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Fade

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Posts posted by Fade

  1. I'd say /e text would be a solid place to start for an animation. Put one of the already-existing bundles of money in the character's hands, and maybe a single bill moving back and forth would simulate endlessly counting a stack of bills.

    Ghost_Widow_Emote_Text.gif

  2. 23 minutes ago, Easter Bunny said:

    Ah! Whoops! Sorry for missing your earlier question!

    Yes, the collaborators portion of the entry form does directly connect to the "one base per player" rule.

    However, I love that you want to thank your friends and fully support that. Maybe add a Special Thanks section on your entry ❤️ That should bypass the rule just fine, they won't be credited as builders to your base that way.

    That's a great way to handle it, and I edited my submission post.

    • Like 1
  3. 1 hour ago, Easter Bunny said:


    Yes, multiple entries from the same Supergroup are allowed - there’s no rule against that.

    However, individual builders can only be part of ONE entry. If a builder contributes to multiple bases, they must choose one to be officially listed on. This means a person cannot be credited on more than one entry, even if they belong to the same SG.

    I see the post you are referring to and have reached out to those involved for clarification on how they want to proceed.

     

    That would be me! I asked this question earlier, and I think it was overlooked in favor of the other question I posted.

     

    On 4/22/2025 at 11:52 PM, Fade said:

    EDIT: Another unrelated question: Some of my friends helped out with tips and tricks and suggestions. Will naming them as collaborators prevent them from submitting their own entries due to the "one base per player" rule?

     

    Considering I built the base by myself, but my friends helped by teaching me how the base builder worked, should I remove them from the contributing builders section to avoid misconception?

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    • Your character name: Dead Fade

    • Your Global handle: @Fade

    • Are you the owner? Yes

    • Are you the builder? Yes

    • Your base’s name: Zombie Fusion

    • The shard it is located on: Torchbearer

    • The passcode for entry: FEEDTHEFUSION-14609

    • The category your base is entering under: Novice

    • Contributing builders’ names or Global handles: Built by myself

      Inspired by comics events such as Marvel Zombies and DCeased, Zombie Fusion is Fusion Force's undead theme team. We created undead versions of our main characters for the Halloween season last year.
      Our base has two main sections - the sewer portion and the graveyard portion. The Zombies have taken up residence in Paragon City's sewer system, and have made a home and functional base of operations from the trash and refuse of the city. At the end of the sewer segment, ride a broken pipe into the graveyard, a purely decorative area of quiet contemplation and eerie vibes.
      If you enjoy scavenger hunts, try to locate the ten hidden blue rubber duckies! Five are hidden in the sewer section and five are in the graveyard.
      Special thanks to @Emerald Fusion, @Kaasha and @Major Pain for education and inspiration!

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  4. I'm considering entering the base contest with the first base I've ever built to completion, but the Novice category has a lot of competition in it. Would I be better off entering into a different category (Other/Miscellaneous, in this case)? Are the Novice bases going to be judged on a different level (perhaps more forgiving) than the other categories?

    EDIT: Another unrelated question: Some of my friends helped out with tips and tricks and suggestions. Will naming them as collaborators prevent them from submitting their own entries due to the "one base per player" rule?

  5. The concept sounds fun! I'm not sure about some of the specifics (I don't love the idea of stepping on Electric Controllers toes by making a visual clone of their tier 9 pets, for example) but the overall idea is definitely worth pursuing.

  6. I think it would be great if there was some overlap to the level ranges in the Praetorian arcs and zones. I'd suggest the arcs in Nova Praetoria range from 1-15, the Imperial City arcs range from 10-20, and the Neutropolis arcs range from 15-25. That would let players move through Praetoria as quickly as they do now, linger and complete missions on their own timescale without needing to handicap their own progression, and give players some wiggle room if they intend to pause XP gain but make a mistake.

    It would also help pure-goldside characters have content throughout their journey, though there might need to be some extension in First Ward and Night Ward as well to make that feel as good as it can. Goldside content is limited, but the much more pressing issue is that you are arbitrarily cut off from completely valid content way too early.

