Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Kyriani View Post
    If this happens without customer recourse it's a crime.
    Only in the jurisdiction of your own mind.
  2. Quote:
    Originally Posted by LineNoise View Post
    What's the breakpoint if you assume a reasonable 80% Fury for a Brute going all out, and then start stacking exterior +Dmg% on both of them? Eventually the scrapper ends up way ahead when they're both at 500% total, then the Brute makes up some of the difference when you keep going. But at what level of global +Dmg are they roughly equal?
    Assuming 1.07 critical rate and 1.95 slotting, break even occurs at about +69.5% damage buff. At that level the Scrapper ends up at 1.07 * 1.125 * (1.95 + 0.695) = 3.18 and the Brute ends up at 0.75 * (1.95 + 1.60 + 0.695) = 3.18.
  3. Quote:
    Originally Posted by Zwillinger View Post
    P.S. I am not encouraging you to participate in any...inappropriate...behavior around others.
    I sometimes roleplay someone with no ability to recognize social conventions, so all behavior is appropriate to me.
  4. Quote:
    Originally Posted by Psiphon View Post
    Alot of people get confused by the percentage numbers; I read it incorrectly the first time I saw it.
    They see that a Brute has a damage cap of 775% and a Scrapper of 500% and therfor think that the Brute has the higher damage cap.
    What they dont' take into account is the fact that this is a percentage increase on the base damage. The Scrapper has the higher base damage than the Brute and when both are multipled out has the higher damage cap.
    Amplifying Claws' post, at the damage cap a Scrapper will be doing 1.125 * 5.0 = 5.625 effective damage, while the Brute will be doing 0.75 * 7.75 = 5.8125 effective damage, which is higher. Specifically, 5.8125/5.625 = 1.033, or 3.3% higher. This means if the Scrapper can achieve a critical rate of 3.3% or higher, the Scrapper will beat the Brute at the damage cap. Since the minimum Scrapper critical chance is 5%, the Scrapper will tend to beat the Brute when both are at their respective damage caps, by a small amount.

    At lower numbers, the damage modifiers and damage strength numbers shake out a little differently. At 1.95 slotting, the Scrapper does 1.125 * 1.95 = 2.19 effective damage. The Brute at 1.95 slotting and at an average Fury of about +160% damage (80 fury) deals about 0.75 * (1.95 + 1.6) = 2.66, or about 21% higher. No Scrapper can critical at that rate normally, but at a more reasonable 7% average critical rate the Brute will end up about 13.5% higher damage.

    Working backwards, at a 7% critical rate the balance point between Scrappers and Brutes where both deal equivalent effective damage occurs at an average fury of about +120% damage or 60 Fury. With the current Fury decay mechanics, its hard to average lower than that.
  5. Quote:
    Originally Posted by Void_Huntress View Post
    Now I'm curious.
    I don't want to sidetrack JayboH's thread, so see PM.
  6. Quote:
    Originally Posted by Combat View Post
    The experience I had with SS is that it would probably just be "good" with Footstomp. However, when I add 2 more AoEs from patron sets, and combine them with Rage, I instantly get an AoE chain that Staff cannot compete with
    A specific example would make it easier to test that claim, and under what set of conditions it could be true.

    Incidentally, you're aware that numerically speaking Rage on a Brute has the net effect of increasing damage by about twelve percent, factoring in the crash, right? More is better, and Rage is more, but its not the same kind of jump in damage that it is on Tankers (~ thirty percent more damage, almost the difference between having two and having three comparable AoEs).
  7. Quote:
    Originally Posted by Void_Huntress View Post
    Playing with combat suppression in a support set?
    Playing with recharge actually.
  8. Quote:
    Originally Posted by JayboH View Post
    What the dev feedback was questioning is what buff/debuff theme would it be focused on?
    Its not a trivial question, because powersets are designed to do two things: deliver on a visual or mechanical concept, and deliver on a functional theme. A set that lacks either is going to be set aside in favor of powersets that have both.

