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Posts
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Joined
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Hey what code did you use to get that to work right anyway?
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Anyone know why my mids is wigging out on resistance calculation? it says all my resists are way over cap when they're not.
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Here's Captain Megaton: Second Draft! Thanks Reptlbrain! I like these numbers a lot more. Still looking for feedback!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Science Defender
Primary Power Set: Kinetics
Secondary Power Set: Radiation Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
------------
Level 1: Transfusion
(A) Numina's Convalescence - Heal/Endurance
(7) Numina's Convalescence - Endurance/Recharge
(9) Numina's Convalescence - Heal/Recharge
(9) Numina's Convalescence - Heal/Endurance/Recharge
(11) Numina's Convalescence - Heal
(11) Numina's Convalescence - +Regeneration/+Recovery
Level 1: Neutrino Bolt
(A) Achilles' Heel - Chance for Res Debuff
(3) Apocalypse - Chance of Damage(Negative)
(3) Shield Breaker - Chance for Lethal Damage
(46) Touch of Lady Grey - Chance for Negative Damage
Level 2: Siphon Power
(A) Recharge Reduction IO
Level 4: Irradiate
(A) Scirocco's Dervish - Accuracy/Damage
(5) Scirocco's Dervish - Damage/Endurance
(5) Scirocco's Dervish - Damage/Recharge
(33) Scirocco's Dervish - Accuracy/Recharge
(34) Scirocco's Dervish - Accuracy/Damage/Endurance
(34) Scirocco's Dervish - Chance of Damage(Lethal)
Level 6: Siphon Speed
(A) Recharge Reduction IO
(7) Recharge Reduction IO
Level 8: Hover
(A) Luck of the Gambler - Recharge Speed
(13) Luck of the Gambler - Defense
(13) Luck of the Gambler - Defense/Endurance
(17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(23) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 10: Maneuvers
(A) Luck of the Gambler - Recharge Speed
(27) Luck of the Gambler - Defense
(36) Luck of the Gambler - Defense/Endurance
Level 12: Boxing
(A) Accuracy IO
Level 14: Fly
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(15) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Proton Volley
(A) Thunderstrike - Accuracy/Damage
(19) Thunderstrike - Damage/Endurance
(19) Thunderstrike - Damage/Recharge
(36) Thunderstrike - Accuracy/Damage/Recharge
(37) Thunderstrike - Accuracy/Damage/Endurance
(43) Thunderstrike - Damage/Endurance/Recharge
Level 18: Tough
(A) Aegis - Resistance
(23) Aegis - Resistance/Endurance
(27) Aegis - Resistance/Endurance/Recharge
Level 20: Weave
(A) Luck of the Gambler - Recharge Speed
(21) Luck of the Gambler - Defense
(21) Luck of the Gambler - Defense/Endurance
Level 22: Aim
(A) Recharge Reduction IO
Level 24: Tactics
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(37) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 26: Transference
(A) Performance Shifter - EndMod
(34) Performance Shifter - EndMod/Recharge
(40) Performance Shifter - EndMod/Accuracy/Recharge
(42) Performance Shifter - Accuracy/Recharge
(42) Performance Shifter - EndMod/Accuracy
(42) Performance Shifter - Chance for +End
Level 28: Cosmic Burst
(A) Thunderstrike - Accuracy/Damage
(29) Thunderstrike - Damage/Endurance
(29) Thunderstrike - Damage/Recharge
(31) Thunderstrike - Accuracy/Damage/Recharge
(31) Thunderstrike - Accuracy/Damage/Endurance
(31) Thunderstrike - Damage/Endurance/Recharge
Level 30: X-Ray Beam
(A) Thunderstrike - Accuracy/Damage
(33) Thunderstrike - Damage/Endurance
(33) Thunderstrike - Damage/Recharge
Level 32: Fulcrum Shift
(A) Recharge Reduction IO
(50) Recharge Reduction IO
Level 35: Neutron Bomb
(A) Detonation - Accuracy/Damage
(43) Detonation - Damage/Endurance
(43) Detonation - Damage/Recharge
(45) Detonation - Accuracy/Damage/Endurance
(45) Detonation - Damage/Endurance/Range
Level 38: Atomic Blast
(A) Scirocco's Dervish - Accuracy/Damage
(39) Scirocco's Dervish - Damage/Endurance
(39) Scirocco's Dervish - Damage/Recharge
(39) Scirocco's Dervish - Accuracy/Recharge
(40) Scirocco's Dervish - Accuracy/Damage/Endurance
(40) Scirocco's Dervish - Chance of Damage(Lethal)
Level 41: Power Build Up
(A) Recharge Reduction IO
Level 44: Temp Invulnerability
(A) Steadfast Protection - Resistance/+Def 3%
(45) Aegis - Resistance
(46) Aegis - Psionic/Status Resistance
(46) Aegis - Resistance/Endurance
Level 47: Total Focus
(A) Mako's Bite - Accuracy/Damage
(48) Mako's Bite - Damage/Endurance
(48) Mako's Bite - Damage/Recharge
(48) Mako's Bite - Accuracy/Endurance/Recharge
(50) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(50) Mako's Bite - Chance of Damage(Lethal)
Level 49: Hasten
(A) Recharge Reduction IO
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Level 1: Brawl
(A) Accuracy IO
Level 1: Sprint
(A) Endurance Reduction IO
Level 2: Rest
(A) Empty
Level 1: Vigilance -
Reptylebrain, thanks very much for taking a look at my build, I apreciate the feedback.