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  7. On 1/4/2025 at 3:30 AM, Maelwys said:


    This is really far less complicated than you're making things out to be:

    Mids has an internal database that lists Inherent Accuracy for each power. Neutrino bolt is 1.00 (correct as per CoDv2)
    image.thumb.png.7225e84b5aa4bab3b8e2b36bb226305f.png
     


    This is used to calculate the estimated Final Hit Chance as below (same example power + acc slotting + set bonuses that you used, same total displayed e.g. 176%):

    image.png.8ab0b7457128c935ed556b9b06f23368.png



    Whenever the Enemy Level Slider is changed, the appropriate Purple Patch scaling is applied and you can see the estimated Final Hit Chance change accordingly:

    image.png.6abc67c3c31e4a97a964cd9802470935.png

    Note the 91.5% figure in bottom left.
    This is NOT AN ACCMODS FIGURE, IT IS THE ESTIMATED FINAL HIT CHANCE.

    It is also pretty much bang-on accurate to what you will see in game:

    image.png.2d02277efa7f24505379541eb275caed.png

    image.png.6c90e3ff8788c8d06f3c33fdf0ae6566.png

    image.thumb.png.bfc715b5cea08e3eaf1f59ce1c02bbba.png

    image.thumb.png.4892c061420a8df170ec4ad18e828f0d.png

    Predicted Final Hit Chance in Mids vs a +4 with that slotting = 91.50%
    Actual Hit Chance in the Game vs a +4 with that slotting = 91.50%

    Caveat: This all only holds up providing that the power you're looking at has the correct mods in Mids' Database (since as I mentioned previously, this database gets wobbly in a few places - Epic Blasts especially as they're often copied/pasted from other powersets where additional inherent accuracy bonuses exist!)
     

     

    I know this post is nearly a month old but I need to commend you on the comedic choice of taking the final screenshot from the hospital.

    • Like 1
  8. Empyrean Merits are a super important and under-explained part of the modern incarnate system: Empyrean Merits are the most efficient way to obtain your Rare and Very Rare incarnate components, and also can be broken down directly into threads. If you haven't been using them yet, you probably have a huge stack of them already, because they are rewards you get every three vet levels (as well as from completing incarnate trials). Check the list of stuff you can do with them in the menu where you create components.

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  9. Personally, I don't have exactly the same problem you're describing, but I do have a similar issue. I can resize the character bio window just fine, and after resizing the window it stays that size for that character. When I inspect another player, I get a scrollbar. But when I see personal info for my own character, I don't have a scrollbar, even when my character bio is too long for the window. That makes me think there is some kind of bug - perhaps associated with adding the toggle for "show character age"? I think the situation started right around that same time.

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  10. I personally like the solution of:

    • Have group fly at base level only affect self and pet-class entities (I don't think anyone would object to their pets being affected by someone else's group fly).
    • Give it a pop-up tray, similar to afterburner, that allows group fly to affect players as it does now (including whatever new system allows a player to choose to not be affected by it, by default or via an options menu selection)

    I think this setup would give the best of both worlds. Under normal circumstances, I think most players do not want to be affected by someone else's group fly. But some players do intend to give others group flight for specific tasks, like Hamidon raids, and it would be unfortunate if they lost the ability to provide that to people who want it. This setup allows the user of group fly to fine-tune what kinds of entities are affected by their power, and also has room for the players to decline it.

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  11. It's a tough one to design around, I'll admit. Looking at some other control sets for examples:
    All of the Energy attacks in other sets (Energy Blast, Energy Melee, Energy Manipulation, Energy Assault) only really contribute stuns/disorients or knockback, so that's a limiting factor.
    Gravity Control has a little bit of knockdown in Propel, but otherwise it doesn't use a "secondary effect" so much. Its powers break the mold a bit with enemy movement and having more attack-like powers than was standard on a control set at the time of its design.
    Mind Control also doesn't have a secondary effect, other than just having a good damage type and ignoring positional defenses. Not something I'd suggest ripping off.
    Illusion Control very much breaks all the molds, but its single-target hold also has a chance to sleep enemies around it in a splash area, like poison's debuffs. And, come to think of it, Gravity's Propel kind of has a splash area too, if you combo it.

