), SprMarofS-EndRdx/+Resist/+Regen(46) Level 28: Seeker Drones CldSns-Acc/ToHitDeb(A), CldSns-Acc/EndRdx/Rchg(40), CldSns-ToHitDeb/EndRdx/Rchg(43), CldSns-Acc/Rchg(43), AbsAmz-ToHitDeb%(46) Level 30: Provoke PrfZng-Taunt/Rng(A), PrfZng-Taunt/Rchg/Rng(31), PrfZng-Acc/Rchg(31), PrfZng-Dam%(31) Level 32: Upgrade Robot EndRdx-I(A) Level 35: Charged Armor GldArm-End/Res(A), GldArm-Res/Rech/End(36), GldArm-ResDam(36), GldArm-3defTpProc(36), StdPrt-ResDam/Def+(37) Level 38: Tactics AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(39), AdjTrg-ToHit/EndRdx(39), AdjTrg-ToHit(40), AdjTrg-ToHit/Rchg(45) Level 41: Electrifying Fences GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(42), GrvAnc-Hold%(43) Level 44: Assault EndRdx-I(A) Level 47: Electric Shackles BslGaz-Acc/Rchg(A), BslGaz-Rchg/Hold(48), BslGaz-EndRdx/Rchg/Hold(48), BslGaz-Acc/EndRdx/Rchg/Hold(48) Level 49: Vengeance LucoftheG-Def/Rchg+(A) Level 1: Brawl Acc-I(A) Level 1: Prestige Power Dash EndRdx-I(A) Level 1: Prestige Power Slide EndRdx-I(A) Level 1: Prestige Power Quick EndRdx-I(A) Level 1: Prestige Power Rush EndRdx-I(A) Level 1: Prestige Power Surge EndRdx-I(A) Level 1: Sprint EndRdx-I(A) Level 1: Supremacy Level 2: Rest RechRdx-I(A) Level 4: Ninja Run Level 2: Swift Run-I(A) Level 2: Health Mrc-Heal(A), Mrc-Rcvry+(17), NmnCnv-Regen/Rcvry+(19) Level 2: Hurdle Jump-I(A) Level 2: Stamina PwrTrns-+Heal(A), PwrTrns-EndMod(19), PrfShf-End%(21) Level 50: Reactive Core Flawless Interface Level 1: Battle Drone Level 12: Protector Bot Level 26: Assault Bot Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Rebirth Core Epiphany Level 50: Agility Radial Paragon Level 50: Support Core Embodiment Level 50: Banished Pantheon Core Superior Ally Level 50: Ion Core Final Judgement ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1635;776;1552;HEX;| |78DA6D944B4F135114C767DAA9B505A42D6D2985022DE561A1A545F746E5214A157| |91917860CA5E024A5AD2D4DC467FC08BEE2CED70770E1231A45225113D1B5E2C295| |5189262A0B74E3A21EE67FEC8C499B34BF73CFBDE79CFF3DF7DE899FECADBC33706| |19720DAF6A6E47C7E322EE7E793B939253D6D8ACBB34A42A0DFB6DDB9A9E46C4A6E| |1E49E6B3C984995C5E6DDDE468616E2E938E8C64A632F34A22EFD24DED29CCCC44C| |67272362F588733995464349B4C4E57AAE65052CE2AE9D9EA7F83E9642E7F5CC9DA| |D5715C4E2BD9424A9E5732696F5F5649447459E30596B9E021293DF47F6C12F8579| |484839220C424C1B0218023184B5F69EC23FE2206246141D2C55C14D5355B2E31AF| |805BAF829ECBE013AA23728C1836604D04B47633A360650C3C4D758C1C63F41931D| |7086E6B623683363FB84875B0A5A260F26FEEC32C04A8EF66113E7327F67686725B| |B0CE6859413DF76BD0F306F42E131D92B044092B106FAA78813AEE0DAC6970896A8| |DE02BF8832FC1B615B0856A57A18E5865418CF3037896345423AFA1DA893E795D60| |D701A39AD74DF176D66EE7B9731457C37DA9E943AE703F181B60EE630E8276CAE34| |21ED1C59ABB6CE029CA578B7CA6DA7BE84FC37DB0F901F321F311D8BE067DCFA837| |75ACA56E1CF7C53FC13CC2FC481A7C66217C545263CE13EAA145AAFF6450EF56FB1| |A18FAC2FC0C860FF159907E1F9F972F6750F33466992798797099343571CF9AFCD0| |BB4872035C3310E3B389620F2DDD3CEEE133AC15D5DA3554B395635A6F2277DB2DE| |66DB0FD3AD875037C4A293AB81F1D87E1DB3EC21C658E81A171D041753A596F27DF| |D925CA13E1FD46DEA27FDDEF98ABCCF7A093E2A37CE7A37CB60DDA1BA56F0E7A10D| |2FBB82FD132BE5819DF8E32BE9D657C439B3EF17F5F5CF31587A5D2774010F92D5A| |6CA5775EFC6EA5798E17C398FFA9F90CE22019417AEFFB891E49704CE04DFCD0C77| |5206E5D1FF71B77D1B10E3AAFE15EADD2438AB1B6DE50693FC53EB22BD8EE0F95EE| |78F19855DD996ACB3A7B4A670FEBECBB9BF9D9FEE3D66A3D0F68FE6F41CD5FE7D4E| |CBFCA55F0BF| |-------------------------------------------------------------------| I went a max recharge build, with softcapped, and the mu shield for additional resistance. I have 3 acid mortars up, 2 triage beacons, and can quad-stack the seeker drones (because they recharge before the debuff wears off) Using the seekers to take an alpha, jumping in with a poison trap, and a provoke keeps the pets alive, and then its just a matter of setting whatever traps I have, and immobilizing the big nasty mobs so they stay in the fire patches.