As far as positional defense, here was my plan. Since i have a good resistance against smashing and lethal, and when you get protection against a positional, you usually get resistance against the corresponding set of 2 types, (range: energy/negative, aoe: fire/cold, melee: smashing/lethal) i was going to try to cover range, aoe, energy/negative and fire/cold. This would leave me open only to melee psi, and melee tox attacks, both of which are very rare. Thats the plan, i dont know if it works or not.
I don't think i'll be needing any knockback protection though. Hover makes knockback pretty lame, however I do need the defense from BotZ. -
Lets try this again.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Captain-Megaton: Level 50 Science Defender
Primary Power Set: Kinetics
Secondary Power Set: Radiation Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
------------
Level 1: Transfusion
(A) Numina's Convalescence - Heal/Endurance
(7) Numina's Convalescence - Endurance/Recharge
(9) Numina's Convalescence - Heal/Recharge
(9) Numina's Convalescence - Heal/Endurance/Recharge
(11) Numina's Convalescence - Heal
(11) Numina's Convalescence - +Regeneration/+Recovery
Level 1: Neutrino Bolt
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Damage/Endurance
(3) Thunderstrike - Damage/Recharge
(19) Thunderstrike - Accuracy/Damage/Recharge
(19) Thunderstrike - Accuracy/Damage/Endurance
(46) Thunderstrike - Damage/Endurance/Recharge
Level 2: Siphon Power
(A) Recharge Reduction IO
Level 4: Irradiate
(A) Achilles' Heel - Defense Debuff
(5) Achilles' Heel - Defense Debuff/Recharge
(5) Achilles' Heel - Chance for Res Debuff
Level 6: Siphon Speed
(A) Pacing of the Turtle - Accuracy/Slow
(7) Pacing of the Turtle - Damage/Slow
(23) Pacing of the Turtle - Accuracy/Endurance
(23) Pacing of the Turtle - Range/Slow
(27) Pacing of the Turtle - Endurance/Recharge/Slow
(27) Pacing of the Turtle - Chance of -Recharge
Level 8: Hover
(A) Luck of the Gambler - Recharge Speed
(13) Luck of the Gambler - Defense
(13) Luck of the Gambler - Defense/Endurance
Level 10: Maneuvers
(A) Red Fortune - Defense/Endurance
(15) Red Fortune - Defense/Recharge
(15) Red Fortune - Endurance/Recharge
(36) Red Fortune - Defense/Endurance/Recharge
(36) Red Fortune - Defense
(37) Red Fortune - Endurance
Level 12: Boxing
(A) Accuracy IO
Level 14: Fly
(A) Endurance Reduction IO
Level 16: Proton Volley
(A) Sting of the Manticore - Accuracy/Interrupt/Range
(17) Sting of the Manticore - Damage/Interrupt/Recharge
(17) Sting of the Manticore - Chance of Damage(Toxic)
Level 18: Tough
(A) Aegis - Resistance
(43) Aegis - Resistance/Endurance
(45) Aegis - Resistance/Endurance/Recharge
Level 20: Weave
(A) Luck of the Gambler - Recharge Speed
(21) Luck of the Gambler - Defense
(21) Luck of the Gambler - Defense/Endurance
Level 22: Aim
(A) Recharge Reduction IO
Level 24: Tactics
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(37) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 26: Transference
