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31 ExcellentAbout Nexros
- Birthday 01/01/1004
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Was just going to add to this that the -rech on pets does not affect their powers, but it does act as a buffer for slows since they're still affected by +rech. Just like reaching res cap, it extra is just nice when you get debuffed. Probably not a good enough reason to focus on -rech on henchment, still.
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I must be remembering wrong, then. I thought there was a player-friendly way to call a power cancel via command, maybe something else I'm recalling. I guess I was wrong if this is the case! Could I add this as a requested feature add, then? Thanks team, you're doing an amazing job!!
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/powers_cancel was originally available at a 0, or ACCESS_USER level, but no longer appears to work. This is a convenient command in some situations and I have been asked about it in /help. Ourodev description is "Cancel all effects of specified power from the character if power is cancelable and target is you or your pet. ([ent id] [category.powerset.power])" Thanks!
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Zone: RWZ Location: trainer Summary: while leveling, I returned from the power selection screen to see this
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hahaha, wait, are you serious? This is intentional?
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The screen capture is in Port Oakes, just across the street from Mr. Bocor. It would only render a 100 or so at a time, but this line of pedestrians was so dense, and so long, that as I moved in either direction along the side walk, it began to create lag.
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Necro/Dark Thematic Build ... Please tell me if I can improve it
Nexros replied to Destruye Arepas YV's topic in Mastermind
I haven't found that to be the case. Had no problem gathering everything, including bosses while recently leveling a /poison MM. Didn't really test it out on EB/AV though. -
Necro/Dark Thematic Build ... Please tell me if I can improve it
Nexros replied to Destruye Arepas YV's topic in Mastermind
Sure, here it is: This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Necromancy Secondary Power Set: Dark Miasma Power Pool: Flight Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Zombie Horde (A) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (3) Superior Mark of Supremacy - Accuracy/Damage/Endurance (3) Superior Mark of Supremacy - Damage (5) Superior Mark of Supremacy - Damage/Endurance (5) Superior Mark of Supremacy - Accuracy/Damage (7) Superior Mark of Supremacy - Accuracy/Endurance Level 1: Twilight Grasp (A) Theft of Essence - Healing (7) Theft of Essence - Accuracy/Healing (9) Theft of Essence - Accuracy/Endurance/Healing (9) Theft of Essence - Chance for +Endurance (11) Numina's Convalesence - +Regeneration/+Recovery (11) Panacea - +Hit Points/Endurance Level 2: Tar Patch (A) Pacing of the Turtle - Endurance/Recharge/Slow Level 4: Darkest Night (A) Dark Watcher's Despair - To Hit Debuff (17) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance (17) Dark Watcher's Despair - To Hit Debuff/Endurance Level 6: Enchant Undead (A) Endurance Reduction IO Level 8: Gloom (A) Apocalypse - Chance of Damage(Negative) (19) Apocalypse - Damage/Endurance (19) Apocalypse - Damage (21) Apocalypse - Damage/Recharge (21) Apocalypse - Accuracy/Damage/Recharge (23) Apocalypse - Accuracy/Recharge Level 10: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 12: Fly (A) Empty Level 14: Grave Knight (A) Achilles' Heel - Chance for Res Debuff (23) Edict of the Master - Defense Bonus (25) Soulbound Allegiance - Chance for Build Up (25) Soulbound Allegiance - Damage (27) Soulbound Allegiance - Damage/Endurance (27) Touch of Lady Grey - Chance for Negative Damage Level 16: Howling Twilight (A) Absolute Amazement - Stun (29) Absolute Amazement - Stun/Recharge (48) Absolute Amazement - Endurance/Stun Level 18: Shadow Fall (A) Shield Wall - +Res (Teleportation), +5% Res (All) (29) Shield Wall - Defense (31) Shield Wall - Defense/Endurance (31) Gladiator's Armor - TP Protection +3% Def (All) (31) Gladiator's Armor - End/Resist (33) Gladiator's Armor - Resistance Level 20: Fearsome Stare (A) Siphon Insight - Chance for +ToHit (33) Siphon Insight - ToHit Debuff/Endurance/Recharge (33) Siphon Insight - Accuracy/ToHit Debuff (34) Siphon Insight - ToHit Debuff Level 22: Soul Extraction (A) Expedient Reinforcement - Resist Bonus Aura for Pets (34) Call to Arms - Defense Bonus Aura for Pets (34) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura (36) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge (36) Superior Command of the Mastermind - Accuracy/Damage (36) Superior Command of the Mastermind - Accuracy/Damage/Recharge Level 24: Hasten (A) Recharge Reduction IO (48) Recharge Reduction IO Level 26: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (37) Luck