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Redlynne

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Everything posted by Redlynne

  1. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/Crytilis/mids-reborn-hero-designer Human form and Dwarf form without Essence Boost: Human form and Dwarf from with Essence Boost: Light Form with Essence Boost: Level 50 Natural Peacebringer Primary Power Set: Luminous Blast Secondary Power Set: Luminous Aura Power Pool: Concealment Power Pool: Leadership Hero Profile: Set Bonus Totals: Set Bonuses: Proc Chances: Powers Performance: Attack Chains: Peacebringer - Luminous Blast - Luminous Aura.mxd
  2. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/Crytilis/mids-reborn-hero-designer Human form and Dwarf form without Essence Boost: Human form and Dwarf form with Essence Boost: Light Form with Essence Boost: Level 50 Natural Peacebringer Primary Power Set: Luminous Blast Secondary Power Set: Luminous Aura Power Pool: Concealment Power Pool: Leadership Hero Profile: Set Bonus Totals: Set Bonuses: Proc Chances: Powers Performance: Attack Chains: Peacebringer - Luminous Blast - Luminous Aura.mxd
  3. Alright … time to explain the bindloadfile strategy that I use for controlling my Kheldians, because without well written bindloadfile keybinds you're going to find playing a Kheldian WAY MORE annoying that it necessarily needs to be! So, first of all, I need to explain what my keyboard and mouse setup is, simply so as to make the ergonomics of my user interface is like. I use a (wired) full keyboard Apple Keyboard (I'm a Mac user) ... and I use a dirt cheap wired Logitech B100 mouse. These items look like this: My actual default keybinds that get used for ALL of my alts as a baseline which then gets overwritten by character specific keybind files is this one: keybinds.txt The ESC through F1-F12 keys get used. The Tilde through Backspace keys get used. TAB is rarely (if ever) used, but it does happen occasionally. Q and A are usually used for "throttle" functions in games, but I use them here for things like Jump Pack/Auto Run/Walk on the Q key (with modifiers for the extra functions) and doing the Ninja Run, Power Surge/Sprint toggling on the A key (with modifiers to differentiate) via slotting of those powers in specific slots in tray 9. WER SDF are my movement keys, and I "invert the T" so as to put side to side strafing movement on top, with turning down below. Backspace is used to return tells. Backslash is used to open the Menu (so as to change costumes, check ID or simply Quit). I have the Apostrophe key custom coded to require to startchat, so as to prevent "rolling startchat" after hitting Enter to actually send a chat. The Semicolon key I have custom bound to toggle the Auction House with an emote to pull out a smartphone for texting while interacting with the Auction House. M (without and with modifiers) brings up my Mission window (M), or my Contacts window (Shift+M), or the Map (Control+M), complete with associated emotes for each. Spacebar is, of course, Jump and "fly up" ... while Shift+Spacebar is used to "fly down" when needed ... and Control+Spacebar activates the Jump Pack via keybind to a specific slot in tray 9. Which then brings me to all of the Kheldian keybinds that I layer on top of this (including for controlling Mastermind Pets, as it turns out). PB.txt T shifts to Nova Form. G shifts to Human Form. B shifts to Dwarf Form. Tray 1 slots 1-4 are Nova form powers. Tray 1 slots 5-9 are Dwarf form powers. Trays 2+ slots 1-10 are Human form powers (etc.). Right Arrow toggles on/off Energy Flight while also toggling off Quantum Acceleration and Jump Pack. Shift+Right Arrow toggles on/off Quantum Acceleration. Down Arrow toggles on/off Combat Flight while also toggling off Energy Flight, Quantum Acceleration and Jump Pack. Shift+Left Arrow toggles on/off Quantum Flight while also toggling off Jump Pack. LShift+LButton activates White Dwarf Step teleport all in one click (the Teleport Bind™). Simple and easy to use … because I'm not calling up other bindloadfiles depending on what form I'm in, and the power activation keybinds work on a "fall through" implementation where if a key can't be used in one form it'll fall back to being used in the next form, thanks to the Form lockouts. Additionally, since everything is addressed by tray and slot positions I can rearrange my powers in my trays without needing to rewrite by bindloadfile that controls my user interface. The only trick is to dedicate Tray 1 to all of your Nova and Dwarf Form powers and keep Tray 1 visible at all times, then use Trays 2-9 for Human Form powers. Note that the above keybinding scheme is an All In One format which uses only a single bindloadfile to control all three forms (simultaneously?) and relies on the intellegence/situational awareness of the Player to take full advantage of everything and "know" what needs to be done when (and why) while playing a Peacebringer.
