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csr

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Everything posted by csr

  1. Add me to the list of those not happy with the Pocket D entrance changes. My two cents: I rarely use the KR one except at very low level, so moving it to AP wouldn't bother me, but the FF one actually has value. Red-side I use all of them some, but Sharkhead the most. Losing SM for Mercy would be a net plus to me. And losing the PO one near the ferry would hurt. So I'm not crazy about swapping the loss of SM for PO, but it would be slightly preferable to me simply because moving the low-level entrance seems more consistent. Adding a 4th entrance via manhole red-side would be better, IMO.
  2. Necro bumping this due to irritation. I just dusted off my level 41 (now 43) PB for 27.2 and ran quite a few missions: All of Serpent Drummer's missions, a flashback of Wheel of Destruction, and six non-arc missions from Tina MacIntyre. (I also ran Posi 1, but used a 2nd tri-form build without the proc for that.) I have the proc in Incandescent Strike. It didn't fire once in all that time.
  3. The error is probably in the list of sets it takes, since I don't think that pet does any KB. Let's see... looking on CoD2 I don't see any powers on that pet that do KB.
  4. I typed too fast; I meant the attribute not the pool. The point is that it's generally not a good idea to use the same name for two things.
  5. I'd go with Invisibility just because the pool attribute name is Stealth; eliminates a possible confusion between the pool attribute and the power.
  6. I'm pretty sure CPH only looked at powers with 3+ second cast times. The power colloquially known as "Orbiting Debt" only has a 2.03s cast. What hurts with OD is that it's the longest cast in a sequence to re-toggle that takes a total of about 7 seconds just for the 6 WS toggles. As a temporary buff for Khelds, changing all their toggles to cast very quickly would certainly help.
  7. OK, subjective feedback on those two EBs in Freakish Lab. I think they're both fine as is. With the ambushes they are roughly on par with the Longbow Ballista and his two snipers. The Kraken is relatively weak, but that room is tough enough as is. The special Rikti bosses, those annoying bees and that pile o' hit points Pylon are challenging enough as is. Though the last two are mostly just annoyances unless you've blown it and get the bee -Recharge while in a real fight.
  8. OK, I finished testing the various different EB versions (and one AV version) of Vandal and Hopkins. All were at level 30 and even with my test toon (an Elect/Rad Tanker) on Cryptic. The ones in Freakish Lab are freakishly weak. I think their lack of offense is masked by the fact that both trigger waves of ambushes. Hopkins The AE version of Hopkins uses 5 attacks. In order of frequency they are Barrage, Whirling Hands, Energy Punch, Bone Smasher and Total Focus. As a level 30 EB against an even level foe with no Resistance they do 221.8, 326.3, 424.2, 535.3 and 652.8 points of damage respectively (this was calculated by backing out the Resistances of the toon I was using). I ran the test for 10:40. Assuming he hit with every attack he would have done 117.7 damage/second. The Freakish Lab version of Hopkins used 6 attacks. In order of frequency they were Energy Punch, Bone Smasher, Initial Strike, Foot Stomp, Spinning Strike and N2 Cannon. The last he only used once. I let the test run 23 minutes and 32 seconds. He used it to start the fight and then never used it again. Other than EP and BS he used his other attacks quite infrequently. He used Initial Strike 15 times, Foot Stomp was used 10 times and Spinning Strike 8. The damage done by the attacks was: Energy Punch 326.3, Bone Smasher 424.2, Initial Strike 274.1, Foot Stomp 195.8 and Spinning Strike 391.6. N2 missed, so I don't know what its damage would be. Overall he would have done 55.1 damage/second. Vandal The Citadel AV version of Vandal uses 4 attacks. Again, in order of frequency, these are Energy Punch, Bone Smasher, Missile Launch and Power Blast. They do 378.8, 621.3, 227.3 and 377.3 points of damage respectively. In the 10:30 run he averaged a potential (that is if all attacks hit against no Resistance) of 147.5 damage/second. The AE Citadel uses just 2 attacks: Energy Punch and Bone Smasher (in that order of frequency). They did 326.3 and 535.2 points of damage with my Resistances backed out. His average potential output (again assuming all hits and no Resistances) over a 9:07 trial was 119.4 damage/second. The Freakish Lab version of Vandal (Injured Vandal) used 4 attacks. Like the FL Hopkins one of those was used just once. In this case Drill Strike. The other attacks (in order of frequency) are Power Thrust, Whirling Hands and Total Focus. The damage for the 4 attacks (with Resistances backed out) were: Power Thrust 195.7, Whirling Hands 261.0, Total Focus 489.5 and Drill Strike 181.9. His potential average damage output (100% hits, 0% Res) was 49.2 damage/second. Actually... I found an error in my parser that screwed up the numbers for the long FL Hopkins test. Re-writing it now to get corrected numbers. [Edit:] OK, I fixed that (the parser miscalculated the elapsed time of two combined logs).