    What I've heard in the past (not from Arbiter Hawk specifically) is that many powerset suggestions have been perceived as veiled attempts to take some of the most powerful powersets, and eliminate the few limitations they have. They tend to do a little of literally everything. Sets that do everything tend to be seen as not very interesting.

    I've actually been thinking about a buff/debuff set myself, and starting from first principles, like what is it supposed to be. I haven't quite got all the powers nailed down yet, but I do have three of the nine locked in that are the set-pieces of the set, and I'm building the set around them.

    (The theme is: downtime reduction. Doesn't sound particularly interesting, but I think it will be when I'm finished with it.)
  9. Quote:
    Originally Posted by JayboH View Post
    I don't think that's a problem - it hasn't been in the past at all when it comes to things like Farsight, for example. We also need to consider the difference in HP. I assume you are talking about the difference in ATs, which is why I stated that numbers were for Defenders, and obviously changes would be necessary for other ATs, like we already do with everything else.
    Farsight does provide a similar level of damage mitigation as Shield Orb, but the problem is coupling it to a heal as strong as Healing Aura. Its about 50% stronger on self than Temporal Mending in net healing, and TM is a heal over time.

    You can always fiddle with the numbers, but the issue is whether the set can support both high self mitigation and high self healing for a buff/debuff set, and I think that's getting into dangerous territory. It becomes moreso when that's not even the focus of the set, and it has lots of other effects as well, such as Rage Orb.


    Quote:
    Well, yes, you might have a point, but again, refer to Farsight for comparisons. I can certainly adjust everything, but I am a little stubborn to changes on Rage and Recovery Orbs. I would be happy to hear any ideas though!
    Farsight has base 12.5% defense buff. It can be slotted to about 19.5% defense, which is about 39% damage mitigation. That means 61% of the gross damage fired at the defender lands. Shield Orb plus Power Orb mitigate a total of 48.5% damage, which means 51.4% lands. That's 16% less damage. On top of that healing aura is a 12.5% heal with a base cycle time of about 10 seconds. Temporal Mending is a 19.4% heal with a base cycle time of about 10 seconds. The sustainable damage line for Shield Orb + Power Orb + Healing Orb is about 2.43%/s. For Farsight + Temporal Mending its about 1.59%/s. So, not counting Chrono Shift (which has a low base uptime) Orbs is about 53% stronger in personal survivability than Time Manipulation.
  10. Quote:
    Originally Posted by Combat View Post
    And while Super Strength only has one AoE, usually that AoE is combined with others, and those are stronger because of rage. And I've never found my SS tankers or brutes to feel like anything less than #1 in AoE in virtually every situation, regardless of number AoEs.
    That's a feeling. I don't think its fair to say that Staff computes lower than Titan Weapons, but even if SS computes lower than Staff that's ok because it feels fine.

    Unless you have a full AoE chain, what usually matters for AoE is not DPA, but DPC - damage per cycle second, or average damage per second per AoE. And no one has a full AoE chain composed of only Foot Stomp.

    Yes, you can add AoE damage to SS, but you can do that to all sets. You have to be consistent with your comparison, or else you run the very high risk of comparing Staff to every other set with a different set of metrics each one designed to make Staff look bad.

    Realistically speaking, its extremely difficult for anything with less than three legitimate AoEs to out-AoE something with three. Titan Weapons has four: its a top AoE performer. Claws also has four, but it also suffers from a Castle miscalculation that makes all of its AoEs do more damage than intended. Staff is probably one of the better 3-AoE sets in AoE damage particularly when its intrinsic recharge buff is factored in.

    Another area where imprecise comparisons can be problematic. You compared Claws and SS to Staff, so you're talking about Brutes, and Rage is diluted for Brutes: it can't have the same incremental benefit to AoEs as it can on Tankers. But if we switch our comparison point to Tankers, Claws, Katana, and Broadsword disappear and Ice Melee and Martial Arts enter. For Tankers, the net result of that swap is probably going to make Staff look somewhat better, because while Broadsword has low single target damage, Martial Arts has much lower AoE and Ice Melee has low everything.