  4. For anyone who wants to refer to the prior versions of my Peacebringer builds, they can be found in the links below: Leveling Tri-Form Peacebringer [v2.0] Leveling Tri-Form Peacebringer [v3.0.3] Evolving Tri-form Peacebringer So I made a mathematical discovery regarding a matrix of recharge possibilities in which you can achieve perma Light Form or Eclipse without needing Hasten and then proceeded to take that insight to its logical conclusion so as to develop a Tri-form Peacebringer and Warshade build that would not need to rely on Hasten to "close the recharge gap" on Light Form or Eclipse (although Eclipse is a little trickier in this regard since it is dependent upon having $Targets to drain for the buffing, just like the Warshade Mire powers). I'll be reposting the chart for that info below, but I wanted to provide the impetus for why this (new?) build is being posted. And yes, there already is a Warshade counterpart to this post, since although the two Kheldians do share some (some...) similarities they also have some pretty radical differences that in turn have pretty dramatic impacts on their respective builds. So while they can "mirror" each other to a certain degree, there are also points of divergence that keep the "mirroring" from being a straight up one to one translation between them. For one thing, Warshades have more Human form powers that are useful enough to warrant slotting ... However, as you'll see below ... Peacebringers can be much more "self-contained" (go figure...) when building for recharge ... so much so that this latest build practically leaves my Warshade counterpart build "in the dust" when it comes to global recharge. So, with all of that said, you know what time it is (again) ... WALL OF TEXT CRITS YOU!!! Yes … You Have Been Warned … again … ... it keeps being necessary for some reason ... So ... first things first. Here's the important thing you need to know about how to perma Light Form without resorting to use of Hasten. In the build plans you'll be seeing below (one for leveling and the other as a "finished" Superior/Purple 50 build) there are essentially two breakpoints from the above chart that are relevant to how this build will play when fully slotted. Prior to Superior/Purple 50 completion, the build will have +122.5% global recharge. Add that to the +78.55% recharge enhancement slotting in Light Form (which isn't +5 boosted yet because, leveling) and you get +201.05% total recharge with Level 50 set enhancements to Light Form. This falls about midway between rows 5 and 6 of the above chart ... meaning that if there were any Force Feedback procs slotted into the build (spoiler alert: there aren't any!) then while leveling you would need to have 6 Force Feedback procs per 90s (an average of one proc every ~15s) to close the gap on making Light Form perma. However, the Superior/Purple 50 version of the build will have a simply incredible +140% global recharge(!). Add that to the +94.56% recharge enhancement slotting in Light Form (which is now using +5 boosted frankenslotting) and you get +234.56 recharge with Level 50+5 set enhancements. This amount of total recharge means that the build can make Light Form (and Essence Boost too, as it turns out) perma without any Force Feedback procs at all ... because +234.56% exceeds the +233.34% threshold needed to perma Light Form as noted above. Additionally, Inner Light is only 0.72s shy of being perma as well! So to summarize, being able to increase the global recharge by an additional +17.5% above the leveling build baseline resulted in a complete elimination of the need for Force Feedback procs to be able to perma Light Form (and Essence Boost) without needing to rely on Hasten or Incarnate slotting(!) to achieve this result. Additionally, this rather extreme performance (basically "double Hasten without Hasten!") is something that is possible to realize on a Tri-form Peacebringer but would be extremely difficult (if not impossible) to replicate on a Warshade ... simply because Peacebringers have access to more powers with Knockback, and those Knockback powers are better "arranged" throughout the build on a Peacebringer in a way that demands fewer slots in Human form than a Warshade does when making a direct cross comparison. This in turn then enables a Peacebringer to spend more of their slots on enhancement sets like Reactive Defenses and Preventative Medicine for their massive +8.75% global recharge set bonuses, which in combination with everything else are simply too enormous to ignore or pass up. And just in case anyone is curious ... I did start with the more "conventional" arrangement