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Everything posted by Purrfekshawn
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What's the point of limiting Arcs to 3 per account, when you can easily make new account and put missing AE content there, although this's clearly uncomfortable? AE tickets aren't hell of a valuable either, to justify such a limitation. Likely restriction to 3 Arcs is some artifact from times when City of Heroes was a paid game, back then in order to keep account functioning you had to pay real money... But right now this restrikshun just doesn't make any sense at all. This could be some very easy solution for this. In "\COH\missionserver\db_users.txt" (serverside) there are variables "Publish Slots", they may be edited with premature removing two strings with CRC at start of the file. But also default number of these slots for newly created account might be upped somewhat (to 1000 for instance) as well. Edit: for the latter thing this worked: in "\COH\bin\missionserver.exe" (32-bit version, serverside) filding following bytes: 05 00 00 00 18 00 00 00 03 00 00 00 and replacing them to 05 00 00 00 18 00 00 00 E8 03 00 00 May work as needed. But l can't be sure about consequences (hopefully they're absent). This changed default value of AE slots for newly signed up to AE accounts (from 3 to 1000).
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Is there any solid reason why Defense Debuff enhancements can go into Shin Breaker (Street Justice power), but cannot go into Crippling Axe Kick (Martial Arts power). Both of them have primary role of dealing damage, but they both have -DEF component in them. Yet one's -DEF can be enhanced, while other can't. Also Shin Breaker, unlike Crippling Axe Kick, can accept Achilles' Heel unique (-RES). Another strangeness is Street Justice power - Spinning Strike, it accepts Targeted AoE Damage Sets. But it suggests that it should be melee power, while Targeted AoE Damage is made for ranged powers, and melee AoE's usually accept PBAoE Damage Sets. Electrical Melee - Thunder Strike power accepts PBAoE (aka Melee AoE) Sets. Lastly 3rd example is Radiation Armor power "Ground Zero", which can accept Heal Enhancements and Accuracy Enhancements, but not Accurate Healing Sets. Another Rad Armor power "Radiation Therapy" can accept Accurate Healing though (despite it has x3 default accuracy modifier, probably the highest in game). Also for some reason Trap's Web Grenade may slow movement speed, but doesn't accept SLOW sets. Force Fields and Scorpion Shield don't improve resistance with +RES sets (some of these powers have RES components but also tagged as Ignores Buffs and Enhancements), but l believe latter is intended. If power slot tagging for accessible enhancements is being done manually, there should be plenty of examples for improper power tagging, but they ought to be getting fixed eventually. If you find some of these inconsistences - please - let everyone know. It reminds me as one day (read that in one of guides) an Acid Mortar (Traps) power was accepting Ranged AoE Sets (those are made for Single Target attacks, but now these can't be put into Acid Mortar; Targeted AoE ones can).
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Incarnate Lore Pet List (Photos/Abilities/DPS Numbers)
Purrfekshawn replied to GM Miss's topic in Guides
This info is outdated, and it's done before i24 revamp. CIMERORANS AINT OP ANYMOA. BANISHED PANTHEON IS... -
Is there any reason why Costume parts, currently present in Icon editor when Enable NPC Parts function is switched on, can't be just plainly allowed for player characters? Just here in CoH it's all about costumes, and now it's halloween... l wanna mah long dress, is there any obstacles why NPC Parts just can't be enabled?
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incarnates New two Judgement Incarnate Suggestion
Purrfekshawn replied to Purrfekshawn's topic in Suggestions & Feedback
Btw: add "Crey Eliminator" uses Gatling Gun power. -
Well, right now found one more bug, that maybe key and content breaking bug. Some autopowers those got copypasted from playable Toggle powers (Choking Cloud, Oppressive Gloom, some Defense powerset damaging auras), still have their activation time greather than zero retained. AND ENEMIES SOMETIMES CAST THESE POWERS in fight. Which literally does nothing and just wastes their uptime. So they produce less damage than intended (first noticed that on Geiger Blip) who constantly began to cycle Choking Cloud animation in mid-fight, doing nothing besides that. Autopowers are not supposed to be cast any time except first enemy's appearance, so it's definitely something looking deep into the code key. But as a workaround l believe that bug might be solved with making Autopower activation time equal to zero (Dispersion Bubble/Sonic Dispersion AE Villain autopowers have zero animation time).