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I've been playing a lot Goldside, and they have the 'Angry Citizen' group, which is basically normal citizens, with a rock throw power (and maybe brawl?) that don't do much damage, but you can attack. Maybe having something like that H or V side as well, Could be protesters, and attacking them could temporarily turn surrounding PPD or Longbow hostile? I noticed that with the revamp to the zones (Hollows, Faultline) there are more 'Ally' NPCs around then there used to be, so having a chance to 'lose your backup' if you become too aggressive makes sense.
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Mid's Reborn: Hero Designer
Arbegla replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
I could be mistaken, but it appears that the Blaster Secondary /Devices has Targeting Drone wrong. In game is provides a flat 20% damage buff, (then a 60% damage buff when out of combat) while in Mids, it doesn't show that boost at all, and only mentioned the sniper powers. This is on a Dual Pistols/Device blaster, which doesn't have any snipe powers, so it might be a special case. Just wanted to let ya'll know. -
And using that same bot/traps character, I just soloed the New Praetorians (Mr. Gs arc) all as AVs.... face tanking
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What about bots/traps? I say this having face-tanked both the 'Future Freedom Phalanx" (Manticore, numina, babs, and Sister Psyche) and the Vindicators (swan, luminary, mynx, Valkyrie) in the LRSF without a single death as bot/traps. Seeker drones, Electrifying Fences, and triple acid mortar does amazing things to make AVs fall like tissue paper. Put the -res proc in Caltrops, and it gives you even more -resistance, (and thus boost the -damage from seekers, which the protector bots have as well) The triage beacon slotted with with +hp panacea proc gives you a pseudo Heal over Time power (especially double stacked) and the Force Field Generator gives your mez protection, which /nature doesn't have outside of breakfrees. Also, the purple patch doesn't affect -damage. The only thing that affects -damage is +resistance (i/e, high lethal resistance resists lethal -damage). @arcanaville would know more, but from my understanding -damage is only resisted by resistance (and -resistance is only diminished by +resistance powers, but still gives you the estimated damage boost you'd expect.. i/e -20 resistance increases your damage by 20%)
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Call me crazy, but isn't -damage unresisted? https://archive.paragonwiki.com/wiki/Archvillain_Resistance
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Why couldn't traps mitigate enough damage? Seeker drones to take aggro, plus the -dmg/-tohit and double/triple triage (plus Rebirth?)
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Do ya'll think its possible? What would be the best sets to even attempt?