that you see on my Tri-form Warshade Symbiosis build involving 5+1 set slotting (with the +1 being a Force Feedback proc), but I was just getting frustrated by seeming to peak out at around +131.75% or even +133.75% without ever being able to find any other alternatives that could push the build just another +5% faster (or more) so as to reach a seemingly mythical +138.75% global recharge threshold for no longer needing Force Feedback procs at all. So I was basically about 5-7% global recharge short of my "stretch goal" of not needing Force Feedback procs AT ALL. But that was theoretically a far easier goal to reach on a Peacebringer (another 5-7%) than on a Warshade (where I'd need to scrounge up another 18.75% or more!). I was just SO CLOSE that I had to know, just for my own sake, that I'd done everything I possibly could and had run out of "UP" to reach for. And that's when I remembered that Knockback sets (two of them, actually) feature a +7.5% global recharge set bonus in them. So on a lark, I decided to see "what would happen" if I swapped out a set (or two or few) for Kinetic Crash ... because I'm just really Old Skool that way. The problem, obviously, is that on a Peacebringer with "too much Knockback already" loading up powers with Kinetic Crash was simply trading one problem for another ... and I knew that I would HATE having to deal with all that Knockback, let alone to what it would do on teams. And then I noticed that ... hey wait a minute ... Sudden Acceleration ALSO offers a +7.5% global recharge set bonus ... AND that will allow me to slot the Knockback to Knockdown "proc" from the set into Knockback powers that will offer the necessary measure of moderation I'm looking for in the build into the bargain! In case anyone is wondering (or has forgotten, like I had) what the set bonuses for Sudden Acceleration are ... well ... Sudden Acceleration 2: 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 3: 2.25% Max End 4: 2.5% DamageBuff(All) 5: 24.1 HP (2.25%) HitPoints 6: 7.5% Enhancement(RechargeTime) Wait. Hold on ... ALL of those set bonuses are REALLY GOOD to have on a Kheldian ... Peacebringer or Warshade ... especially if you're stacking them up multiple times(!) to try and squeeze that last little bit of extra global recharge out of a build. The downside, of course, is that the Sudden Acceleration set is "weaker" on just about every single enhancement value (aside from Knockback) relative to using a (proper?) Damage set in the same powers. On damage specifically, the loss is around -30% ... which is pretty steep loss on damage ... but that is partially compensated for (partially) by the fact that you're getting global damage buffs from the Sudden Acceleration set, and those global damage buffs can be stacked ... and those stacked global damage buffs affect more than just the powers being slotted with the Sudden Acceleration sets. The net result is a sort of "shifting of the balance point" in terms of which powers do how much damage out of the build. Some powers do less damage (the ones slotted with Sudden Acceleration) while others do more (everything else), causing a sort of "a few 2 steps backwards with lots of 1 step forwards" going on when seen from an entirety of the build perspective. On top of all of that, the Sudden Acceleration set offers increases to Max Endurance as well as Max Hit Points, both of which increase Endurance Recovery (indirectly) and Regeneration (also indirectly), thereby aiding build longevity on both the blue bar and the green bar. And the icing on the cake is the increase to movement speeds. One of the configurations I experimented with involved slotting up Gleaming Blast with a fifth Sudden Acceleration set, which yielded a total global recharge bonus of +138.75%(!) ... but also meant that I was "wasting" one +7.5% movement speed set bonus due to how I was slotting Stamina. Unfortunately, both the Synapse's Shock and Performance Shifter sets have a +7.5% movement speed set bonus for 2 slots ... and I am rather loathe to waste ANY set bonuses at all in my builds! But the real deciding factor was that although +138.75% global recharge was basically what I was aiming for ... I didn't like what it did to the build overall, especially since Gleaming Blast wasn't going to be getting used all that much except as a "filler" attack at low Exemplar Levels. Also, it meant that I was (ironically) +0.03%(!) global recharge short of being able to (actually) perma Light Form. Okay, just for anyone playing the home game ... at +138.75% global recharge coupled with +94.56% recharge (after ED) slotted into Light Form ... that meant that Light Form recharged in ... 