    By combining all the sets you're ranking Super Strength based on Rage's performance for Tankers, but then also comparing Staff to Claws and Katana which Tankers don't get. That skews the comparison when it comes to rankings.
  11. Comments below:

    Quote:
    Originally Posted by JayboH View Post
    I didn't want to toss this into a suggestion forum - I was hoping to see some feedback first and fine tune this.

    My main concern is if it would be too OP.
    Without knowing all the numbers, its hard to say one way or another. But I'm going to assume the numbers are similar to analog powers.


    Quote:
    Healing orb -
    This orb is tossed towards a teammate and heals in an AOE around this teammate in a 20 ft radius for 12.5 hp. Uses toss animation of Alkaloid and
    standard effects of Healing Aura on hit. This is sort of unique, kind of like a reverse autohit twilight grasp.
    You'll want to make sure the projectile velocity for this power is very high: delayed healing could be frustrating for players.


    Quote:
    Shield Orb -
    This orb is a PBAOE resistance shield, granting 25% resistance to all types and also grants 25% resistance to resistance debuffs for 2 min, hitting a 25 ft area around the caster.
    Technical note: the second half is redundant: 25% resistance to damage is 25% resistance to resistance debuffs. The two are synonymous.

    If I understand correctly, Shield Orb affects the caster. If that's the case, it sounds problematic to allow a defender to get 39% resistance to all, on top of having a heal as strong as healing aura, even with the mechanical limitation (its also a mechanical limitation that is irrelevant to high level controllers and any level masterminds). That's higher than average scrapper survivability at SOs slotting.


    Quote:
    Drain Orb -
    This orb works much like Distortion Field for Time - throws a targetting reticle on the ground that creates a large orb which slows enemy movement by a huge amount and also cuts recovery in half. This can be copied from Time with different textures, even using the same sound fx.
    This seems to be a relatively weak power: cutting recovery in half, particularly near the beginning of the fight, won't provide significant damage mitigation until much later in the fight. I would suggest stealing some additional mechanics from Distortion Field. Instead of debuffing recovery in half, I would cut maxend by half, and then instead of chance for hold have a chance for drain. Cutting maxend in half not only cuts recovery effectively in half, it also essentially doubles the cost of attacks. And a proccing random drain would mean that some of the critters will drain out even quicker. This would be more effective and also seems to fit the name of the power better.


    Quote:
    Sonic Orb -
    Throw a sonic orb towards an enemy, which emits a pulse that lowers enemy resistance in a 25 ft radius by 30%. This uses the grenade lobbing
    animation when thrown, and the usual sonic grenade/disruption arrow pulse animation/sound fx.

    Freeze Orb -
    Standard single target hold, with a minor slow effect for those who are resistant. Uses Freeze Ray animation only with an orb.

    Stun Orb -
    This works similar to Poison Trap in use/implementation, a droppable orb that must be triggered by an enemy, causing disorient instead of the puking animation, with small chances to hold, and can take stun/hold sets.
    The chance for both stun and hold have to be small, because disorient can set up containment for controllers: its not a plug-in replacement for the puking animation by itself.


    Quote:
    Recovery Orb -
    Works exactly the same as Triage Beacon + Spirit Tree, but is a droppable orb that emits endurance recovery similar to Circle of Thorns crystals, with the same recharge time as those powers. This is a stationary object but cannot be used to block doorways.
    There's nothing wrong with this power, but something makes me want to suggest there's a lost opportunity here. If you're going to create a stationary buffing pet, perhaps the pet to emulate isn't spirit tree but spectral terror. The spectral terror has a fear aura, but it also has an attack that blasts fear around while foes are in range. I wonder if it would be more interesting to reverse that, and make the recovery orb have a recovery aura and give it a single target buff blast that randomly fired buffs at players. Maybe something like a 15 second +regen/+recovery buff that it just fired at players. That would be something that doesn't exist in the game currently.