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Hi everyone, I'm glad to be back. I missed City more than I realized, and its good to see everyone coming back to it. -Arbegla (Bots/traps MM, among others)
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I originally had scorpion shield, but I realized that the Mu resistance shield actually reduces the damage the pets take from BG mode (as it checks your resistance first) and I managed to get softcapped (or higher) defense in melee, smashing, and lethal. That's before popping the hybrid power (which doubles the bonus for my pets, giving them much beyond softcapped def to everything) and before seeker drones reduces tohit on things. Also the Mu AoE immobilize has a -KB mechanic, so enemies stay in the AoEs more. I also took this build out to Crey's Folly and solo'ed Jurassic in about 2 and a half minutes, though I did use my Lore pets as well.
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Hi Guys, Some of you might remember me from live, but here is my updated bots/traps/mu build. Lemme know what ya'll think. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Arbegla Respec: Level 50 Magic Mastermind Primary Power Set: Robotics Secondary Power Set: Traps Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Presence Ancillary Pool: Mu Mastery Hero Profile: ------------ Level 1: Battle Drones MarofSpr-Dmg(A), SvrRgh-Acc(3), MarofSpr-Acc/Dmg/EndRdx(3), EdcoftheM-PetDef(5), SvrRgh-PetResDam(5) Level 1: Web Grenade EnfOpr-EndRdx/Immob(A), EnfOpr-Acc/EndRdx(7), EnfOpr-Acc/Immob/Rchg(7), EnfOpr-Acc/Immob(9), EnfOpr-Immob/Rng(25) Level 2: Pulse Rifle Burst Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(9), Apc-Acc/Rchg(11), Apc-Dmg/EndRdx(11), Apc-Dam%(13) Level 4: Triage Beacon Pnc-EndRdx/Rchg(A), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(15), Pnc-Heal/+End(17) Level 6: Equip Robot EndRdx-I(A) Level 8: Hasten RechRdx-I(A) Level 10: Acid Mortar TchofLadG-DefDeb/Rchg(A), TchofLadG-DefDeb/Rchg/EndRdx(23), TchofLadG-Rchg/EndRdx(25), AchHee-ResDeb%(27) Level 12: Protector Bots SprCmmoft-Acc/Dmg(A), ExpRnf-+Res(Pets)(23), LucoftheG-Def/Rchg+(29), SprCmmoft-Acc/Dmg/EndRdx/Rchg(37), SprCmmoft-Dmg/EndRdx(37), SprCmmoft-Rchg/PetAoEDef(39) Level 14: Super Speed Clr-Stlth(A), BlsoftheZ-ResKB(21) Level 16: Force Field Generator LucoftheG-Def(A), LucoftheG-Def/Rchg+(27), ShlWal-ResDam/Re TP(45) Level 18: Combat Jumping LucoftheG-Def/Rchg+(A) Level 20: Poison Trap UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(46), UnbCns-Acc/Rchg(50), UnbCns-EndRdx/Hold(50), UnbCns-Dam%(50) Level 22: Maneuvers LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45) Level 24: Caltrops PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(29), PstBls-Dmg/Rchg(33), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dam%(33), Ann-ResDeb%(40) Level 26: Assault Bot SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg(34), SprMarofS-Acc/EndRdx(34), CaltoArm-+Def(Pets)(34), SprMarofS-EndRdx/+Resist/+Regen(46) Level 28: Seeker Drones CldSns-Acc/ToHitDeb(A), CldSns-Acc/EndRdx/Rchg(40), CldSns-ToHitDeb/EndRdx/Rchg(43), CldSns-Acc/Rchg(43), AbsAmz-ToHitDeb%(46) Level 30: Provoke PrfZng-Taunt/Rng(A), PrfZng-Taunt/Rchg/Rng(31), PrfZng-Acc/Rchg(31), PrfZng-Dam%(31) Level 32: Upgrade Robot EndRdx-I(A) Level 35: Charged Armor