90.01 seconds. Now, I know that for most of us, that last remaining 0.01 seconds wasn't going to be something worth quibbling over ... and I would have been satisfied, if it hadn't been for that +7.5% movement speed bonus going to waste due to the Rule Of Five for set bonuses. So I pulled the slots from Gleaming Blast, reassigned them back to Maneuvers (that I'd cannibalized them from), slotted Maneuvers back up with Reactive Defenses ... and could scarcely believe what I was seeing when the Set Bonuses window showed no set bonus conflicts ... and a +140% global recharge total(!). To put it mildly, I very nearly fell out of my chair seeing that. And mind you, this is WITHOUT any Incarnate slotting! I needed to check my math multiple times, just to make sure that everything was adding up right and this wasn't a fluke or an error. I even went so far as to rebuild from scratch, just to guard against any edge case "weirdness" of data corruption. And it was at this point that I was basically reduced to feeling like this about my Peacebringer build ... So to recap ... I started out by trying to find a way to perma Light Form through use of Force Feedback procs without needing Hasten ... and was able to do that on my Warshade ... but "failed" to replicate that performance in the best possible way to fail on my Peacebringer, because I found a build that needed NEITHER Force Feedback procs NOR Hasten in order to perma Light Form (and Essence Boost, as it turns out). The combination also very nearly makes Inner Light perma too, with an uptime gap of only 0.72 seconds ... for a theoretical uptime of 97.66% ... which is kind of insane for a build that doesn't have (or need) Hasten in it. All things considered, the build turned out QUITE different from where I thought it would go, but once I made that final breakthrough realization of switching to slotting Sudden Acceleration sets, I finally accepted the notion that I had run out of "UP" for how much more global recharge I could cram onto the stack in this build. It was rather ... humbling ... to recognize that the potential had been lying there all along, just waiting for someone to come along and discover it. I think that's enough pontificating and preamble on what's going on in the build posts you'll see below. However, because I've had to modify some of my keybind files to accommodate the new changes, I'll be including an update to the more modern structuring of my keybinds in this build post also. Also, please note that the attached .mxd file has both builds in it. Use the Alternate Slotting feature to flip to the other build once you've imported from the .mxd file. Also, since this build is using the (current as of 14 May 2020) bleeding edge update to MRBU ... so if you're having trouble opening the build from the attached .mxd file (it's the same file on both builds) you'll want to download/update your build planner using LINK and LINK for updates. It may also take me ... awhile ... to be able to get everything posted. As usual, there's a LOT to get written up! Enjoy!
  5. In my case, the reason for the slotting in the Mind Over Vegetable(s) build was to put the Panacea Proc into it (because that will proc boost everyone buffed by the power!) while also scoring the full 6-slot set bonus into the bargain. That's why I didn't put any Endurance Modification into the power. Besides, in most scenarios (not all, granted, but most) it's more valuable to have stronger healing/regeneration in a power like Lifegiving Spores than endurance modification, simply because under most scenarios people have "solved" their endurance issues and there are relatively few NPCs that will drain it (Malta Sappers being merely one of the more notable exceptions). Conversely, healing/regeneration is almost always useful, whether soloing or in groups, as a way of mitigating incoming damage (which tends to happen, even when playing City of Statues). So to summarize, the "need" for endurance recovery boosting is often times not as ... pressing ... as the need for healing/regeneration can tend to be.
  6. Ever wanted to have a 7th Pet in your primary? Well now you can! Just pick and slot your 3 primary personal attacks and YOU can be your 7th (Tier 1 or 2) Pet! Absolutely FREE like you would expect! Now how much would you pay? Don't answer, because you also ge- Radio! RADIO! RADIOOOOOOO! Free Opportunity! Paragon Studios denies all responsibility for the content of this advertisement.
  7. In that case, you're wanting a combination of Nature Affinity and Water Blast ... or Ice Manipulation and Water Blast. This might help you decide ...
