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Everything posted by Redlynne
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Argo cap ...?
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Outdated test results probably need to be re-verified. If nothing else, something might have changed in the meantime between now and then.
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[Shield Defense] Invisible Shield for Costumes
Redlynne replied to ScarySai's topic in Suggestions & Feedback
Actually, all that's required is allowing Shield Defense to have access to the already existing for every powerset "No Shield" animations and simply not add a (visible) Shield costume element onto the avatar. As is, Shield Defense is required to access "alternate" one handed animations for each powerset, but if you "delete" the Shield from the avatar you can use the already existing library of two handed animations for powers as if the Shield wasn't there (even though, game mechanically, it still is). It's the one handed "with Shield" animations that are the outlier here ... not the two handed "without Shield" animations that existed long before Shield Defense was developed for those powersets. -
[v3.0.1] Gravity/Time/Primal ... Wibbly-Wobbly Timey Wimey
Redlynne replied to Redlynne's topic in Controller
The idea there was that use of Wormhole would hit multiple $Targets and the chance to proc an Energy Font would be really high (with plentiful $Targets) ... ... and you then dump the compost heap of XP relatively near yourself so both your Singularity and summoned Energy Font get to work on the dogpile. That was the thinking behind that decision, but then in the v3.0 rebuild I decided that I wanted to break up the Overpowering Presence set into 3 groups of 2-slots each so as to maximize the global mez duration gain for the entirety of the build (although, admittedly, Gravity Control features less mez effects than most control sets). Doing that break into 3 groups of 2 then meant that powers couldn't be 5-slotted for recharge enhancement set bonuses, so it got a little tricky juggling everything into a new overall balance. But the main reason for dumping the Energy Font proc onto Dimension Shift is that once you can catalyze it to Superior at Level 50, it switches from being a 1.0 PPM to being a 2.0 PPM and offers greater recharge (catalyze the End/Rech ATO along with it!) which in turn has no impact on anything proc related once Dimension Shift is up and running (my understanding is that Energy Font can only be summoned by the Controller directly, not by pets like Singularity or psuedopets like Dimension Shift independently of the Controller) while the increased recharge of the two enhancements only makes Dimension Shift available for casting more often (up to 3 times per minute!). And with a 2.0 PPM for Energy Font, you could have +122.22% recharge slotted into Dimension Shift before it would fall below the 90% proc chance clamp (according to my calculations), so the added recharge is all upside in Dimension Shift, rather than downside reducing the chance to proc in another power like Crushing Field or Wormhole where increasing the recharge would lower the chance to proc (per $Target). Also, I've got an update incoming to a v3.0.1 I'm preparing to post here Soon™ ...- 78 replies
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[Shield Defense] Invisible Shield for Costumes
Redlynne replied to ScarySai's topic in Suggestions & Feedback
There are precedents for having a sword which is ACTUALLY THERE but which cannot be easily seen ... Game mechanically speaking, there's no difference. The only "meaningful" difference is in the costume editor, changing how it "looks" on the avatar. The animations/motions would all still be exactly the same. -
Sometimes you just have to call a spade a spade, no matter how many arrows she shoots at you ...
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Ah yes, now I remember that part of the discussion starting August 1, 2019 and that's part of the reason why I was looking to use 5-6 damage procs in Distortion Field for my Time Manipulation builds (Controllers can add Will of the Controller damage proc while Masterminds have no corresponding counterpart that can be slotted in from ATO sets). However, it's possible that some update to Homecoming since then changed the underlying dynamics, so a retest to validate/verify might be in order. Doesn't need to be as rigorous as your first series, so long as the proc chances are still weighing in "near" where the computed formula imputes they ought to be.
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Essence Transfer chance to heal problem
Redlynne replied to Erydanus's topic in Peacebringer & Warshade
It's possible that the global heal proc requires the power it's slotted into to be active if it is slotted into a toggle (re: Orbiting Death). However, if it's slotted into a Click then the power doesn't need to "on" in order to share the global proc chance to other powers. Definitely one of those things that will require testing to validate if that's the way it works. -
The pattern and the colors.
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If that's true, then it would seem that Distortion Field is being classed as a "rain" type power despite doing no damage (natively). @Bopper can you get any field testing for this?
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Pay 100 million INF to cause a random type of invasion in a random zone.
