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Redlynne

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Everything posted by Redlynne

  1. (5 + 6.25 + 7.5) = 18.75 * 5 = +93.75% Only way you're getting consistently to +125% would be through Purple IO Sets ... and that's EXPENSIVE ...
  2. I find this to be a better General Purpose™ macro/bind/keybind for targeting owing to the fact that it will prioritize targeting any of the special Anti-Kheldian mobs you might encounter so as to eliminate those first before falling back onto targeting whatever Foes are closest to you. /macro name "target_enemy_next$$target_custom_next alive quantum$$target_custom_next alive void$$target_custom_next alive cyst" The above macro is best used for ranged attackers, while the lower one is what you'd want for a melee attacker. /macro name "target_enemy_near$$follow"
  3. The original (archived) version of Aisynia's 07-11-2008 post can be found here. My take on things (also archived) of how to build a Huntsman can be found here. I'm currently working on writing an updated version of the builds to incorporate "stuffs" that have happened in the meantime (like ATOs). I'm hoping to have everything posted in the next couple of days or so.
  4. Oh ... but it is ... although not every single sub-page may have been captured, but most of the site does exist in the Wayback Machine.
  5. Use Imgur instead for parking pictures for public use someplace that won't disappear on you.
  6. Link: Force Feedback Proc IO The way it works is that your recharge "quantity" gets temporarily increased. The easiest way I have to think about (and explain this) is that rather than working from a division standpoint (which will drive you nuts in a hurry) it's a LOT easier to think about this in terms of addition. Think of it like this ... Totally unenhanced, you have a (base) 100% recharge rate and enchancements "add" onto that rate. So if you add a +20% Recharge enhancement to something, you now have 120% recharge in that power. It's very easy to convert that into an iterative addition system, where instead of adding +100 every second (or whatever time interval you care about, so long as it remains constant) you're instead adding +120 every second. This then makes it possible to cross compare the Recharge procs versus the alternative of "permanent" Recharge enhancement options. So if the Force Feedback proc is +100% Recharge for 5 seconds (followed by a 10 second proc effect suppression phase, meaning that even ideally you'll never get more than 4 procs per minute, ever) ... how long would an alternative Recharge amount need to be in effect to achieve the same outcome? Well ... 100 * 5 = 500 ... for a single proc of the Force Feedback IO. If you want to compare that against a +7.5% Recharge set bonus, you can do a very simple formula: (100 * 5s) / 7.5 = 66.667s This means that if you're able to proc the Force Feedback IO once every 66-67 seconds you'll be breaking even with the amount of advantage you'd be getting from a +7.5% set bonus over that same time span. Proc more often than once every 66-67 seconds and you're ahead of the alternative. Proc less often than once every 66-67 seconds and you you're behind the alternative. (100 * 5s) / 7.5 = 66.667s (100 * 5s) / 6.25 = 80s (100 * 5s) / 5 = 100s So if you're trying to weigh the relative merits of the Force Feedback proc against more "permanent" recharge set bonuses, simply ask yourself how often you expect to have that proc activate thanks to your attack chain (since you need to be attacking in order for it to be of any use). The other benefit is that if you're already capped on +7.5% Recharge set bonuses, the Force Feedback proc will allow you to "pile on even more" Recharge without falling afoul of the Rule Of Five for set bonuses, so long as you put it into attacks that can proc it (more than once per minute). After that, it's just napkin math and theory crafting.
  7. Here's the thing about Leadership toggles ... the more people have them the more everyone benefits. Something that I see A LOT on people's builds is diving into the Fighting Pool in order to Weave (and Tough). There are a lot of builds out there that rely on Weave to be able to reach the Defense Softcap the way that they do, but ultimately reaching for Weave for that is something of a "selfish" build plan. What do I mean by that? Well ... You can pick up Weave and it's good for you ... and only you ... or you could pick up Maneuvers instead and it's good for EVERYONE that you team with. Maneuvers may only add half the Defense of Weave, but if there are 2 people on a team with Maneuvers then EVERYONE on that team has as much +Defense as those 2 people would have been getting out of Weave, not just merely those 2 people. And this is really a thing. When you realize that if you're on a team and only ONE OTHER person needs to have Leadership toggles in order to "break even" against the benefits of Weave for an entire team, that starts looking pretty "doable" rather than being something of a high hurdle. Don't be a part of the problem, be a part of the solution (and all that jazz). Given that reality, I always figured that investing in the Leadership toggles was a superior choice overall since it meant that I brought "more" to every team my characters joined, making EVERYONE on every team I joined better ... rather than being selfishly concerned with only myself and everyone else I ever teamed with was completely on their own. The only times when taking Maneuvers, Assault and Tactics became a sub-optimal (by comparison) liability was when I was soloing, and even then I wasn't that far behind the alternative investment options, so I always considered picking up all of the Leadership toggles to be more of a Force Multiplier investment that made a difference on every Task Force and Mothership Raid. Go figure, eh?