  8. It is +% to base damage ... not x% to already enhanced damage. This shouldn't need to be explained.
  9. My recommendation.
  10. EXCELLENT work. This kind of analysis is the kind of thing that allows you to start getting a handle on how the primary powerset(s) perform AND integrate between Mastermind and Pets. I would point out that Beasts are even more layered/complicated than you analysis is showing here due to Pack Mentality and how use of personal attacks will stack Pack Mentality deeper/faster than simply letting the Pets do all the work for you on stacking up Pet Mentality. So there's even another layer of possibilities above and beyond this, with the way Pack Mentality promotes critical hits by your Pets. Now to do the same thing for all the other primary powersets, so as to get a "sense of the contours" of how each primary powerset fits together (better or not), what skipping the personal attacks might "cost you" in terms of damage potential, and what sort of "shapes" those contours make from which additional theorycrafting can be generated on the relative "value" of personal attack powers to each primary (and why).
  11. Oh dear ... 💫 So ever since I settled on the Tri-form Warshade Symbiosis build I posted this past weekend, I've been wondering how applying the same principles would apply that I learned from that experience (caused by the Peacebringer build you can see above) and have been wondering if there was any possible way to increase the global recharge in a Peacebringer build even further than I already have(!)? In the last couple of days, I've spent something like more than 6 hours messing around with the build planner, checking the enhancement sets to see if they'd be at all useful ... etc. ... and it was only in the past couple of hours that I noticed something and made a breakthrough, by doing something I hadn't even considered at the outset ... ... switching from Melee/Ranged/PBAoE/Target AoE Damage sets to Knockback sets for increased global recharge potential overall. In the end, I was able to increase global damage by about +6% and global recharge by another +7.5% over and above the previously posted Peacebringer build. Doing this, however, cost a bit of damage potential in some attacks, since Knockback sets yield lower enhancement values for accuracy/damage/endurance/recharge than straight damage sets. The problem was ... I was SO CLOSE to not needing Force Feedback procs AT ALL in order to achieve perma Light Form and perma Essence Boost WITHOUT Hasten, and I just needed to squeeze (and squeeze and SQUEEZE!!!!) a little bit more global recharge into the build and I'd be able to dispense with the Force Feedback procs entirely(!!). In order to accomplish that, I needed to do this or better: With +94.56% recharge enhancement slotted into Light Form, that meant I needed a global recharge of +138.78% (or higher!) in order to have Light Form recharge in 90s (or less) so as to not need ANY Force Feedback procs to enable a perma Light Form. That goal has now been achieved. 🗯️ The Peacebringer build I've been working on wound up weighing in at an almost unthinkable +140% global recharge(!) and +31.5% global damage buffing (so almost on par with the Warshade on global damage buffing!) ... without Hasten and without Incarnate slotting. It also wound up losing a bunch of damage procs in the process, but the final result not only doesn't have any Force Feedback procs left in it, it also doesn't NEED them either. The build is also one of the most Exemplar friendly I've ever made, since with Attuned enhancements you'll basically have all of your set bonuses from Levels 22-50(!) because the sets have the following Level ranges: 10-30 10-50 20-50 21-50 25-40 Spoiler alert ... the 25-40 set is Decimation, which ultimately gets replaced with Apocalypse in the final Superior/Purple 50 iteration. So basically, the build has "double Hasten ALWAYS ON" just standing around (or dancing in Pocket D) and has "evolved beyond the need" for Force Feedback procs to "close the perma gap" on Light Form and Essence Boost. Ironically, making this major structural shift wound up creating a big boost to survivability (more Max HP and Max Endurance!) and enabled a couple of other structural changes as well. As for the "lost damage" that resulted from this change, since Knockback sets don't "saturate" for damage quite the same way that Damage sets do ... the individual powers with Knockback sets did lose some damage on those specific powers, but the increase in global damage buffing "compensated" some for that loss. In the end, the overall damage of the build is slightly lowered, but the ... distribution ... of damage within the build wound up being skewed in such a way that much of the loss is made up for in other parts of the attack chain due to the higher global damage bonus and higher recharge making attack chains even tighter so as to maximize use of heavy hitting attacks as fast as possible while relying on fewer "filler" attacks. So on balance, the overall build weighs in somewhat close to "par" on its damage production (there is a slight loss, but it's only slight) while reaping in exchange a VERY RELIABLE and completely self-contained way to achieve perma recharge status on Light Form (under 90s), Essence Boost (under 120s), and very very nearly perma recharge status on Inner Light (30.72s on a 30s duration buff!). Hopefully I'll have everything sorted and be ready to post by some point this weekend. Watch this forum (space).
