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Jacke

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Posts posted by Jacke

  1. 30 minutes ago, Werner said:

    Oops, yeah, Fury damage buff is twice the Fury number I think. So, 50 DPS base would be 50 * (100% + 100% + 140%) = 170 DPS for 35 seconds = 5950, and with Build up 10 sec * 210 DPS + 23.68 sec * 170 DPS = 6126, which is 3% more. Heck, you'd do better running Assault with its measly 10.5% buff for 50 * (100% + 100% + 140% + 10.5%) = 175.25 DPS * 35 sec = 6134. And it would be easier. And you get a little obscure mez resistance. And it benefits the whole team. OK, now I'm more convinced I made the right choice skipping Build Up on my Brute.

    Build Up appears to be about 6-7% of the enhanced damage.  The 10.5% buff of Assault is 10.5% of the base damage.  Build Up is still 80% of base and Assault is 10.5% of base.  On a toon with usual amounts of slotted and global recharge reduction, Build Up is up for about 25 to 30% of the time so on a single toon, without other considerations, Build Up gives more long term damage enhancement.  But is that worth it for monitoring another power to fire?

     

    Standard = Base + Slotting + Fury = 100% + 100% + 140% = 340%

     

    Builtup = Standard + 80% = 420%

     

    Assault = Standard + 10.5% = 350.5%

     

    Cycle of 35s

     

    Build Up Cycle = (10s x 420% + 25s x 340%) / 35s = 362.9%

     

    Assault Cycle = 350.5%

     

    Build Up can be triggered right before hard hitting attacks for stronger effect.  But if those attacks are on cool down, then Build Up has either lesser effect or has to be delayed, for a lower duty cycle.  It still may not be enough extra damage to be worth having to add it in as another power to monitor and cast as needed.  Assault is turn it on and only worry about Endurance, which is already something to monitor.  And as you mentioned, @Werner, there's the extra Taunt and Placate resistance from Assault and the benefit to the team (especially if more team members have it),

  2. 14 hours ago, WillParkinson said:

    Honestly, I'm trying to decide between a Dark/Dark scrapper and tank. They're both characters I'm liking so far, but no clue how well they'll do at 50. I mostly solo, but do an occasional duo with a friend. I'm enjoying my scrapper, especially if the proposed changes to Shadow Maul go through, but that cap on tanks is tantalizing as well.

    What @Redlynne and the others have said: Scrapper for more DPS, Tanker for more survivability.  Brute comes in between them for both, but can have builds that approach the damage of Scrappers and the survivability of Tankers, sometimes close to both.  But Tankers will still find it easier to be survivable and Scrappers will still find it easier to get the most out of certain of their own and team damage buffs.

     

    But why not both?  Or all three? 🙂  I had planned and well started getting a Dark-Dark toon in every AT as well as many toons with one Dark powerset with an appropriate other powerset.  Like @subbacultchas....

     

    7 hours ago, subbacultchas said:

    I haven't made a Dark Melee character since the game came back up. But I had plenty before, a DM/SR scrapper that I loved, as well as a DM/Stone Brute that really needed to exist during IOs, as well as a couple more (maybe a /dark blaster). I loved all of them for different reasons, even if they weren't top notch damage. The utility from dark alone was a great pull, as well as extra -to hit for SR and Granite.  Now I think there are more sets that make Dark seem a little more lost, but it's still a fine set and I'm really looking forward to trying it after the slight buffs to it.

    Dark powers go so well with others!  I have a Dark-Invulnerable Scrapper and have plans for the Brute and Tanker.  My badger toon is a Dark-Radiation Blast Defender. 🙂

     

     

    2 hours ago, Call Me Awesome said:

    I'll admit I haven't really looked at the current state of KB vs KB protection but back on Live the rule was either slot for MAG 4 or go to MAG 12... there was almost no KB around that was more than 4 but less than 8 so slotting 8 was pointless.  MAG 4 would handle the vast majority, but you needed MAG 10 or better to deal with anything that was stronger than 4.

