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Posts posted by Bopper
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Development work never ceases. Even in December when devs are supposed to take a break, many are still working on things. It's not just limited to "when is work for next page happening?". Work on the next page was also being worked on the last page and the pages before it. Development is a parallel process, and once something is ready for testing it will go to closed beta to find major bugs and get a sanity check on the work done so far. Once it's deemed a potential Live candidate, it gets packaged for the next page and goes to open beta to fine tune and confirm whether or not it should go Live.
So what's being worked on now?
New powersets
Revamps
New stories/content
New enhancements
New art
Quality of life changes
Experimental changes
And more...
What will come next page? We shall see. But it's safe to say on any given day, the list I mentioned above will be true. If you need reassurance, hopefully now you have it.
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21 minutes ago, biostem said:
Was it ever stated why the "Official" forums aren't where that stuff is located? Does Discord offer other tools or features necessary to the work they're doing?
The purpose of the discord is to allow beta testers to easily communicate with each other, in particular for coordinating test efforts together. For example, the use of forums is not an easy way to form a team when wanting to test a task force. The process is slow and inefficient.
Discord allows for an easier way to reach others, if needed. If you ping someone on the forums, they'll only see it when they are on the website. But a ping from Discord can be seen immediately from your phone. It also allows for group opt-ins, so if you are looking to form a team quickly, you can ping @gameplay testers, and everyone who opted into that group will see that ping. No need to try to message or @ folks individually.
Sure, the Discord also gravitates towards discussion on what is being developed, much like the forums will when Open Beta gets released. Some people prefer having those discussions on Forums, some prefer Discord. Same with feedback. No matter what you prefer, the devs, GMs, staff, etc will use both.
I've been promoting my discord for awhile, typically bumping it whenever open beta starts (although, I seem to have not done it in the past year...but hey, life got busy for me).
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Updated for i27p5 to factor in earlier availability of certain powers. Definitely helps with slotting now that levels 22-38 get much more offensive powers than before. Also added much more recharge at the cost of some defense. Worth it.
Zero Point Energy - i27p5 edition
SpoilerThis Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsRebornClick this DataLink to open the build!
Zero Point Energy: Level 50 Science Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu MasteryVillain Profile:
Level 1: Energy Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(7)
Level 1: Hide -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7)
Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(11), LucoftheG-Def(13)
Level 4: Power Shield -- Rct-ResDam%(A), Rct-Def/Rchg(13), Rct-Def/EndRdx/Rchg(15), Rct-Def/EndRdx(15), Rct-Def(17), Rct-EndRdx/Rchg(17)
Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Acc/Dmg/Rchg(19), SprStlGl-Rchg/Hide%(19), SprStlGl-Dmg/EndRdx/Rchg(21), SprStlGl-Acc/Dmg/EndRdx/Rchg(21), SprStlGl-Dmg/Rchg(23)
Level 8: Build Up -- GssSynFr--Build%(A)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Super Jump -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-ResSlow(23)
Level 14: Boxing -- Dmg(A)
Level 16: Kinetic Dampening -- GldArm-3defTpProc(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Max HP%(27)
Level 18: Power Crash -- Arm-Dmg(A), Arm-Dmg/EndRdx(29), Arm-Dam%(29), Obl-%Dam(31), FuroftheG-ResDeb%(31), Erd-%Dam(31)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 22: Total Focus -- Hct-Dmg(A), Hct-Dmg/EndRdx(34), Hct-Dmg/Rchg(34), Hct-Acc/Dmg/Rchg(36), Hct-Dam%(36), TchofDth-Dam%(36)
Level 24: Energy Drain -- LucoftheG-Def/Rchg+(A)
Level 26: Energy Transfer -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(37), SprAssMar-Dmg/EndRdx/Rchg(37), SprAssMar-Acc/Dmg/Rchg(39), SprAssMar-Acc/Dmg/EndRdx/Rchg(39), SprAssMar-Rchg/Rchg Build Up(39)
Level 28: Energize -- Prv-Heal(A), Prv-Heal/Rchg/EndRdx(33), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(42), Prv-Absorb%(42)
Level 30: Tough -- Ags-ResDam/EndRdx/Rchg(A), Ags-ResDam/EndRdx(40), Ags-ResDam(40), StdPrt-ResDam/Def+(40)
Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 35: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dmg/ActRdx/Rchg(43), StnoftheM-Dmg/EndRdx(43), StnoftheM-Dam%(43), Apc-Dam%(45)
Level 38: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Dmg/EndRdx(46), Rgn-Knock%(46), Bmbdmt-+FireDmg(46)
Level 41: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit(42)
Level 44: Assault -- EndRdx-I(A)
Level 47: Mu Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(48), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(50)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(50), ShlWal-ResDam/Re TP(50)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(9)
Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11)
Level 1: Energy Focus
Level 12: Double Jump
Level 49: Quick Form
Level 50: Musculature Radial Paragon
Level 50: Born In Battle
Level 50: High Pain Threshold
Level 50: Marshal
Level 50: Invader
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Updated finally for I27p5, incorporating the new leveling up unlocks. Not much has changed with these builds, just moved up some of the heavy hitters (Granite Armor, Foot Stomp) to earlier in the build.
