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Jacke

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Posts posted by Jacke

  1. @Dispari, thanks for doing that testing.

     

    @Dispari, @Maelwys, can you confirm that all the Mastermind Henchmen are receiving the MM's Alpha Boost T3/T4 +1 Level Shift.  Because I didn't see anything about Level Shifts being part of the Caster's Mods that Henchmen would receive.  And a +1 Level Shift is hard to only take 1/4 of.

     

    If they're not receiving that Level Shift, those Henchmen will see +4 Content as +4 Content.

     

     

  2. To cut down on the glare from effects, I've used this to toggle Particle Effects:

    /macro FX "++noparticles"

     

    However, it's rather brutal in what disappears.  Like the Base Entrance Portals and Vanguard-style Teleporters disappear completely.

     

    Currently experimenting with turning down Particle Effects in the Video Settings.  Still working on that.

     

     

    On 8/14/2025 at 6:43 PM, RadiantPhoenix said:

    Some buffs (e.g.: Ice Shield in Cold Domination) have very intrusive visual effects.

    I would like to be able to force those buffs into Minimal Fx mode (or complete invisibility) on my character.

    This seems like something that Null the Gull should be able to do for us.

     

    I've at least solved this one on my Ice/Cold Controller.  I use the Power Customization to change the Ice Shields in Cold Domination and Ice Mastery's Frozen Armor for Controllers.

    Controller.Cold_Dom.Ice_Mastery.powerCust

     

    I'll just whip up some .powerCust files for just the Ice Shields with Minimal FX for all 4 ATs:

    Controller.Cold_Dom.MinFX_Shields.powerCustCorruptor.Cold_Dom.MinFX_Shields.powerCustDefender.Cold_Dom.MinFX_Shields.powerCustMastermind.Cold_Dom.MinFX_Shields.powerCust

     

    Drop those files in the <City Install Root>/powercust/ folder, no need to restart.  You'll be able to load them in the Costume Editor.

     

    Just edit the costumes of the Toon and in the Primary+Secondary Power Customization Tab, load the appropriate file and save the changes.

     

     

    • Thumbs Up 1
  3. 6 hours ago, Dragonsworn said:

    It's going to be a Traps/Assault Rifle (but I'm leaving out ignite and flamethrower for thematic reasons), and I was thinking adrenal booster or Unrelenting, Tough/Weave, Maneuvers/Assault and charged armor/energize or Scorp Shield/Focused Acc/Spiderbot.

     

    As @Psyonico said, skipping Ignite and Flamethrower from Assault Rifle is skipping 2 of the best Powers from that Powerset that also provide Fire Damage.  Ignite is a ST attack that takes TAoE Enhancements and like Buckshot and Flamethrower, works great with a full 6-set of Artillery; it also leaves a fire patch that will damage other mobs that move through it.  Flamethrower is a great cone attack that works well with Buckshot in a BS-FT-BS cone AoE sequence.

     

    A key things to know about Traps is that besides Web Grenade, all the other Powers work through Pets.  Like the vast majority of Pets, they do not benefit from the Toon's Global buffs like Global Accuracy and Global ToHit.  This is a massive bug in Mids Reborn (MRB) that is so fundamental it's impossible to fix.

     

    If important Pet attacks are not autohit, here's the 2 rules I use to avoid having to re-calculate over and over again.

    • The Pet Summons Power should be slotted with ED-capped Accuracy.
    • If important Pet attacks don't have a Base Accuracy of less than 1.2:
      • The build should also have Tactics or a good source of -Def.

    So that in +4 content (which the Pets will see as +4), the Pet final ToHit against mobs will be close to or at 95%.

     

    Traps has good -Def in AR's Burst and Traps Acid Grenade.  Burst is good to apply to a main target and Acid Grenade, as soon as it fires a grenade that hits a target, will have that -Def for the succeeding grenades and other Powers.  The important effects in Poison Trap are autohit so I don't bother with Accuracy in it.

     

    Here's the build for my Traps/AR Defender.  Seaker Drones is actually slotted in a legal position, at L18; that's a bug in the latest MRB that will be fixed in the next release.  For travel, the Toon uses Prestige Power Surge (where I put the Celerity Stealth Proc) and Athletic Run as well as Void Skiff for non-combat flying and the Holiday Rocket Pack from S.T.A.R.T. vendors for combat flying.  From the Primary and Secondary Powersets, only skip Beanbag as it has the least utility with its shorter Range (and like all non-autohit attacks will miss at least 5% of the time); I use the other attacks and Traps Powers instead.

     

    Defender Traps-AR.20250520.MuM [i28p1] @Jacke - Jacke Ambush.mbd

     

     

  4. 14 hours ago, tidge said:

    A %proc in a click power requires the power to be activated. If it was in a toggle or auto power, it would have a chance to trigger on every tick of the toggle (per the relatively poor proc rate for toggles). If it was a global, it would just have to be slotted.