     

    I do recall that there's a few KB powers that will beat MAG 12, mostly from Lord Recluse when he's buffed by his tower.

    Thanks for mentioning that, @Call Me Awesome.  Jives with what I can recall from Live as well as my experience on Homecoming with 4 Protection.

     

     

    18 hours ago, Werner said:

    It may or may not be a mistake, but I'll explain my thinking. I'd take it on a Scrapper. But on a Brute, let's say I'm running around at +170% damage from slotting and Fury. Let's say I do 50 DPS raw, 135 DPS with slotting and Fury. Go like that for 35 seconds, and I do 35 * 135 = 4725 points of damage. Now let's say I use Build Up every 35 seconds. Brute Build Up is +80% damage for 10 seconds, with 1.32 seconds Arcanatime cast. So for 10 seconds I do 175 DPS = 1750 damage, for 23.68 seconds I do 135 DPS = 3197 damage, and for 1.32 seconds I do 0 DPS. That's a total of 4947 damage. It's more of course, but it's only 5% more, and it takes my attention away from other things I may need to pay close attention to. That ignores a fair bit of situational utility, mind you. The +20% to hit can be very useful sometimes. It frontloads some damage onto a Brute that usually needs to ramp up. During that ramp up it will have a more significant effect on DPS. (Edit: I'd also want to take a look at the chance for build up proc in build up and how that compares to pure recharge, or what happens if I do both and lose a slot somewhere.) Maybe I'll respec into it at some point. It would be easy to drop Vengeance, say, and lose a little bit of recharge. Or maybe Soul Transfer, and try to not die. But I'm going to go without Build Up for now.

    Thanks for that, @Werner.  The running damage enhancement is even higher, I think.  On the Combat Attributes display, on my Brute I see about +180% damage enhancement just from IO set bonuses and Rage; when I pop Build Up, I see around +260%.  And the +90% or so from slotting is on top of that, so it's at around +270%, Build Up to about +350%.  But that just makes your argument stronger.

     

    I'm going to do a new build for the Katana-Fiery Aura Brute that drops Build Up.  I'll keep Fiery Embrace, as that's a longer buff (20s) and is extra damage outside of the enhancement cap (about 44% of base damage for all attacks, I think), as well as Fire Damage to boot.

     

    Quote

    I skipped Rage on my Super Strength/Fire Brute with similar reasoning. Mine's a general-purpose AoE damage machine with mitigation not specifically focused on Fire, so not strictly a farming build, but it's only barely slower than top end farming builds, so I felt like the reasoning worked out well in that case. But there's a big difference - I hate Rage. and I like Build Up. We'll see.

    And Rage.  Well...  That still needs changing.  The crashes were removed from the Blast powersets' Tier 9s that had them.  I can see the reasons for crashes.  But the game as played now doesn't handle hard crashes well, partly due to its speed.  Even the minor crash in Radiation Emission's EM Pulse (floors Recovery for 15s) tends to make it a power easy to skip on Defenders, with only Controllers wanting it due to its large hold to leverage the double damage from Containment.  And even the Tier 9 crashes, those removed and those still present, you can just plan to limit the use of the Tier 9.  But Rage is the self-buffing power for attack for Super Strength.  At least Brutes have Fury to make up skipping it.  What about Scrappers and Tankers?  10 seconds every 2 minutes Defense gets a big debuff and the only attacks that do anything are the Veteran Prestige Powers.  Wow.

     

    Quote

    I'd be willing to run it with one or two Endoplasms only, and just tune the rest of the build for sufficient recovery. I'd at least experiment with that. It might end up six-slotted, but I'd see how few I might be able to get away with while still having an effective power.

    That's interesting.  I'll think of giving that a try when I get to building a Dark Armor toon.