Granite Build:
SpoilerThis Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsRebornClick this DataLink to open the build!
Proc-Rocks: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul MasteryHero Profile:
Level 1: Stone Skin -- StdPrt-ResDam/Def+(A), LucoftheG-Def(3), GifoftheA-Run+(3), ResDam-I(5), LucoftheG-Def/Rchg+(5), Ksm-ToHit+(7)
Level 1: Punch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(7)
Level 2: Earth's Embrace -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(13)
Level 4: Boxing -- AbsAmz-ToHitDeb%(A), AbsAmz-Stun(17), AbsAmz-Stun/Rchg(19), AbsAmz-Acc/Stun/Rchg(19), AbsAmz-Acc/Rchg(21)
Level 6: Mud Pots -- SprGntFis-Rchg/+Absorb(A), SprMghoft-Rchg/Res%(21), SprMghoft-Acc/Dmg/EndRdx/Rchg(23), SprMghoft-Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg(25)
Level 8: Rooted -- Pnc-Heal/+End(A), Pnc-Heal(25), Pnc-Heal/EndRedux(27), Pnc-EndRdx/Rchg(27), Pnc-Heal/EndRedux/Rchg(29)
Level 10: Combat Teleport -- GssSynFr--Build%(A)
Level 12: Kick -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(29)
Level 14: Cross Punch -- FuroftheG-ResDeb%(A), ExpStr-Dam%(31), SprAvl-Acc/Dmg/EndRdx(31), Erd-%Dam(31), Obl-%Dam(33), SprAvl-Dmg/EndRdx(33)
Level 16: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(33), ShlWal-ResDam/Re TP(34), Rct-ResDam%(34), GifoftheA-Run+(34)
Level 18: Teleport -- WntGif-ResSlow(A)
Level 20: Knockout Blow -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(36), PrfZng-Dam%(36), Hct-Dam%(36), Hct-Dmg(37), FrcFdb-Rechg%(37)
Level 22: Fold Space -- RechRdx-I(A), RechRdx-I(37)
Level 24: Rage -- HO:Membr(A), HO:Membr(39)
Level 26: Granite Armor -- Ags-ResDam(A), Ags-ResDam/EndRdx(39), Ags-ResDam/Rchg(39), LucoftheG-Def/Rchg+(40), LucoftheG-Def(40), GifoftheA-Run+(40)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 30: Foot Stomp -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Dmg(42), PrfZng-Dam%(42), Erd-%Dam(43), FrcFdb-Rechg%(43)
Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), GifoftheA-Run+(46), LucoftheG-Def/EndRdx(48)
Level 35: Gloom -- Apc-Dam%(A), Apc-Dmg(45), Apc-Dmg/EndRdx(45), CldSns-%Dam(45), GldJvl-Dam%(46), Dcm-Build%(46)
Level 38: Assault -- EndRdx-I(A)
Level 41: Dark Obliteration -- CldSns-%Dam(A), Ann-ResDeb%(48), JvlVll-Dam%(48), Bmbdmt-+FireDmg(50), PstBls-Dam%(50), Rgn-Dmg(50)
Level 44: Darkest Night -- HO:Enzym(A)
Level 47: Minerals -- LucoftheG-Def/Rchg+(A)
Level 49: Brimstone Armor -- GldArm-3defTpProc(A)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), SynSck-EndMod/+RunSpeed(15), SynSck-EndMod(17)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Run-I(A)
Level 1: Prestige Power Quick -- UnbLea-Jump(A)
Level 1: Prestige Power Rush -- UnbLea-Jump(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run
Level 50: Ageless Core Epiphany
Level 50: Longbow Core Superior Ally
Level 50: Void Radial Final Judgement
Level 50: Musculature Radial Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Assault Radial Embodiment
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
------------Non-Granite Build:
SpoilerThis Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsRebornClick this DataLink to open the build!
