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Everything posted by Redlynne
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The way you want to think about toggles like Maneuvers and how they inter(re)act with Power Boost is that they are SHORT durations that are repeatedly getting cast (sometimes as often as 2x per minute). Power Boost will affect toggles while the Power Boost duration is up, but not upon "refreshes" of the toggle at activation interval speeds after Power Boost expires. The reason why Farsight has such a good synergy with Power Boost is because it's a long duration Click power. Click Farsight while Power Boost is up and the buff lasts for the entire duration of Farsight (which is long, unlike a toggle which is short but repeatedly "refreshed" rapidly). Note that the benefits of Power Boost also apply to long duration Click Controls ... such as your Target AoE Control powers on a 240s duration ... just as much as it does to a power like Farsight, helping you to "perma" such AoE Controls if you're got multiples of them (Mind Control comes to mind (pun unintended) for this kind of thing, although some secondaries like Trick Arrow also offer a controlling nuke power to stack with so there are other possibilities).
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The Build Up will only proc for pets of the tier that the enhancement is slotted into, and each pet of that tier tracks their procs independently of each other. So if you put it into your tier 1 pets, you can have 1 of those tier 1 pets proc the Build Up for themselves while the other 2 tier 1 pets remain unaffected by the buff (until they proc it for themselves too). Depends on the pet(s) and the attacks that they use. It is not a one size fits all "flat" performance anymore because the proc rate is normalized to 3 PPM ... so ... roughly every 20 seconds or so? Pets are completely unaffected by recharge (buffing or debuffing), so any recharge slotting only affects how fast the summoning power itself will recharge. Endurance reduction affects pets and caster, and if your pets run out of endurance then you haven't slotted enough endurance reduction into them (bad player!).
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Fixed that for you.
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Actually, the City of Data is archived at the Internet Wayback machine, but they don't have ALL of the sub-pages archived.
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[v3.0.3] Evolving Tri-Form Peacebringer
Redlynne replied to Redlynne's topic in Peacebringer & Warshade
Thanks, I'm still working on getting mine through The Hollows (I've got 9 alts ta feed!). When you go to slot enhancements, you right click on the slot and the planner brings up the pop up to pick your enhancement from. You can type the numbers to pick what level you want the enhancement to be (type 5 then 0 for a level 50 enhancement). You can then use the + and - keys to add +levels or -levels to that enhancement before you left click on the one you want to use. So if you type in 50+++++ you'll wind up with a 50+5 enhancement being slotted. Note that there's an annoying "feature" in the planner where if you slot a HamiO and do ++ on it to get it to +2 the planner will "remember" that setting as the default for all subsequent enhancements that you're slotting. To counter this, you need to slot another HamiO (pick another slot that you'll overwrite) and do -- on it to remove the +2 factor and then slot in the HamiO with no level modification on it. The "+0 level" will then become the default for adding other enhancements (just like "normal") and you can proceed with slotting out the rest of the build. I found this problem "the hard way" after slotting in some +2 HamiOs and then went back to slotting up the rest of a build and at the end found I'd wound up with 27+2 and 31+2 everywhere and basically needed to redo the entire build from scratch to overcome the issue. So I'm mentioning that here to help you avoid the same frustration factor. It's a nuisance but not a crisis, since I worked out how to exploit use the T1H and T2H powers in the "wrong" forms simply by using them in Human form before switching as documented here. The only distraction, per se, is when I shift forms without first "enabling" the use of the attack power I shouldn't have access to in alternate forms and have to revert to Human form to use it before switching back to the form I wanted to be using that power in. So that's slightly clunky, but it's something that can be worked around (mainly with "good habits" for using the loophole). I'm not at all worried that this Unexpected Feature™ will be patched ... mainly because if it does then the only thing that's really "lost" is a power that shouldn't be accessible anyway in Dwarf and Nova forms. The sad reality is that Gleaming Bolt is just TOO WEAK to be of much use to a fully slotted out Dwarf (Dwarf Strike at 1.2s animation is 1.458x the damage production of Gleaming Bolt's 1s of animation