(A) Performance Shifter - EndMod
(34) Performance Shifter - EndMod/Recharge
(40) Performance Shifter - EndMod/Accuracy/Recharge
(42) Performance Shifter - Accuracy/Recharge
(42) Performance Shifter - EndMod/Accuracy
(42) Performance Shifter - Chance for +End
Level 28: Cosmic Burst
(A) Thunderstrike - Accuracy/Damage
(29) Thunderstrike - Damage/Endurance
(29) Thunderstrike - Damage/Recharge
(31) Thunderstrike - Accuracy/Damage/Recharge
(31) Thunderstrike - Accuracy/Damage/Endurance
(31) Thunderstrike - Damage/Endurance/Recharge
Level 30: X-Ray Beam
(A) Thunderstrike - Accuracy/Damage
(33) Thunderstrike - Damage/Endurance
(33) Thunderstrike - Damage/Recharge
(33) Thunderstrike - Accuracy/Damage/Recharge
(34) Thunderstrike - Accuracy/Damage/Endurance
(34) Thunderstrike - Damage/Endurance/Recharge
Level 32: Fulcrum Shift
(A) Recharge Reduction IO
(50) Recharge Reduction IO
Level 35: Neutron Bomb
(A) Detonation - Accuracy/Damage
(43) Detonation - Damage/Endurance
(43) Detonation - Damage/Recharge
(45) Detonation - Accuracy/Damage/Endurance
(45) Detonation - Damage/Endurance/Range
Level 38: Atomic Blast
(A) Scirocco's Dervish - Accuracy/Damage
(39) Scirocco's Dervish - Damage/Endurance
(39) Scirocco's Dervish - Damage/Recharge
(39) Scirocco's Dervish - Accuracy/Recharge
(40) Scirocco's Dervish - Accuracy/Damage/Endurance
(40) Scirocco's Dervish - Chance of Damage(Lethal)
Level 41: Conserve Power
(A) Recharge Reduction IO
Level 44: Temp Invulnerability
(A) Aegis - Resistance
(46) Aegis - Psionic/Status Resistance
(46) Aegis - Resistance/Endurance
Level 47: Total Focus
(A) Mako's Bite - Accuracy/Damage
(48) Mako's Bite - Damage/Endurance
(48) Mako's Bite - Damage/Recharge
(48) Mako's Bite - Accuracy/Endurance/Recharge
(50) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(50) Mako's Bite - Chance of Damage(Lethal)
Level 49: Power Build Up
(A) Recharge Reduction IO
------------
Level 1: Brawl
(A) Accuracy IO
Level 1: Sprint
(A) Endurance Reduction IO
Level 2: Rest
(A) Recharge Reduction IO
Level 1: Vigilance
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I'm running an RP character called Captain-Megaton on virtue. The powersets and pools are more or less set in stone. Slots, enhancements and to some extent, individual powers, are flexable. He's supposed to be more or less invulnerable but i elected to slot defense rather than resistance out of convenience. He has a decent ammount of smashing/lethal resistance, defends well against ranged attacks, as well as energy/negative, and to a lesser extent AOE attacks, and fire/cold. Even though i'll be trying to group with this toon, I'd like you to think of it as a solo build when you give feedback on it. This is my first attempt at actually making use of Mids' hero designer. Thanks for checking it out.
Looks like somthing's wrong with my HTML, i'll be editing this post as i try to fix it.