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Okay, you need to explain how you got those colors to blend like that on the top and bottoms. 🗯️
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That's because in order for damage procs in Distortion Field to have an effect (deal damage) they're being powered by a toggle run by the summoned pseudo-pet, which has a 20ft radius. Most damage procs are 3.5 PPM or higher (going all the way up to 5.0 PPM for Superior Will of the Controller). 3.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 17.95% chance per $Target every ~10 sec 4.0 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 20.51% chance per $Target every ~10 sec 4.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 23.08% chance per $Target every ~10 sec 5.0 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 25.64% chance per $Target every ~10 sec Which doesn't sound like a whole lot of damage production until you realize that's against multiple $Targets and having multiple damage procs in Distortion Field (which does not need nor allow the slotting of Accuracy enhancements, meaning the power is autohit). Here's what happens when you have multiples (1-4): 1 - (1 - 0.1795)1 = 17.95% for at least 1 damage proc 1 - (1 - 0.1795)2 = 32.68% for at least 1 damage proc 1 - (1 - 0.1795)3 = 44.76% for at least 1 damage proc 1 - (1 - 0.1795)4 = 54.68% for at least 1 damage proc Will of the Controller damage proc has a 4.0 or 5.0 PPM (Superior is higher), and the Unbreakable damage proc has a 4.5 PPM. Put all of those in and you get: Non-Superior: 1 - ((1 - 0.1795)4 * (1 - 0.2051) * (1 - 0.2308) = 72.29% for at least 1 damage proc Superior: 1 - ((1 - 0.1795)4 * (1 - 0.2564) * (1 - 0.2308) = 74.08% for at least 1 damage proc However, that's just the chances for a SINGLE damage proc per $Target with 6 damage procs in Distortion Field ... it doesn't include the chances for multiple damage procs per $Target (which is a sub-set of the at least 1 damage proc condition). Now, I don't know about anyone else, but having ~72% to ~74% chance (roll 2-4 on 1d4) to proc 71.75-107.1 damage every 10s is closing in on the throughput of a stock and standard damage aura power, and can deliver those damage procs to an AoE (rather than to a single target) which also debuffs movement speeds so $Targets cannot escape. So the combination turns Distortion Field into more of a "rain" styled damage production out of power that does not deal damage by default. Now, that's of course assuming that Distortion Field isn't being subjected to the "rain" type powers reduction to damage procs. On another note: I'm kind of surprised that no one has an answer to this question yet.
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Depends on the build, the $Target(s) and the "tempo" of combat (orderly and controlled or chaotic steamroller?). So context remains important.
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Blackfeather's Mind Control Updates v1
Redlynne replied to Blackfeather's topic in Suggestions & Feedback
If the Repel HAS TO BE THERE (I'm not convinced it does, but work with me here) ... then I'd want to have a way to conditionally engage and disengage the Repel component being added into Telekinesis. The simplest solution to this particular problem that I've been able to conceptualize, while keeping Telekinesis (relatively) self-contained so it doesn't create dependencies with other powers, is to go the "Mystic Fly" route and have Telekinesis get broken out into two powers ... the "main" toggle power that does the AoE Hold function just like normal ... and a "sub" toggle power that enables the Repel function in the main power. Essentially the way it would work is to key the Hold toggle to enable a Repel function if the sub-power toggle is affecting the caster of Telekinesis. Toggle on both the Hold and the Repel enabling toggles and you have exactly the same functionality as Telekinesis has right now since the max targets nerf. However, you would be able to toggle Hold both with and without Repel being active ... but the reverse would not be true (you couldn't Repel toggle without the Hold toggle being active) ... due to the dependencies. All the programming would need to do is check to see if the Repel toggle is toggled on on the caster in order to enable the Repel function in the Hold toggle affecting the anchor $Target and all of the other $Targets within the AoE (up to the max targets limit). Basic idea would be that the Hold toggle (without Repel) would cost 2.08 end/s and the added Repel enabling toggle would cost 1.04 end/s to run ... for a total of 3.12 end/s for running both (unchanged from current power) when both toggles are running. That then gives the Player the option of when to "push" with Telekinesis and when to merely "hold" with Telekinesis so the power isn't a self-defeating (in the absence of useful terrain) power that scatters what it ought to gather. All that said ... I honestly think that a superior implementation to that would be to do the "fission" of Hold and Repel functions as above, but then rather than keeping the Repel function on a sub-toggle ... replace it with a "Wormhole-lite" Click power that will Teleport Foe all $Targets within the AoE of the Telekinesis Hold toggle and deposit them at the location of the anchor of the Telekinesis Hold toggle. This would be one way to "cluster" everything within the AoE onto the location of the anchor $Target without needing to resort to Knock* or Repel functionality. It would be a way to use already Known Working Tech™ to achieve the desired tactical repositioning behavior at the lowest risk from a technical standpoint. Just remember the three Ts ... Telepathy Telekinesis Teleport -
[Shield Defense] Invisible Shield for Costumes
Redlynne replied to ScarySai's topic in Suggestions & Feedback
Yes please. -
The Kool Aid Self is STRONG with these ones ... 😓
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Says @ninja surprise ...
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Weekly Discussion 45: Favorite and Least Favorite Story Lines
Redlynne replied to GM Miss's topic in General Discussion
Brickstown Tram > Tunnel to IP > In South IP next to Magic Store Enter Paragon Dance Party > Exit Paragon Dance Party at Power Island in South IP Navigating to South IP is not that hard ... -
ONE PER RUN ... not unlimited quantities from vendors for the asking. Although Death from Below makes SOs available below Level 25, the design purpose and intent was to ensure that demand FAR outstripped supplies. For one thing, if you left XP gain on for enough runs to get SOs for every slot you'd need them for, you'd have far more XP gained than you'd need to get to "normal" SO sales from vendors anyway. What you're proposing is INFINITE SUPPLY ... rather than a necessarily constrained supply that (still, to this day) prevents SOs below Level 22 becoming the norm. That's because SOs supplied by Death from Below runs are an "exception case" rather than the rule (even if it is now extremely common for Players to run Death from Below to skip past Levels 1-20).