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  1. Several guides on the forums here use popmenus, for the most part though it’s “here, use this popmenu to do the thing.” without any guidance on how to modify it to suit your needs. There’s nothing wrong with that, especially since plenty of people don’t want the added complexity of modifying or customizing a popmenu. I am not one of those people, and if you’re reading this guide you probably aren’t either. I like to poke things. I like to figure out how they work and how I can make them work to suit my needs. So recently I decided I wanted to make a custom popmenu for chat, just a simple one, but I wanted quick access to multiple presets for chatting without a bunch of keybind. Unfortunately, Paragonwiki’s article on popmenus isn’t that helpful: https://paragonwiki.com/wiki/Popmenu_(Slash_Command) SO! What is a popmenu? A popmenu is a custom menu which can be used to execute any number of slash commands, it essentially allows you to bind a large number of options to a few keystrokes. Why popmenus? Because they’re cool? In all seriousness, popmenus are ideal for commands you want ready access to, but don’t need at a single push of a button. You probably wouldn’t want to use a popmenu to activate your general combat powers, though you could certainly use one that way. You might use popmenus to combine inspirations on the fly, or start chatting in certain ways, to send commands for a raid, or maybe to set up flyposes… The options are nearly endless. So how do I do it? The first step to making a popmenu is creating the directory the game will look for them in: <game install>/data/texts/english*/menus *or the language your game is in. From there you will create a .mnu file named whatever you happen to want to call it. In Windows 10 I find that to create an .mnu file, I have to create a text document and then ‘save as’. Do make sure you don’t accidentally save it as menu.mnu.txt. Inside that .mnu file, you will need to use this format: Now… this doesn’t make a lot of sense, let’s be honest. I copy and pasted that from the Wiki article, and you can read what they say about it, but there’s a lot you really don’t need right now. Like the divider command, that just puts a divider between options (.. Seems like wasted space to me >.>). The LockedOption command is cool, if you want options to only be available to certain people (super cool uses, but pretty advanced stuff), etc. If you want to make any notations in your popmenu, you can easily do so! If you enter // in to the menu, it will ignore anything following that until the next line break (the next time you hit enter). I don’t tend to make use of this for my own popmenus, but I can see why some would want to have notations and comments in their files. We’ll start with the basics by looking at simple one I built for chat: Menu “Chat” This just tells the game what the menu name is, and this is how we will find it later. { Title Chat This is what will display as the name of the menu when we open the popmenu. Option “help chat &q” “beginchat /hc [@Zolgar] “ Option tells us this is a new command in the popmenu. What follows in quotes “Help chat &q” tells us the name of the command, and the keystroke for it, in this case the keystroke is q. The second set of quotes is the command it issues. Like keybinds and macros, you do not need to use the slash before the command. “But Zolgar, it says /hc right there!” Correct! That’s because I’m using the beginchat command. This particular command line will open my chat box up for typing starting with /hc [@zolgar] , which allows me to quickly send messages with help, tagged with my global handle (since I alt all the time.). Option "LFG &w" "beginchat /lfg [$level $archetype] " Same deal, sets up to send a chat to the looking for group channel, opened with my level and archetype, saves me a bit of typing. 🙂 } Just closes the menu out. Update: I am am idiot and missed a key piece of Information! Popmenus must be preceded by // or a blank line So it should open like: // menu (menu name) Or: menu (menu name) Now, how do we turn that into a thing in game? First, you can’t add/modify popmenus on the fly, you must reload the game for it to acknowledge they are there or have been changed. In game, you use a keybind to open the menu, so you have to set that up, in my case I used shit+enter for this. /bind shift+enter popmenu “chat” That’s a really simple example, of course! You can get fancier, like you could do a menu for mastermind commands! Credit where it’s due, I got the idea for this, and stole the commands from this thread: https://forums.homecomingservers.com/index.php/topic,7092.0.html The numpad binds are super amazing and the only reason I don’t like them is the number pad is on the right side of the keyboard my right hand never leaves the mouse while I’m playing except to type. I want something to function on the fly… SO! Let’s play. A quick side note, you’ll notice I use q, w ,e r, a, s, d etc. as commands a lot. This is because I want to be able to hit the commands needed from the natural state of my left hand. This gives the functionality of the keybinds in the above link, but as a popmenu. Unfortunately, some of the commands don’t work on keystrokes (go to and dismiss), but these are two things you’re not going to need all the time. 