Proc-Rocks: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Soul MasteryHero Profile:
Level 1: Stone Skin -- Ags-ResDam(A), Ags-ResDam/EndRdx(3), LucoftheG-Def/Rchg+(3), LucoftheG-Def(5), Ags-ResDam/Rchg(5), Ags-Psi/Status(7)
Level 1: Punch -- Empty(A)
Level 2: Earth's Embrace -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11)
Level 4: Rock Armor -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36)
Level 6: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40)
Level 8: Rooted -- Pnc-Heal/+End(A), Pnc-Heal/EndRedux(19), Pnc-EndRdx/Rchg(21), Pnc-Heal(21), Pnc-Heal/EndRedux/Rchg(23)
Level 10: Mud Pots -- SprMghoft-Dmg/Rchg(A), SprMghoft-Rchg/Res%(15), SprMghoft-Acc/Dmg/EndRdx/Rchg(15), SprMghoft-Dmg/EndRdx/Rchg(17), SprMghoft-Acc/Dmg(17), SprMghoft-Acc/Dmg/Rchg(19)
Level 12: Crystal Armor -- LucoftheG-Def/Rchg+(A), Rct-Def(37), Rct-Def/EndRdx(39), PrfShf-End%(39), PrfShf-EndMod(39)
Level 14: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(29), Ags-ResDam/EndRdx/Rchg(31), Ags-EndRdx/Rchg(31)
Level 16: Cross Punch -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg(25), SprAvl-Dmg/EndRdx(25), Erd-%Dam(27), Obl-%Dam(27), FuroftheG-ResDeb%(29)
Level 18: Minerals -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(23), Rct-ResDam%(40)
Level 20: Knockout Blow -- Hct-Dmg/Rchg(A), PrfZng-Dam%(33), UnbCns-Dam%(33), Hct-Dmg/EndRdx(34), Hct-Acc/Dmg/Rchg(34), Hct-Dam%(34)
Level 22: Brimstone Armor -- Ags-ResDam/EndRdx(A), Ags-EndRdx/Rchg(36), Ags-ResDam/EndRdx/Rchg(37), Ags-ResDam(37)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 26: Granite Armor -- GldArm-3defTpProc(A), ShlWal-Def/EndRdx(40), GldArm-ResDam(42), StdPrt-ResDam/Def+(42), ShlWal-Def(42)
Level 28: Rage -- HO:Membr(A)
Level 30: Foot Stomp -- Arm-Dam%(A), Arm-Dmg/EndRdx(45), Arm-Dmg(45), ExpStr-Dam%(46), Erd-%Dam(46), FrcFdb-Rechg%(46)
Level 32: Combat Teleport -- WntGif-ResSlow(A)
Level 35: Gloom -- Apc-Dam%(A), Apc-Dmg(43), Apc-Dmg/EndRdx(43), CldSns-%Dam(43), GldJvl-Dam%(45)
Level 38: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(31), ShlWal-Def(33)
Level 41: Dark Obliteration -- CldSns-%Dam(A), Ann-ResDeb%(47), JvlVll-Dam%(47), Bmbdmt-+FireDmg(47), Rgn-Dmg/EndRdx(48), Rgn-Dmg(48)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 47: Kick -- ExpStr-Dam%(A)
Level 49: Darkest Night -- HO:Enzym(A)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Run-I(A)
Level 1: Prestige Power Quick -- UnbLea-Stlth(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run
Level 50: Ageless Core Epiphany
Level 50: Longbow Core Superior Ally
Level 50: Void Radial Final Judgement
Level 50: Musculature Radial Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Assault Radial Embodiment
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
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1 hour ago, aethereal said:
I checked and confirmed that you CAN crit against Lieutenants and above in PVE with Bone Smasher -- the flag is ignored. Should still be fixed!