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Just "/invite", not "/sginvite". Does that work as well?
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This is my personal SG. Btw.: that other player who joined my SG claims that he didn't show SG invitation window, but somehow ended up in mah SG. How could that be?
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Question: how can someone do it? How can one join another's SG without being manually invited to it? They do that at lowest rank, but it already happened 2 times, with my own SG, there must be something like option in SG settings "open for everyone", and for some reason it's switched on. Or they use some hack to do it? However, if you got this strangeness when another players were put in your SG please explain what's the reason of that? Also: is there such thing as "SG journal"?
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Also female version of Leather Boots (without chain) has a transparent piece: Only on left boot. l believe it could be mirrored, just it seems editing game 3D models would require specific tool.
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Took Us to replace following files: data\bin\fxinfo.bin (hexadecimal editing, records "Volumes/RedWater/*" - 4 of them total and 5-th - "world/Nature/Red_Waterfall_Splash.fx") data\texture_library\WORLD\City_Zones\Shadow_Shard\nature: ss_water_01.texture ss_water_01b.texture ss_water_base_01.texture ss_waterfall_transA.texture ss_waterfall_transB.texture ss_waterfallA.texture ss_waterfallB.texture SS_riverrock_trans.texture We just tried to do that & liked rezult and tried to write a storyline under that. Because why not? We didn't like color of redwater, so let it change to some color We're more fond of. As for story arc in mah sig - try it out and find out! When We don't like something, that "something" must go away foreva ASAP or preferable sooner! It should always be this way, this is the side of mah personal ldentity ^.^. Also We remembered - aeons ago We played a PC game called "Croc: Legends of the Gobbos", and there sat a lil' boy nearby (there was such thing as "other people" on mah planet back then) - so We played level 1:1, and a boy said: l don't want to go there, there's blood (he thought that orangeish-red lava on floor that blocked certain passages and forced Crock to jump, was a blood XD). We answered that it's not blood, it's lava - a molten rock that erupts from volcanoes, it hurts because it's hot. And earlier of these times We were somewhat afraid, but of a worm-like pinkish snake that jumped out of wells, not of a lava. But today We don't run away from difficulties and boogies. We make them Disappear!!! Either by the power of the Science... Or by ker-splat, yazoo, woo-hey, hack-poof!!!
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For some extremely weird reason We never liked redwater that can be found in Shadow Shard (Chantry and especially Cascade Arch) too much. We are very, extremely, incredibly delicate girl after all, and this pouring from everywhere creepy liquid too much reminded Us... blood (it We recall correctly how it looked, We haven't seen blood for millenias already. Seriously, Our weapon's energy blaster it doesn't pour enemy blood, it cauterizes them accurately to not spill it onto Our snow-white nanodress). Then We turned to extradimensional chemistry and discovered a pinkwater - an extradimensional fluid, similar to redwater, but having alot stronger ability to contain information within it. If it comes in contact with redwater - it saps into itself all its all its ability to draw information from objects. But what is a redwater without its ability to contain information? Answer is - it will turn to normal water once it loses aforementioned property. And also with this shiny azure tint... It now doesn't make your memory leak - instead it improves your memory and helps memorize things betta n.n. After several experiments, We perfectionated pinkwater's formula so now even a small vial of it can neutralize redwater of entire universe, if it gets mixed near a transdimensional rift, from which redwater is pouring out. Then We went to one of potential versions of Shadow Shard and poured it right to Crimson Falls source, and this is what happened: Waterfalls splashes look similar to some waterfall splashes found in Praetoria: Even ripples and splashes are not red anymore: Honestly nothing is red, even river rocks at shores: Overseer: Rularuu! We: "Re: Rularuu!" We could make your Rularuu pink in a fingersnap if We desire! Well this landscape is no way kreepy anymoa, it's now surprisingly calming. Several Chantry islands with water on them look the same. As a side effect it also replaced redwater (and effects attached to it) found in Dark Astoria sewers, which proved similarity of those two substances, that may become key for studying both of them! Or even one in Dark Astoria is exact this thing, originated from Cascade Arch that spilt to DA from the Shadow Shard. Also We aren't sure but it might be that Rularuu utilized redwater for something of their evil needs, and this change will make them unable to do that anymore, and as a result, this's going to weaken Rularuu's army u.u. Well you may now bathe in this azurewater and, heh, if someday We'll manage to wipe all the blasted Rularuu spooks out of Shadow Shard, why not to build a premium class, luxury hotel right here, on Cascade Archipelago? A fortiori in Shadow Shard you can't die or traumatize yourself by falling, so it will be safer than any Hotels on Primal Earth, Praetoria or whatever else... And with this Our girlish conquest of Shadow Shard has begun! ^.^ by Our Imperial Majesty Empress Elaina Inversonia von Heidi de Nibeashe la Lerella Linda Celia Dimensina the First
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Never tried Support hybrid? Core ones give extra benefits for pets.
