
kenlon
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I tried, originally, to get as much positional defense as possible, but that turned out to restrict my build more than I liked, so I settled for hitting the recharge thresholds for perma-Hasten and perma-Light Form, though just barely, as well as getting as much Psionic resistance as possible. This is without any incarnate abilities, haven't decided what exactly to go for with this guy. I'm mostly looking to see if I missed any easy recharge bonuses, or if there's more Psi resist that is on the table. Pretty sure I got all the useful unique IOs in there, but let me know if I missed anything. I do know that I'm missing out on 6% Psi resist from the Armageddon six-slot, but I think the knockback->knockdown is more important. Mid's Datachunk in the spoiler. Peacebringer in progress - Hero Peacebringer Build plan made with Mids Reborn v3.7.14 rev. 3 ────────────────────────────── Primary powerset: Luminous Blast Secondary powerset: Luminous Aura Pool powerset (#1): Speed Pool powerset (#2): Fighting Pool powerset (#3): Leadership Pool powerset (#4): Flight ────────────────────────────── Powers taken: Level 1: Glinting Eye A: Invention: Accuracy Level 1: Incandescence A: Gladiator's Armor: TP Protection +3% Def (All) 3: Aegis: Psionic/Status Resistance 3: Impervium Armor: Psionic Resistance 5: Impervious Skin: Status Resistance/Regeneration Level 2: Gleaming Blast A: Cupid's Crush: Damage/Recharge 7: Cupid's Crush: Endurance/Recharge 9: Cupid's Crush: Accuracy/Damage/Endurance 9: Cupid's Crush: Accuracy/Damage/Recharge 11: Cupid's Crush: Accuracy/Damage/Endurance/Recharge 11: Cupid's Crush: Damage/Chance for Confuse Level 4: Essence Boost A: Preventive Medicine: Heal 13: Preventive Medicine: Heal/Endurance 13: Preventive Medicine: Endurance/RechargeTime 15: Preventive Medicine: Heal/RechargeTime 15: Preventive Medicine: Heal/RechargeTime/Endurance 17: Preventive Medicine: Chance for +Absorb Level 6: Radiant Strike A: Superior Kheldian's Grace: Accuracy/Damage 17: Superior Kheldian's Grace: Damage/Recharge 19: Superior Kheldian's Grace: Accuracy/Damage/Recharge 19: Superior Kheldian's Grace: Damage/Endurance/Recharge 21: Superior Kheldian's Grace: Accuracy/Damage/Endurance/Recharge 21: Superior Kheldian's Grace: Recharge/Form Empowerment Level 8: Proton Scatter A: Positron's Blast: Accuracy/Damage 23: Positron's Blast: Damage/Endurance 23: Positron's Blast: Damage/Recharge 25: Positron's Blast: Damage/Range 25: Positron's Blast: Accuracy/Damage/Endurance 27: Positron's Blast: Chance of Damage(Energy) Level 10: Inner Light A: Gaussian's Synchronized Fire-Control: To Hit Buff 27: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge 29: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance 29: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance 31: Gaussian's Synchronized Fire-Control: Recharge/Endurance 31: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 12: Luminous Detonation A: Ragnarok: Damage 31: Ragnarok: Damage/Recharge 33: Ragnarok: Damage/Recharge/Accuracy 33: Ragnarok: Recharge/Accuracy 33: Ragnarok: Damage/Endurance 34: Ragnarok: Chance for Knockdown Level 14: Hasten A: Invention: Recharge Reduction 34: Invention: Recharge Reduction Level 16: Incandescent Strike A: Hecatomb: Damage 34: Hecatomb: Damage/Recharge 36: Hecatomb: Damage/Recharge/Accuracy 36: Hecatomb: Recharge/Accuracy 36: Hecatomb: Damage/Endurance 37: Hecatomb: Chance of Damage(Negative) Level 18: Kick A: Invention: Accuracy Level 20: Glowing Touch A: Invention: Healing 37: Invention: Healing Level 22: Solar Flare A: Armageddon: Damage 37: Armageddon: Chance for Fire Damage 39: Armageddon: Damage/Recharge/Accuracy 39: Armageddon: Recharge/Accuracy 39: Armageddon: Damage/Endurance 40: Sudden Acceleration: Knockback to Knockdown Level 24: Reform Essence A: Panacea: Heal/Endurance 40: Panacea: Endurance/Recharge 40: Panacea: Heal/Recharge 42: Panacea: Heal/Endurance/Recharge 42: Panacea: Heal 42: Panacea: +Hit Points/Endurance Level 26: Conserve Energy A: Invention: Recharge Reduction 43: Invention: Recharge Reduction Level 28: Photon Seekers A: Soulbound Allegiance: Damage 43: Soulbound Allegiance: Damage/Recharge 43: Soulbound Allegiance: Damage/Recharge/Accuracy 45: Soulbound Allegiance: Recharge/Accuracy 45: Soulbound Allegiance: Damage/Endurance Level 30: Dawn Strike A: Superior Essence Transfer: Accuracy/Damage 45: Superior Essence Transfer: Damage/RechargeTime 46: Superior Essence Transfer: Accuracy/Damage/RechargeTime 46: Superior Essence Transfer: Accuracy/Damage/Endurance/RechargeTime 46: Sudden Acceleration: Knockback to Knockdown 48: Superior Essence Transfer: RechargeTime/Global Heal Level 32: Light Form A: Unbreakable Guard: +Max HP 48: Unbreakable Guard: Resistance/Endurance 48: Unbreakable Guard: Endurance/RechargeTime 50: Unbreakable Guard: RechargeTime/Resistance 50: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 35: Restore Essence A: Miracle: +Recovery Level 38: Tough A: Steadfast Protection: Resistance/+Def 3% Level 41: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed 50: Shield Wall: +Res (Teleportation), +5% Res (All) Level 44: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 49: Hover A: Luck of the Gambler: Defense/Increased Global Recharge Speed ────────────────────────────── Inherents: Level 47: Quantum Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 1: Cosmic Balance Level 1: Brawl (Empty) Level 1: Sprint A: Invention: Run Speed Level 2: Rest (Empty) Level 1: Swift A: Invention: Flight Speed Level 1: Hurdle A: Invention: Jumping Level 1: Health A: Regenerative Tissue: +Regeneration 5: Numina's Convalesence: +Regeneration/+Recovery Level 1: Stamina A: Performance Shifter: Chance for +End 7: Performance Shifter: EndMod Level 1: Energy Flight A: Winter's Gift: Slow Resistance (20%) Level 10: Combat Flight A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 1: Quantum Acceleration Level 1: Special Set Bonuses