  3. @Werner, I noticed in your Katana-Dark Armor build, you don't take Build Up.  Wonder about your reasoning, perhaps a case of other power choices being better?  I find on my Katana-Fiery Aura Brute it's awkward to add in both Build Up and Fiery Embrace at the right times while everything else is going on.

     

    You also slot for 12 Knockback Protection.  How often is that much needed?  (Though I've found 4 isn't enough against some AVs....)

     

    15 minutes ago, Werner said:

    Although I switched to Oppressive Gloom on my Brute, I ran Cloak of Fear on my Scrapper. I never tested this, but my understanding from others was that even though Death Shroud means that the feared minions could attack you, they would do so at a reduced frequency. Also, my Scrapper was initially intended as an AV soloer, and sometimes for that I found it useful to turn off Death Shroud and use a crowd of feared and helpless minions as Dark Regeneration fodder for the duration of the fight. Unlike Oppressive Gloom, it shuts them down almost completely like that, no wandering out of range and attacking you with ranged attacks before running back in. And of course it doesn't drain your own health like Oppressive Gloom. I don't like the high endurance cost, though. And nothing I just said is disagreeing with you - Cloak of Fear is situational.

    I remember that old Dark-Dark Scrapper post by @The_Gamemaster on the old Live forums (circa Issue 6) had a build ("Fear Meh!") with Touch of Fear and Cloak of Fear he'd tried out (see the spoiler below).

     

    Spoiler

    The 3 empty power slots are for the old non-Inherent Fitness Pool: Swift, Health, and Stamina (which the latest Mids doesn't support).  Builds were even tighter back then.  I had an IO build for my AR-Devices Blaster that only used Swift (to speed up Hover 🙂 ) and made up for no Stamina by slotting +Recovery IO set bonuses.

     

    As well, back then, Siphon Life only healed and applied a -ToHit debuff and Brawl cost endurance.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Fear Meh!: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Smite -- Acc(A), Acc(3), Dmg(3), Dmg(5), Dmg(5), EndRdx(7)
    Level 1: Dark Embrace -- EndRdx(A), ResDam(7), ResDam(9), ResDam(9)
    Level 2: Shadow Maul -- Acc(A), Acc(11), Dmg(11), Dmg(13), Dmg(13), EndRdx(15)
    Level 4: Death Shroud -- Acc(A), Acc(15), Dmg(17), Dmg(17), EndRdx(19), EndRdx(34)
    Level 6: Air Superiority -- Acc(A), Acc(21), Dmg(21), Dmg(23), RechRdx(23), RechRdx(25)
    Level 8: Touch of Fear -- Acc(A), EndRdx(19), RechRdx(25), RechRdx(27), Fear(29), Fear(29)
    Level 10: Obsidian Shield -- EndRdx(A)
    Level 12: [Empty] -- Empty(A)
    Level 14: Fly -- Flight(A)
    Level 16: [Empty] -- Empty(A)
    Level 18: Dark Consumption -- Acc(A), Acc(31), RechRdx(33), RechRdx(33), RechRdx(33), EndMod(34)
    Level 20: [Empty] -- Empty(A), Empty(27), Empty(34)
    Level 22: Dark Regeneration -- Acc(A), Acc(36), EndRdx(36), EndRdx(36), RechRdx(37)
    Level 24: Hover -- Flight(A), Flight(31), Flight(31)
    Level 26: Soul Drain -- Acc(A), RechRdx(37), RechRdx(39)
    Level 28: Cloak of Fear -- Acc(A), Acc(39), Acc(39), EndRdx(40), EndRdx(40), EndRdx(42)
    Level 30: Cloak of Darkness -- EndRdx(A)
    Level 32: Midnight Grasp -- Acc(A), Acc(37), Dmg(42), Dmg(42), Dmg(43), EndRdx(43)
    Level 35: Murky Cloud -- EndRdx(A)
    Level 38: Siphon Life -- Acc(A), Acc(40), Heal(43), Heal(45), Heal(45)
    Level 41: Petrifying Gaze -- Acc(A), Acc(45), RechRdx(46), RechRdx(46)
    Level 44: Dark Blast -- Acc(A), Acc(46), Dmg(48), Dmg(48), Dmg(48)
    Level 47: Tenebrous Tentacles -- Acc(A), Acc(50)
    Level 49: Hasten -- RechRdx(A), RechRdx(50), RechRdx(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Critical Hit
    Level 1: Quick Form
    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 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    ------------

