Dark Current Posted July 29 Author Posted July 29 (edited) Round 2: Empathy "Your powers give you the ability to heal and aid allies as well as yourself. Empathy has no offensive powers, but its heals and buffs are unmatched." The Challengers... Ankh Empathy / Water / Soul DEFENDER Concept: Lord of the Wrapped. Empowered by Ra, the sun god to reclaim incarnate power stolen by the insolent Greek deities. Blasts of punishing sand and bursts of radiant vitality. Hunting down Mu mystics in service to Scirocco who have plundered the tombs of the ancients and stolen relics. Playstyle: Light switch. Buff first. Then Blast away. Support on the fly. VS Frisson Sensate Symphony / Empathy / Ice CONTROLLER Concept: Famous soft rock superstar who gained power through abuse of designer neuro-pharmaceuticals synthesize using CSF from Praetorian Seer Network. His vocal talent has been enhanced to where his songs amplify the emotions of his listeners bringing them euphoria and elevating them to heights of passion. Playstyle: Blanket enemies with 7 swaths of far-reaching cone attacks, layering multiple CCs and debuffs. Support as needed. Matchup Video Both are designed to bring the pain as much as ease the pain. Of special note, Frisson was designed by Cathy (Chat GPT) and I can't wait to show you what she came up with. Edited Thursday at 12:09 AM by Dark Current
Dark Current Posted July 31 Author Posted July 31 (edited) Ankh MIDS Build: Ankh - Defender (Empathy)2.mbd Frisson Sensate MIDS Build: Frisson Sensate - Controller (Symphony Control - Empathy).mbd Edited August 6 by Dark Current
Dark Current Posted August 6 Author Posted August 6 (edited) Frisson's 801 Trials "The Slaughterhouse doesn’t let you save the team. It lets you trade it—one soul at a time." Chatty Cathy The Challenge: AE 801 Trials A brutal custom mission arc designed by @Linea to push support builds to their limits Includes elite bosses, ambush chains, and heavy debuffs Played at +4/x8 difficulty with incarnate-level enemies 5-man teams, level 50 minimum Increasing mission difficulty from Tier 1 - Tier 5, randomly selected from mission list by die roll Trial ends when either Defeat Condition is met: 4 out of 5 defeated teammates at the same time; time-limited missions (30, 30, 45, 45, 60) or Success Condition is met: complete all 5 tiers of missions before the time limit expires. No extraneous help, no 'cheese' temp powers like AV summons or super-inspirations, no email access, no exiting the map, no hospital visits... just what your character has on them and would 'normally' do within the purview of their build Edited Thursday at 12:11 AM by Dark Current
Linea Posted August 7 Posted August 7 (edited) 🍿🍺 I'm glad you're enjoying the missions. I've been chuckling almost non-stop for the last 2 hours. Voltak and Lumi both frequently brought empaths to these. If Either of them joined the team I'd automatically set it 1 tier higher. 😉 "801.0 I hope this isn't too easy peasy" - 801.0 is the easiest. It's intended for a very small team or solo "801.5-C ..." - You overlooked the team-size multipliers in the list. That effects lots of things within the tier itself, including mission length and difficulty. - 801.5 is intended as a full team test, as compared to the small team/solo test above. Each tier is roughly double the difficulty of the previous tier and you went from the bottom of tier 1 to the top of tier 2. I'd guess that means this mission is about 3-4x harder than the one you started with, as well as about twice as long. "801.6-Static ..." - Static tagged missions are "Very Short, Static, less comprehensive, lightweight tests" designed so you can quickly and easily test and compare tiers "Without the Randomness". "801.7-Tech-R" - I hope you brought your grown up pants. - This is just barely over the balance point where game mechanics start breaking. - Give me the smallest amount of team buffs and the mechanics balance back out. However, this is why I made the 6s and inserted them into the list. The 6s are just under the mechanics balance point. It was fun and interesting to really find how all the various mechanics work and when and where and how they break. - I ran a lot of 6's and 7's depending on the balance point of the team. "It's hard to figure out a time limit" - Teams vary too much, You'll never get one answer here. I've had teams complete Difficulty 15 in less than 30 minutes, and teams fail difficulty 2 after 2 hours. "We've Got this." "Wasn't too bad." "Oh !@#$ ... Oh ^%!@#, ... OH! @#$ %!@# &%@#!" "Got Smoked. Bro!" "They broke the Unbreakable Tank ... " "It's getting to the point that I have to start buffing the tanks ..." "We're dying like crazy ..." "Come to the PO AE and have BAG of Wakies ..." "Holy !@#$ this is !@#$%$# Insane ..." "What the !@#$ was that! Holy %@#% ..." "Does that Count? ... That was Brutal! ... The Doom of the Squad ..." - *Evil Chuckle* 🤣 Edited August 7 by Linea 4 AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates. Just search '801' in AE. 801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death. I may be AFK IRL, But CoH is my Forever Home.