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BindControl - Keybinds and Popmenus Editor and Manager
kenlon replied to emersonrp's topic in Tools, Utilities & Downloads
The adjustments to the Powerbinder are just about perfect. However, something seems weird with the Peacebringer flight binds: 22:07:02: Warning: Unknown control in GetState: FlyQFly - this is a bug. Attempting to toggle flight with F goes very oddly - when it does turn off, it leaves me auto-jumping in place, which is not ideal. pb_flight.bcp- 142 replies
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BindControl - Keybinds and Popmenus Editor and Manager
kenlon replied to emersonrp's topic in Tools, Utilities & Downloads
Excellent! Sadly, I'm trapped in the office today, so it'll be a bit before I can grab it and experiment. Now that my inspiration combiner binds are working, I'm planning on setting stuff up to allow me to smoothly toggle on/off combat attribute display for things.- 142 replies
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BindControl - Keybinds and Popmenus Editor and Manager
kenlon replied to emersonrp's topic in Tools, Utilities & Downloads
Welp, I'm blind. It was right there in front of me. Also, there appears to be some way to get a bind that's too long without the UI displaying it as such: 23:03:24: Failed to write bindfile C:\coh\jump\cbinds\4-3.txt: Bind 'F4' from page '4' is 256 characters long - this will cause badness in-game! Profile in question attached. jump.bcp- 142 replies
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BindControl - Keybinds and Popmenus Editor and Manager
kenlon replied to emersonrp's topic in Tools, Utilities & Downloads
The saving of custom binds does seem to work, but A) there's no option to save a set of binds at once, and B) there's no immediately obvious way to re-import them. Just for the heck of it, I'm attaching an example of the inspiration-combine-and-eat bind that I've been setting up. I have one of these each for accuracy, damage, defense, endurance, healing and resistance bound to f1/f2/f3/f4/f5/f6 respectively. You can probably see why I mentioned wanting to duplicate steps/copy and paste steps of binds. 1.bcb- 142 replies
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BindControl - Keybinds and Popmenus Editor and Manager
kenlon replied to emersonrp's topic in Tools, Utilities & Downloads
I'm using 0.29.2, which is the latest release, and the bind string preview in PowerBinder is not multi-line. I just actually made a post in Suggestions and Feedback suggesting the addition of abbreviated names for inspirations: https://forums.homecomingservers.com/topic/60280-short-inspiration-names-for-binds/ Yeah, I suggested it because it seemed like it should be straightforward to add, given that you already have a canned window for picking inspirations. Pick what to combine, hit okay, hit what to combine to, hit okay, profit!- 142 replies
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BindControl - Keybinds and Popmenus Editor and Manager
kenlon replied to emersonrp's topic in Tools, Utilities & Downloads
Oh, also, being able to duplicate a step in a complex bind would be nice, when we have steps that all end with the same exec of something. EDIT: Scratch that. Being able to copy and paste one (or multiple) commands in a step to other steps would be very, very tedium reducing. And why the checkboxes next to the commands inside PowerBinder? It doesn't seem to do anything.- 142 replies
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This is an incredibly small and nerdy thing, and since I'm not familiar with the underlying code of the parser for CoH, it may be impossible. However: When attempting to do binds that combine and then use inspirations, having to use the full names for them makes things very difficult to fit inside the 255 character limit. For example, one step in my "combine and use an accuracy inspiration" bind wants to be as follows: F1 "inspcombine focused_rage keen_insight$$inspcombine good_luck keen_insight$$inspcombine take_a_breather keen_insight$$inspcombine dramatic_improvement keen_insight$$inspexecname keen insight$$inspcombine rugged keen_insight$$bindloadfilesilent C:\coh\default\cbinds\1-1.txt" This is 280 characters, meaning that even if I play around with path/filename for the bindfile, I'm SOL. However, if there was also an abbreviation that could be used in the bind language to refer to inspirations, I would be able to do something like this, which is 190 characters: F1 "inspcombine dam2 acc2$$inspcombine def2 acc2$$inspcombine end2 acc2$$inspcombine heal2 acc2$$inspcombine res2 acc2$$inspexecname acc2$$bindloadfilesilent C:\coh\default\cbinds\1-1.txt" Just for clarity, the naming I'm suggesting is 'inspiration type' + 'level', so insight would be acc1, keen insight would be acc2, uncanny insight would be acc3, and so on.