     

    | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
    		|-------------------------------------------------------------------|
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    		|78DA6D937F6FD2401CC6AF5CA12B1BB86EE2C6D8C6980E076C1D44FF37469C31DA6|
    		|4C95EC0D2E009440452306E899AF8867C67FE7807F5DBBBE7BAB55D93DEA77DEEFB|
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    		|96D228797C35306D779921BF034C022310F6F1E9E879AF03CD27414B7C125792D78|
    		|2D96CCD7353BE0EE4A92275467ABBD61363C215D6C558D249554342BD977A61FC8F|
    		|12B4D3B72BFC2BC8395F7C103E77E360AB731B94D19B323C7861C4F29B2A222CD0A|
    		|A21E6B5A493E4164D4F896EA32B7852EF753BCA69AAACACD5559D2DF04CFA8A6868|
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    		|9B683FC8EAE01CFF8FDFC417495C77051DB03A3BEBBF82E5DACD14B71D78C0F3653|
    		|BFD6FBBBCAA6AABA30E363C90C38EB667CACC377EDD813B63389DD8CD2CB28CF32C|
    		|AF38C62AFC7073CFC4DFB6BE0FB1872F66F46F99351FE6594FF79E2C994|
    		|-------------------------------------------------------------------|

     

     

    I've thought of maybe including a 6-slotted Cloak of Fear with 3 each Endoplasm Exposure (Accuracy and Mez) and Enzyme Exposure (ToHit Debuff and Endurance Reduction), though there's likely a better way to slot it, hopefully with less that 5 extra slots.  But what those slots could do elsewhere in the build.

     

    15 minutes ago, Werner said:

     

    I also think Soul Transfer is skippable, as I prefer to never die, but if I do die while solo, it's nice to get right back in the action without a trip to the hospital. I took it on my Brute, but I think I skipped it on my Scrapper.

     

    I like the rez powers as they're usually more effective for getting back upright in a pack of angry mobs.  Rise of the Phoenix on my Katana-Fire Brute gets a real workout  🙂 (though less so after getting Incarnated and it's also there for the IO set bonuses).  Though builds are tight and there's likely a power that could be substituted to prevent death.  Still, I'm tempted to go with Dark Mastery on my Defenders partly for getting Soul Transfer, as I have fond memories of a crazy Zombie Invasion years ago when my Rad-Rad Defender has a Dark Mastery build and with Soul Transfer I just kept fighting.  (Later had a better Scorpion Shield build that would have likely never died once.)

  4. Back on Live around Issue 6, I read guides on the Dark-Dark Defender (toon name was "Blackest Night") and the Dark-Dark Scrapper (@The_Gamemaster) and knew I'd love both.  Can't find the links to them, but I have Mids builds I made from them in 2008 to 2009, so they have issues loading in the current 2.6.0.7 Mids (due to fun stuff like non-inherent Fitness pool 🙂 ).   Later joined Repeat Offenders who had a whole Supergroup dedicated to Dark Powers, Shadows of Salvation.

     

    What @Werner (who's one of the best City players ever) and others say about Dark Melee and Dark Armor being good, I'll second.  Also read a study from those early days that showed in numbers of the 4 original Scrapper armors (Dark Armor, Invulnerability, Regeneration, Super Reflexes), Dark Armor was the best for survivability when run well because it had a decent share of all three main damage mitigations, Defense, Damage Resistance, and Healing.  That's still true today.  It's also one of those powersets you want to take most powers from it, with only Cloak of Fear being...situational (needs a full 6 slots, needs matching with another Fear power (like Touch of Fear in Dark Melee), and even then seems barely worth it).