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Retrieving character list from server taking longer than it should
Purrfekshawn replied to Hopestar's topic in Help & Support
Well, now l've discovered that altering some bytes within Game Process Memory can stop this issue as well. Wrote trainers and did successful tests. l posted devs a mail with instruction inside about what exact bytes are responsible to that and how to fix issue this way, hopefully they'll read and implement this as ingame function. And while it's not ingame function maybe they allow Me to post here temporary solution that can be used by players (not using Cheat Engine). -
Retrieving character list from server taking longer than it should
Purrfekshawn replied to Hopestar's topic in Help & Support
Found a very bulky, but workable workaround. First launch Cheat Engine. Select "cityofheroes.exe" process or "homecoming.exe" if you run compatibility mode. After that you will see in Cheat Engine option "ENABLE SPEEDHACK". Use it, this will inject Cheat Engine DLL. But don't use any speedhacks yet. Then select a server you want to log in, while it shows a screen, ALT+TAB to Cheat Engine, then choose Speedhack setting to x100 or x200 and then select APPLY. In a success this will reduce character loading screen to about 5-6 seconds, then select Speedhack option x1 to disable it, close all error messages game pay popped (like server was inactive 40 seconds, etc)... Forgive Me please, but it allowed Me to discover that it's actually Client issue, not a Server issue. l'm going to investigate this furthur and find an exact root of the problem. -
Retrieving character list from server taking longer than it should
Purrfekshawn replied to Hopestar's topic in Help & Support
So, it seems this issue hasn't been adressed yet sadly! On win 7 character loading screen takes a lot more than it should. Has someone found a workable workaround for this blah? If they did - can anyone provide with some way to address this? Maybe replace something in client memory? -
Power Armor (ranged damage set)
Purrfekshawn replied to Purrfekshawn's topic in Suggestions & Feedback
But there you won't have minigun, rocket launcher, an attack drone hovering around you and T9 power that make you launch everything at enemy. Energy Blast can be used to make up Celestial-themed characters, yet there's a standalone server with Holy Light powers (repurposed from Kheldian Peacebringers). Ayway, mah task is just to suggest making something, not to insist on doing it. -
Power Armor - suggestion for a ranged set that could be made available for Blasters, Corruptors, Defenders and Sentinels. This powerset specializes on inflicting -REGEN to enemies (because plasma burns are hard to heal). Powerset is inspired by various adds those wear suit of protective armor, and Arachnos Soldiers do it too, but not everyone wants to play as spider. This my suggestion allows to have more diversity for themes those don't need superpowers to be superhero. -REGEN effect is not used in any damage sets widely (except, maybe beam rifle, but it has just a couple powers with it). Along with -DAMAGE effect, but that one may be inflicted with another new set - Celestial/Holy Light powerset (Kheldian peacebringers powers transformed into Ranged Set, no crabs or squids or glowing eyes), making the latter awesome choice for Empathy defenders those seek to protect their team. As for Power Armor - its -REGEN is more potent on Defenders too. But more closely to Our current set - Power Armor - it utilizes various high tech weapons, built in your armored suit, and these weapons may be fired separately or even together (Heavy Ordnance Ability?) to lay waste at your enemies. This is mah first version of this set: it's not final and is still open for extra ideas: Tier 1: Plasma Blast Click, Single Target Projects a bolt of plasma at a targeted enemy from your Hand Cannon. Low damage, but fast recharge and animation. Lowers enemy's Regeneration Rate. X Energy Damage. -50% (-66.7% for Defender) -REGEN for X sec. (Ignores Buffs and Enhancements) Accept Enhancement Sets: Ranged Damage, Universal Damage Sets, ATO Tier 2: Plasma Burst Click, Single Target Projects several small bolts of plasma at a targeted enemy in rapid succession. Has bigger activation & recharge times, but bigger