<a href="http://s865.photobucket.com/albums/ab220/wadams5/?action=view¤t=captainmegaton.jpg" target="_blank"><img src="http://i865.photobucket.com/albums/ab220/wadams5/captainmegaton.jpg" border="0" alt="Captain-Megaton"></a>
Here's the build i'm planning on going live with after i16 as long as nothing huge gets changed:
[color:#489AFF]Hero Plan by Mids' Hero Designer 1.401[/color]
[color:#489AFF]http://www.cohplanner.com/[/color]
[color:#B1C9F5]Click this DataLink to open the build![/color]
[color:#489AFF]Captain-Megaton:[/color][color:#B3CAF7] Level 50 Science Defender[/color]
[color:#489AFF]Primary Power Set: [/color][color:#B3CAF7]Kinetics[/color]
[color:#489AFF]Secondary Power Set: [/color][color:#B3CAF7]Radiation Blast[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Flight[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Leadership[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fighting[/color]
[color:#489AFF]Ancillary Pool: [/color][color:#B3CAF7]Power Mastery[/color]
[color:#489AFF]Hero Profile:[/color]
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Transfusion[/color]- (A) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal/Endurance[/color]
- (7) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Endurance/Recharge[/color]
- (9) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal/Recharge[/color]
- (9) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal/Endurance/Recharge[/color]
- (11) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal[/color]
- (11) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]+Regeneration/+Recovery[/color]
- (A) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (3) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (3) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (19) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
- (19) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
- (46) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Damage/Endurance/Recharge[/color]
- (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Achilles' Heel - [/color][color:#7AA4EF]Defense Debuff[/color]
- (5) [color:#7AA4EF]Achilles' Heel - [/color][color:#7AA4EF]Defense Debuff/Recharge[/color]
- (5) [color:#7AA4EF]Achilles' Heel - [/color][color:#7AA4EF]Chance for Res Debuff[/color]
- (A) [color:#7AA4EF]Pacing of the Turtle - [/color][color:#7AA4EF]Accuracy/Slow[/color]
- (7) [color:#7AA4EF]Pacing of the Turtle - [/color][color:#7AA4EF]Damage/Slow[/color]
- (23) [color:#7AA4EF]Pacing of the Turtle - [/color][color:#7AA4EF]Accuracy/Endurance[/color]
- (23) [color:#7AA4EF]Pacing of the Turtle - [/color][color:#7AA4EF]Range/Slow[/color]
- (27) [color:#7AA4EF]Pacing of the Turtle - [/color][color:#7AA4EF]Endurance/Recharge/Slow[/color]
- (27) [color:#7AA4EF]Pacing of the Turtle - [/color][color:#7AA4EF]Chance of -Recharge[/color]
- (A) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Recharge Speed[/color]
- (13) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Defense[/color]
- (13) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Defense/Endurance[/color]
- (A) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Endurance[/color]
- (15) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Recharge[/color]
- (15) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Endurance/Recharge[/color]
- (36) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Endurance/Recharge[/color]
- (36) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense[/color]
- (37) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Endurance[/color]
- (A) [color:#8BAFF1]Accuracy[/color][color:#8BAFF1] IO[/color]
- (A) [color:#8BAFF1]Endurance Reduction[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Sting of the Manticore - [/color][color:#7AA4EF]Accuracy/Interrupt/Range[/color]
- (17) [color:#7AA4EF]Sting of the Manticore - [/color][color:#7AA4EF]Damage/Interrupt/Recharge[/color]
- (17) [color:#7AA4EF]Sting of the Manticore - [/color][color:#7AA4EF]Chance of Damage(Toxic)[/color]
- (A) [color:#7AA4EF]Aegis - [/color][color:#7AA4EF]Resistance[/color]
- (43) [color:#7AA4EF]Aegis - [/color][color:#7AA4EF]Resistance/Endurance[/color]
- (45) [color:#7AA4EF]Aegis - [/color][color:#7AA4EF]Resistance/Endurance/Recharge[/color]
- (A) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Recharge Speed[/color]
- (21) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Defense[/color]
- (21) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Defense/Endurance[/color]
- (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff[/color]
- (25) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff/Recharge[/color]
- (25) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff/Recharge/Endurance[/color]
- (36) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]Recharge/Endurance[/color]
- (37) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff/Endurance[/color]
- (37) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]Chance for Build Up[/color]
- (A) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]EndMod[/color]
- (34) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]EndMod/Recharge[/color]
- (40) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]EndMod/Accuracy/Recharge[/color]
- (42) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
- (42) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]EndMod/Accuracy[/color]
- (42) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]Chance for +End[/color]
- (A) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (29) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (29) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (31) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
- (31) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