    Maybe a chance (a low chance, realistically) to do knockdown on nearby targets when you hit with a single target power?

    Or, cribbing a bit from the Energy Melee revamps, some kind of Energy Focus-like builder that gets spent to improve knockdown chance? I hesitate to focus (pun intended) on that angle to avoid making Energy/Energy Dominators have two separate build/spend mechanics, which seems like it could be annoying to play.

    • Like 1
  12. Focusing on Energy Control, I feel like the -damage component that a lot of them have as a secondary effect feels more like Kinetics' bag. Not sure what I would suggest as an alternative, though.
    I do like that there is a big theme of knock(down/back/up) and a bit of disorient, and I could see more disorient stacking as a way to carry over the theme of Energy (particularly Energy Melee) while increasing the control components.

    • Like 1
  13. While I think it would be nice to have this built-in, I've made a bind file that has similar functionality that might do what you want it to already.

     

    I made a file called ca.txt in my Homecoming/settings/live folder, so I can load it in-game with /bindloadfile ca.txt. In that file, I have 3 lines:

    C "monitorattribute To Hit Bonus$$monitorattribute Damage Bonus$$monitorattribute Recovery Rate$$monitorattribute Endurance Consumption$$monitorattribute Recharge Time Bonus"
    shift+C "monitorattribute Ranged Defense$$monitorattribute Melee Defense$$monitorattribute AOE Defense"
    alt+C "bind C nop$$unbind shift+C$$unbind alt+C"

    In-game, after I've loaded ca.txt, all I have to do is hit C, shift+C, alt+C to have my windows show up as I've set them up. The command on alt+C helpfully unbinds my keys so I don't accidentally turn off the combat attributes I just started tracking.

     

    The exact attributes you want to track are likely different from the ones I track, so check the wiki's page on the /monitorattribute command to find the ones you want to track. The command is a bit weird in how it works.

    In theory you could also just save those lines in your default keybind file, so you don't even have to use /bindloadfile ca.txt if you always want to use the exact same attribute window on every new character you make. I don't personally do that because I've set up ca2.txt and ca3.txt tracking different defensive stats for other characters.

  14. It's not a bug, but it is a very weird power. As Rudra said, it has two components - the first is a knockdown and a chance to stun, and the second is damage.

    But they also have different ranges. The knockdown component is a targeted AoE with a 20 foot range and a 15 foot radius, but the damage component is a 55 degree cone with a 20 foot range.

    If you're executing the power at max range (20 feet) from your target, who is standing in a cluster of enemies, they will likely all be affected by the knockdown portion. The damage portion won't affect anyone farther than the initial target, because they'll be outside the cone portion.

    Edit to add: And if you use the power on an enemy in melee range with you, flanked by other enemies in melee range with you, it can be easy to miss the enemies to the sides of your target with the damage portion because the cone is very narrow at close ranges. The knockdown portion will still hit all enemies in melee range with you because the targeted AoE will just hit everyone within 15 feet of your target.

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  15. I'd like to throw in Bio Armor as a contender. When colored red, it works really well visually for blood manipulation, either with or without the carapace visuals. It works great for a more biological type of vampire than a mystical one, though my Bio Armor vampire has a magical origin and it still fits well. And mechanically it has a few "absorb from your enemies" type powers that fit the theme very well.

    On a melee archetype it would pair well thematically with Savage, Dark, or any weapon set you could imagine your vampire using. I haven't tried it on a Sentinel yet so I don't know if the theme holds up as well, but Dark and Water would be obvious choices. For all archetypes, it's a slightly less intuitive choice, but Psychic powers are something vampires are known to use and might make a good thematic pairing.

    • Like 1
  16. If I could offer an alternative for Group Fly that I don't think I've seen suggested before:
    Change the Group Fly power to only affect pets by default. In addition, grant it a travel power popup tray, like you see with most of the other travel powers, that includes the current functionality of Group Fly for everybody. The popup Group Fly should be a toggle that costs zero endurance to maintain but can only be active while Group Fly is active.

    In my mind, this implementation wouldn't meaningfully change anything for people who want Group Fly to work as it does on other players, but would improve the lives of every Mastermind that wants to use it just for their pets (and everyone who teams with them!).

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