damage as well. Lowers enemy's Regeneration Rate. X ticks of Y Energy Damage for Z sec. -50% (-66.7% for Defender) -REGEN for X sec (more than Plasma Blast). (Ignores Buffs and Enhancements) Accept Enhancement Sets: Ranged Damage, Universal Damage Sets, ATO Tier 3: Chest Plasma Wave Click, Midrange Cone AoE (range is lower than the rest of Power Armor powers), 10 targets max (6 for Sentinels) Releases a massive wave of energized plasma in front of you, dealing damage to your enemies, lowering their Regeneration Rate and potentially Knocking them Down. X Energy Damage. -50% (-66.7% for Defender) -REGEN for X sec. (Ignores Buffs and Enhancements) 20% Chance to 0.67 Magnitude Knockback. Accept Enhancement Sets: Targeted AoE Damage, Universal Damage Sets, ATO Animation: like lDF human enemies in respective Incarnate Trial (where you don't shoot civilians) shoot at you - a ringed wave. Tier 4: Charged Plasma Blast Click, Single Target Charges up and launches at enemy highly concentrated two-handed ball of supercharged plasma. Has noticeable windup time and rather slow recharge, but is also a lot more potent. It lowers Regeneration Rate for a decent time, and also briefly holds the target. X Energy Damage. -50% (-66.7% for Defender) -REGEN for X sec. (Ignores Buffs and Enhancements) 3 Magnitude Hold for X sec. Accept Enhancement Sets: Ranged Damage, Universal Damage Sets, ATO, Holds Tier 5: Aim (may be exchanged for some extra thematic power you can imagine or just renamed to "Lock On" or something) Tier 6: Rocket Launcher Click, Targeted Sphere AoE, 15' radius, 16 targets max (10 for Sentinels) Locks on and fires at a targeted enemy an explosive missile. Explosion radius hits all nearby enemies as well. Rocket blast can Knock some enemies Down. X Lethal Damage. 50% change to 0.67 Magnitude Knockback Accept Enhancement Sets: Targeted AoE Damage, Universal Damage Sets, ATO Animation: left shoulder-mounted rocket launcher. Animation time is long, so is recharge time, but it's compensated with damage. Tier 7: Hunter Drone Toggle When toggle active it's PBAoE 80 ft Damage, but 1 Targets max, suppresses when you are not in battle. Detoggles upon mezzing. While active - a technologically advanced drone hovers around you, locks on at nearby enemy and assaults it with plasma bolts. This is a toggle power and it consumes your Endurance while active. Plasma shots from Drone cannon can reduce enemy Regeneration Rate. The drone cannot be damaged, however, this power may be detoggled by mezzing owner. When this toggle ticks: X Energy Damage. -50% (-66.7% for Defender) -REGEN for X sec. (Ignores Buffs and Enhancements) Accept Enhancement Sets: Ranged Damage, Universal Damage Sets, ATO Technically free damage, neat, right?.. Tier 8: Machine Gun Click, Targeted Narrow Cone AoE (5 degrees cone), full range (80' for Blaster), 3 Targets Max Barrages several targets on a line with deadly burst of armor piercing rounds. These round also can reduce targets' Resistance to all damage types for a while. X ticks of Y Lethal Damage over Z sec. -X Resistance to all Damage. (Ignores Buffs and Enhancements) Accept Enhancement Sets: Targeted AoE Damage, Universal Damage Sets, ATO Animation: right shoulder-mounted minigun. Animation time is long, recharge time, though, allows chains like Plasma Blast->Charged Plasma Blast->Plasma Blast->Machine Gun for single targets. Tier 9: Heavy Ordnance Click, Targeted Sphere AoE (20' radius), 16 Targets Max (10 for Sentinels) Unleash everything you have got at your disposal and fiercely assault location around the targeted foe, dealing Extreme Energy and Lethal damage to everyone nearby. This significantly lowers Regeneration rate of enemies, and has fair chance to Knock Down or Stun them. X ticks of Y Energy Damage over Z sec. X ticks of Y Lethal Damage over Z sec. -50% (-66.7% for Defender) -REGEN for X sec (long time). 80% chance to 0.67 Magnitude Knockback. 50% chance to 3 Magnitude Stun for X sec. Accept Enhancement Sets: Targeted AoE Damage, Universal Damage Sets, ATO, Stuns Animation: unified plasma beam from both Hand Cannons and Chest Cannon, together with shooting both Rocket Launcher and Machine Gun. This cover targeted area with 2 explosions - energy explosion from plasma weapons and ballistic explosion from the rocket. *Names are not final.