  9. With LS unavailable below 33 the KB->KD is probably unnecessary. The FF would be more useful there. Tornado really ruins its own damage without the downgrade IO on a toon with no AoE -KB though, so there's no way I could bring myself to lose that. I could take those 2 slots out of Gale and put them elsewhere, but I find that using Gale with the downgrade IO and FF proc in it is pretty easy and useful to fit in.
  10. This is my current build for Ill / Storm. I'm not completely happy with it. I simply don't have enough slots for what I'd like (I'm about 5 short for the Miracle, 2 Def set Res specials, a Kismet Acc IO and a KB->KD in Hurricane). It needs to either use the FF Proc in Gale or Ageless to get perma-PA. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Heavenly Helen: Level 50 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Storm Summoning Power Pool: Speed Power Pool: Flight Power Pool: Experimentation Power Pool: Leaping Ancillary Pool: Ice Mastery Hero Profile: Level 1: Blind -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(3), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(3), SprOvrPrs-Rchg/Energy Font(5), Dmg-I(5), Dmg-I(7) Level 1: Gale -- Acc-I(A), SuddAcc--KB/+KD(11), FrcFdb-Rechg%(13) Level 2: Spectral Wounds -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(9), Apc-Dmg/EndRdx(9), Apc-Dam%(11) Level 4: Deceive -- CrcPrs-Conf(A), CrcPrs-Conf%(17), CrcPrs-Acc/Conf/Rchg(19), CrcPrs-Acc/Rchg(19), CrcPrs-Conf/EndRdx(21) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 8: Fly -- BlsoftheZ-ResKB(A) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23), LucoftheG-Def(23), StdPrt-ResDam/Def+(25), GldArm-3defTpProc(25), UnbGrd-Max HP%(27) Level 12: Snow Storm -- EndRdx-I(A) Level 14: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(47) Level 16: Freezing Rain -- TmpRdn-EndRdx/Rchg/Slow(A), Ann-ResDeb%(31), AchHee-ResDeb%(31) Level 18: Phantom Army -- SlbAll-Dmg(A), SlbAll-Dmg/Rchg(33), SlbAll-Acc/Dmg/Rchg(33), SlbAll-Build%(33), CaltoArm-Acc/Dmg/Rchg(34), CaltoArm-Acc/Rchg(34) Level 20: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(34), DarWtcDsp-ToHitdeb/Rchg/EndRdx(36), DarWtcDsp-Rchg/EndRdx(36) Level 22: Hover -- LucoftheG-Def/Rchg+(A) Level 24: Group Invisibility -- LucoftheG-Def/Rchg+(A) Level 26: Spectral Terror -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SprWiloft-Rchg/Dmg%(37), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(39) Level 28: Flash -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(39), BslGaz-Acc/EndRdx/Rchg/Hold(39), BslGaz-Rchg/Hold(40) Level 30: Experimental Injection -- DctWnd-Heal/Rchg(A) Level 32: Phantasm -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-EndRdx/Dmg/Rchg(40), SuddAcc--KB/+KD(42) Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(42), ExpRnf-Dmg/EndRdx(42), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-EndRdx/Dmg/Rchg(43), SuddAcc--KB/+KD(43) Level 38: Lightning Storm -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(45), Dcm-Dmg/Rchg(45), Dcm-Acc/EndRdx/Rchg(45), Dcm-Acc/Dmg/Rchg(46), SuddAcc--KB/+KD(46) Level 41: Hibernate -- DctWnd-Heal/Rchg(A) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(48) Level 47: Frost Breath -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(50), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Containment Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15), PrfShf-EndMod/Acc(15), PwrTrns-+Heal(17) 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 50: Agility Radial Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1483;705;1410;HEX;| |78DA6594CB4F135114C6EFB4536A1F409157795390020586165177624414126A484| |85C19CB582EA5C974DAB4C5C0D285FF800BF1B1F011852889D18D5177FE0F625C68| |62E2C217086A62625CD4C39CAF96A49334BF99EF9EEFDE73CFBDA7D1E553DEC7672| |E8F09C5376EE8B95C6C3C6DE6B369C3905947544F24E3829EAA49A95F92A6B1D239| 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  11. Would it be possible to get the Font Size/Color settings and the "Check for updates on startup" setting to persist through updates? Right now they get reset to defaults when I update.