🙂 Really, I have only scratched the surface of what popmenus are capable of with this post. I have heard tell of some amazing things, like using it for a badge checklist. I am currently trying to suss out how to make a popmenu that I can use to check and see what badges I am missing for a given accolade, but haven’t figured it out yet. Over all, I hope I have given you some idea on how to create popmenus to do whatever crazy and/or useful things you might need them to. What else should I know? So, I recently discovered an interesting quirk with popmenus that make them annoying to deal with while editing my chat popmenu for a global channel I joined. I joined the channel Looking for RP, so as you can imagine, the first thing I did was add a line for that in my popmenu, that looked something like: option "LFRP &r" "beginchat /send "looking for RP" [$name, Everlasting] " This should have the effect that when I hit shift+enter r, it pops the chat bar up to send to the channel looking for RP with my current character's name and the server I am on autopopulated. Except instead it pops up a chat bar with /send It took a lot of fighting with it to figure it out, and several other helpful folks in Help Chat fighting with it and doing some Google searches. Ultimately the issue was discovered: You cannot have quotation marks in a popmenu command line. I came to the conclusion that the popmenu expects the command to be encased in quotation marks, and so sees one and basically reads it as a full stop on the command line, ignoring everything after. Further testing, if I leave the quotations off, it tries to send "for RP [$name, Everlasting] " to global channel 'looking'. Unlike powers, I cannot use underscores in place of the spaces in the global channels name. Basically, you cannot use a popmenu to chat in a global channel with spaces in its name... I, however, was not satisfied with this answer! So I built a workaround. This deviates from popmenus a bit, but it's still interesting, and it will let you know how to get around the issue, if you run in to it: I discovered the /powexectray command will activate macros, and will do so from a popmenu. So I created a macro and shoved it in to the first slot on my 7th tray: beginchat /send "looking for RP" [$name, Everlasting] " Then, I added the line to my popmenu: option "LFRP &r" "powexectray 1 7" Now, I don't particularly want to type "/macro LFRP "beginchat /send "looking for RP" [$name, Everlasting] "" on every character I roll and then drag that macro to 7:1, and I have a few keybinds I use on all characters already, so I finally got around to setting up a bind file for them, and added to it: f11 "macroslot 60 LFRP beginchat /send "Looking for RP" [$name, Everlasting] " So yes. I have a keybind. To make a macro. To be activated by a popmenu. To chat in a global channel. You might say it would be easier to just make a command like ctrl+enter as a bind to just chat in looking for RP. SURE, it would be, but then I would have to use a different command than I do for all my other chats, plus that's quitter talk 😛 Side note: the /macroslot command is super cool, it automatically dumps the macro generated in to whatever slot you choose, from slot 0 (1:1) to 89 (9:10)
  2. The Consolidated List of Popmenus We already have a guide on how to modify a popmenu to suit your needs and what a popmenu is, Thank you @Zolgar. You can find it here and this one for custom windows, Thank you @Healix. Custom windows is a godsend to using macros & popmenus without cluttering up your power trays. I would recommend reading those two first if you don't understand popmenus or how to install them. Popmenus are highly underrated compared to macros & binds and this post will consolidate most the popmenus found on this forum & ones on the original forum which has fortunately been mostly archived. The downloads will be available here along with the code below them. Special thanks to the creators of the popmenus! This post wouldn't have been possible without you. With that sorted let's get into the list. Note: The popmenus in Italics came from here Utility Ashlocke's Handy Menu courtesy of @Ashlocke Ashlocke's Handy Menu.mnu Teleport Menu courtesy of @heywoods1230 TPMenu.mnu Extor's Emotes Popmenu courtesy of @Extor Prime and updated by @AboveTheChemist UniversalEmotes.mnu Alphabetic Badge List PopMenu courtesy of @Janrith and later @ROBOKiTTY BadgeList.mnu 188.25 kB · 34 downloads Ultimate Mission Helper courtesy of @Profit and @Living_Hellfire menus.zip 455.64 kB · 211 downloads Inspiration Maker Popmenu courtesy of @Microcosm InspirationMaker.mnu Costume Change Popmenu courtesy of SnowGlobe CostumeChange.mnu All Popmenu courtesy of Scur It is mostly a whole bunch of powers with some extras. All.mnu Interface Color Chooser courtesy of Djeannie It is also in the Useful Commands popmenu. Interfacecolorchooser.mnu UsefulCommands courtesy of Djeannie A big list of Useful Commands. UserfulCommands.mnu Base Building & SuperGroups SGMusic Menu courtesy of @qwy SGMusic.mnu 16.91 kB · 17 downloads SGStuff Menu courtesy of @qwy SGStuff2-5.mnu 28.85 kB · 5 downloads