I don't really know anything about the native format of powers data, but in the JSON that CoD uses as an intermediate format names the key for this particular data item as is_pvp and the possible values are PVP_ONLY, PVE_ONLY, and EITHER. This effect (the one with tag CritLarge) is value PVP_ONLY, and regardless of the fact that the code is currently ignoring the flag, it's clearly wrong and should be corrected!
That is a CoD issue, not a Homecoming issue. What you see on CoD is not always "raw", but rather interpreted so it is easier for a user to read. In this case, CoD is not recognizing a requirements check correctly and is selecting to display PvP only when it's actually PvE only.
TLDR; it's not broke and there is nothing to fix on Homecoming. It's a CoD bug.
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22 hours ago, HexxenBeast said:
So this thread made me risk tossing out Fighting pool for medicine, I think it could work, but I had to sacrifice some resists in order to get perma-hasten without Ageless. I don't like relying on Ageless since it might fail during the last sixty seconds where it's only 10%.
Overall I think it's right at Incarnate level defenses with 52.6% Defence Debuff Resistance which, seems pretty good (Not SR Good, but way better than 0)
I haven't put the accolades in, cuz I don't know how to get them yet myself but this is the build I am currently working towards with my Widow. She's really a glass cannon lol. I'd love to fit smoke bomb in there for the debuff to hit to stack with the rest I've got but... it'll do well enough.
I think.
I hope.
This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsRebornClick this DataLink to open the build!
Glass Cannon: Level 50 Magic Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Flight
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Soul MasteryVillain Profile:
Level 1: Swipe- (A) Superior Spider's Bite - RechargeTime/Global Toxic
Level 1: Combat Training: Defensive
- (A) Shield Wall - +Res (Teleportation), +5% Res (All)
Level 2: Strike
- (A) Crushing Impact - Accuracy/Damage
- (45) Crushing Impact - Damage/Endurance
- (45) Crushing Impact - Damage/Recharge
- (45) Crushing Impact - Accuracy/Damage/Recharge
- (46) Crushing Impact - Accuracy/Damage/Endurance
- (46) Crushing Impact - Damage/Endurance/Recharge
Level 4: Tactical Training: Maneuvers
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 6: Fly
- (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range
- (7) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
- (7) Winter's Gift - Slow Resistance (20%)
Level 8: Follow Up
- (A) Mako's Bite - Chance of Damage(Lethal)
- (9) Mako's Bite - Accuracy/Damage
- (9) Mako's Bite - Damage/Endurance
- (11) Mako's Bite - Damage/Recharge
- (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (43) Superior Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize
Level 10: Indomitable Will
- (A) Steadfast Protection - Resistance/+Def 3%
- (27) Impervious Skin - Resistance/Endurance
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (48) Impervious Skin - Status Resistance/Regeneration
- (50) Aegis - Psionic/Status Resistance
Level 12: Spin
- (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
- (13) Obliteration - Chance for Smashing Damage
- (13) Obliteration - Damage
- (42) Obliteration - Accuracy/Recharge
- (43) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
Level 14: Lunge
- (A) Hecatomb - Chance of Damage(Negative)
- (15) Hecatomb - Damage/Endurance
- (15) Hecatomb - Damage
- (37) Hecatomb - Damage/Recharge
- (40) Hecatomb - Damage/Recharge/Accuracy
- (42) Touch of Death - Chance of Damage(Negative)
Level 16: Hover
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Reactive Defenses - Scaling Resist Damage
Level 18: Slash
- (A) Superior Dominion of Arachnos - Accuracy/Damage
- (19) Superior Dominion of Arachnos - Damage/Recharge
- (19) Superior Dominion of Arachnos - Accuracy/Damage/Recharge
- (23) Superior Dominion of Arachnos - Damage/Endurance/Recharge
- (23) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge
- (34) Touch of Death - Chance of Damage(Negative)
Level 20: Mask Presence
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
- (21) Luck of the Gambler - Defense
- (21) Kismet - Accuracy +6%
Level 22: Mental Training
- (A) Flight Speed IO
Level 24: Mind Link
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
- (25) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance/Recharge
Level 26: Foresight