    Quote:
    Rage Orb -
    Works similar to the Omega Maneuver combined with Oil Slick. Use a targetting reticle to place an orb that taunts enemies towards it which explodes, causing energy damage over time similar to Oil Slick's.
    Oil Slick Arrow is also a knockdown patch. Are you advocating that effect as well? Taunting *into* a KB patch might be too much for a buff/debuff set.


    Quote:
    Power Orb -
    This is a buff toggle that boosts tohit/damage/defense for teammates - 10.5% tohit, 10% damage, 5% defense. Defense and tohit are enhanceable. A small orb spins around the midsection of those affected. Range is 30 ft.
    I don't see an issue with this power if it only affects allies. If it also affected the caster, you'd be stacking 8% defense on top of 39% resistance on top of a rapidly cycling heal. For reference, the combination of 8% defense and 39% resistance is about 49% total damage mitigation. Any higher than this, and you'd be making a slightly above average tanker primary.
  12. Quote:
    Originally Posted by Erratic View Post
    I am beginning to wonder if Electric Armor is not the best secondary for for Staff Fighting. This may be "grass is greener" buyer's regret for having gone Willpower (Edit: Let me note I am very happy with Willpower), but look at what Electric Armor brings to the table: a damage aura, decent psionic resist, a heal, endurace cost reduction, recharge boost, endurance gain (self)/drain (enemies), and you're basically immune to energy attacks and endurance drain.

    Running Form of the Mind in combination with Lightning Reflexes is like have 1.6 recharge reduction SOs slotted. If you add in Hasten it is like having 3.7 recharge SOs slotted while ignoring ED. And this is before you consider slotting recharge reduction in any of your powers. Of course you'lll be consuming endurance like crazy but you have Power Sink to replenish you, which due to all the recharge you're packing along with you slotting it up will probably be up quite often. And for whatever damage you take, Energize will not only be healing you but reducing your endurance costs for 30s at a time.
    Staff's tools make it interesting to make cases for good synergy all over the place. My Staff/SR is capable of running all her defense toggles plus combat jumping simultaneously while being endurance discounted by Staff. And the melee defense buff means I was running around with high melee defense from the start, coupled with pretty high AoE. And just as I begin to solve my own endurance problems with stronger slotting, Sky splitter is going to come along and give me either regeneration and recovery boosts or resistance boosts within the defense (at the very brisk rate I'm leveling even totally solo, that'll probably happen tonight).

    I can't imagine what it must be like to have Staff's very strong endurance discount practically from the start with Dark Armor. Probably the most interesting aspect of Staff Fighting is that its combo buffs are *exactly* what most people need while leveling, particularly endurance discount and recharge.
  13. Quote:
    Originally Posted by Combat View Post
    Staff is second tier in AoE (first tier being TW, SS, Claws). Close to last in single target. Probably first in mitigation, though not ridiculously better than Katana, Broadsword, etc. It's main distinction is that is has better AoE than the bad sets with some perks. To me, that isn't balanced, and shouldn't be what we balance the game around. That was the way we balanced the game back in the distant past, and it serves only to create crazy OP sets (SS), and horrible sets (DM pre-I3). Perks are extra, damage isn't, and that's the way we should balance the game.
    That's a play of wording. If Staff is "close to last" in single target, it is also "close to first" in AoE. Its in fourth place by your reckoning out of sixteen sets (only Brutes have both Claws and SS, so I'm assuming the ordinal comparison is there). That is the top 25% of all sets in AoE, and it presumes sets like SS actually outdo Staff. If you consistently saturate the target cap, that might be true, but in lots of other situations its unlikely something with one AoE can beat something with three.
  14. Quote:
    Originally Posted by Combat View Post
    Unfortunately, it does have problems, and the biggest is that some powersets rely on other factors rather than base DPA to create damage.
    I think the more direct problem is that when we test the methodology in areas where there is more agreement on the relative offensive strengths of powersets, it doesn't match observation often enough to be reliable. Consider MA: suppose I reverse some of the more recent changes, and restore Cobra Strike to its original version of being primarily a stun, and eliminate Eagle's Claw's crit boost. That doesn't change MA very much given your methodology, but it greatly reduces MA's damage output at all recharge levels. And as I mentioned, it massively underestimates the gap between Katana and Broadsword. Given that margin of error, the gap it implies for Staff Fighting's single target offense is not very high.
  15. Quote:
    Originally Posted by Tyger42 View Post
    The mission is being changed. Period. "For my character who has already done it" is irrelevant. THE MISSION IS BEING CHANGED. FOR EVERYBODY. PERIOD. END OF EFFING STORY. Your character who has already done it does not get a special magical version of the game that is different from everyone else where the mission isn't being changed. On "in-character terms", what is being changed is irrelevant to the character who has already done it. But that doesn't mean that the coding changing the mission isn't happening.
    Actually, that's not exactly true. My main has done A Hero's Hero but has never actually yet done A Hero's Epic. I was awarded the badge for doing Hero's Hero, and that mission arc isn't being changed as far as I know: it still exists in Ouroboros.