when normalizing for the animation times) meaning that any rotation that uses Gleaming Bolt in Dwarf form is LOSING damage production per animation second. Think of it this way. With +95% damage enhancement, Gleaming Bolt only gets up to ~52 damage per attack to produce about 52 damage per animation second. To get the same damage per animation second performance out of Dwarf Strike, you only need to add +33.6% enhancement to Dwarf Strike. That's a difference of maximum investment (Gleaming Bolt) versus just getting started (Dwarf Strike). The same holds true for Nova form and use of Gleaming Bolt. Any rotation that is using Gleaming Bolt in Nova form (when it "shouldn't be able to") is technically losing damage production per animation second over the alternatives. I mean, even comparing Gleaming Bolt to Nova Bolt, they've got the exact same damage per animation second production (Nova Bolt does +50% "more damage" per attack but also takes +50% longer to animate, so that's a wash there) ... except that Nova Bolt costs the exact same amount of endurance per attack as Gleaming Bolt, meaning that Nova Bolt produces more damage per endurance than Gleaming Bolt, has more range (100ft vs 80ft) and produces exactly the same damage output per animation second as Gleaming Bolt with equivalent slotting ... meaning that Nova Bolt is the superior option in all categories EXCEPT when needing to use Gleaming Bolt as part of a Human form attack chain as a filler attack to prevent gaps in the chain. In other words, the "usefulness" of Gleaming Bolt is simply too marginal to get at all upset about if this particular loophole is fixed. Just about the only condition under which losing Gleaming Bolt in Nova form (or Dwarf form) is a problem is VERY EARLY ON when leveling when you haven't got any recharge slotted (or set bonuses or Hasten buffing) when you simply need to have "enough attacks" to make up an unbroken rotation. T1H Gleaming Bolt takes 1s to animate and 1.5s to recharge (base). T2H Glinting Eye takes 1.67s to animate and 4s to recharge (base). T1N Nova Bolt takes 1.5s to animate and 1.5s to recharge (base). T2N Nova Blast takes 1.67s to animate and 4s to recharge (base). This means that even with NO RECHARGE available, the following attack chains are possible: T1H > T1N > T1H ... 0.5s pause ... repeat T2H > T2N > T1N > T1H ... repeat T2H > T1N > T2N > T1N ... repeat Notice that there's a ZERO RECHARGE option that doesn't use T1H Gleaming Bolt AT ALL in Nova Form ... and that once you get Glinting Eye down to 1.5s recharge (at +166.67% total recharge) and Nova Blast down to 1.67s recharge (at +139.52% total recharge) you can skip over Nova Bolt ENTIRELY and just do this instead: T2H > T2N ... repeat So Gleaming Bolt isn't all that useful as a filler for Dwarf form (Dwarf Strike recharges in 1.76s just with Hasten alone) and only needs +100% total recharge to be reduced to 1.5s recharge which is then equal to the shortest animation of ANY of the other Dwarf form attacks ... meaning that a slotted Dwarf Strike is superior in ALL circumstances to using Gleaming Bolt as a filler attack in Dwarf form. And on top of that, Gleaming Bolt is both the worst and the most easily avoided option (because there's a readily available alternative that WORKS) in Nova form ... meaning that Gleaming Bolt CAN be used in Nova form but there's no NEED to do so. This reduces Gleaming Bolt's importance, even as a "filler" attack to essentially being something to be concerned with in Human form only as a way to pad out attack rotations that use Radiant Strike, Incandescent Strike and Solar Flare. To be honest with you, the best thing that could happen to Gleaming Bolt is if its animation time got INCREASED from 1.0 to 1.5 seconds (to match Nova Bolt) and its base damage got increased by +50% (to keep the damage per animation second the same) while leaving the endurance cost and recharge times alone and then Gleaming Bolt MIGHT start to become competitive to the alternative options. As it is, in order to get the "most" you can out of Gleaming Bolt you need to machinegun rapid fire the power as fast as you can ... and it's got nothing else in the arsenal that it can alternate with to make a continuous attack chain using only "native" powers to a Peacebringer (same goes for the Warshade equivalent). There simply are no other 1s animation time powers available to Peacebringers. So Gleaming Bolt is basically only useful as a "gap filler" and even then, once you get enough recharge into a build you'll often times be able to ... configure ... your attack chains in such a way that you simply don't need to use Gleaming Bolt more than once (or twice?) per rotation. I mean, just in the attack rotations that I provided upthread, the only times that Gleaming Bolt is "needed as a filler" attack to pad out an attack chain is ... Human form single target. Literally every other attack chain rotation simply has no use for Gleaming Bolt once there's enough recharge slotted into the build, and I was able to find ways to work around needing to use it. So no ... I'm not worried about losing the ability to use Gleaming Bolt in Nova form. Why do you ask? So after writing all of that I went back to the build and "tested" taking Gleaming Bolt out of the build and swapping Glinting Eye into Level 1 and putting Gleaming Blast into Level 2 and ... I can make an attack chain that is T2H > T5H > T3H ... 