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Posts posted by Nexros
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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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15 minutes ago, Naomi said:
Thank you for bringing this plot to our attention.
The Radio is currently broadcasting that there's a "free BBQ chicken week" at Lucky Spot BBQ. The residents are just there to collect.
Rest assured, people don't respond well to false advertising when it comes to free chicken week, and whatever nefarious scheme the Radio is planning is bound to fail.
hahaha, wait, are you serious? This is intentional?
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On 9/9/2022 at 10:00 AM, Black Zot said:
If you're looking at Fold Space, be aware that you need the Alpha shift and Ultimate inspirations to make it work - most enemies will no-sell it otherwise.
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.
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1 hour ago, Yokozuna said:
@Nexros I can't get your build file from that thread to open; do you mind reuploading it?
Sure, here it is:
This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsRebornClick 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 MasteryVillain 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 -
43 minutes ago, Bopper said:
Be careful with what you're doing with arc. If a power is a sphere attack (not a cone), the arc is treated as 360 for the formulas. This would simplify your Area Factor calculation to 1 + 0.15 x Radius (before applying the .75 dampening factor)
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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3 minutes ago, Bopper said:
Also read the Activation Period section in the link. I mention the 10s again.
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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4 minutes ago, Bopper said:
Your source is from i23. In i24 (which was in beta at the time of shutdown), they changed the formula. I speak to it here, and I link to my sources in this guide:
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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6 hours ago, Bopper said:
Toggles will only proc once every 10s, and that 10s will be used by the formula.
Chance = PPM x 10s / 60s / (1 + 0.15 x 0.75 x Radius)
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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4 hours ago, Clave Dark 5 said:
I take it that crazy background art's some AI nightmare that resulted when you plugged in "proc rate"? 😃
pretty much, yup. Just wanted something other than black. Swap it to solid color?
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1 hour ago, Bopper said:
There are some bugs and misinformation (the tick rate in toggles don't matter). If you'd like to cross reference your formulas with my own, you can use my tool here:
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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49 minutes ago, Bopper said:
There are some bugs and misinformation (the tick rate in toggles don't matter). If you'd like to cross reference your formulas with my own, you can use my tool here:
This is excellent!! Thank you! I wasn't aware that ticks didn't matter.
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The goal of this calculator is to make the math of procs highly accessible. In an effort to reduce the need for "updating" powers, I have left the fields and rates open to experiment with the math. What is best for your build is for you to decide, this just helps inform you.
Special credit goes to @Bopper and his excellent guides and detailed breakdown of how the live game functions. Please let me know if there are any errors or change requests in this thread.
Hope someone finds this helpful.
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Edit: Please disregard/delete this bug. This is a combo effect that is happening with Might of the Empire....
I am not running any IO sets or kb (you can't even slot ice patch with KB), just leveling an Ice/Dark Dom solo with xp booster.I'd say this happens once every other mission or so and appears to be happening when I cast Block of Ice while they're in the Ice Patch. What's odd is that I see this happen on relatively difficult enemies more than any other. I can walk in to a large crowd of grey enemies and none of them KB, but a single orange boss will get tossed out. My best guess is something unexpected between Block of Ice and Ice Patch is happening.Anyway, it's not a problem that is completely breaking game play, but it is very annoying when it happens.Screen Caps:https://drive.google.com/file/d/1ln2f19VQijBzvjoWVImpQAjFUh-PPClw/view?usp=sharinghttps://drive.google.com/file/d/122h_RxJmghqx6OGGgC7_8F0p2teQ9Fu0/view?usp=sharing -
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Added a large number of blue and red badge tracking by zone. Large portion of accolades done. Directions added for more complicated badges.
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I would recommend looking through this thread. I have videos of Necro/Dark soloing pretty much any +4/x8 content, how to run in high level group content, etc.
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10 hours ago, Bopper said:
Those statements may have been true at one time, however Toxic Attack tags do exist in game now. I datamined powers a couple of years back (thanks to RubyRed) and found 11 critter powers and 11 player powers that carried this tag (coincidence). Since then more powers have been created or changed to carry the Toxic Attack tag.
Toxic Defense does check against these tags...so if you had 45% Toxic Defense you will be softcapped to attacks with the Toxic Attack tag.
Oh, wow! That's interesting to know. We should probably update that in the wiki.
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It appears that Umbral Torrent has a "Smashing" delivery tag attached to it. In other words, Smashing Defense and Negative Defense are both effective against Umbral Torrent even though it appears to only deliver Negative damage. That might be why is says smashing even though it may not apply any smashing damage. I have no idea if this is intentional, but it would explain the why smashing is in the summary.
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"Some powers are described by players as +DEF(all but Toxic). This is a misnomer, caused by confusion over the fact that the Toxic Attack tag doesn't exist, or sometimes used for clarity and simplicity while discussing effects with other players. These powers are actually +DEF(All) powers."
Simply put, toxic defense is not a delivery tag. In this case, +DEF(ALL) simply means you're getting defense against all positional tags (ranged, melee, and AoE) and all delivery tags (everything else except Toxic). Hope that makes sense. Toxic is not a delivery tag and farsight does not provide a "base defense". Fortunately almost every toxic attack that I know of also comes with a positional tag to cover you.
Take a look at the "+DEF(All) and Other Little White Lies" section on this page for clarity: https://homecoming.wiki/wiki/Defense
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I haven't seen this suggestion, but electric/psi is an extremely good combo for clearing fast. I've seen it paired with fold space to great effect.
MM pet attacks recharge?
in Mastermind
Posted
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.