    There are badges you can only get in flashback: the exploration badges in the pre-Incarnate Dark Astoria for example. I don't see why Hero's Hero can't continue to award Statesman's Pal and the updated Hero's Epic can't award Positron's Pal separately (as was suggested earlier in the thread). And if that is the case, the devs could retroactively grandfather all players to keep Statesman's Pal and require a rerun of Hero's Epic to get Positron's Pal, so that you actually have to save Positron to get it.
  16. Quote:
    Originally Posted by Another_Fan View Post
    Hopefully you don't get your way. 4 out of 12 primaries don't have snipes. While there is nothing wrong with snipes getting better to the point where they are worth taking as a choice, I really wouldn't want to feel forced into having every one of my blasters be a sniper or have them be seriously gimped.
    I don't see why either one of those things would be necessary.
  17. Quote:
    Originally Posted by Combat View Post
    That's what I thought too, but it turns out Broadsword's 3 best attacks are better in DPS. However, that is probably balanced out by an increased endurance cost and recharge time, and the way faster animations allow for more procs/reactive stacks.
    Specifically to try to account for that, I created a metric a while back that attempted to guestimate the damage potential of an attack set by attempting to add up the effective DPS of the best attacks as ranked by DPA, with the understanding that the total amount of time that the attacks could take could not exceed 100% of the total cycle time percentage. I called it PeakDR. One thing PeakDR did very well was explain why Broadsword had measurably lower single target damage than Katana. The problem is that while DPA can judge the best attacks to use, DPA alone doesn't tell you how often you can use that attack, and by extension to what degree it influences total DPS. Imagine inserting an attack that does 0.1 scale damage in 0.01 seconds with 20 second recharge to an attack chain. It has 10 DS/sec DPA which is huge, but its net effect will be small because its DPS is low and the amount of time you spend using it - what I call attack efficiency is low (the ratio of cast time to cycle time).

    If you take all the attacks in a powerset and list them in descending order by DPA, and then for each attack calculate its cycle time (cast + recharge) its efficiency (cast / cycle time), and its DPS (damage / cycletime) and then tally a running sum of efficiency and DPS, at the point where efficiency becomes greater than 1.0 you take the DPS Sum and divide by the efficiency sum. That's the PeakDR estimated damage rating for that powerset. If you vary recharge times by a specified recharge speed factor, you can calculate this dynamically for different levels of recharge.

    I have a spreadsheet which I need to update for new powersets, but PeakDR beautifully shows that Broadsword has two problems. The first is that its attacks have low efficiency. That means you need more of them to make a complete attack chain, or alternatively more recharge. This means you have to go deeper into the set to make a full chain, and that runs into the second problem with Broadsword: after the first three attacks all with decent DPA, DPA fall off a cliff with Broadsword. Going from the third best attack to the fourth for Katana goes from Gambler's Cut at approximately 1.0 DS/sec (assuming 10% criticals) to Sting of the Wasp at about 0.97. Broadsword goes from Disembowel at 1.09 to Slash at 0.69. That, well, disembowels Broadsword's single target DPS.