     

    11 hours ago, crkohl said:

    This thread has been hi-jacked and is now about Katana/DA Brutes! Here's mine:

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Soul Sever: Level 50 Magic Brute
    Primary Power Set: Katana
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Sting of the Wasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Rchg/HoldProc(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48)

    A suggestion for you, @crkohl, swap out Sting of the Wasp for Gambler's Cut.  For Katana, it's the better power with a bit more damage/activation and lower recharge needed to get the best damage chain, GC - SD - GC - GD.  (It's also one of the differences between Katana and Broadsword.  Katana's faster T1+2 power, Gambler's Cut, is preferred.  Broadswords slower T1+2 power, Hack, is very much better than Slash.)

    • Like 1
  5. 4 minutes ago, Zed said:

    That's the harsh part: there is no AT-wide scale or anything, you have to edit manually every single power.

    To be accurate, every powers' effects...

     

    Ouch!  So, to incorporate that into Mids, that would require an update to the database to incorporate the AT scales (similar to the game's internals), then an update to Mids to use the updated database version.  A very non-trivial and broad change.

  6. On 3/3/2020 at 3:50 PM, Zed said:

    Thank you - For Crytilis, myself and whoever contributed, ^^
    I try to keep up, despite work, and whichever technical shenanigan...

     

    It's not ready yet for a second update....

    Thanks for all the work you and others do to keep Mids going.

     

    I was wondering when some of the strongly build affecting changes of the January 26 Issue 26 Page 4 patch could be incorporated.

     

     

    Specifically the Tanker power ordering changes quoted here.  I know I could edit the database to incorporate these, as they aren't that complex to change.  But I was hoping you could do so as you're more likely to get it right. 🙂

     

    Quote

    Power Acquisition Levels

    To improve Tanker AoE capability during level up progression, the following powers had their acquisition levels changed:

    • Battle Axe > Whirling Axe = 20, Swoop = 28
    • Martial Arts > Dragon Tail = 20, Focus Chi = 28, Crippling Axe Kick = 35
    • Stone Melee> Tremor = 28, Hurl Boulder = 35 
    • War Mace > Whirling Mace = 20, Clobber = 28

    ....

     

    Other Changes

    • The following tanker and brute powers should now accept regular Taunt Enhancements:
      • Oppressive Gloom, Cloak of Fear, Burn (note that burn patches don't taunt, only the up-front damage does.)
    • Spines: Spine Burst> No longer ignores Radius buffs.
    • Spines: Quills > Now ignore Radius buffs.
    • Burn for Brute and Tankers should also accept Taunt Sets (note that any proc on burn will not pass through to the patch.)
    • Brute > Martial Arts > Taunt / Crane Kick: Fixed incorrect power order.

     

  7. 54 minutes ago, porkbone_XP said:

    Basically, what is Homecoming Beta and how does it differ from the regular Homecoming game aside from the fact its a 'BETA' game? For example, does it follow the same rule set in terms of what you can and can't do in regular? Does it contain new things or is it just like new skins, power effects, etc. Pretty much all those kinds of questions. Thanks.

    The beta shard Justin is where patches to the game are rolled out for testing and adjustment before they get deployed to the actively played shards (the other 5).  Because it can be different on both the server and client side, it needs to be on its own shard and it uses its own client on the players' computers.

  8. "Praetorians cannot access Kallisti Wharf and must make new characters"

     

    is there a reason for this? or are characters that were created as praetorians just fucked? ie locked out of content for no other reason than 'just cuz'

     

    i just dont understand why u would choose to lock-out a chunk of new content based on a characters origin ; this has never been done before afaik =/

     

    i mean if heroes and villains can swap sides and go back and forth and get to all of the zones, why are praetorians being punished in this regards? =[

     

    This is due to limitations inherited from City of Heroes Live.  Which included Kallisti Wharf, a zone under construction back then but not released.  Kallisti Wharf is a Co-op zone like the Rikti War Zone, where Praetorians can't go either.