gyyv Posted Tuesday at 04:21 PM Posted Tuesday at 04:21 PM @Linea Been running these with a couple diff groups (along with DC.) Love this stuff. I've had the team express hesitation about doing them, however once started thegrind is addictive. Thanks. 1
Dark Current Posted Tuesday at 09:29 PM Author Posted Tuesday at 09:29 PM On 8/7/2025 at 4:15 PM, Linea said: 🍿🍺 I'm glad you're enjoying the missions. I've been chuckling almost non-stop for the last 2 hours. Voltak and Lumi both frequently brought empaths to these. If Either of them joined the team I'd automatically set it 1 tier higher. 😉 "801.0 I hope this isn't too easy peasy" - 801.0 is the easiest. It's intended for a very small team or solo "801.5-C ..." - You overlooked the team-size multipliers in the list. That effects lots of things within the tier itself, including mission length and difficulty. - 801.5 is intended as a full team test, as compared to the small team/solo test above. Each tier is roughly double the difficulty of the previous tier and you went from the bottom of tier 1 to the top of tier 2. I'd guess that means this mission is about 3-4x harder than the one you started with, as well as about twice as long. Thanks for putting these together @Linea They're a fun challenge for testing my DECONs. If each tier is 2x as hard as the one before, how would the 801.0 compare to a standard +4 radio or paper mission?
Apocalyptical Posted Tuesday at 10:35 PM Posted Tuesday at 10:35 PM (edited) @Linea Dude! Thank you for creating these! They have been a blast! Edited Tuesday at 10:49 PM by Apocalyptical
Linea Posted Wednesday at 04:18 PM Posted Wednesday at 04:18 PM 18 hours ago, Dark Current said: If each tier is 2x as hard as the one before, how would the 801.0 compare to a standard +4 radio or paper mission? Harder. I really don't know how much harder. My original intent was to design a mission, or two, that would test each potential mechanic and/or potential hole in armors. I never really intended to do more than the two missions that were what is 801.2 now. But people asked for more. 801.0 would be roughly equivalent in layout, and overall mission mechanics, and short small maps like radios. I'd guess somewhere between 1x and 2x length, but I really didn't measure it that way so I'm not sure. Harder Mobs, it has 801 mobs instead of standard mobs. I'd guess they are probably similar to Blackwing, or Blackwing are similar to them. But I don't know. I tested the early Blackwing prototypes when they were still buggy and overpowered. Harder, Even with just 801.2, I stopped counting after slaughtering a few thousand tanks. AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates. Just search '801' in AE. 801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death. I may be AFK IRL, But CoH is my Forever Home.