- (31) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Damage/Endurance/Recharge[/color]
- (A) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (33) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (33) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (33) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
- (34) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
- (34) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Damage/Endurance/Recharge[/color]
- (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (50) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (43) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (43) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (45) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
- (45) [color:#7AA4EF]Detonation - [/color][color:#7AA4EF]Damage/Endurance/Range[/color]
- (A) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (39) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (39) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (39) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
- (40) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
- (40) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Chance of Damage(Lethal)[/color]
- (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Aegis - [/color][color:#7AA4EF]Resistance[/color]
- (46) [color:#7AA4EF]Aegis - [/color][color:#7AA4EF]Psionic/Status Resistance[/color]
- (46) [color:#7AA4EF]Aegis - [/color][color:#7AA4EF]Resistance/Endurance[/color]
- (A) [color:#7AA4EF]Mako's Bite - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (48) [color:#7AA4EF]Mako's Bite - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (48) [color:#7AA4EF]Mako's Bite - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (48) [color:#7AA4EF]Mako's Bite - [/color][color:#7AA4EF]Accuracy/Endurance/Recharge[/color]
- (50) [color:#7AA4EF]Mako's Bite - [/color][color:#7AA4EF]Accuracy/Damage/Endurance/Recharge[/color]
- (50) [color:#7AA4EF]Mako's Bite - [/color][color:#7AA4EF]Chance of Damage(Lethal)[/color]
- (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Brawl[/color]- (A) [color:#8BAFF1]Accuracy[/color][color:#8BAFF1] IO[/color]
- (A) [color:#8BAFF1]Endurance Reduction[/color][color:#8BAFF1] IO[/color]
- (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
-
[ QUOTE ]
Captain_C,
I dunno. That seems quasi-exploitish to me. Maybe not. I guess, just by virtue of it seeming like you have to make an end-run around the auto-leveling, that somehow its not correct code behavior.
Then again, technically it should be legal or a non-exploit considering that there are native groups that already span from 45-54 by default anyway.
What other groups in the editor span from 45-54?
Lewis
[/ QUOTE ]
There is a thin line between work-around and exploit. As far as i know, the next issue will allow players to set the level range of their custom enemies. This would imply that i'm just using an option that doesn't exist yet. They may even be able to use this functionality in the next version of the AE software. In which case, i just saved NCsoft a bundle of money.
They may read this and wonder why i didnt partisipate in the AE beta, and i would tell them this. if you're good at somthing, never do it for free. You have my resume. I'm an idealistic company man who would work overtime for peanuts and a modicom of recognition, perhaps a dash of respect.
There are quite a few groups spanning 45-54 I just like werewolves because they're easy to spot durring testing. -
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Well they've gone and done it now. Today's patch put a limit on the number of tickets you can get as per which map your are playing. That's right, we now have a ticket limit per mish. A small [censored] ticket limit. So all your challenging mish's are worthless and rewards dismal!! NO SALVAGE DROPS, NO RECIPE DROPS, NO KILLS COUNTING FOR BADGES and now TINY TICKET Rewards. Why even do AE mish's now??? Back to being poor [censored] bastards not being able to aford io's unles you buy inf from outside sources. Without tickets it's even harder to get good recipes and we are AGAIN forced to pay [censored] prices for good recipe's on the black market. I have a tough arc and damnit I want my damn ticket rewards back!!! Always punishing people for making good toons cause it "might" be exploited. Tired of the [censored] farmers killing the game. Why the hell make exceptional toons now if you can't benifit... Not everyone farms damnit!!!!!!
You devs are butt wipes man~!!!!!! You have put such a small ticket limit on mish's now I hate you all of you.
kk I will calm. down.. *taking deep breathes..*
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Cry me a river. Stop playing AE for rewards. Play AE because its fun, living, changing, evolving content. A breath of fresh air in a world of persistent world grinding. AE is an ideal concept that has been defiled by the materialistic exp gorging and mad ticket grabbing frenzies of people like you.
If you hadn't tried to break the system for your own selfish purposes, people would still be getting normal rewards for my stories, instead of the deflated rewards that they get now. Luckily, the stories are so entertaining, that nobody else seems to notice the difference.
Please evolve.
Your melancholy Messiah, Captain-Cosmic, Virtue -
I read mission pop-ups, and NPC dialogue. I like to tell stories visually in my missions.
Sage Advice: Think picture book. Keep it simple. Even npc names and apearances can push the plot. Focus on Mood, Theme, and setting. Use Cause and Effect, Create NPCs with depth and develope them over several missions, Let the players tell the story through RP.