  12. The update broke my Mids install too. I think it was new .NET 4.8 dependency that caused the issue. I had to uninstall MR, install .NET 4.8, and then was able to use the MR MSI installer successfully to re-install. Installing .NET 4.8 might have been enough, but I decided to start from scratch.
  13. OK, I tested the following on Live: Tanker Grant Cover Def to others is enhanceable. Tanker Phalanx Fighting secondary Def component is enhanceable. Stalker Grant Cover Def to others is enhanceable.
  14. csr

    Battle Ax?

    My issues with Battle Axe on a Tanker are: You have to take Beheader, which sucks. If you choose to go high recharge it's a wasted power pick. If you choose to use it, then it lowers your DPS. Gash and Chop, which are simply better versions of Beheader. So not much variety there. Swoop does major KU, so unless you're flying you tend to lose time and DPS waiting for the target to come back down. And it's DPA just isn't good enough to justify that. Pendulum ignores the Tanker inherent arc buff since it's already at 180 degrees. It should have been changed to 120 degrees and the Damage scaled to reflect that. The combination of 1 and 2 means you don't get an interesting attack until level 16.
  15. I don't think they've worked in PF for some time. PF on Brutes, Scrappers and Tanker all say "Ignores buffs and enhancements". For Grant Cover it can be misleading, as the component that helps you is Defense DeBuff Resistance and is unenhanceable (as is the Recharge Resistance). The Defense it provides to others should be enhanceable, and I believe that was working before I27. I haven't checked it since (though I do know it only affects teammates, not league-mates, so the 255 cap is pretty meaningless and a bit misleading as well.) Did you check the effects of GC on teammates?
  16. I have another question on Mids Reborn that my Google-fu failed to answer: Is there a way to make it slot Attuned IOs from regular sets? Or to make it do that by default and then pick specific IOs not to be Attuned?
  17. First 50 in the olden days: Ice/SS (Whitewash on Guardian now on Indomitable). Most played all time: Stone/Fire (Earthforge, ditto). Fastest to 50: SD/DM (Dark Swan, ditto - and my next-to-last 50 before shutdown).
  18. Oh, for the record... I'll probably use Clarion and Agility instead of Ageless and Spiritual most to the time. The latter are just for Hami.
  19. This build is a take-off of a Stone/Fire build from NCSoft days. I tweaked that for HC twice (once just to add Fold Space). The idea with that build was that she would be able to tank at 45+ using Clarion and the second-class defenses and only have to resort to Rooted, Granite and TP when things got rough. This build takes the same tack, but adds Siphon Life for Hami tanking. I think it's OK. I'm not going all out for Hami tankiness. One notch down on that and using EoEs to add more usefulness elsewhere is where I'm aiming. The biggest disappointment I have with the build as it stands is the Recharge. As for places to improve. Stealth, Teleport and Darkest Night are all luxuries. The +BU proc in Soul Drain, the Gift of the Ancients specials and the second slot in Swift are as well. So there are slots and power choices to be had. There are undoubtedly tweaks elsewhere I just can't see because I've been looking at it too long from one direction. Where I think the build is shortest is in the HP/s in healing from Siphon Life due to the Granite Armor -Recharge. When Hasten drops the healing may not be enough. And dropping out of Granite to get more exposes the build to KB and Toxic. Hero Plan by Mids' Reborn : Hero Designer 3.0.0.0 https://github.com/Reborn-Team/Hero-Designer Click this DataLink to open the build! Soul-Stone: Level 50 Magic Tanker Primary Power Set: Stone Armor Secondary Power Set: Dark Melee Power Pool: Teleportation Power Pool: Speed Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Soul Mastery Hero Profile: Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3), GifoftheA-Run+(5), Rct-ResDam%(5), ShlWal-ResDam/Re TP(7) Level 1: Shadow Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Rchg/HoldProc(11) Level 2: Earth's Embrace -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(13), DctWnd-Heal/EndRdx/Rchg(13), DctWnd-Heal(15), DctWnd-Rchg(15) Level 4: Shadow Maul -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(21), SprMghoft-Acc/Dmg/Rchg(23), SprMghoft-Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(25), SprMghoft-Rchg/Res%(25) Level 6: Combat Teleport -- Jnt-EndRdx/Rng(A) Level 8: Rooted -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-Heal/Rchg/EndRdx(27) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 12: Taunt -- MckBrt-Taunt/Rchg(A) Level 14: Mud