  8. City of Data: Telekinesis Telekinesis suffers from what amounts to a TRIPLE WHAMMY put on it by Cryptic/Paragon Studios when they implemented the Control NERF that included putting caps on aggro. Whereas before the nerf, Telekinesis could affect an unlimited number of $Targets within the 10ft radius Sphere around your anchor target, which is when Telekinesis REALLY started to shine ... after the nerf Telekinesis could only affect a maximum of five $Targets. FIVE. This meant that although Total Domination (and other "mass" control powers like it) had a max target cap of 16 ... Telekinesis was nerfed into the ground with a max target cap of only FIVE targets affected, maximum. FIVE. That meant you couldn't do THIS anymore ... (yes, I was playing at 640x480 resolution back in those days) ... I count TEN Skyraiders being held/repelled by Telekinesis in that image. Not five ... TEN. Needless to say, all efforts to correct this massively unfair (and totally unnecessary) "fix" to Telekinesis fell on deaf ears at Cryptic/Paragon Studios ... even though the actual solution to this specific problem involved changing a SINGLE parameter for the power. Step 1: delete "5" from max targets table cell Step 2: replace with "16" in the max targets table cell Step 3: DONE Apparently, this was "too much work" or something to get done in multiple years after the nerf ruined Telekinesis as a MASS Hold power. Yes, I'm still bitter that no one on staff thought this was worth the effort it would take to fix. They made a mistake and resolved never to correct it. Thanks guys! Now the bigger problem with Telekinesis was that it was originally balanced around the notion that it could hold an unlimited number of targets within a 10ft AoE around the anchor $Target, with "extras" within that AoE able to fall out of that radius if the Repel aspect of the power allowed them all to drift too far apart from each other ... which was quite possible in the absence of convenient terrain to "corner pack" them all into (see above picture for reference of exactly this). That's because the Repel always moved Foes AWAY from the CASTER, and since $Targets refused to stay in a nice straight line (forever) this meant that over time they'd essentially "drift apart" on different vectors unless there was some kind of terrain to push them together into. That doesn't necessarily have to be the case anymore, though. One of the tools that became available long after Telekinesis was put into the game was the ability for powers to open up OTHER POWERS, like with Kheldian Forms and later Swap Ammo in Dual Pistols and so on. What Telekinesis REALLY needs to be is a 2-in-1 power where the power pick opens up 2 subsidiary powers, both of which would be Toggles. The main power would be a Hold Toggle that does everything Telekinesis does right now MINUS the Repel effect. The second (sub) power would be a Repel Toggle that applies the Repel effect of Telekinesis only onto the $Target affected by Telekinesis (so use the same anchor) plus a 10ft radius around that $Target. Furthmore, the second (sub) power for the Repel effect could only be Toggled on while the main (sub) power Hold Toggle effect was toggled on. As soon as the Hold of Telekinesis is detoggled, the Repel of Telekinesis is automatically detoggled with it and both powers go into Recharge (base 60 seconds for each). This way, you'd be able to toggle on/off the Repel effect of Telekinesis "on demand" rather that suffering from an (unwanted) "Always On" condition (that doesn't help you any most of the time). The way that I would implement this would be to alter the Hold Toggle side of Telekinesis to make the Repel effect conditional upon a designated buff effect being put onto the caster (no buff on Caster, no Repel effect added to the 10ft radius Target AoE Telekinesis). You then just make the Repel Toggle add this designated buff add to the Caster. The Endurance Cost of Telekinesis on City of Data is 1.56 END per 0.5 sec activation. I would recommend splitting this not in a 1:1 fashion of two halves, but rather into a 2:1 ratio of thirds. Make the main power with the Hold Toggle cost 1.04 END per 0.5 sec activation. Make the second (sub) power with the Repel Toggle (self buff enable) cost 0.52 END per 0.5 sec activation. Total cost with both Toggles active ... 1.56 END per 0.5 sec activation. And THAT is how you take a power that was nerfed into the ground by Cryptic/Paragon Studios and REFACTOR it to yield the exact same performance in a MUCH more controllable state that makes the power actually worth taking (and using), rather than keeping it as an annoying novelty that hardly anyone makes use of and which is extremely prone to making a mess of herding in team situations. Your move ... Dev Team.
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