Read a White Wolf table top RPG book's storytelling section. -
Here is a re-post of my tutorial. I don't really know where you guys like to post your tutorials, so i'm just going to post it again here. If anybody has any feedback on where i should post this so that people can access it more easily, let me know.
Custom Toon auto-SK tutorial:
The problem with scaleing custom toons is that the level requirements are 1-54. Players are scaled up to the minimum level, 1, and npcs are scaled to the leader's level.
What we want, is a level requirement of 45-54. This way, the level 1-45 player characters will scale to 45. The enemies will scale to 45, or the highest player level, which ever is higher.
To acomplish this, we must understand a little bit about how patrolls and boss fights work in the AE editor. These types of mission details swap out 1 for 1, a standard enemy spawn in the level. If you put the maximum number of these details in the mission, they will completely replace the native spawn type. The level requirement, however, will remain the same as the native enemy type, and the players will be level scaled accordingly.
To get the desired effect, we simply set the misson settings level to a 45-54 enemy group, such as werewolves, and set a single mission detail of boss, patrol or destroy object details.
To get a clasic style COX map, use bosses. Make you're custom boss a minion, or leutenant, if you think that many boss fights would be too chalanging. Make sure to change the surrounding enemies to your custom toon group Don't leave it as 'same as boss', It doesnt work. I like to set all the groups to patrolls because it adds a new level of complexity to the missions, giving them a more tactical feel. Which ever one you chose, if you don't want a destroy all enemies map, remember to click off the required for mission completion toggle under the settings dropdown of your mission detail.
In the settings drop down menu of the mission detail, go to the quantity field and enter the map specific maximum number of allowed ambush, boss, patrol or destroy object details. This number can be seen on the mission setting summary on the right side of the mission settings page.
Don't use any ambush details unless your mission has a full moon. They spawn extra native enemy groups in your mission that you can't replace.
Fill in your manditory dialogue boxes and you are good to go.
So,
Step 1, in Mission Settings, set the enemys for the mission to Werewolves.
Step 2, create a patrol or destroy object detail, and set the quantity as high as it will go. Put your custom toon group here.
change all "same as boss" fields in your bosses to your custom group.
Step 3 fill in all your manditory text fields and debug.
Remember, as uncle benny said, "With great power comes great responsibillity." Please use this info to cultivate your immagination, not to make a mad grab for XP.
Enjoy.
Your melancholy masiah,
Mitch Adams, AKA: Captain-Cosmic (virtue).
Wadams5.com
If you use this tutorial, please credit me in your work. A "Scaling Engineer" credit is nice, but "Special Thanks" will do. Probably won't help me get a job, but every little bit counts. -
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All the characters I have tried today also will not auto sk. I tried all sorts of mission ranges etc. It was working Wednesday when I was playing but not today.
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I was just playing a mission i made. Auto SK still works. Keep plugging away at it. You'll figure it out. -
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I've been trying for a long time to figure out how to scale custom toons. The reason for this is, simply put, I want to be able to team with my entire supergroup, regardless of level, and get normal rewards. I am hesitant to share this information with the public, because of the possible exploitation applications, But I am passively in the market for game design jobs, and this discovery cannot hurt my reputation. And so, as Albert Einstein did, i will make this potentially powerful and devastating information available to you, the players of COX.
The problem with scaling custom toons is that the level requirements are 1-54. Players are scaled up to the minimum level, 1, and NPCs are scaled to the leader's level.
What we want, is a level requirement of 45-54. This way, the level 1-45 player characters will scale to 45. The enemies will scale to 45, or the highest player level, which ever is higher.
To accomplish this, we must understand a little bit about how patrols and boss fights work in the AE editor. These types of mission details swap out one for one, a standard enemy spawn in the level. If you put the maximum number of these details in the mission, they will completely replace the native spawn type. The level requirement, however, will remain the same as the native enemy type, and the players will be level scaled accordingly.
To get the desired effect, we simply set the mission settings level to a 45-54 enemy group, such as werewolves, and set a single mission detail of boss, patrol or destroy object.
