
Chashak
Members-
Posts
4 -
Joined
Reputation
2 NeutralRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
I've been working on a set of keybinds for seamlessly managing Fly. My goal is to have Fly automatically activate when moving and disable while stationary to conserve endurance, and I'm mostly satisfied with the results! I'm posting these for two reasons: If anyone else finds these useful, enjoy! If anyone has insight into the remaining limitations I'm struggling to work around, I'd appreciate some insight Everything is written with the assumption that the attached zip file is extracted into the default folder, so the base bind file can be loaded like "/bind_load_file fly/base.txt" etc. It also works with Mystic Flight and Energy Flight (for the squids among us)! For limitations - whichever movement key you press first is the key which determines the flight toggle, so it needs to also be the last key you release after a complex movement. Otherwise the Fly toggle behavior ends up backwards... annoying. Example file contents: base.txt R "autorun 1$$powexec_toggleon Fly$$powexec_toggleon Mystic Flight$$powexec_toggleon Energy Flight$$bindloadfilesilent fly/autorun.txt" W "+forward$$powexec_toggleoff Fly$$powexec_toggleoff Mystic Flight$$powexec_toggleoff Energy Flight$$powexec_toggleon Fly$$powexec_toggleon Mystic Flight$$powexec_toggleon Energy Flight$$bindloadfilesilent fly/forward.txt" S "+backward$$powexec_toggleoff Fly$$powexec_toggleoff Mystic Flight$$powexec_toggleoff Energy Flight$$powexec_toggleon Fly$$powexec_toggleon Mystic Flight$$powexec_toggleon Energy Flight$$bindloadfilesilent fly/backward.txt" A "+left$$powexec_toggleoff Fly$$powexec_toggleoff Mystic Flight$$powexec_toggleoff Energy Flight$$powexec_toggleon Fly$$powexec_toggleon Mystic Flight$$powexec_toggleon Energy Flight$$bindloadfilesilent fly/left.txt" D "+right$$powexec_toggleoff Fly$$powexec_toggleoff Mystic Flight$$powexec_toggleoff Energy Flight$$powexec_toggleon Fly$$powexec_toggleon Mystic Flight$$powexec_toggleon Energy Flight$$bindloadfilesilent fly/right.txt" SPACE "+up$$powexec_toggleoff Fly$$powexec_toggleoff Mystic Flight$$powexec_toggleoff Energy Flight$$powexec_toggleon Fly$$powexec_toggleon Mystic Flight$$powexec_toggleon Energy Flight$$bindloadfilesilent fly/up.txt" X "+down$$powexec_toggleoff Fly$$powexec_toggleoff Mystic Flight$$powexec_toggleoff Energy Flight$$powexec_toggleon Fly$$powexec_toggleon Mystic Flight$$powexec_toggleon Energy Flight$$bindloadfilesilent fly/down.txt" MouseChord "+forward$$playerturn$$powexec_toggleoff Fly$$powexec_toggleoff Mystic Flight$$powexec_toggleoff Energy Flight$$powexec_toggleon Fly$$powexec_toggleon Mystic Flight$$powexec_toggleon Energy Flight$$bindloadfilesilent fly/mouse.txt" autorun.txt R "autorun 0$$powexec_toggleoff Fly$$powexec_toggleoff Mystic Flight$$powexec_toggleoff Energy Flight$$bindloadfilesilent fly/base.txt" W "powexec_toggleon Afterburner$$powexec_toggleon Quantum Maneuvers$$powexec_toggleon Flight_Boost$$powexec_toggleon Quantum Acceleration" S "+backward$$bindloadfilesilent fly/backward.txt" A "+left" D "+right" SPACE "+up" X "+down" MouseChord "playerturn" forward.txt W "+forward$$powexec_toggleoff Fly$$powexec_toggleoff Mystic Flight$$powexec_toggleoff Energy Flight$$powexec_toggleon Fly$$powexec_toggleon Mystic Flight$$powexec_toggleon Energy Flight$$bindloadfilesilent fly/base.txt" S "+backward" A "+left" D "+right" SPACE "+up" X "+down" MouseChord "+forward$$playerturn" (the other directions follow this pattern, with the "key release" resetting to the base bind file and the other directions using default behavior) flybinds.zip
-