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
- (27) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Endurance
- (29) Unbreakable Guard - Resistance/Endurance
- (31) Unbreakable Guard - Resistance
- (31) Unbreakable Guard - +Max HP
Level 28: Eviscerate
- (A) Superior Avalanche - Recharge/Chance for Knockdown
- (31) Superior Avalanche - Accuracy/Damage
- (33) Fury of the Gladiator - Chance for Res Debuff
- (33) Fury of the Gladiator - Accuracy/Damage
- (34) Obliteration - Chance for Smashing Damage
- (34) Obliteration - Damage
Level 30: Aid Other
- (A) Panacea - +Hit Points/Endurance
Level 32: Aid Self
- (A) Miracle - +Recovery
- (33) Miracle - Heal
Level 35: Soul Tentacles
- (A) Superior Frozen Blast - Recharge/Chance for Immobilize
- (36) Superior Frozen Blast - Accuracy/Damage
- (36) Ragnarok - Chance for Knockdown
- (36) Ragnarok - Damage/Endurance
- (37) Ragnarok - Damage/Recharge
- (37) Annihilation - Chance for Res Debuff
Level 38: Dark Obliteration
- (A) Cloud Senses - Chance for Negative Energy Damage
- (39) Cloud Senses - Accuracy/Endurance/Recharge
- (39) Annihilation - Chance for Res Debuff
- (39) Cloud Senses - Accuracy/Recharge
- (40) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (40) Positron's Blast - Chance of Damage(Energy)
Level 41: Darkest Night
- (A) Deflated Ego - Chance for Recovery Debuff
- (42) Dark Watcher's Despair - Chance for Recharge Slow
Level 44: Tactical Training: Assault
- (A) Endurance Reduction IO
Level 47: Tactical Training: Leadership
- (A) Adjusted Targeting - To Hit Buff/Endurance
- (48) Adjusted Targeting - To Hit Buff
- (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 49: Hasten
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Conditioning | Hidden
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Celerity - +Stealth
Level 2: Rest- (A) Empty
Level 1: Swift- (A) Flight Speed IO
Level 1: Hurdle- (A) Empty
Level 1: Health- (A) Preventive Medicine - Chance for +Absorb
- (3) Preventive Medicine - Heal
- (3) Numina's Convalesence - +Regeneration/+Recovery
Level 1: Stamina- (A) Synapse's Shock - EndMod/Increased Run Speed
- (5) Synapse's Shock - EndMod
- (5) Synapse's Shock - EndMod/Recharge
Level 6: Afterburner
Level 50: Ageless Core Epiphany
Level 50: Agility Radial Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Assault Radial Embodiment
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------------And the data chunk is here:
| Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1706;754;1508;HEX;| |78DA65944D4F136110C7FFDB6EC55210B08552A002E5A50852A9464DBC2841405EA| |A24103CD6B5ADA5525B6C31E8F750D1040DF872E0E4410F1ABF82DEBD7A50881131| |510F06B04E7776F0816EB2ED6FE73FCFCC3C33CF6EE4CE858A0FEFC7CF43F30CA48| |D7C3EDA9F336233996C3E7A2515CF2E3822463215B303A8182ECA2D03462693CD94| |91A1CD74884EE58C54269549862EA59233F3D1BD46EF54C2B8B990CDCD862CBBF50| |8D744369B0E0DA58B6B2A4D8E24E2A9582A9328379F26E71289380B43451F8A5537| |38978A85A607FBA7A293D9DBE968C4C8CF277277EBA99476BA972BE847835C05BA6| |FE94058C740798932663795155AA3298A43C35598CA311802D704620CBD880B2418| |0629815D4D6047AD662A2E6A9403FF159B033E4E7D000D028D0CCFA898326DB7D08| |2A30CB31CFF20AE0B2419CA31237083A11B8F38CC1015E3548AD19DF0D2A35F4703| |7C0CBD38C1BEC7E1674B18A7B8E0E754844B29D8E1C227F6254160CB66C2516CDBA| |CDC3B027F195E9077A51AA6123DAC1C42B74027433B820C417449E0282D0AEA7052| |FBAA94BDD8AAA4B1D5F008FCE4B29628658D3ACB1ADC63E530EE0B3C60A8C3A2C04| |3865649394AED73AB29DD92D223293DD881D9B531F2AD55E75E8B369EC638295E35| |8A57A2D44B947A330DC108F9FAD4C27DE2DB20BE4DA8E63935E137D77B04BF04FE3| |03CA6FD37AA2D6FC48A6EB92C31B4E09CDD82B3B26D085843F553CBFD4A187A6865| |9766529A953AB5668C6A66CF5A30C2B04D9E01752B01BCE5D46D782D70C666C1699| |9FF498135CEB4437F1DEA563AB06E33F7DF89B55D60DF4E7C664B105F04DEF0105E| |D109EC520BEEC24B7271170FD83B4E394CBDEF5127D8536C4951B9484A4851EC213| |CB5592FCD1381658630561902D4A23E35631F05B45C2CB8ACEFFD18159A74A857C1| |34160A18D74BBE5A4ECE32A1AB02291AAFD828FDCE59C7F17BA962AED8DC67A7F81| |BDC561BD605A6F90CFE28F5DDE491EAF82AF08D81DEAB3D9FBDC2A29BECAA618B3C| |C26A1B3EBAF7195603FB0CFF0036C6D87C| |-------------------------------------------------------------------|
I haven't put your build into mids yet to look at the numbers, but if I do later I'll update with suggestions if I can find any. I say definitely try out the build and let us know how medicine pool works for you. If you wind up not being a fan (either not using it enough or not strong enough), you might look into the presence pool for its heal over time power.