     

    AFAIK, Procs in Auto or Toggle Powers are checked every 10s, with their Proc chance based upon that Activate Period.

     

     

    14 hours ago, tidge said:

    The only exception I am aware of is the Preventive Maintenance %absorb, which will fire (per its PPM) one the Health conditions are met.

     

    That's because despite being called a Proc, it's actually a Global that provides a Proc with the funky conditions.

    https://homecoming.wiki/wiki/Preventive_Medicine:_Absorb_Proc

    Found that out when I had it slotted in Spirit Ward back when that was a Click Power and I got the Absorb shield when I'd not used the Power.

     

    That one IO (which I craft at L20 to allow slotting as early as possible) has probably saved my Toons from being defeated more than any other single Enhancement.  That big title from it floating up also very visibly warns me my Toon dropped below 75% MaxHealth in HP long enough for it to Proc, so it's time to shift a bit defensive.  I always try to fit that into a build and as early in the Leveling process as possible, even if I will have to move the IO to another Slot later.

     

     

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  5. So I didn't have to delve into the standard Options entries, I added entries in my Commands Popmenu to quickly save and load the standard config files.  Link to the Commands Popmenu topic in my signature.  In that Popmenu, those options under the submenu "Config".

     

    I get my game UI the way I want it.  Then I use "wdwsave", "optionsave", and "chatsave" to save the 3 standard config files.

     

    Once you get that set up, if there's a change to your UI you want to revert, you just use one of "wdwload", "optionload", or "chatload" to restore that particular set of config.

     

    Note that after doing "chatload", any chat tab that has a Global Channel as the default, you have to edit that chat tab to set up that default.

     

    These files are located in this location for the Live Shards:

    <City Install Root>/settings/live/

     

    There's also "bindsave" to save the standard Keybinds.  I didn't add a load as I rarely need to do that.  If needed, I do that this way:

    Menu on the HP+End widget > Options > Options window > Keymapping tab > Load from default file

     

    There's also "buildsave" to save the current Toon's build into a text file.  That file can be loaded by Mids Reborn.  It's located here:

    <City Install Root>/accounts/<Game Account Username>/Builds/build.txt

     

     

  6. 6 hours ago, ThatGuyCDude said:

    If locking a toggle from being disabled were to become possible in the engine, I'd like to see that tech also applied to the Hybrid Incarnate togglel; can't tell you how many times I've wasted it with an accidental long press or double-tap and had to wait another two minutes for it to refresh.

     

    I think if this was done, the way it would be worked is changing the Form Powers from 2 Toggles to 3 Click Powers with a shared locked.

     

    As for your problem double striking the Hybrid Power, there's a solution to that: Use a Powerexectoggleon Macro.  Here's the Macros I use for Incarnate Powers.  The Lore one needs customization to whatever the current Lore Power is (and watch out in the edited Macro having the dreaded Non-Breaking Space, "&nbsp;", after editing; just edit the macro again, delete the Non-Breaking Space, and put in a regular Space).  I made Macros for the Hybrids I use.; others can be made or these edited for the other Hybrid Powers.

     

    		INCARNATE TURNON MACROS
    
    Hybrid
    
    /macro iHa "powexectoggleon Assault Genome"
    /macro iHa "powexectoggleon Assault Radial Genome"
    /macro iHa "powexectoggleon Assault Total Radial Graft"
    /macro iHa "powexectoggleon Assault Radial Embodiment"
    		
    /macro iHm "powexectoggleon Melee Genome"
    /macro iHm "powexectoggleon Melee Core Genome"
    /macro iHm "powexectoggleon Melee Total Core Graft"
    /macro iHm "powexectoggleon Melee Core Embodiment"
    
    Lore
    
    /macro vLP "powexeclocation forward:7 <powername>"

     

     

    • Thanks 1
  7. 8 hours ago, Aracknight said:

    Didn't like this model in SWG,  don't like it here.  Sorry my friend, but it's a hard pass for me.

     

    One could foresee an unending series of popups saying "Accept duel?" leading to griefing.  Then comes a request for auto-decline.  Then comes carving out areas where dueling simply can't be done to preserve areas for roleplay, leveling, etc. Then the asks for duels to be restricted to 2-3 levels in difference, so that incarnates dont slaughter people in Atlas park who don't know any better.  How do we handle sudden duel requests changing the way our powers work, as pve and pvp work fairly differently.  Then the tells calling people names for not accepting duels. 

     

    I used to play SWTOR (probably put the most hours into it after City; will likely play it again some day).  It has PvE and PvP systems that are very similar.  And also the possibility of Open World PvP.  And it had all those options that @Aracknight mention that Open World PvP needs to just not be a griefing system.