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BindControl - Keybinds and Popmenus Editor and Manager
kenlon replied to emersonrp's topic in Tools, Utilities & Downloads
About the custom binds not copying from the default: In order to have the binds carry over to new profile, you have to "save profile as default" when you make changes to it. Having set a profile as default in the past doesn't make things carry over. So that explains that. More things that have come up as I try to get my massive inspcombine binds to work and play well with others: It's nice that you show the bind string on the powerbinder step editor, but it's not particularly useful because you can't see the whole thing, it doesn't say how many characters it is in total, and you can't copy it out. Being able to change the name of a complex bind would be handy. Because every character in the name eats up more space in the written bind, I've had to recreate them with shorter names. Being able to set custom paths for specific complex binds would also let us save characters - having a symlink so that it's loading "C:\cb\F1-4.txt" vs "C:\coh\default\cbinds\F1-4.txt" would save length. Actually managing the symlink and avoiding name collisions would be the user's problem. (I'd suggest a warning that's something like "FOOTBULLET MODE ENABLED, ANY PROBLEMS ARE YOUR OWN DAMN FAULT" prominently displayed in the complex bind tab when someone turns on that option. 😄 ) Having inspcombine have an entry under add command like using inspirations by name does would be nice for those of us cursed by the typo demon, so we don't mess up our binds so much. 😄 When you go back to edit a custom bind, you get a tiny text window, making it easier to copy and then delete the step and recreate rather than editing. Most of these only came up because, again, the stacked inspcombines I'm trying to set up are moderately absurd in length, so if you don't make changes based on my feedback I completely understand. 😄- 142 replies
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BindControl - Keybinds and Popmenus Editor and Manager
kenlon replied to emersonrp's topic in Tools, Utilities & Downloads
If the line itself is over 255 characters, you get the red warning. If the line itself is under 255 characters, but the line plus the assorted bits for the binding/loading the next binding is over 255, then there's no red warning. Instead, it fails at the export step, with a message in the error log about it being over 255 characters. Very much an edge case, it just came up because I was setting up my one-button inspirations combiner/eater binds and those make for very long lines. EDIT: Just had an example of the behavior just now. This is from the log window: 15:44:32: Failed to write bindfile C:\coh\default\cbinds\F4Def-2.txt: Bind 'F4' from page 'F4Def' is 258 characters long - this will cause badness in-game! Needless to say, in the UI all the lines look fine.- 142 replies
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BindControl - Keybinds and Popmenus Editor and Manager
kenlon replied to emersonrp's topic in Tools, Utilities & Downloads
Couple of relatively small things now that I've started working with complex binds: No way to copy complex binds from one profile to another without editing the files directly, and they aren't imported as part of the default profile if you set them in that one. There's no indication that a line in a complex bind will be more that 255 characters long before you actually try to write it out.- 142 replies
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BindControl - Keybinds and Popmenus Editor and Manager
kenlon replied to emersonrp's topic in Tools, Utilities & Downloads
Windows Defender still doesn't like your latest releases, FWIW.- 142 replies
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For things that are simply tweaks to existing things in game, this may make some sense. However, it very often verges on being capital C Clever. "Here's this thing, can you understand why we did things this way without hints?" When dealing with something new - like a new powerset that doesn't do things quite the same as the existing powersets for an AT - then some design notes would make feedback more useful, and make players less likely to feel they're being ignored. For example, if Arsenal Control had been explicitly described as intentionally seeking to use sleep powers instead of aoe immobilize, then there wouldn't be several pages of posts saying "just add an AOE immob already, why are you ignoring feedback?"
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Focused Feedback: Remote/Temporal Bomb
kenlon replied to The Curator's topic in [Open Beta] Focused Feedback
I just came to this thread to post the exact same idea - having the bomb go off when the target enemy dies just feels like a smoother experience to me. -
Focused Feedback: Aether Rewards
kenlon replied to The Curator's topic in [Open Beta] Focused Feedback
Maxing out a character with IO sets is something that can be done over time, rather than in one single expenditure, so it doesn't *feel* as expensive. I suspect that's the root of some of the complaints. Personally, I have no issue with there being some ludicrously expensive cosmetics, just an observation on where some of the objections may be coming from.