    You need a lot of recharge to eliminate that problem: enough to never need Slash. And that's a lot of recharge. If you can do that, BS can catch up with Katana, but Katana will still likely have a few percentage points of edge (PeakDR's margin for error averages about 5% for most actual powersets).

    Incidentally, assuming I've entered the numbers correctly into this old spreadsheet, PeakDR predicts Staff Fighting's single target damage to be roughly comparable to Claws, depending on the amount of recharge, and not counting the effects of Follow Up or Form buffs or debuffs (but counting form bonus damage on sky splitter).


    Incidentally, Broadsword's three top DPA attacks do not have better cyclical DPS than Katana's. Golden Dragonfly and Soaring Dragon both edge out Head Splitter and Hack, and Gambler's Cut smokes them all. Also, somehow you omitted Golden Dragonfly as the best DPA attack for Katana.
  18. Quote:
    Originally Posted by Tater Todd View Post
    Hopefully they make the Snipes down right tasty so one cannot ignore it's awesomeness. Yes, I know I'm silly.
    I don't think that's being silly at all. If I had my way, they would be.
  19. Quote:
    Originally Posted by Johnny_Butane View Post
    "Mostly"?

    What parts of them are missing? Fingers, toes, ears?
    That depends on which virtual environment you're inquiring about.
  20. Quote:
    Originally Posted by stevie_james View Post
    We definitely do need a balancing of Blasters. Making Snipe Powers and Nuke Powers more efficient (and overall more worthwhile to take) is the first step. The second is to learn how to play a Blaster.

    Snipe and Nuke changes will more than make up for any failings the Blaster has as their damage modifier makes these powers significantly better for them than other ATs.
    Do they? cf: Blizzard.
  21. Quote:
    Originally Posted by Rubberlad View Post
    That's all great for the usual stagedressing props (costumes, powers, zone makeovers, etc) but it does feel like the end for any new game functionality or systems.
    I can't imagine why. Of the three high profile people who have moved to the new project, only two of them would normally be involved in the creation of new systems - Television and Second Measure - and both of them were primarily managers: Television as the development lead and Second Measure as the producer. Virtually everyone who would have actually worked on a new system are mostly still here, including in particular the design lead (Positron) and the powers and systems lead (Black Scorpion).
  22. Quote:
    Originally Posted by Combat View Post
    What about something like this?
    I assumed one proc per attack because I did not think it was possible to squeeze two per attack and still get enough damage, recharge, and endurance reduction to make the SK-CK-SK-CAK chain practical. You added procs and sacrificed endurance reduction to get high enough recharge, and that means SK-CK-SK-CAK burns 35.21 endurance, or about 6.07 eps. The build has a net recovery of 1.97, which means not counting the endurance burn of PB or the endurance costs of Hasten, that chain is sustainable for only about 24 seconds. Factoring in the average costs of PB (slotted for end reduction since recharge isn't needed there) and Hasten would reduce that to about 23 seconds.

    If you are willing to go all out on procs like that, a comparable Staff build should also rise significantly.
  23. Quote:
    Originally Posted by Reppu View Post
    Average. It's one major strength, however, is being a smooth ride, 1-50.

    Other than that? No growth potential. AoEs are pretty weak. EotS does very little damage, and honestly needed to be Radius 15.
    Seeing as how Eye of the Storm does more damage than Spine Burst and Dragon's tail without form bonus damage, and with form bonus damage it also outdamages burst and the lotus drops, I find the use of the phrase "very little damage" to be inconsistent with the definitions of all three words.
  24. Quote:
    Originally Posted by PleaseRecycle View Post
    I would totes comment here but you only posted mids chunks, not the actual plaintext build blocks. The only reason I mention this is to muse as to whether anyone else at all still does things the old fashioned way. Come on! Where's the rigor?
    I honestly haven't done a complete build by hand in years. I used to be the biggest opponent of builders, until Mids came along. I was converted pretty quickly.

    Also, I notice that the long form doesn't show enhancement boosting.