Pots -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(33) Level 16: Siphon Life -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/EndRdx/Rchg(33), TchoftheN-Acc/EndRdx/Heal/HP/Regen(33), TchoftheN-Heal(34), HO:Nucle(34), Dmg-I(34) Level 18: Stone Skin -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36) Level 20: Touch of Fear -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Rchg/KDProc(37) Level 22: Teleport -- WntGif-ResSlow(A) Level 24: Crystal Armor -- LucoftheG-Def/Rchg+(A), GifoftheA-Run+(37) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def/EndRdx/Rchg(39) Level 28: Soul Drain -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(39), Erd-Acc/Dmg/EndRdx/Rchg(40), GssSynFr--Build%(40) Level 30: Stealth -- LucoftheG-Def/Rchg+(A) Level 32: Granite Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam(40), Ags-ResDam/Rchg(42), LucoftheG-Def/Rchg+(42), LucoftheG-Def/EndRdx(42), LucoftheG-Def(43) Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(45) Level 38: Midnight Grasp -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(46), SprGntFis-Dmg/EndRdx/Rchg(46), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Rchg/+Absorb(47) Level 41: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(47), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48) Level 44: Minerals -- LucoftheG-Def/Rchg+(A) Level 47: Dark Consumption -- PrfShf-EndMod/Acc/Rchg(A), PrfShf-EndMod/Rchg(49) Level 49: Darkest Night -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A), Run-I(17) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19), SynSck-EndMod/+RunSpeed(19), SynSck-EndMod(21) Level 50: The Atlas Medallion Level 50: Task Force Commander Level 50: Portal Jockey Level 50: Freedom Phalanx Reserve Level 50: Void Core Final Judgement Level 50: Melee Core Embodiment Level 50: Degenerative Core Flawless Interface Level 50: Phantom Radial Superior Ally Level 50: Spiritual Core Paragon Level 50: Ageless Total Core Invocation ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1542;731;1462;HEX;| |78DA7D94C94F137114C77FD34EC596222D6D295B8596A540652CC6A389515143A45| |A03F1669A017ECA84DA36D362E468E27A53C07871BD891A4F6EF10F71C325EA4509| |88898971AF8F795FDB2626FED2E6F3FAF6F7E6374D1C1B70DFD97D7CAB50DC3BD27| 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  20. Actually, it's the other end I wanted to do; stacked applications of powers such as Energy Absorption. The slider was something I hadn't recognized, so that will handle most of my needs, but I will probably up the scaling using the method you've given for some powers such as Energy Absorption and Drain Energy that can stack beyond the one-cast target cap, since I know my main Ice Tanker runs at 15+ stacks most of the time (and sometimes tops 30).
  21. That appears to be the base Recharge and Damage and probably shouldn't have the plus in front of it in that case. One thing I'm missing in the View Totals window in v3 is the HP/sec on mouse-over of the Regen numbers. Though I starting using that to see who had enough to survive Hami-level DPS without being buffed, I've since gotten used to using that as a bench-mark.
  22. There's some sort of odd bug going on in v3.0 with old builds using Dual Pistols / Swap Ammo and the specific selection toggles. Loading the old build results in one of the toggles (Incendiary or Chemical in the case of the builds I loaded) being unselectable and it causes trying to select that specific ammo to detoggle (but not toggle on) Prestige Power Surge. Getting rid of Prestige Power Surge from my list seems to fix it (all the Swap Ammo toggles or Surge work as expected after removing and readding Prestige Power Surge). [Edit:] I've run into more related problems with this. The Accolade powers seem to do the same thing. There's definitely something wrong with the way Prestige powers (particularly the sprints) and other powers work together.
  23. I have a question. I remember being able to set the number of foes hit for certain powers such as Drain Psyche. I can't figure out how to do that since coming back to HC. I'm now using v3. Is there a way to do that? Or am I remembering some spreadsheet I did rather than Mids?
  24. Alpha Spiritual Core Paragon is mixed in the middle of the Musculature choices. Cardiac Boost is also out of order (in the Musculature mix). Musculature Radial Paragon is similarly listed in the middle of the Nerve buffs. The Destiny slot has similar issues as well, but they are more extensive with many lists mixed or ordered oddly. The other 4 Incarnate slots (Judgement, Interface, Lore and Hybrid) appear ordered correctly to me. As far as I could tell, all the powers are there, it's just ordering that's odd.
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