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compilation Archetype Concepts: Compilation
Purrfekshawn replied to Zepp's topic in Suggestions & Feedback
Kheldians can tank in their Dwarf form (pretty much aything except Void Hunter-typed adds We believe n.n). Re: Safeguard (19.08.29.22.14.04) Now imagine Willpower/Empathy safeguard ^.^. Soloing will take centuries XD (if even possible)!!! Even Minions're gonna outregenerate your Brawl. -
Power Suppression in Icon and Facemaker
Purrfekshawn replied to Obsidius's topic in Suggestions & Feedback
Switch sound off. You can also make your own base & put tailor there. -
incarnates New two Judgement Incarnate Suggestion
Purrfekshawn posted a topic in Suggestions & Feedback
1. Gatling Gun Judgement (or just Gatling Judgement, Gatling Core Final Judgement, Gatling Radial Final Judgement) Targeted Cone area of effect, with 120 or even 150 range and at least 90 degree radius. Deals Extreme Lethal Damage over Time. Because Lethal is the most resisted damage, all Gatling Judgements have extra effect added to them - they lower enemies' Lethal Damage Resistance for duration of the DoT (armor piercing bullets). Like so: -20% Resistance to Lethal Damage for 6 sec. ignores buffs and enhancements after 0.25 sec X ticks of Y Lethal Damage over 5.5 sec Core Gatling gun judgement also has chance to deliver extra crits for Lethal Damage to its targets. after 0.25 sec X ticks of (1-5 value is up to devs)% chance of Y Lethal Damage over 5.5 sec Radial Gatling gun also inflics Terrorize to all its targets. Animation - there are some weapons that are held like machineguns or flamethrowers, council Vortex soldiers use them. May have severeal gun choices. Just when couple pistol shots or assault rifle won't cut it - for these cases you need a bigger gun. 2. Orbital Cannon Judgement (or just Orbital Judgement, Orbital Core Final Judgement, Orbital Radial Final Judgement) Targeted Sphere area of effect, has extrended targeting radius too (150' max?, because it technically fires not from you), Deals Extreme Energy Damage Over time. Orbital Core Judgement - has a little chance to deal critical hits for additional Energy Damage. Orbital Radial Judgement - induces blindness at targeted enemies (-20% ToHit debuff, -90% perception debuff). These Orbital Judgements may even be implemented as creating extra entity at targeted location, this will let them continue to hit enemies those enter the area, and won't add to players' aggro counter (like Ion Judgement). Animation - click on wrist device (like some Robotics/Traps powers), then a beam is fired from the sky, that looks like an Apocalypse beam used by RulaWodan (or how he's called?) in respective arc. That pillar of light from the sky should be made tintable, so players could color it as they want. -
Arachnos Soldiers Costume Mix'n'Match
Purrfekshawn replied to Clave Dark 5's topic in Suggestions & Feedback
l'll check maybe l did that on Private Server when enabled NPC parts (like Dress on mah pic). -
It's not a bug. It's a hidden feature. It works with Seeker Drones as well, but since those tend to selfdestruct once they see some enemy it would be a hard trick to use them for the trick.
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We would recommend couple Robotics with Traps, not the Force Fields. First - Traps provides you with sensation that your superhero is not bzzt-kzzt-lightnings-out-of-eyes (or bubbles out of palms)! I.e. you are not superpowered on your own, but based on extremely advanced technologies, which is awesome considering using Robotics already proposes that you use extra-high technologies. Second - Traps is alot more versatile. While Force Field Generator together with boosted bots' shields is enough to cap off pretty much defenses of all your robots (only Protector Bots get around +41% on Us, but We cycle Barrier Core Epiphany, which is missing 5%) +30% stronger than Dispersion bubble (which extra boosts def for Main Character). And Traps are more versatile in terms they also provide -REGEN (best in the game), -RES (60%), -DAMAGE and, albeit continuous, but AoE heal (Triage Beacon). Finally resummoning affected with Equip/Upgrade Robot FFG can Equip/Upgrade all Robots instantly, it's great when you lose Battle Drones in battle (& resummon new)!