    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Violet Rumble: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick
    • (A) Hecatomb - Damage: Level 50
    • (3) Hecatomb - Accuracy/Damage/Recharge: Level 50
    • (3) Hecatomb - Damage/Endurance: Level 50
    • (5) Hecatomb - Accuracy/Recharge: Level 50
    • (5) Hecatomb - Chance of Damage(Negative): Level 50
    • (40) Hecatomb - Damage/Recharge: Level 50
    Level 1: Focused Fighting
    • (A) Shield Wall - Defense/Endurance: Level 50
    • (7) Shield Wall - Defense: Level 50
    • (17) Shield Wall - Defense/Recharge: Level 50
    • (23) Shield Wall - Defense/Endurance/Recharge: Level 50
    • (25) Shield Wall - +Res (Teleportation), +3% Res (All): Level 50
    Level 2: Cobra Strike
    • (A) Crushing Impact - Accuracy/Damage: Level 50
    • (7) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (9) Crushing Impact - Damage/Recharge: Level 50
    • (9) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (11) Crushing Impact - Damage/Endurance/Recharge: Level 50
    Level 4: Focused Senses
    • (A) Shield Wall - Defense/Endurance: Level 50
    • (11) Shield Wall - Defense/Recharge: Level 50
    • (25) Shield Wall - Defense/Endurance/Recharge: Level 50
    • (27) Shield Wall - Defense: Level 50
    Level 6: Focus Chi
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
    • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    • (17) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
    Level 8: Agile
    • (A) Shield Wall - Defense: Level 50
    • (37) Shield Wall - Defense/Recharge: Level 50
    • (39) Shield Wall - Defense/Endurance: Level 50
    • (39) Luck of the Gambler - Recharge Speed: Level 50
    Level 10: Practiced Brawler
    • (A) Endurance Reduction IO: Level 50
    Level 12: Combat Jumping
    • (A) Defense Buff IO: Level 50
    • (31) Luck of the Gambler - Recharge Speed: Level 50
    Level 14: Boxing
    • (A) HamiO:Nucleolus Exposure
    Level 16: Dodge
    • (A) Defense Buff IO: Level 50
    • (39) Luck of the Gambler - Recharge Speed: Level 50
    Level 18: Crippling Axe Kick
    • (A) Superior Scrapper's Strike - Accuracy/Damage: Level 50
    • (19) Superior Scrapper's Strike - Damage/Recharge: Level 50
    • (19) Superior Scrapper's Strike - Accuracy/Damage/Recharge: Level 50
    • (21) Superior Scrapper's Strike - Damage/Endurance/Recharge: Level 50
    • (21) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge: Level 50
    • (23) Superior Scrapper's Strike - Recharge/Critical Hit Bonus: Level 50
    Level 20: Tough
    • (A) Steadfast Protection - Resistance/Endurance: Level 30
    • (43) Gladiator's Armor - Resistance: Level 50
    • (43) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (43) Gladiator's Armor - TP Protection +3% Def (All): Level 50
    Level 22: Quickness
    • (A) Run Speed IO: Level 50
    Level 24: Super Jump
    • (A) Winter's Gift - Slow Resistance (20%): Level 50
    Level 26: Dragon's Tail
    • (A) Armageddon - Accuracy/Recharge: Level 50
    • (27) Armageddon - Chance for Fire Damage: Level 50
    • (31) Armageddon - Damage: Level 50
    • (31) Armageddon - Accuracy/Damage/Recharge: Level 50
    • (34) Armageddon - Damage/Endurance: Level 50
    Level 28: Lucky
    • (A) Luck of the Gambler - Defense: Level 50
    • (29) Luck of the Gambler - Recharge Speed: Level 50
    • (29) Luck of the Gambler - Defense/Endurance: Level 50
    Level 30: Spring Attack
    • (A) Eradication - Damage: Level 30
    • (37) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
    • (37) Eradication - Damage/Recharge: Level 30
    • (40) Eradication - Accuracy/Damage/Recharge: Level 30
    Level 32: Eagles Claw