0.01s pause ... repeat 👀 ... which means I'm going to need to rewrite this build ... again(!) ... That's because, at the time I wrote that build, I hadn't started playing yet (it was pure theorycrafting in preparation for playing) and I was dealing with the incredibly slot hungry realities of playing a Tri-Form that needs to dedicate almost HALF of its available slots into forms, and being able to slot up Gleaming Bolt for use in more than one form sounded like a great idea (at the time). To put it mildly, I'd only scratched the surface of how that would "work" in practice and didn't fully appreciate all of the ramifications (let alone the limitations of animation times and recharge times in organizing attack rotations). However, now that I've got more XP with building (Proc Fu is a massive game changer!) and have figured out ways to use different attack chain sequencing, it is now possible to (in the v3 build here) use attack rotations that are MUCH more demanding of endurance than the v1 build post was capable of doing in Human form ... and to support that higher endurance cost a greater investment into endurance recovery is required. But hey, if the v1 build is still working for you and you're still happy with it ... by all means, keep using it! -
I go to the Windows pulldown menu and select Data View to get that info. The Data View is more ... expansive ... and presents info more like a City of Data page.
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0.78 end/s is just the cost of running the toggle ... but you also add in 2 end/s per $Target being affected because it's -1 endurance per affected $Target every activation (which is 0.5 seconds). So ... max targets of 16 ... if you're hitting 16 of them that means you're DRAINING AWAY -32 endurance PER SECOND until those $Targets "leave" the 9 foot PBAoE radius. Whether or not that's "sustainable" amount of endurance cost is left as an academic exercise for the disinterested observer ...
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City of Data archive: Repel for Defender Level 2 Type Toggle PvE damage scale 0.000000 Accuracy 1 Modes required Modes disallowed Disable_All Range - Activate period 0.5 seconds Interrupt time - Cast time 1.07 seconds Recharge time 20 seconds Endurance cost 0.39 Attack types Effect area Sphere Radius 9 feet Arc - Max targets hit 16 Entities affected Foe Entities autohit Foe Target Caster Target visibility Line of Sight Nofity Mobs Always Self: -1 Endurance (ignores enhancements and unresistable) Target: 6.231 Knockback for 0.5s (does not stack from same caster) (PvE) 6.231 Knockback (27% chance) (effect can suppress) (PvP) Drop 1 Toggle(s) (0% chance)(ignores enhancements and unresistable) (PvP)
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I just pick Mystic Flight (and edit the FX in the costume editor) to give myself not only flight but the ability Wormhole Myself (minus the debuffing) to wherever I want to get to. It's remarkably useful to have a Fly+Teleport bundled into a single power since it lets me "sneak past" locations to get into favorable places for deployment of my powers.
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Myshkin's "Mad King Special"
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Eliminating the pop up tray for Sorcery and other pools
Redlynne replied to dragonhawk777's topic in Help & Support
Yes. Visit Null the Gull in Pocket D. -
Wow ... I never had any problems with those missions, and I'm running 4 alts through Praetoria (two Resistance, two Loyalist).
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Best answer is ... you'll have to test it, in game.
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Yes ... because the two pseudopets that are emitting the effect are "different casters" for their respective effects, even though your Controller summoned both pseudopets.
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[For Fun] More Build Up / Aim / Confront Variants?
Redlynne replied to Galaxy Brain's topic in Suggestions & Feedback
Makes me wonder if porting Siphon Power from Kinetic Melee into Electric sets for their Aim equivalent would make any sense whatsoever ... -
Punishment ... meet gluttony ...
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Working as intentionally designed. Universal Travel sets only slot into powers that you actively pick at level ups and do not slot into any "freebie" or P2W powers.
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[v3.0.3] Evolving Tri-Form Peacebringer
Redlynne replied to Redlynne's topic in Peacebringer & Warshade
Reserved (just in case...). -
That would be a LOT of work ...