To get a classic style COX map, use bosses. Make your custom boss a minion, or lieutenant, if you think that many boss fights would be too challenging. Make sure to change the surrounding enemies to your custom toon group Do not leave it as 'same as boss', It doesn't work. I like to set all the groups to patrols because it adds a new level of complexity to the missions, giving them a more tactical feel. Which ever one you chose, if you do not want a destroy all enemies map, remember to click off the required for mission completion toggle under the settings dropdown of your mission detail.
In the settings drop down menu of the mission detail, go to the quantity field and enter the map specific maximum number of allowed ambush, boss, patrol or destroy object details. This number can be seen on the mission setting summary on the right side of the mission settings page.
Fill in your mandatory dialogue boxes and you are good to go.
Remember, as uncle benny said, "With great power comes great responsibility." Please use this info to cultivate your imagination, not to make a mad grab for XP.
Enjoy.
Your melancholy messiah,
W. Mitchell Adams, AKA: Captain_Cosmic.
Wadams5.com
~P.S. If you use this technique in your mission arc, please feel free to put my name in the credits. No pressure.
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I have wolves for 45-54 but my custom is the man enemies I just have two roving patrols of wolves to force the sk up they just sk to 44 and it did not matter if I was unyielding or Invincible
I have a non custom group mission rikiti are the main which is like 33-50 carnies and wolves and added snakes as well last night yea yea it is a goofy mission but fun and it auto sk every one to 45
Thanks
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Glad i was able to help you out. Just to be clear, you don't need to put any non custom spawns in your mission to get the scaling to work. -
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Captain Cosmic - not exactly a big secret to use a detail of the requested level range to force a map into spawning how you want.
I doubt that anyone who's been making missions (especially missions for their SGs) hasn't already discovered it.
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I didn't see anything in your post about custom enemies. My method is for scaling custom enemies. As far as i know, no one has been able to do that before. -
I've been trying for a long time to figure out how to scale custom toons. The reason for this is, simply put, I want to be able to team with my entire supergroup, regardless of level, and get normal rewards. I am hesitant to share this information with the public, because of the possible exploitation applications, But I am passively in the market for game design jobs, and this discovery cannot hurt my reputation. And so, as Albert Einstein did, i will make this potentially powerful and devastating information available to you, the players of COX.
The problem with scaling custom toons is that the level requirements are 1-54. Players are scaled up to the minimum level, 1, and NPCs are scaled to the leader's level.
What we want, is a level requirement of 45-54. This way, the level 1-45 player characters will scale to 45. The enemies will scale to 45, or the highest player level, which ever is higher.
To accomplish this, we must understand a little bit about how patrols and boss fights work in the AE editor. These types of mission details swap out one for one, a standard enemy spawn in the level. If you put the maximum number of these details in the mission, they will completely replace the native spawn type. The level requirement, however, will remain the same as the native enemy type, and the players will be level scaled accordingly.
To get the desired effect, we simply set the mission settings level to a 45-54 enemy group, such as werewolves, and set a single mission detail of boss, patrol or destroy object.
To get a classic style COX map, use bosses. Make your custom boss a minion, or lieutenant, if you think that many boss fights would be too challenging. Make sure to change the surrounding enemies to your custom toon group Do not leave it as 'same as boss', It doesn't work. I like to set all the groups to patrols because it adds a new level of complexity to the missions, giving them a more tactical feel. Which ever one you chose, if you do not want a destroy all enemies map, remember to click off the required for mission completion toggle under the settings dropdown of your mission detail.
In the settings drop down menu of the mission detail, go to the quantity field and enter the map specific maximum number of allowed ambush, boss, patrol or destroy object details. This number can be seen on the mission setting summary on the right side of the mission settings page.
Fill in your mandatory dialogue boxes and you are good to go.
Remember, as uncle benny said, "With great power comes great responsibility." Please use this info to cultivate your imagination, not to make a mad grab for XP.
Enjoy.
Your melancholy messiah,
W. Mitchell Adams, AKA: Captain_Cosmic.
Wadams5.com
~P.S. If you use this technique in your mission arc, please feel free to put my name in the credits. No pressure. -
you seem like a cool guy, and its a cool idea, but i think it's alittle naiive. most people are only going to see this idea as a way to gain an advantage. soon, a few builds of 'signature power' would be looked at as being acceptable, and the rest would be looked down uppon as 'gimped'. you would have to be REALLY carefull of emergent exploits.