  12. Two points. This build has been superseded by This Post. As for Incarnate slotting advice ... go with whatever makes you happy. No seriously. It's your character, not mine. Slot in whatever makes you happy.
  13. Dunno. I've never built nor played either Psionic Melee nor Willpower, so I'll have to defer to others for an answer to that one.
  14. Apparently it's too difficult to use a Clamp parameter in the math ...
  15. Have you considered using Wood for your skyscrapers yet? https://www.theguardian.com/cities/2019/jul/22/canadian-cities-take-wooden-skyscrapers-to-new-heights
  16. Haven't made one yet, but I probably will eventually. In the meantime, you ought to be able to adapt my keybind system for your own use, if necessary.
  17. Probably a typo in the "off by one" category. 99 90 You know how it goes. Probably the easiest thing to fix the problem would be to edit the IO in the Overwhelming Force set to do -99% instead of -90% Knockback reduction. Of course, it would take a Dev like @Captain Powerhouse to do something like that, but I figure changing a 90 to a 99 is within the sphere of what he's capable of doing.
  18. What? It was successfully done somewhere else? Well then that OBVIOUSLY means it can't be done here! /sarcasm
  19. 6 Pets ... but the duration is 120s, so you won't need to refresh it before every fight. You'd really just want to be using it to set up a Fulcrum Shift drain that will buff all of your Pets (and your Controller duo partner) for being able to take your time to get into the exact position you want to be in to use Fulcrum Shift to maximum effect.
  20. If you're duoing with a Plant/Storm Controller, I would recommend either: Time/Dual Pistols Defender Kinetics/Dual Pistols Defender Beasts/Kinetics Mastermind Kind of depends on you whether or not Mastermind would be something you'd want to play, but Beasts/Kinetics paired with a Plant/Storm Controller would just be a wrecking ball combination so long as you take Stealth AND Grant Invisibility on your Mastermind (so as to Stealth yourself AND your Pets and Plant/Storm partner and their Pet!) for getting into the middle of spawn groups before they're hit by Seeds of Confusion and then using Fulcrum Shift on them as they self-destruct around you(!) and then turning your Beasts loose onto them from within. I'm thinking that Plant/Storm paired with Beasts/Kinetics would just be ... Ebil™ Incarnate ...
  21. To give you a sense of my reaction to the thought processes involved here, I'll just annotate the quotes to provide what I was thinking while reading through the OP. At which point I was thinking ... "so, something you toggle on in advance that has a minimal upkeep cost until it gets triggered by a threshold condition during combat, at which point the REAL boost takes effect?" In other words, a toggle power that functions as a "fire and forget" kind of contingency that you PRESET before the battle which will activate IF needed by defined conditionals. It was at that point that I started thinking in terms of "if you take a damage hit that exceeds X% of your Current/Max HP then the conditional triggers the T9 power's effects in response to taking that hard of a hit" and wondered if it was even possible to code such a conditional trigger into a toggle like that ... kind of like how "Scourge" functions such as the Preventative Medicine Absorb proc and the like are encoded. That way, the T9 effect doesn't "start" until you need it to as a "counter" to what is happening during combat. The T9 becomes a "reactive thing" which doesn't require Player input to command happen "now" to save you from defeat. It literally becomes a Contingency that you prep ahead of time and then automatically make use of when the situation calls for it. And the only way to do THAT would be to switch from Clicks to Toggles. Oh ... so we're thinking the same thing here. Change the paradigm from Click to Toggle. Okay. I would also point out that switching from a Click to a Toggle can have some VERY interesting implications for how a power functions in actual gameplay, particularly if it's a Toggle which isn't meant to be a "full time" use case. The example I would pull out for this is both Hibernate in Ice Armor, which you can "terminate" on command by toggling it off, but also Dimension Shift in the Gravity Control powerset, which originally was a Click power. However, the Click version of Dimension Shift meant that it was not possible for the Controller who cast Dimension Shift to "terminate on command" because the duration was baked into the power itself and therefore immutable while it was a