of the Gambler - Defense/Endurance (37) Luck of the Gambler - Defense Level 28: Assault (A) Endurance Reduction IO Level 30: Tactics (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (37) Gaussian's Synchronized Fire-Control - To Hit Buff (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Level 32: Lich (A) Cloud Senses - Chance for Negative Energy Damage (39) Sovereign Right - Resistance Bonus (39) Sovereign Right - Accuracy (40) Sovereign Right - Accuracy/Damage (40) Sovereign Right - Damage/Endurance (40) Sovereign Right - Accuracy/Damage/Endurance Level 35: Dark Empowerment (A) Endurance Reduction IO Level 38: Dark Servant (A) Cloud Senses - Chance for Negative Energy Damage (42) Cloud Senses - ToHit Debuff (42) Cloud Senses - Accuracy/ToHitDebuff (42) Touch of the Nictus - Healing/Absorb (43) Touch of the Nictus - Accuracy/Healing/Absorb (43) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb Level 41: Dark Embrace (A) Unbreakable Guard - +Max HP (43) Unbreakable Guard - Resistance (45) Unbreakable Guard - Resistance/Endurance (45) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 44: Night Fall (A) Ragnarok - Chance for Knockdown (45) Ragnarok - Damage/Endurance (46) Ragnarok - Accuracy/Recharge (46) Ragnarok - Accuracy/Damage/Recharge (46) Ragnarok - Damage/Recharge (47) Ragnarok - Damage Level 47: Oppressive Gloom (A) Absolute Amazement - Chance for ToHit Debuff (47) Absolute Amazement - Accuracy/Recharge Level 49: Soul Tentacles (A) Positron's Blast - Chance of Damage(Energy) (49) Positron's Blast - Damage/Range (49) Gravitational Anchor - Accuracy/Recharge (50) Gravitational Anchor - Chance for Hold (50) Javelin Volley - Accuracy/Damage/End/Rech (50) Javelin Volley - Chance of Damage(Lethal) Level 1: Brawl (A) Empty Level 1: Sprint (A) Celerity - +Stealth Level 1: Supremacy Level 2: Rest -
areaFactor = 1 + (0.15 * radius.valueAsNumber ) - (0.011 * radius.valueAsNumber * (360 - arc.valueAsNumber) / 30); 360 would collapse that to: areaFactor = 1 + (0.15 * radius.valueAsNumber );
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Gotcha, so it is BOTH calculated and applied at 10s. Sorry to pester so much, but if this is the case the math turns out the same no matter what you place in "activate time" as long as you consider the application interval to be the same as activate time. This significantly simplifies things -- thanks. Here's my logic on the site thanks to your excellent feedback: function AreaFactor(){ areaFactor = 1 + (0.15 * radius.valueAsNumber ) - (0.011 * radius.valueAsNumber * (360 - arc.valueAsNumber) / 30); return (.25 + (.75 * areaFactor)); } function calculate(){ document.getElementById("probMin").innerHTML = parseFloat(0.05 + 0.015 * ppm.valueAsNumber).toFixed(2); if(type.value === "click"){ rechTime.disabled = false; actTime.disabled = false; radius.disabled = false; arc.disabled = false; result.innerHTML = parseFloat(ppm.valueAsNumber * ((rechTime.valueAsNumber + actTime.valueAsNumber) / (60 * AreaFactor())) * 100).toFixed(2) + "%"; } else { rechTime.disabled = true; rechTime.value = ""; actTime.disabled = true; actTime.value = "10"; if (type.value === "auto"){ radius.disabled = true; radius.value = "0"; arc.disabled = true; arc.value = "0"; } else{ radius.disabled = false; arc.disabled = false; } result.innerHTML = parseFloat(ppm.valueAsNumber * (actTime.valueAsNumber / (60 * AreaFactor())) * 100).toFixed(2) + "%"; } }
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Thanks so much for you patience with me! I've read through that many times, but I still can't find how chance is applied in toggles. I understand very well how chance is being calculated, but how often does this chance roll, so-to-speak? I don't see that anywhere.
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Hmm, that can't be right and it isn't factoring in activation time. chance per 10s = PPM * ((Activate Period) / (60 * Area Factor)), where the Area Factor has the .15*.75*Radius included. Is my math wrong? Am I misunderstanding "Activate Period" to mean the time required to activate the power, when in fact it's some arbitrary number which is 10? If this is the case, what is the correct interpretation of the chance? Chance per activation (like clicks)? Chance per second? I was reading it as chance per 10s. Source: https://homecoming.wiki/wiki/Procs_Per_Minute (I would not be surprised if this is wrong!! Just where I fact check myself a lot)
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pretty much, yup. Just wanted something other than black. Swap it to solid color?
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I don't see anything concerning how to interpret the percentage for fast ticking powers. Are these abilities being calculated different, or are the "ticks" being remapped to appear as "hit per second"? These are guesses, I really have no idea and no access to the code.
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This is excellent!! Thank you! I wasn't aware that ticks didn't matter.