One thing to note about slotting IOs...your miracle proc in Aid Other will mean you get the recovery buff for 120s every time you use Aid Other (it refreshes, doesn't stack). If you don't use Aid Other you won't get that buff.
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13 minutes ago, Erratic1 said:
If Bio is getting mentioned for its +30% to damage, why is double stacked Rage not on the table with its 160%?
I believe the assumption was you're already at damage cap, so a set that gives +damage isn't going to matter. You'd want to look at resistance debuffs and bonus damage (such as crits).
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On 1/25/2023 at 11:00 AM, Yomo Kimyata said:
Let's say my scrapper has 90% smashing resistance, which is capped at 75% because she is a scrapper. Which number is used to calculate your resistance to resistance debuffs? In other words are you going to take 10% of the debuff, or 25%?
You probably got your answer already but I am not caught up on replies.
To answer your question, you work off 90%. So let's say you got hit with a 50% debuff. You resist 90% of it so you only take 5% debuff. That puts you at 85%, so you're still capped out at your standard 75% damage resistance. You would have to be hit with over 150% debuffs before you start to take more damage.
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4 hours ago, csr said:
Hmmm... I don't understand that explanation. I thought the "Always" entry in the Notify field in the main power handled that. Perhaps the main power Notify entry should be "Never" and the Execute would then Notify only on a hit?
Anyway... it does raise one general question regarding Executes in my mind: Does having an Accuracy entry (1.2 in this case) on an Execute mean that it makes a 2nd ToHit check for the Execute itself?
1) It is due to how Confuse works (i.e. coded). Even with the power set to Always Notify, the Confuse would force the notify to not happen. I'd have to dig, but I'm pretty sure early on in beta the power was set up that way originally and it was reported as a bug when the notify didn't occur.
2) I can't think of a power that uses an execute power with each one not being set to Auto-Hit. If there were, I'd test it to see what happens with certainty. But my hunch is both would have a hit roll if both are not auto-hit. Of course in this case, the executed Confuse is auto-hit.
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On 12/14/2022 at 7:49 AM, aethereal said:
No, so...
The confuse portion of Impassioned Serenade is coded onto a separate power that Impassioned Serenade redirects to, instead of being a straightforward effect of Impassioned Serenade. I think that the second LoS is a result of that, and yes, I agree it's a bug (and could probably be fixed by making the redirect power not require LoS). But my question is, why is there a redirect in the first place? Other Symphony Control powers don't redirect. Other confuse powers don't redirect. I assume that there's something that they're trying to accomplish with it being a redirect at all, but I don't understand what it is. Maybe @Bopper can see something about how it works that makes the redirect useful/necessary?
I agree, the LOS check on the execute confuse power should be removed. Based on all other info in the power (1000' range, auto-hit) it seems the intent is for the effect to always fire and having a LOS requirement would limit that. Odds are, it was a copy/paste of the main power and that field was overlooked during cleanup.
As for the reason for having an execute power, that is to ensure a mob notify. Without it, you could hit the target successfully and it would not notify the enemies around the target (a miss would notify regardless). So the damage is done upfront to ensure the notify happens, then the confuse is applied if the target was hit.