GldArm-End/Res(A), GldArm-Res/Rech/End(36), GldArm-ResDam(36), GldArm-3defTpProc(36), StdPrt-ResDam/Def+(37) Level 38: Tactics AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(39), AdjTrg-ToHit/EndRdx(39), AdjTrg-ToHit(40), AdjTrg-ToHit/Rchg(45) Level 41: Electrifying Fences GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(42), GrvAnc-Hold%(43) Level 44: Assault EndRdx-I(A) Level 47: Electric Shackles BslGaz-Acc/Rchg(A), BslGaz-Rchg/Hold(48), BslGaz-EndRdx/Rchg/Hold(48), BslGaz-Acc/EndRdx/Rchg/Hold(48) Level 49: Vengeance LucoftheG-Def/Rchg+(A) Level 1: Brawl Acc-I(A) Level 1: Prestige Power Dash EndRdx-I(A) Level 1: Prestige Power Slide EndRdx-I(A) Level 1: Prestige Power Quick EndRdx-I(A) Level 1: Prestige Power Rush EndRdx-I(A) Level 1: Prestige Power Surge EndRdx-I(A) Level 1: Sprint EndRdx-I(A) Level 1: Supremacy Level 2: Rest RechRdx-I(A) Level 4: Ninja Run Level 2: Swift Run-I(A) Level 2: Health Mrc-Heal(A), Mrc-Rcvry+(17), NmnCnv-Regen/Rcvry+(19) Level 2: Hurdle Jump-I(A) Level 2: Stamina PwrTrns-+Heal(A), PwrTrns-EndMod(19), PrfShf-End%(21) Level 50: Reactive Core Flawless Interface Level 1: Battle Drone Level 12: Protector Bot Level 26: Assault Bot Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Rebirth Core Epiphany Level 50: Agility Radial Paragon Level 50: Support Core Embodiment Level 50: Banished Pantheon Core Superior Ally Level 50: Ion Core Final Judgement ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1635;776;1552;HEX;| |78DA6D944B4F135114C767DAA9B505A42D6D2985022DE561A1A545F746E5214A157| |91917860CA5E024A5AD2D4DC467FC08BEE2CED70770E1231A45225113D1B5E2C295| |5189262A0B74E3A21EE67FEC8C499B34BF73CFBDE79CFF3DF7DE899FECADBC33706| |19720DAF6A6E47C7E322EE7E793B939253D6D8ACBB34A42A0DFB6DDB9A9E46C4A6E| |1E49E6B3C984995C5E6DDDE468616E2E938E8C64A632F34A22EFD24DED29CCCC44C| |67272362F588733995464349B4C4E57AAE65052CE2AE9D9EA7F83E9642E7F5CC9DA| |D5715C4E2BD9424A9E5732696F5F5649447459E30596B9E021293DF47F6C12F8579| |484839220C424C1B0218023184B5F69EC23FE2206246141D2C55C14D5355B2E31AF| |805BAF829ECBE013AA23728C1836604D04B47633A360650C3C4D758C1C63F41931D| |7086E6B623683363FB84875B0A5A260F26FEEC32C04A8EF66113E7327F67686725B| |B0CE6859413DF76BD0F306F42E131D92B044092B106FAA78813AEE0DAC6970896A8| |DE02BF8832FC1B615B0856A57A18E5865418CF3037896345423AFA1DA893E795D60| |D701A39AD74DF176D66EE7B9731457C37DA9E943AE703F181B60EE630E8276CAE34| |21ED1C59ABB6CE029CA578B7CA6DA7BE84FC37DB0F901F321F311D8BE067DCFA837| |75ACA56E1CF7C53FC13CC2FC481A7C66217C545263CE13EAA145AAFF6450EF56FB1| |A18FAC2FC0C860FF159907E1F9F972F6750F33466992798797099343571CF9AFCD0| |BB4872035C3310E3B389620F2DDD3CEEE133AC15D5DA3554B395635A6F2277DB2DE| |66DB0FD3AD875037C4A293AB81F1D87E1DB3EC21C658E81A171D041753A596F27DF| |D925CA13E1FD46DEA27FDDEF98ABCCF7A093E2A37CE7A37CB60DDA1BA56F0E7A10D| |2FBB82FD132BE5819DF8E32BE9D657C439B3EF17F5F5CF31587A5D2774010F92D5A| |6CA5775EFC6EA5798E17C398FFA9F90CE22019417AEFFB891E49704CE04DFCD0C77| |5206E5D1FF71B77D1B10E3AAFE15EADD2438AB1B6DE50693FC53EB22BD8EE0F95EE| |78F19855DD996ACB3A7B4A670FEBECBB9BF9D9FEE3D66A3D0F68FE6F41CD5FE7D4E| |CBFCA55F0BF| |-------------------------------------------------------------------|
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I know this might be an older thread, but I was wondering if there was a way to calculate Bodyguard Mode (and the damage reduction it gives to Masterminds) in the spreadsheet as well?