     

    It's unfortunate, but those measures are almost certainly necessary.

  8. I have a Poison/Water Blast Defender who's build I crafted with the help of others including @Psyonico.  I'm unfamiliar with both Powersets, so the build is likely open to improvement.

     

    I took Water Blast to have some self-healing besides from the Defender ATO1 special.  Didn't take Poison Trap, but after reading what @WuTang wrote, now I'm wondering if I should squeeze it back in.

     

    Definitely took Envenom and Weaken early and slotted heavily.  And worked mostly on getting good RA Defense.  I expected Venomous Gas to be primarily protective against meleeing mobs.  Stuck to just giving it 1 Extra Slot and planning to slot with 2x Enzyme Exposures.

     

     

  9. I've run a Rad/Rad Defender since 2006 and a Rad/Rad Corruptor almost as long.  I've adjusted their builds several times.  I keep them very similar, adjusting for differences between the two ATs.

     

    I don't take Hasten except if a build has very long recharge Powers that really need a lot of Global Recharge Reduction.  Accelerate Metabolism is almost that, but I don't want to have 1 of my only 4 Pool Picks be forced to the Speed Pool unless it's really necessary.  So I got used to running Rad/Rad without Hasten.  By the time the build is mature, it's got enough Global Recharge.  I want Pool Picks for Concealment (necessary as I go for good stealth on all Toons), Teleportation (mostly for Teleport Target, a great Team utility), Fighting (Tough and Weave almost always needed for a durable Toon build), and usually Sorcery (I really like Mystic Flight, Arcane Bolt on Controllers, and often Rune).

     

    There's only 67 Extra Slots in a build and have to be careful where I put them.  I usually only put Extra Slots in Health and Stamina to increase net Recovery.  The Rad/Rad Defender and Corruptor have AM for that, so I leave them with the best-in-slot in each, respectively a Panacea and a Performance Shifter specials.  I normally avoid overloading with Procs, as I prefer to pursue IO set bonuses.

     

    I take Neutrino Bolt over X-Ray Beam.  NB has the better DPS and works better to maintain the debuff from Achillis Heel special.

     

    Aim is just the base Slot with the Gaussian special to buff Atomic Blast.

     

    Long ago, I did a detail examination of Choking Cloud.  And figured from the length of the component Hold effects, was really only worth using on a Controller.

     

    I'd take EM Pulse, but again it's better on a Controller and it tends to get squeezed out for other Powers of greater utility.

     

    Here's my current Rad/Rad Corruptor build.

     

    Corruptor RadB-RadE.20250822.MaceM [i28p2] @Jacke - Jacke Radical.mbd

     

     

  10. 7 hours ago, Troo said:

    image.png.b508dd73d5168f81ffe3e6ef9ab88706.png

    image.png.02674f22c87fcc9a5ad580a3d63882c6.png

    image.png.f152f6c2ccb81a779270478b18f3da6c.png

    image.png.bd4bd358af4af2186f418fee53e78b9c.png

     

    It's great that enhancements can be crafted low and sold high.

    Sometimes though, I wonder if this is fair to lower level characters who are progressing normally through the game?

     

    It's called Binning of related items on the Auction House.  All those Enhancements are in the same Bin, therefore they share the same Last 5 Sale History.

     

    What happens is when there's a Purchase Order for an Item in a Bin and there's not a Sale Order on that Item in the Auction House, another Item in the same Bin if present and on a Sale Order will be converted and used to satisfy the Purchase using that Sale.

     

    It's done on many items.  It also allows Market Conversion of Recipe and Enhancement Levels, as well Market Attunement (because that's just another type of Level).

    I believe the existing Bins are:

    • The same Enhancements at all Levels including Attuned if it exists (not sure about some Special Enhancements)
    • Recipes for the same Enhancement at all Levels
    • All Common Invention Salvage
    • All Uncommon Invention Salvage
    • All Rare Invention Salvage

    As @Psyonico and others have pointed out, before Shutdown when Binning and other QoL changes weren't present, prices soared.  Luck Charms in the Millions of Inf.  PvP Recipes traded off the AH for Billions of Inf.

     

     

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  11. 10 hours ago, Captain Powerhouse said:

    In addition, last page we experimented with 30s/300s configurations in Elec Armor and Tanker Overload, and the response was overwhelmingly positive (well also negative mostly because we had too many complaints the tanker version was vastly superior). We are aware of the end-game usage of overload, and how effective it can be, but need to admit it's not exactly a selling point to us to keep it the way it is.