     

    And these character limitations aren't the first.  When City of Villains was created, Heroes were Heroes and Villains were Villains and never mixed except in Co-op zones, first Pocket D, then others.  And it took even longer and a major revision to the game to introduce alignment changing to allow one to become the other, as well as the Vigilantes and Rogues in between.  Heroes still can't go to the Rogue Isles and Villains can't go to Paragon City.

     

    And Praetorians were added at the same time, with their own factions, and they were set apart from the Heroes and Villains of Paragon back then.  And Praetorians are internally complex, with 2 factions each with 2 subfactions.  They also had a process to become either a Hero or a Villain in the rest of the game at about level 20.  That was in the initial design of their addition to City.  It seems to be a significant part of the design and can't be changed without a lot of planning and work.

     

    These restrictions are locked in on a low level, even considering recent changes.  For example, I can now /altinvite my Praetorian characters to my own SG.  The Praetorians can enter the SG base via the Pocket D SG portal and use its facilities.  I also have a full set of teleporters in my SG base.  Use them to send a Praetorian anywhere, they get yanked to Nova Praetoria right quick.

     

    That very much seems to be a sanity check on flags on those characters to prevent them from going where their current character internal state wouldn't make sense and cause all sorts of issues.

     

    There's now the First Ward and the Night Ward, which allow Praetorians content at higher levels (roughly 20 to 40).  But I've also heard (but not confirmed) that Praetorians should still leave Praetorian, become either Heroes or Villains, then return to First Ward and Night Ward.  The reasons weren't made clear and I've yet to find a more authoritative comment.

     

    This isn't a limitation that is trivial.  It also can't be changed without a lot of planning and work.

  9. Get a good enough build for your toon.  And I'd say don't bother with L15 common IOs for leveling.  Find a way to level to 22.  Only slot for Accuracy and little else, with what drops and avoid buying.  Keep the salvage and recipes (having your own SG base and its storage helps here), sell the enhancements and at low level even inspirations to get an Influence float.  4 Death-From-Below's and some teaming will do it.  Maybe a Positron TF #1 and #2, maybe a Synapse.

     

    Once you're level 22, take the Invention arc in either Steel Canyon or Cap Au Diablo and get a L25 Accuracy IO.  Then craft enough common L25 IOs to slot your toon.  If you'd running more than one alt, share the salvage and recipes (again a personal SG base helps) on one crafter.  Have the crafter do enough L25 and L30 IOs to get those Invention Badges, as it increases your Invention salvage capacity and makes L25 IOs cheaper to craft (no recipes needed).

     

    Buy the recipes and the common and uncommon salvage you need but don't have off of the Auction House, but be sure to limit this to what you really need at this point.  You're not crafting for a great build right now, just a good enough one to continue leveling.  Don't find the buy-now price at the Auction House, put in a lower bid and wait.  Avoid buying rare salvage.  Craft some high priced IOs and sell them to finance things.  Accumulate an Influence float so you can afford to post the stuff to sell at the Auction House for a good value and not just 1 to get whoever has the highest bid right now.

     

    Continue using L25 common IOs until you get to 50.  Then think about accumulating the fancy IOs to slot the build then.  Lots more detail to how to do things well, but this is a start.

     

    Final builds for a level 50 are complex.  They should allow for some exemplaring, as you will be running task forces.  Also, be careful how you spend Reward Merits, special Enhancement salvage, and Empies once you get to 50.  There are a few best ways to use them and many that are a waste.  Learn the better ways.