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Concept: using highly technologically advanced armored suit, a hero (or villain) can withstand enemy attacks. This powerset is available for Tankers, Brutes, Stalkers and Scrappers and Sentinels. This powerset is based primarily on Resistance. Its unique mechanic is that its power "Dynamic Armoring" provides 3 toggles, only one of which can be run at a time. One of specific Toggles gives extra resistance to certain combination of damage input (but its value is pretty big, like 40%), so player has to choose what resists they want more while running certain content. Due to its theme "technology" its weakness is Negative Energy Damage, because NE has magical, not scientific, origin (in a manner of how Psionic is Invulnerability's weakness, Cold - Rad Armor weakness, Toxic - ELA weakness). So, there are the powers: T1: Armored Plating (AUTO) Reinforced armor of your suit protects you from Physical damage, and also gives some minimal Knock protection. This power is always on and costs no endurance. +Smashing Damage Resistance. +Lethal Damage Resistance. +Knockback Protection. +Knockup Protection. Accepts enhancements: Resist Damage, Resistance IO sets. T2: Dynamic Armoring Grants you 3 toggles (similar to Bio Armor or Dual Pistols). These toggles grant Accepts enhancements: Resist Damage, End Cost, Recharge, Resistance IO sets. T2.1: Armor Boost (TOGGLE) While toggled on - it significantly boost your resistance against Physical damage. It also resists Defense Debuffing effects. Can't be used in conjunction with Insulation Boost and Fortitude Boost. +Smashing Damage Resistance. (About +40% for Tanker and it can be enhanced) +Lethal Damage Resistance. (About +40% for Tanker and it can be enhanced) +Defense Debuff Resistance. T2.2: Insulation Boost (TOGGLE) While toggled on - it significantly boost your resistance against Temperature and Energy-based damage types. Can't be used in conjunction with Armor Boost and Fortitude Boost. +Fire Damage Resistance. (About +40% for Tanker and it can be enhanced) +Cold Damage Resistance. (About +40% for Tanker and it can be enhanced) +Energy Damage Resistance. (About +40% for Tanker and it can be enhanced) T2.3: Fortitude Boost (TOGGLE) While toggled on - this special modified life support system wards you against incoming biology-based threats. It increases Resistance against Toxic and Psionic damage, as well as Recharge Speed Debuffs. Can't be used in conjunction with Armor Boost and Insulation Boost. +Toxic Damage Resistance. (About +40% for Tanker and it can be enhanced) +Psionic Damage Resistance. (About +40% for Tanker and it can be enhanced) +Recharge Speed Debuff Resistance. T3: Insulated Plating (AUTO) Layers of specific materials can be made to reduce damage dealt by temperature effects, as well as somewhat reduce Energy Damage. It also protects you from immobilization effects. This power is always on and costs no endurance. +Fire Damage Resistance. +Cold Damage Resistance. +Energy Damage Resistance. (very little) +Immobilize Protection Accepts enhancements: Resist Damage, Resistance IO sets. T4: Reactive Shield (TOGGLE) Projects around you a defensive barrier that increases your Defense against Smashing, Lethal, Energy and Psionic Damage, grants Defense Debuff Resistance. All nearby enemies have very little (1% or less) chance to be Knocked Down. This is aura that taunts enemies if you're a Tanker or Brute. +Smashing Defense. +Lethal Defense. +Energy Defense. +Psionic Defense. +Defense Debuff Resistance. For enemies PBAoE, 10 ft, 10 max. +1% chance to Knockdown per tick. +400% taunt (only for Tankers/Brutes). Accepts enhancements: Defense, End Cost, Recharge, Defense IO sets. T5: Resistive Plating (AUTO) Your armored suit has been modified to resist electricity and other forms of energy. It reduces incoming Energy Damage, Endurance and Recovery effects, on a very little degree - Negative Energy Damage. This power is always on and costs no endurance. +Energy Damage Resistance. +Negative Energy Damage Resistance. (very little) +Resistance to Endurance