This is all very helpful, and a lot to think about. I've been breaking down the defense numbers myself (since Mids reports the FF from protection bots wrong, and applies power boost in unrealistic ways) and I think I've found a good solution. Without Incarnates: With my current slotting a power-boosted Farsight alone provides 20.8% Defense Even unslotted the FF from the Protection Bots provides another 13% Defense With a 50+5 IO the defense goes up to 17% With my slotting Maneuvers, Combat Jumping, and Hover grant 4%, 3.5%, and 2.6% respectively Combined, this brings me to ~48% personal Defense and ~42% pet Defense, without touching Incarnates! Time's Juncture provides -15% ToHit, bringing effective Defense against foes in melee to ~63% and ~57%, respectively. With Incarnates: For Hybrid, Support Core brings Defense up to ~50% for myself and my pets while active (54% if prot bot is slotted) For Destiny, things are less clear-cut but the choice is between Barrier Core and Clarion Radial (using the latter to boost Farsight) Either is overkill on Defense at this point, so I'm focusing instead on their secondary effects Barrier - provides extra Resistance to help absorb any blows that get through Clarion - provides extra Mez Protection, and the +ToHit from Farsight is boosted as well to a ridiculous degree If +ToHit is covered, I could even drop Tactics altogether and free up a power slot (strange to even be considering this) With double-boosted Farsight my Defense becomes 55.6% without Support Core and 61.6% with it (pets are 49.5% w/o Support Core) I don't know how much of this is overkill or just the thrill of "big number go up", but this has been a blast to theory-craft so far. I also haven't addressed Distortion Field yet - I already have the procs from another character so I'd like to play around with that for a while before I decide if it's worth it. If that gets pared down then I'll still have slots to spare. Chronogear (revised) - Mastermind (Robotics - Time Manipulation).mbd
-
That's good to know, thanks! According to Mids a Power Boost on top my current slotting will take me to ~20%, and combined with protector bot shields and (eventually) support incarnates I should even be able to relegate maneuvers to a LotG mule. Even without incarnates or power boost yet, both myself and by bots feel very tanky already (especially with the -tohit toggle) I've never built a character before where I've gotten all of the slots I felt I needed, and still had so many left over 😂 The main constraint seems to be the pets, I'd gladly slot 7+ enhancements in those if I could, but alas...
-
I dabbled with MM back on live (Bots, specifically) and enjoyed it but never really got back into MMs since. I'm now leveling a Bots/Time and trying to plan out a decent build. How does this look? It's looking like I'll be able to fairly easily softcap DEF on myself and the bots, so I skipped the corresponding aura globals. So far leveling this it has been a blast, super durable and laid back (activate all toggles, wade into melee to debuff enemy ToHit, watch bots kill everything) but I'm in the weird situation of having slots to spare and I'm not sure where best to put them, or if where I've already slotted is best? Chronogear - Villain Mastermind Build plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: RoboticsSecondary powerset: Time ManipulationPool powerset (#1): LeadershipPool powerset (#2): SpeedPool powerset (#3): FlightPool powerset (#4): LeapingAncillary powerset: Mace Mastery ────────────────────────────── Powers taken: Level 1: Battle Drones A: Superior Mark of Supremacy: Accuracy/Damage3: Superior Mark of Supremacy: Accuracy/Endurance3: Expedient Reinforcement: Resist Bonus Aura for Pets5: Sovereign Right: Resistance Bonus5: Blood Mandate: Damage7: Blood Mandate: Accuracy/Damage Level 1: Temporal Mending A: Preventive Medicine: Heal11: Preventive Medicine: Heal/Endurance17: Preventive Medicine: Endurance/RechargeTime19: Preventive Medicine: Heal/RechargeTime19: Preventive Medicine: Heal/RechargeTime/Endurance21: Preventive Medicine: Chance for +Absorb Level 2: Pulse Rifle Burst A: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge11: Superior Winter's Bite: Accuracy/Damage/Endurance45: Superior Winter's Bite: Damage/RechargeTime46: Superior Winter's Bite: Accuracy/Damage Level 4: Time's Juncture A: Dark Watcher's Despair: To Hit Debuff33: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance33: Dark Watcher's Despair: To Hit Debuff/Endurance34: Dark Watcher's Despair: Chance for Recharge Slow34: Pacing of the Turtle: Chance of -Recharge Level 6: Equip Robot A: Aegis: Psionic/Status Resistance36: Steadfast Protection: Knockback Protection37: Impervious Skin: Status Resistance/Regeneration43: Unbreakable Guard: +Max HP Level 8: Assault A: Invention: Endurance Reduction Level 10: Temporal Selection A: Invention: Recharge Reduction Level 12: Protector Bots A: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen13: Superior Mark of Supremacy: Accuracy/Damage/Endurance13: Superior Command of the Mastermind: Accuracy/Damage15: Superior Command of the Mastermind: Damage/Endurance15: Superior Command of the Mastermind: Accuracy/Damage/Recharge17: Superior Command of the Mastermind: Damage/Endurance/Recharge Level 14: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed37: Luck of the Gambler: Defense/Endurance39: Gift of the Ancients: Defense/Endurance Level 16: Distortion Field A: Unbreakable Constraint: Chance for Smashing Damage39: Neuronic Shutdown: Chance of Damage(Psionic)40: Ghost Widow's Embrace: Chance of Damage(Psionic)40: Gladiator's Net: Chance of Damage(Lethal)42: Impeded Swiftness: Chance of Damage(Smashing)43: Ice Mistral's Torment: Chance for Cold Damage Level 18: Tactics A: Adjusted Targeting: To Hit Buff/Endurance34: Adjusted Targeting: To Hit Buff36: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance Level 20: Hasten A: Invention: Recharge Reduction21: Invention: Recharge Reduction Level 22: Assault Bot A: Superior Mark of Supremacy: Damage23: Superior Mark of Supremacy: Damage/Endurance23: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge27: Sovereign Right: Accuracy/Endurance27: Soulbound Allegiance: Chance for Build Up33: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown Level 24: Farsight A: Luck of the Gambler: Defense/Increased Global Recharge Speed25: Gift of the Ancients: Defense25: Gift of the Ancients: Defense/Increased Run Speed Level 26: Upgrade Robot A: Miracle: Heal37: Miracle: Heal/Endurance40: Miracle: Heal/Recharge45: Miracle: +Recovery Level 28: Slowed Response A: Achilles' Heel: Chance for Res Debuff29: Touch of Lady Grey: Chance for Negative Damage29: Shield Breaker: Chance for Lethal Damage36: Invention: Recharge Reduction Level 30: Chrono Shift A: Efficacy Adaptor: EndMod/Recharge31: Performance Shifter: EndMod/Recharge31: Synapse's Shock: EndMod/Recharge31: Preemptive Optimization: EndMod/Recharge Level 32: Maintenance Drone A: Doctored Wounds: Heal/Endurance39: Doctored Wounds: Heal/Recharge42: Doctored Wounds: Endurance/Recharge43: Doctored Wounds: Recharge45: Doctored Wounds: Heal Level 35: Hover A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 38: Scorpion Shield A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 41: Power Boost A: Invention: Recharge Reduction42: Invention: Recharge Reduction Level 44: Air Superiority A: Invention: Damage Increase Level 47: Group Fly A: Invention: Endurance Reduction48: Invention: Endurance Reduction50: Hypersonic: Flying / Increased Fly Protection Level 49: Vengeance A: Luck of the Gambler: Defense/Increased Global Recharge Speed ────────────────────────────── Inherents: Level 1: Supremacy Level 1: Brawl (Empty) Level 1: Sprint A: Unbounded Leap: +Stealth Level 2: Rest (Empty) Level 1: Swift A: Invention: Run Speed Level 1: Hurdle A: Invention: Jumping Level 1: Health A: Panacea: +Hit Points/Endurance9: Numina's Convalesence: +Regeneration/+Recovery Level 1: Stamina A: Performance Shifter: Chance for +End7: Performance Shifter: EndMod9: Invention: Endurance Modification Level 1: Battle Drone Level 12: Protector Bot Level 22: Assault Bot Chronogear - Mastermind (Robotics - Time Manipulation).mbd