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Most hilarious thing to do is to RUN the ski slopes/ski chute with a Kheldian in Dwarf form. Dwarf form never got a skiing animation ported over to it, so the Dwarf just LUMBERS downhill in a TROMPTROMPTROMP run animation at the same movement speed as if it were skiing. The sound of it while you're doing it is just too funny.
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Poison Ivy Your name is Poison Icy ... and you've got a "thing" against people calling you a hottie.
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I'd also note that you can meet the times you need to finish by with the movement buffs from a Kinetics buffer. You'll need Speed Boost and Inertial Reduction, which will increase your running and (of all things) "falling" speed so that you can complete the course fast enough to win gold medals. This is especially true for the advanced course. Good to know that the same thing can be achieved using SG Base Empowerment Station buffing.
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[v3.0.3] Evolving Tri-Form Peacebringer
Redlynne replied to Redlynne's topic in Peacebringer & Warshade
Repeating Attack Chains (including Hasten buffing but not including Force Feedback buffing or Build Up buffs from powers or procs) Human Form (no Inner Light and no Decimation Build up procs) Form endurance recovery with all accolades and no toggles: 3.25 endurance/second (without Light Form) ... 4.02 endurance/second (with Light Form) Shining Shield, Thermal Shield and Quantum Shield cost 0.24 endurance/second while toggled on (0.72 endurance/second total with all three toggled on). Ranged Only Single Target (T2H > T3H) Melee (Radiant Strike only) and Ranged Single Target Only (T5H > T2H > T3H) Melee and Ranged Single Target Only (T5H > T9H > T5H > T2H > T3H > T2H) Ranged, PBAoE and Melee Multi-Target Mix (T12H > T2H > T5H > T9H > T5H > T2H) Nova Form (no Inner Light and no Decimation Build up procs) Form endurance recovery with all accolades and no toggles: 3.53-0.24 = 3.29 endurance/second (without Light Form) ... 4.31-0.24 = 4.07 endurance/second (with Light Form) Ranged Single Target Only (T2H > T2N) Ranged Single Target, Cone and Target AoE Multi-Target Mix (T2H > T3N > T4N > T2H > T2N) For purposes of simplicity in damage calculations, assume that the Cone attack hits same $Targets as the Target AoE. Dwarf Form Form endurance recovery with all accolades, no toggles: 3.53-0.2 = 3.33 endurance/second (without Light Form) ... 4.31-0.2 = 4.11 endurance/second (with Light Form) Taunt and Melee Single Target Mix (T5D > T1D > T2D > T1D) Taunt, PBAoE and Melee Multi-Target Mix (T5D > T2D > T3D > T2D > T1D) Single Target only attack chain rotations (best > worst) ranked by different criteria Damage per second comparisons: Endurance per second cost comparisons: Damage per endurance comparisons: Net endurance per second recovery comparisons (without Light Form): Net endurance per second recovery comparisons (with Light Form): Multi-Target Mix attack chain rotations (best > worst) ranked by different criteria Damage per second comparisons: Endurance per second cost comparisons: Damage per endurance comparisons: Net endurance per second recovery comparisons (without Light Form): Net endurance per second recovery comparisons (with Light Form): When Decimation Build Up procs … which subsequent powers in the repeating rotation gain the benefit of the 5.25 second duration buff? Bold Text marks the T2H Glinting Eye power in the rotation that casts the Build Up buff on yourself at the end of its animation. Italicized Text marks the succeeding powers that are subject to the Build Up buff assuming no pauses in the attack chain. Subscripted Numbers 12345 count the succeeding powers that are subject to the Build Up buff. Underlined Text marks Cone and AoE powers that increase the effectiveness of the Build Up buff multiplicatively against larger numbers of $Targets. Where an attack chain repeats will be marked with a >> notation so as to make it easier to visualize buffs "wrapping around" into the next repeat. T2H Glinting Eye ... animation: 1.67s, recharge: 4s (base) to 1.31s with Hasten T3H Gleaming Blast … animation: 1.67s, recharge: 8s (base) to 2.75s with Hasten T5H Radiant Strike ... animation: 1.07s, recharge: 10s (base) to 3.3s with Hasten T9H Incandescent Strike ... animation: 3.3s, recharge: 20s (base) to 6.37s with Hasten T12H Solar Flare ... animation: 2.1s, recharge: 20s (base) to 6.25s with Hasten T2N Bright Nova Blast ... animation: 1.5s, recharge: 4s (base) to 1.31s with Hasten T3N Bright Nova Scatter ... animation: 1.5s, recharge: 12s (base) to 4.08s with Hasten T4N Bright Nova Detonation ... animation: 2.5s, recharge: 16s (base) to 5.98s with Hasten (T2H > T3H) Human Form (T5H > T2H > T3H) Human Form (T5H > T9H > T5H > T2H > T3H > T2H) Human Form (T12H > T2H > T5H > T9H > T5H > T2H) Human Form (T2H > T2N) Nova Form (T2H > T3N > T4N > T2H > T2N) Nova Form What I want everyone to take away from this analysis of how to leverage the Decimation Build Up proc to maximum advantage, in this build specifically, relies on a multitude of factors ... starting with the animation times of all of the respective attacks involved in a repeating chain (since those cannot be reduced), followed by the respective recharge times as modified by enhancement slotting and global set buffs plus incarnate slotting, followed by the effort to "build the jigsaw puzzle" into what I think of as being recognizable "shapes" that can be fit together in a repeating attack chain in a way that allows all of the powers in that chain to recharge before you attempt to use them again (animation time plus recharge duration combined using the longest combination from a single power makes for a good rule of thumb for how long the attack chain's overall duration needs to be in order to repeat it seamlessly) ... and then you need to "organize" them in such a way as to be able to animate the highest number of powers after a Decimation Build Up proc so as to extract the "most" value out of that buff when it does proc. You basically wind up adding up animation times until you go "over 5.25 seconds" and then that marks the end of the Build Up buff duration for that particular attack chain. As you can see in the above examples, if you care to look, it's even possible to use a power with the Build Up proc in it more than once in a particular attack chain, giving you more chances to proc that Build Up buff during any given repeat of a rotation. This is most valuable for multi-target attack chains with a PBAoE/Cone/Target AoE in it, as I discovered to my surprise when building my Ninja/Time/Mace ... "It's a Bow Time" build that you can find in the Mastermind Forums if you're really interested in learning more, since Build Up procs effectively supercharge the damage production of an AoE attack in a way that most of the "standard" damge procs cannot compare to or compete with. However, since the WALL OF TEXT CRITS YOU!!! factor on this build post is long enough already (and I'm pretty brain fried myself after writing all of this over the past 7+ days!) I'll spare everyone the repeat posting and just direct anyone who is interested to check out my past dabblings with exploiting the Decimation and Gaussian's Synchronized Fire Control Build Up procs (both of them!) for what can only be described as Fun And Profit™ in builds that are able to afford to slot them and leverage them to maximum advantage. So for everyone who is still reading at this point because you've read the whole thing and your brain is just doing one of these ... ... there's kind of a reason for that (and you're not alone!). I mean ... how do you think I felt when I realized this potential for a Peacebringer build was just ... sitting here ... undiscovered by seemingly ... anyone ... yet ... and then once I found this little conceptual island of stability amid the chaos of possibilities ... well ... let's just say I needed to get it (ALL!) out of my head and parked on a forum where I can always(?) reach back to as an external memory storage device, simply due to the sheer DENSITY of information I've compiled and incorporated into this build from beginning to end. And the best part is ... I haven't even had the opportunity to prove out everything I've put into this build yet ... but I'm sure it will work really well, even if it isn't your standard defensive softcap style build. -
[v3.0.3] Evolving Tri-Form Peacebringer
Redlynne replied to Redlynne's topic in Peacebringer & Warshade
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 Auto Run/Walk and cancelling power queuing 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). The Return key I have custom coded to require Shift+Enter 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 my Contacts window (with a smartphone emote). Shift+Semicolon does the same thing for the Auction House. M is simply there to toggle my Map from the keyboard. 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. -
[v3.0.3] Evolving Tri-Form Peacebringer
Redlynne replied to Redlynne's topic in Peacebringer & Warshade
Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Note that attached .mxd file includes an Alternate Slotting that shifts towards Superior and Purple 50 Sets slotting for endgame players for whom resources and financing is NOT a problem. Peacebringer - Luminous Blast - Luminous Aura.mxd