  3. This bug has been brought up numerous times over the last year. You can check that out here, here, and here. I have not seen much discussion on this by the devs, with the only mention of looking into it came from @Captain Powerhouse where he stated this. However, I have no idea if he actually looked into it. Nonetheless, I decided to look into it by creating large sample sizes of data and hopefully identify a trend (for those who don't like lots of numbers, feel free to scroll down to my conclusion, which is in big-bold letters at the bottom). Here is what we think we know. The DoT does its proc check after each tick and will cancel all subsequent ticks if there is a miss. This means we have the following expected performance numbers for a DoT that has a 75% chance of “ticking”. Probability of 0 ticks: 25% (25% to miss on first tick attempt) Probability of at least 1 tick: 75% (75% to hit on first tick attempt) Probability of at least 2 ticks: 56.25% (75% x 75%) Probability of at least 3 ticks: 42.19% (75% x 75% x 75%) Probability of at least 4 ticks: 31.64% (75% x 75% x 75% x 75%) Probability of all 5 ticks: 23.73% (75% x 75% x 75% x 75% x 75%) This also translates to the following expected performance: Probability of exactly 0 ticks: 25% Probability of exactly 1 tick: 18.75% (75% x 25%: hit on 1st, then miss on 2nd) Probability of exactly 2 ticks: 14.06% (75% x 75% x 25%) Probability of exactly 3 ticks: 10.55% (75% x 75% x 75% x 25%) Probability of exactly 4 ticks: 7.91% (75% x 75% x 75% x 75% x 25%) Probability of all 5 ticks: 23.73% This tells us that on average, for every successful attack we hit, we can expect 2.288 DoT ticks. (0*25% + 1*18.75% + 2*14.06% + 3*10.55% + 4*7.91% + 5*23.73% = 2.288). Now that we know all the math for the expected performance (which was suggested/verified to us by Captain PowerHouse in the similar Bug Report last year), let’s look at the results we get from testing. For this test, I removed all recharge bonuses for my build and used auto-Kick repeatedly. I did this because it would create a 5 second cycle between Kicks, which make all potential DoT ticks play out before I could perform the next Kick attack. This made it much easier for me to parse my combat log to measure the number of ticks generated from each attack (which I will compare to the probability of EXACT results I just provided). Finally, I removed all results where my final Kick attack resulted in the defeat of the enemy. I did this because we could never be sure of how many ticks of damage the target could have had if they remained alive (once they're dead, the ticks stopped). This includes removing results where the death occurred on the 5th tick. Even though we know exactly how many ticks happened, it is unfair to cherry pick (please don't make me explain the math). So those were my test conditions. Now, onto the results. Test 1 (10 Feb 2020): T3 Degenerative Radial (+75% chance DoT only) 313 Successful Kicks. No Ticks: 149 (47.60%) 1 Tick: 29 (9.27%) 2 Ticks: 34 (10.86%) 3 Ticks: 20 (6.39%) 4 Ticks: 22 (7.03%) 5 Ticks: 59 (18.85%) Average: 1.7252 Ticks per Successful Kick Test 2 (11 Feb 2020): T3 Degenerative Radial (+75% chance DoT only) 1192 Successful Kicks. No Ticks: 522 (43.79%) 1 Tick: 178 (14.93%) 2 Ticks: 109 (9.14%) 3 Ticks: 82 (6.88%) 4 Ticks: 86 (7.21%) 5 Ticks: 215 (18.04%) Average: 1.7290 Ticks per Successful Kick Test 1 and 2 combined: 1505 Successful Kicks No Ticks: 671 (44.58%) 1 Tick: 207 (13.75%) 2 Ticks: 143 (9.50%) 3 Ticks: 102 (6.78%) 4 Ticks: 108 (7.18%) 5 Ticks: 274 (18.21%) Average: 1.7282 Ticks per Successful Kick These results show that the actual performance is nothing close to the expected performance. So, what’s going on here, exactly? First, let’s look at the ratio of the test results with the expected results. 1 Tick: 13.75%/18.75% = 0.7335 2 Ticks: 9.50%/14.06% = 0.6757 3 Ticks: 6.78%/10.55% = 0.6426 4 Ticks: 7.18%/7.91% = 0.9072 5 Ticks: 18.21%/23.73% = 0.7672 Average: 1.728/2.288 = 0.7553 There’s a little bit of variance still happening, but it seems there is a pattern, which is the probability of X Ticks are all being weighted by approximately 0.75 (75%). I suspect an extra 75% probability to proc is being applied in the front end and it carries itself through the rest of the ticks. I notice similar behavior with the 25% proc as I performed a small test (using a T4 Reactive Core) of 172 samples and only saw 9 ticks (5.23%, when I expected 25%). I don’t have enough samples with the 25% proc yet, but it wouldn’t surprise me if it is also having the 25% probability to proc applied an extra time on the front, which cascades down to the probability of the subsequent ticks. If my hunch is correct, then the probability of X ticks to occur would no longer be: X: Current Expected | Actual? 0: 25% | 43.75% 1: 18.75% | 14.06% 2: 14.06% | 10.55% 3: 10.55% | 7.91% 4: 7.91% | 5.93% 5: 23.73% | 17.80% And for completion, here are the numbers for the 25% DoT (needs more testing) X: Current Expected | Actual? 0: 75% | 93.75% 1: 18.75% | 4.69% 2: 4.69% | 1.17% 3: 1.17% | 0.29% 4: 0.29% | 0.07% 5: 0.10% | 0.02% As for continuing testing, I'll do so when incarnates become free again on Beta. As of now, I'm limited to the 75% T3 Degenerative and the 25% T4 Reactive. Edit: To be clear with my phrasing. I suspect only the first tick is having an extra 75% (or 25%) check applied to its proc. All subsequent ticks should be working as expected (with just the single 75% proc checked).