Dark Current Posted Thursday at 12:33 AM Author Posted Thursday at 12:33 AM Frisson Sensate, Empathy Controller analysis: Mission Overview Mission 1: 801.0 IC 6034 = 16 minutes Mission 2: 801.5 C IC 6035 = 36 minutes Mission 3: 801.6 Static IC 6041 = 30 minutes Mission 4: 801.7 Tech R IC 6089 = 18 minutes 4 Teammates: Arcfusion (Tanker), Shocksplice (Tanker), Nate Shocks (Sentinel), gyyv (Peacebringer) Total Time = 100 minutes 1. Survivability – Personal Defeats Mission P Defeats Time Teammate RATE Composite 1 0 16 4 0.000 0.000 2 7 36 4 0.194 0.049 3 7 30 4 0.233 0.058 4 3 18 4 0.167 0.042 Total 17 100 0.149 0.037 AVG 0.103 0.026 STD 0.051 0.013 SE 2. Risk – Ally Defeats Mission A Defeats Time Teammate RATE Composite 1 0 16 4 0.00 0.00 2 8 36 4 0.22 0.06 3 17 30 4 0.57 0.14 4 10 18 4 0.56 0.14 Total 35 100 0.34 0.08 AVG 0.28 0.07 STD 0.14 0.03 SE 3. Resilience – Damage Taken Mission DMG In Time Teammate RATE Composite 1 1454 16 4 91 23 2 20112 36 4 559 140 3 23342 30 4 778 195 4 11814 18 4 656 164 Total 56722 100 521 130 AVG 300 75 STD 150 38 SE 3a. Punishment – Damage taken vs Personal defeats 3b. Overwatch – Damage taken vs Ally defeats 3c. Pet Loyalty – Pet Damage Taken Mission Char DMG In Pet DMG In Total PP CP 1 1454 2441 3896 62.7% 37.3% 2 20112 6931 27043 25.6% 74.4% 3 23342 20656 43997 46.9% 53.1% 4 11814 3684 15498 23.8% 76.2% Total 56722 33712 90434 39.8% 60.2% 3d. Pet Sacrifice – Pet Damage Taken vs Team Defeats 4. Disruption – Controls Delivered Mission Controls Time Teammate RATE COMPOSITE 1 406 16 4 25.4 6.3 2 1013 36 4 28.1 7.0 3 1497 30 4 49.9 12.5 4 1235 18 4 68.6 17.2 SubTotal 4151 100 43.0 10.8 AVG 20.3 5.1 STD 10.1 2.5 SE 4a. Blunting – Controls vs Damage Taken 4b. Prevention – Controls vs Team Defeats 5. Avoidance – Hits Taken Mission Hits Time Teammate RATE COMPOSITE 1 88 16 4 5.5 1.4 2 252 36 4 7.0 1.8 3 234 30 4 7.8 2.0 4 74 18 4 4.1 1.0 Total 648 100 6.1 1.5 AVG 1.6 0.4 STD 0.8 0.2 SE 5a. Targeting – Hits vs DMG taken 5b. Deflection – Controls vs Hits 6. Provision – Buffs Provided 6a. Warding – Buffs vs Ally Defeats 6b. Shielding – Buffs vs Pet Damage Taken 7. Lethality – Foe Defeats Mission F Defeats Time Teammate RATE Composite 1 26 16 4 1.6 0.4 2 82 36 4 2.3 0.6 3 44 30 4 1.5 0.4 4 10 18 4 0.6 0.1 Total 162 100 1.5 0.4 AVG 0.7 0.2 STD 0.4 0.1 SE 7a. Kill Share – Proportion of Team Kills 7b. Amplification – Provision vs Foes Defeated by Allies 8. Threat – Combined Damage Output Mission DMG Out Time Teammate RATE Composite 1 31029 16 4 1939 485 2 110368 36 4 3066 766 3 142988 30 4 4766 1192 4 99522 18 4 5529 1382 Total 383908 100 3825 956 AVG 1625 406 STD 812 203 SE 8a. Potency – Damage Dealt vs Foe Defeats 8b. Engagement – Hits vs Damage Dealt 9. Efficiency – Character vs Pet DMG Out Mission Character Pets Total PP CP 1 27758 3272 31029 10.5% 89.5% 2 91710 18658 110368 16.9% 83.1% 3 121571 21416 142988 15.0% 85.0% 4 82761 16761 99522 16.8% 83.2% Total 323801 60107 383908 14.8% 85.2% AVG 9a. Character Ratio – Out:In Mission DMG Out DMG In Ratio 1 27758 1454 19.1 2 91710 20112 4.6 3 121571 23342 5.2 4 82761 11814 7.0 Total 323801 56722 9.0 AVG 6.8 STD Ratio of the Sums 5.7 3.4 SE 9b. Pet Ratio – Out:In Mission DMG Out DMG In Ratio 1 3272 2441 1.3 2 18658 6931 2.7 3 21416 20656 1.0 4 16761 3684 4.5 Total 60107 33712 2.4 AVG 1.6 STD Ratio of Sums 1.8 0.8 SE 9c. Pet Aggression = Pet DMG : Character DMG Output Ratio 9d. Pet Savagery – Pet Damage vs Foe Defeats 10. Debilitation – Controls vs Damage Dealt 10a. Devastation – Controls vs Lethality
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