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Stone does pair well with Seismic since both have powers that require being near ground. If you prefer to fly/hover, then you're better off with something else.
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On 10/25/2022 at 11:11 AM, aethereal said:
I disagree with the last sentence. It is clearly the case that crits typically sum up the damage of the whole DoT, we don't typically have a case where crits are lower because they're not DoT.
For example:
Frozen Touch does 11 ticks of 16.5788 damage (Scrapper values), for a total of 182.3688. Its crit damage is 182.6796
Incinerate does 10 ticks of 15.6404 damage, for a total of 156.404. Its crit damage is 156.4038
Shadow Maul does 8 ticks of 12.6562 damage, for a total of 101.2496. Its crit damage is 101.2433
Frozen Touch and Shadow Maul, despite being DoTs, follow the design formula (no bonus). So their crit damage is appropriate for the cooldown and AoE those powers provide.
Incinerate...that looks like a power that needs to be looked at. 2.5 scale damage is far too high for a 10s cooldown (27.6% higher than the 1.96 scale it should be doing), and the 6.864 endurance cost is waaay too low. I'll pass this along as a bug report.
It is possible (small chance) this has multiple things going on. As a DoT that has no secondary affect, it might be getting a 20% discount on the design formula. If so, then the power would be treated as a 12.5s cooldown (for formula purposes only) and the power should do 2.36 scale damage. If the 7.3% buff for DoTs is supposed to be applied to the cooldown for design formula purposes, then the 12.5sx1.073 = 13.4125s and the damage scale would be 2.506 (very close to what it is now). But take that with a grain of salt, I am doing a lot of math gymnastics to get the numbers of Incinerate to make sense.
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1 hour ago, UberGuy said:
The unit of time change on these is one server "tick". That's roughly 0.132 of a second, but that depends on how well the server is getting things done
This is the default behavior, used whenever an attribute mod has a duration but no tick period. This capability can be used for things that do have a tick period (date over time, heal over time). In those cases, the additive/multiplicative changes will apply on those ticks
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9 minutes ago, ... said:
Anyone know what the minmax function does? City of Data frequently references it, but the damned thing takes 3 arguments. See for example Feral Charge from Dominator Savage Assault. Can anyone help me parse this?
The first input is the expression being evaluated (distance - 25). The 2nd input is a minimum value, the 3rd input is a maximum value. The output of the function is the expression, unless that expression goes outside of either the minimum or maximum values. If it does that, then it uses that minimum or maximum value instead.
For example, let's say the distance is equal to 30. Then distance - 25 = 5, which is inbetween the minimum (0) and maximum (40). So the output is 5. For the rest of the formula it takes that output and calculates 1 + 5/40 = 1.125.
If distance = 100, then distance - 25 = 75. This is above the maximum (40), so the output of the function would be 40. The rest of the formula would calculate 1 + 40/40 = 2.0.
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Probably a Martial Arts Tanker. Going straight for Storm Kick is nice.
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40 minutes ago, BillyMailman said:
Back again with another bug report, sorry.
Current messed-up power is Soul Extraction. I'm seeing nothing but a non-heal heal, and checking the raw JSON shows that the power does indeed do a lot more.
Mine looks different
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On 9/25/2022 at 3:18 PM, Golden Azrael said:
My incarnates? I took the ALPHA Intuition to build mOAR dam in. It also has the luv'ly side effect of giving monumental range to the previously cauterised range on Sentinel. Which means even my 'Sleep' power or the Howl...or the Shockwave powers can reach 'way over there...' Shriek on a Sentinel does High Damage. (My Sonic/Sonic defender has a bit of you know what envy.)
You might like to head over to Beta and try out Stone Armor on Sentinels. If you don't mind being land based, Terra Firma gives a nice little buff to range that pairs nicely with sonic's cones. You also get Brimstone proc for extra damage, and it's a tough armor set in general.
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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)
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Also read the Activation Period section in the link. I mention the 10s again.
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3 minutes ago, Nexros said:
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.
I first show it in the breakdown of formulas. Take a look at the notes in yellow.
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2 minutes ago, Nexros said:
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?
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)
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:
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1 hour ago, Nexros said:
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.
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)
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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:
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Why so long for game evolvement?
in General Discussion
Posted
Let me know, I give those out for free.