Modification (86.50% for Tanker at lvl 50) +Resistance to Recovery Modification (86.50% for Tanker at lvl 50) Accepts enhancements: Resist Damage, Resistance IO sets. T6: Stimulant Delivery (TOGGLE) Your armor has built-in life support system that constantly monitors the state of your health and counters any dangers to it. While toggled on it gives your protection against Hold, Sleep, Stun, Terrorize and Confuse effects, boosts your Regeneration Rate, protects from Toxic and Psionic Damage. +Hold Protection. +Sleep Protection. +Stun Protection. +Terrorize Protection. +Confuse Protection. +Regeneration Rate. +Toxic Damage Resistance. +Psionic Damage Resistance. Accepts enhancements: Resist Damage, Healing, End Cost, Recharge, Resistance IO sets, Healing IO sets. T7: Reconstruction (CLICK) Your armor has nanotechnological self-repair system that can be used to forcibly repair it even on battlefield! This will rapidly heal you over time, restore endurance, while also empowering your resistance against all damage types except Negative Energy for first seconds of the effect. +Rapid HoT Effect (like how Sonic Attack Scream rapidly deals damage). +Rapid Endurance over Time effect. +Smashing Resistance. +Lethal Resistance. +Fire Damage Resistance. +Cold Damage Resistance. +Energy Resistance. +Toxic Damage Resistance. +Psionic Damage Resistance. Accepts enhancements: Resist Damage, Healing, End Mod, End Cost, Recharge, Resistance IO sets, Healing IO sets, Endurance Mod IO sets. T8: Jet Charge (CLICK/AUTO) Utilize built-in jetpack to close distance between you and your foes. This will deal Smashing damage to foes near targeted location and knock them down. Additionally taking this power automatically grants you high protection to Repel, and Knock/Repel Resistance effects, and Speed Debuff Resistance. Click: +Self Teleport to Targeted Location. +Smashing AoE to Targeted Location. +High chance to Knockdown foes. Auto: +Repel Protection. +10000% Knockback Resistance. +10000% Knockup Resistance. +10000% Repel Resistance. +Jump, Fly, Run Speed Resistance. Accepts enhancements: Damage, Accuracy, End Cost, Recharge, Targeted AoE Damage sets T9: Overclock (CLICK) Power up your armor systems to dangerously unstable level, including shields and weapon systems, which will increase your Defense against all types except Negative Energy and give Defense Debuff resistance. This increases your overall damage dealt. You rapidly recover Endurance. Your armor also emits radiation in all directions, reducing Defense and ToHit Chance of nearby enemies and taunting them. When effect of this power wears off, your Recovery and Regeneration rates will be halted for a while. Cooldown - 8 minutes. Self: +Smashing Defense for 1 min. +Lethal Defense for 1 min. +Fire Defense for 1 min. +Cold Defense for 1 min. +Energy Defense for 1 min. +Psionic Defense for 1 min. +Defense Debuff Resistance (very high) +Damage for 1 min +100% Endurance +Recovery for 1 min -2000% Recovery Rate after 1 min for 15 s -2000% Regeneration Rate after 1 min for 15 s Enemies: PBAoE 16 targets max: -Defense -ToHit +400% taunt (only for Tankers/Brutes). Accepts enhancements: Defense, End Cost, Recharge, Defense Debuff, ToHit Debuff, Endurance Modification, Defense IO sets, Defense Debuff IO sets, ToHit Debuff IO sets, EndMod IO sets. *for Stalker version Insulated Plating receives same Energy Resistance as Resistive Plating and Resistance to Recovery & Endurance Modification (not that powerful as Tanker's version). Resistive Plating is replaced with "Stealth Mode", that works in a manner of "Hide". "Stealth Mode" is T1, Armored Plating - T3, Insulated Plating - T5. **For Overclock PBAoE - it seems game engine doesn't support lingering buffs that affect everyone around you, except that is toggle power. There are 2 solutions. 1st simple - make Overclock produce wide PBAoE on activation, that hangs Defense & ToHit debuffs at enemies, is autohit as well. 2nd - make Overclock grant power in a manner Contamination effect of Radiation Melee does that would autocast -DEF -TOHIT at enemies near owner. ***Names may be not final.