    • (A) Crushing Impact - Accuracy/Damage: Level 50
    • (33) Crushing Impact - Damage/Recharge: Level 50
    • (33) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (33) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (34) Crushing Impact - Damage/Endurance/Recharge: Level 50
    Level 35: Evasion
    • (A) Shield Wall - Defense: Level 50
    • (36) Shield Wall - Defense/Endurance: Level 50
    • (36) Shield Wall - Defense/Endurance/Recharge: Level 50
    • (36) Luck of the Gambler - Recharge Speed: Level 50
    Level 38: Aid Other
    • (A) Numina's Convalescence - Heal: Level 50
    • (40) Numina's Convalescence - Heal/Recharge: Level 50
    Level 41: Aid Self
    • (A) Numina's Convalescence - Heal: Level 50
    • (45) Interrupt Reduction IO: Level 50
    • (45) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
    • (45) Numina's Convalescence - Heal/Recharge: Level 50
    Level 44: Conserve Power
    • (A) Recharge Reduction IO: Level 50
    Level 47: Laser Beam Eyes
    • (A) Apocalypse - Accuracy/Recharge: Level 50
    • (48) Apocalypse - Accuracy/Damage/Recharge: Level 50
    • (48) Apocalypse - Damage/Endurance: Level 50
    • (48) Apocalypse - Damage: Level 50
    • (50) Apocalypse - Chance of Damage(Negative): Level 50
    Level 49: Physical Perfection
    • (A) Numina's Convalescence - Heal: Level 50
    • (50) Numina's Convalescence - Heal/Recharge: Level 50
    • (50) Numina's Convalescence - Heal/Endurance: Level 50
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------
    Level 1: Brawl
    • (A) HamiO:Nucleolus Exposure
    Level 1: Sprint
    • (A) Run Speed IO: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Health
    • (A) Miracle - Heal: Level 40
    • (42) Numina's Convalescence - Heal/Recharge: Level 50
    • (42) Numina's Convalescence - Heal: Level 50
    • (46) Regenerative Tissue - +Regeneration: Level 30
    • (46) Miracle - +Recovery: Level 40
    • (46) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 2: Stamina
    • (A) Performance Shifter - EndMod/Accuracy: Level 50
    • (34) Performance Shifter - Chance for +End: Level 50
    • (42) Performance Shifter - EndMod: Level 50
    ------------
    Set Bonus Totals:
    • 13% DamageBuff(Smashing)
    • 13% DamageBuff(Lethal)
    • 13% DamageBuff(Fire)
    • 13% DamageBuff(Cold)
    • 13% DamageBuff(Energy)
    • 13% DamageBuff(Negative)
    • 13% DamageBuff(Toxic)
    • 13% DamageBuff(Psionic)
    • 12.25% Defense(Smashing)
    • 12.25% Defense(Lethal)
    • 7.25% Defense(Fire)
    • 7.25% Defense(Cold)
    • 10.38% Defense(Energy)
    • 10.38% Defense(Negative)
    • 6% Defense(Psionic)
    • 11% Defense(Melee)
    • 10.06% Defense(Ranged)
    • 8.5% Defense(AoE)
    • 1.8% Max End
    • 87.5% Enhancement(RechargeTime)
    • 44% Enhancement(Accuracy)
    • 10% FlySpeed
    • 401.6 HP (29.99%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 4.4%
    • 17% (0.28 End/sec) Recovery
    • 114% (6.36 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.52% Resistance(Smashing)
    • 8.04% Resistance(Fire)
    • 8.04% Resistance(Cold)
    • 6.78% Resistance(Energy)
    • 6.78% Resistance(Negative)
    • 8% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 5.52% Resistance(Lethal)
    • 10% RunSpeed
    • 36% ModifyEffect PlayerCrit
  25. Quote:
    Originally Posted by Another_Fan View Post
    Classic Castle, do what is easy instead of what is right. I swear that guy always seemed to make changes as if he got bonus points for aggravating players.
    Correction: those were not bonus points. Those were just regular points.

    Bonus points were awarded for making players quit. There's no way he could have afforded that Alaskan cruise without them.