Click. Here's the important thing to think about with the example of Dimension Shift though. Dimension Shift is a toggle that has a maximum duration of 20s, but has a recharge time of 60s ... that doesn't begin to recharge until the power is toggled off ... meaning there is simply no way to perma Dimension Shift. You can build for enough recharge to get close to a 50% uptime (20s duration followed by a 20s recharge before recasting), but you're NEVER going to get up to 100% uptime like you can with a Click power (such as Hasten or Chrono Shift or ... you get the idea). And that then makes for a useful alternative framing of what might be a good idea to do for T9 Armor toggles. Specifically ... I'm thinking in terms of a shorter duration (180s is just stupidly long) and a shorter recharge (1000s is just stupidly long!). Using the precedent of Dimension Shift, something akin to a 3:1 ratio (hmmm, where has that come up before?) of duration to recharge sounds about right to me for an Armor T9 Toggle guideline. So here's a theoretical framework to start thinking about this notion in. Use of an Armor T9 Toggle would have "phases" of increasing cost for keeping the toggle on. In this case, I'm thinking of simply leveraging the mechanic that makes global endurance reduction work in set bonuses and powers like Victory Rush and so on. All you have to do is give the Armor T9 Toggle a 20s activation which will do all of its buffing (just like now) but which will not stack from the same caster. That way you get full buffs upon Toggle On and they don't change until Toggle Off. But then you add another parameter that will add +X% Global Endurance Cost penalty which WILL stack(!) every 20s(!). Mind you, that's an increase to ALL ENDURANCE COSTS OF ALL POWERS (!!!) ... not just the endurance cost of paying for the Armor T9 Toggle. That would make EVERYTHING that you're doing more expensive to sustain. You then need to code a way to "expire immediately" all of the Global Endurance Cost mods upon Toggle Off of the Armor T9 Toggle, no matter how many of them have been stacked up onto the character ... so that when you Toggle Off you can begin to "recover" from the strain of trying to sustain it for as long as you did. Of course, if you're a Tanker who is doing nothing besides casting Taunt (which has a 0 endurance cost), it's possible to come up with builds that might be able to sustain that kind of global endurance penalty for substantial periods of time (Hamidon raids anyone?) ... but you wouldn't be much good for anything else, because at that point you'd be operating purely as an aggro magnet in a purely protective mode. So the "crash" would be something that "grows" on you over time, as continuing use of the Armor T9 Toggle becomes increasingly "exhausting" to sustain. But then once you drop the toggle, the increased cost expires and you're back in business. This is my thought at well. Something that is popping up into your view the "Exhaustion" penalty amount that you're now in would give you everything you need to know about what continuing to use the Armor T9 Toggle is (now) costing you, so there are no surprises. So using my above Fibonacci-ish numbering sequence for the endurance penalty you'd have "Exhaustion +10%" showing up on your screen, just like when you get a salvage drop or a recipe drop or whatever, TELLING you which segment of the increasing endurance cost you're getting yourself into. It's then up to the Player to decide how long they think they can hold out for ... bearing in mind that chomping Blue Skittles could help sustain you just that little bit longer that you need IF you need to. Point being though that the Armor T9 Toggles would turn into something you'd actually want to use MORE THAN ONCE per mission. Ideally speaking I'm thinking in terms of a recharge time of no more than 240s (4 minutes) which could be enhanced ... however, under the circumstances, going with 180s might be a better choice. I say that because with +200% recharge, you'd be looking at around 60s worth of downtime between uses of your Armor T9 Toggle ... which is "fast enough" to be something you'd be inclined to use rather than (permanently) save as a Panic Button, while also ensuring that there are periods of downtime during which you won't have your Armor T9 Toggle up ... creating an "ups and downs" dynamic that would be far more controllable than what we currently have.
  22. So ... you're volunteering to create the necessary rigging, skeleton and animations that would be needed for all of those ADDITIONAL body types?
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