     

    About 30s is the usual time a Team takes to take care of 1 to 3 spawns close together, depending on the Notoriety and nature.  Tougher enemies, Bosses and EBs, take longer to defeat.  And then there's the main fights against AVs and more which go much longer.

     

    There are immediate emergency Powers like Mastermind Traps Detonator.  Emergency Powers for a Toon to get out of an overwhelming situation, reset, and approach again could be 30s long.

     

    But I think for a Toon to handle an emergency without running away usually needs a longer duration than 30s.  At 30s, the Player would have to warn the Team and hope they can get out before the 30s runs out.

     

    I think T9 Powers just be 30s "RUN AWAY" Powers is wrong.

     

    I often skip the T9s with serious drawbacks.  Being only 30s in duration is a serious drawback.  A while back, there was the rebalance of Sorcery Rune of Protection.  It was 90s and was changed to 60s.  At 60s it's still useful.  At 30s I'd consider not using it in many builds.

    • Like 1
  12. 6 hours ago, Ukase said:

    But, when page 5 hit, and the labyrinth hit...things in the market changed a little. Instead of lotg 7.5% selling for 7-8M, they started selling for 5-6, and now they're going for 4-5M. (patient bidding, anyway). 

     

    Yeah, I've noticed that drop, as I craft LotG specials and sell them.  There's other changes, like the drop in the usual cost of Rare Salvage.  I wonder how much is permanent change.  And if the changes take long enough, it's as good as permanent.  Eventually, gotta adapt to the market as it is now.

     

     

  13. 1 hour ago, Uun said:

    Neutrino Bolt: 25.0252 dmg / 1.188s cast Arcanatime = 21.06 DPA

    X-Ray Beam: 41.7087 dmg / 1.848s cast Arcanatime = 22.57 DPA

     

    Close enough.  Neutrino Bolt has a higher DPS.  X-Ray Beam only cuts down the damage.  Only Proton Volley, Cosmic Burst, and the AoE attacks are worth using on top of Neutrino Bolt.

     

     

  14. 11 hours ago, SableShrike said:

    Can we please make Concentrated Strike stun 100% of the time?  Being able to reliably detoggle Lts. or problem minions like Sappers would be nice.

     

    Stone’s Seismic Smash is a 100% Mag 4 Hold, for comparison.  And it has way better DPA.  Same with KO Blow, charged Crushing Uppercut, etc.  The big windup hits all have some kind of reliable effect besides damage.

     

    Except Concentrated, which has worse Stun % than Cobra Strike.

     

    Concentrated has no KB/KD; if the stun fails to fire you just hope it kills the target.

     

    Having the Stun on Cobra Strike not happen 100% of the time means the player has to play as if there were no Stun, as it can't be depended upon.  What's worse is there already is still a minimum 5% chance for the attack to miss as well.

    • Like 2
  15. I think the hypotheses put forward by both @MsSmart and @Rudra are both plausible.  What was actually going through the minds of the original devs...?  (For all we know, both sets of assumptions, maybe?)  We already know they didn't appreciate the quantitative features of the game design, far less than anyone steeped in one of the many existing pen+paper RPGs would have.  As they thought scaling up the hopefully balanced values of a Toon by a factor of 3 would still be balanced.  Because of the Global Defense Nerf and Enhancement Diversification, we know they were wrong in that belief.

     

    I often say that when I look at a RPG game and see the PvE and PvP use similar systems, I think it well designed.  That comes from what I learned from City, seeing the way that Toon Powers' Mez durations and magnitudes get scaled down in the PvP values.  Which came from having those Mez values hit a Player is very unfun.  In PvE, the Mob Powers' Mez durations are much less.  It's still rather unfun.

     

    I had a phase in which I put Rune of Protection on near every Toon build and at as low a Level as possible, making it available in as much Exemplared Content as possible.  I've moved away from that, as I realise that a variable amount of Breakfrees that I can readily supplement between missions is often good enough.  (And Rune doesn't cover all Mez effects.)  On some builds, I still take Rune.  Others, I don't.

     

    Still is irritating to get Mezzed.  Whether something more needs to be done about it, not sure.

    • Like 1
  16. 9 minutes ago, Rudra said:

    If they are the same duration, they sure as hell don't feel the same.

     

    I was a bit more positive in my post than I actually am.  But only a bit.

     

    I originally thought Hover cut down the length the Toon was out of action.  Then I read that it didn't (can't remember where or when).  I thought back remembering when I had a Toon Knocked while hovering.  And that I couldn't be certain, but thought the amount of time out of action was about the same as when on the ground.  But without the movement back.

     

    I'd really like to know one way or another, for sure.  But it's rare now I take the Fly Pool.  If I have a flying Power (as opposed to a flying Prestige or Temp Power) these days, it's almost always Mystic Flight.  Adding in Teleporting is very convenient.

     

     

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