  10. I'm not really a big PvP player, but I can see some merit to this idea.

     

    Besides being bought for reasonable amounts (ie. not too large) of Merits and/or Influence at the P2W vendors, it could also be based upon logged-out times in certain locations, just like Day Jobs.  Right now I believe Day Jobs take 100 hours logged out in appropriate locations to earn.  Also I believe the Day Job Accolade Powers charge from 0 to full in 7 days logged out in their appropriate locations.

     

    Back on Live in 2012 and before (with much longer times to earn and charge), I tracked this in my toon spreadsheet.  So even for my least played alts, I knew when they were finished either earning or charging and could then log in on them to move them to the next one.

  11. Remember City Information Tracker, AKA CIT?  Where there was information on your toons that was very helpful as an overview.

     

    Is there anyway that this helpful tool can be brought back and made current for City of Heroes Homecoming?

  12. FIXED.

     

    I thought about the Windows Registry.  Ran regedit and looked around.  Found the key HKEY_CURRENT_USER > Software > Tequila > Settings.

     

    Had a "params" string that was empty, "".  Hmmm, if Tequila chose to use the Registery params over the Tequila.xml params, then Tequila would run SCORE without -noversioncheck.....

     

    Deleted the whole HKEY_CURRENT_USER > Software > Tequila key, then reran Tequila.

     

    Tequila asked for the directory to install City in, told it to use the one it was already in, and off it went.  Updated a few .pigg's and started the City client.  Logged in.

     

    And could go on all 4 Shards!!!

     

    I checked afterwards with regedit.  That value HKEY_CURRENT_USER > Software > Tequila > params has not been recreated.  And now I know to check there.

     

    And now I'm very happy I've fixed this issue.

  13. Thanks for bringing this to my attention, I forgot to update that post when the authserver IP supplied by Tequila has changed.

    I've updated the line from the XML and replaced the attached XML with an updated version.

     

    The specific part you need in params is -noversioncheck

    The Tequila.xml generated by Tequila has "-noversioncheck".  I attach it here.

     

    Ran with your Tequila.xml, Fifth Horseman, still getting the same issue.

    Wrong game version, server dev:

    2013-03-07 14:57:29, client 2019.04.27

     

    Note that the time field has changed.  Previous errors it was "14:57:20".

     

    I'd also downloaded the game again (renamed directories) prior to testing your .xml.  It still didn't work with the .xml created by Tequila itself.

     

    Will have to think this one over for a bit.

    tequila.20190429a.tequila.xml

  14. I've been playing on Torchbearer and Excelsior since last week, Indomitable this morning.

     

    After the most recent server restart, when I attempt to connect to a Shard (any of the 4), I get this error popup.

    Wrong game version, server dev:

    2013-03-07 14:57:20, client 2019.04.27

     

    There's this post from Apr 25 that refers to changing the "tequila.xml" file to fix this.

    https://score.savecoh.com/index.php/topic,78.msg680.html#msg680

     

    I renamed "tequila.xml" and tequila.exe recreated it exactly the same as before and still had the error.

     

    I compared my "tequila.xml" to the one above, lots of changes.  But most important, there's a change in the "-auth" IP for the command line options.

     

    I'm not going to install that sort of fix without verification it's a safe fix.

  15. There's an additional requirement for a secure launcher besides being compiled from verified source code.  As Cipher explained in his post on the Discord earlier today, the manifest in the launch also has to be correct.

     

    Please beware of a modified version of Tequila going around named "Cream Soda". This is not our launcher and we absolutely can not endorse it. We do not know that the changes made to it were not malicious and as such we would advise against downloading and running it. Note that even if you build Cream Soda from source, you are still at risk of the author changing the manifest to allow it to download and execute malicious files in the future. Once the manifest is pointed at something malicious it will download and run on every system that runs Cream Soda. Tequila is open-source and has been for years. If people want to make changes to Tequila then they are more than welcome to create Pull Requests on Tequila's Github repository at https://github.com/leandrotlz/Tequila. Thank you.
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