  4. Interface Damage over Time (DoT) Procs How to Quantify Their Effects by Bopper Written: 14 February 2020 Last updated: N/A Some quick news. The bug causing Interface DoT procs to under-perform has been found and a fix should be easy enough to implement and hopefully will go live soon. With that being said, I wanted to put together a quick guide (or crib sheet, really) that details how you should quantify the effects of the Interface DoTs (once the bug is fixed, that is). This should help you decide if/which Interface DoT is right for your build. How do the Interface DoT procs work? The description of the Interfaces will read as “Adds… a Minor/Moderate DoT (X% chance) to most damaging attacks”. This phrasing causes some confusion as most assume this to mean there is an X% chance that each of your attacks will add 5 ticks of Damage over Time. In actuality, the Interface procs are mechanized such that each of the DoT ticks will have an X% chance to proc; however, once a tick misses all remaining DoT ticks are cancelled. This is what’s referred to as “Cancel-On-Miss”. How much damage do Interface DoT procs do? There are 5 Interfaces that offer a DoT proc: Cognitive (Minor Psionic), Degenerative (Minor Toxic), Reactive (Moderate Fire), Preemptive (Moderate Energy), and Spectral (Moderate Negative Energy). The Minor damage DoTs do up to 5 ticks of 10.71 damage each, and the Moderate damage DoTs do up to 5 ticks of 13.39 damage each (25% stronger than minor damage). Those numbers assume same level enemies (refer to Purple Patch mechanics if you’re considering fighting weaker/stronger enemies). What can I expect from a 25% DoT proc? This is the lowest performer of the bunch as it is very likely to miss on an early damage tick, resulting in all subsequent ticks to be cancelled. That being said, what is the expected performance? Probability and Expectation of Exactly X Ticks Proc'ing (25% DoT) X Prob(X) E[X] =X*Prob(X) 0 75.00% 0 1 18.75% 0.1875 2 4.69% 0.09375 3 1.17% 0.035156 4 0.29% 0.011719 5 0.10% 0.004883 Total 100% 0.333008 These numbers tell us that on average, each attack will do 0.333 ticks of damage. Given that a Minor DoT does 10.71 damage (Major DoT does 13.39 damage), this equates to averaging only 3.57 more damage per hit (or +4.46 damage, for Major DoT). What can I expect from a 50% DoT proc? This is the middle performer of the bunch and is only available as a Tier 3 Interface Proc. Below is its expected performance. Probability and Expectation of Exactly X Ticks Proc'ing (50% DoT) X Prob(X) E[X] =X*Prob(X) 0 50.00% 0 1 25.00% 0.2500 2 12.50% 0.2500 3 6.25% 0.1875 4 3.125% 0.1250 5 3.125% 0.15625 Total 100% 0.96875 These numbers tell us that on average, each attack will do 0.96875 ticks of damage, which equates to averaging +10.375 and +12.969 more damage for the Minor and Major DoTs, respectively. In this case, doubling our Proc probability nearly tripled out added damage performance. What can I expect from a 75% DoT proc? This is the top performer of the bunch and is only available as a Tier 3+ Interface Proc. Below is its expected performance. Probability and Expectation of Exactly X Ticks Proc'ing (75% DoT) X Prob(X) E[X] =X*Prob(X) 0 25.00% 0 1 18.75% 0.1875 2 14.06% 0.28125 3 10.55% 0.316406 4 7.91% 0.316406 5 23.73% 1.186523 Total 100% 2.288086 These numbers tell us that on average, each attack will do 2.288 ticks of damage, which equates to averaging +24.505 and +30.632 more damage for the Minor and Major DoTs, respectively. In this case, using a 75% DoT proc instead of a 25% DoT proc has increased the average DoT output by 587% (so nearly 7x damage). Using a 75% DoT proc instead of a 50% DoT proc increased the average DoT output by 136% (more than 2x damage). Can you show your work?
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