Leo_G

Renowned
  • Posts

    4398
  • Joined

  1. Quote:
    Originally Posted by lmt1979 View Post
    Really? More single target damage
    It's because you've got only 3 single target attacks, one of them being minor damage. Looking at the rest of the set which has a Soul Drain-esque power, a cone and 2 AoE attacks along with an AoE debuff, you're going to be hard-pressed defeating a single tough foe with just 2 good chainable attacks. That or you'll run yourself dry spamming AoEs on 1-2 targets.

    You're not selling me the armor either, as it seems very similar to Willpower (it's a mix of resist, defense and regen, even with the same mez shield) not to mention you're putting a PBAoE -ToHit power in both sets which seems quite redundant.

    For Psi Armor, we really already have a means to make it: Willpower is an easy sell for psi defense, SR can be precongnition and Energy Aura can be telekinetic repulsion.

    That isn't to say a new armor with psionics in mind would never work, but you gotta make it pretty unique in how it plays to make it a worthwhile project, IMO.

    I still dream of a set with mostly passive powers like my old psychic armor suggestion. Among other differences, it'd provide some interesting build options.
  2. Besides, you can't alter the endurance cost of Repulse. While you can slot for endurance redux which will lower the .40 END/sec cost to run the power, it will still drain 1 END per foe it hits every time the power tics. If you don't have anything else to slot and you were planning to pick up Repulse as a no-slot power to use when you get surrounded, I'd say go ahead and slot the +rech proc. However, I suggest not actually using it unless you're surrounded and you just want to get people out of your face. Repulse has a 10ft radius (I think) and a 16 target cap, so just activating the power will give you 16 chances for the buff.

    However, I'm unsure how the suppression from hide works with procs. A good question is, if you're running the toggle while in a hidden state, and suddenly drop hide (from being hit or attacking), does the proc still only check 10sec suppressed or not? Or does unsuppressing count as 'activation' which would instantly check then?
  3. Quote:
    Originally Posted by Quinch View Post
    Discuss.

    That is all.
    They would have to make an arm cannon costume piece first...

    Get on it devs! I want it

    ...the costume piece, that is.
  4. Quote:
    Originally Posted by galadiman View Post
    -respeccing toons
    Probably the point many are spending their 'busy-work' time on(the other stuff is primarily just playing the game). Seriously, they need to fix that respec system >_>
  5. Leo_G

    Endurance.

    Quote:
    Originally Posted by Moderator 08 View Post
    When soloing with SO's or their equivalent, your personal defenses are less valuable than soft control. With force fields and energy blast you can keep a single mob very well controlled by knocking it around, and with dispersion bubble you don't have to particularly be worried about incoming mezzes.

    So turn off most of the toggles until you have more tools to manage endurance (probably through IO's).
    Ha! Even the ocho agrees

    Except he worded it all polite-like...I guess cause he gets paid to be here...
  6. Quote:
    Originally Posted by thanos316 View Post
    I grew up on Ultraman, Specterman, Johnny Sokko and Space Giants.
    Quote:
    Originally Posted by TonyV View Post
    I grew up on Turbo Teen, Rubik the Amazing Cube, and Gilligan's Planet. I... um... have no comment.
    What *ARE* these things!? >_>

    Quote:
    Originally Posted by Lord_Nightblade View Post
    If I remember correctly, I was in third grade when Mighty Morphin Power Rangers started. I liked it for the first season (because of all the karate fighting stuff, I guess), but then when I started fourth grade I couldn't stand the show anymore.

    I'm not sure why I had the sudden change of heart, either. I just couldn't watch it anymore without noticing the glaring stupidity of the characters. Why did the Rangers summon the individual Zords? They were just going to combine into the Megazord straight off, why not summon it fully assembled? Why were the Rangers caught off guard whenever Rita made her monsters grow when she did it in every fight? Why did the Megazord have that alternate gun platform mode that was so weak they never bothered using it? Why did the monsters stand around doing nothing while the Rangers wasted five minutes assembling their giant, a**-kicking robot? Did it not occur to any of them that the assembly period would be a good time to cripple the Megazord by stopping one of its legs or arms from attaching, or smashing its head in?
    I watched it because of the rangers when I was a kid. It's what got me interested in martial arts although my family was too poor to afford any type of lessons back then.

    All those questions/plot-hole issues you point out seem to involve the zords which was the part of the show I didn't like much (and was mostly stock footage used over).

    Quote:
    Originally Posted by Symar View Post
    I watched it for the robots. And got a lot of the robot toys.

    Which means I stopped caring once they had giant cars for robots.... and completely lost interest when they just had some dumb spaceship and the plot fell apart. What little there was.

    Now that I know that the fight scenes are all ripped from Japanese shows, it makes more sense. But I didn't know that then.
    For whatever reason, even though I didn't like the robots, when the show went Turbo (car theme), is when I lost all interest in the show.

    But it really picks up in Space (plot-holes like flying in space aside). The plot actually pulls together, not falls apart, in that season. I'd dare say it was the best season, plot-wise.

    I'd really suggest looking into Linkara's vids. They are very informative, like what japanese show the zords are pulled from, plots and characters and all that jazz. Even though I was only a big fan of Mighty Morphin, Space, Wildforce and SPD, it's interesting to see how all the plots of the seasons I skipped tie in and seeing season one is pretty nostalgic
  7. Quote:
    Originally Posted by Remaugen View Post
    I could see being able to import one of your own specific toons as a boss in an AE mission you create, but I would rather not fight someones randomly picked PC in a regular mission.
    But it is something that would be interesting if monitored. I was busy playing a character of mine, Mercury Mage (one of the living robots created from the schematics of Tin Mage) and picked up a tip mission involving Tin Mage out of the blue. I'd definitely offer Mercury Mage (Vigilante) and Iron Mage (Rogue) as bosses in any tip missions involving that lore. And if the devs like the characters and players liked them, it'd be cool if they made it in a TF and, technically, become signature characters in-game.

    Just start it out with something a bit minor like a tip mission...at least this way, we won't get randomish, dumb looking player made bosses in missions they don't make sense for.
  8. Leo_G

    Endurance.

    Quote:
    Originally Posted by ClawsandEffect View Post
    I facepalmed at the bolded part. Buying Thunderstrikes with Merits is a HUGE waste of merits. You can seriously get them for under 500k per recipe.
    Hell, even if some of the recipes were 5mil like he said, that's a BARGAIN! Compared to spending 50merits each = 1200merits for 4 sets of Thunderstrike vs paying 5mil for *every* recipe = 120mil inf for 4 sets of Thunderstrike.

    You could easily make all the inf you need with just one high cost recipe like LotG +rech.

    But I'll reiterate, I think the better path is to do AE. If the market is scarce of IOs in your level range, rolling for them yourself is a good plan. Bronze roll for 70 tickets each is a shot at any of the 6 and if they are going for 5 mil, just sell any repeats you get...
  9. I already don't care for many of the dumb looking/named characters I end up playing with on pick-up groups, I *really* don't want to end up being forced to face such characters...and it would be even worse if said stupid-looking/dumb-named/[insert copyrighted character]-rip off actually beat me because they just happen to have a particularly potent power like Elude or Energy Drain.
  10. Quote:
    Originally Posted by Steelclaw View Post
    Wow.. the characters all looked almost exactly like their Power Ranger counter-parts...

    The only problem I have with it is the total lack of a plot... it's just a disconnected series of fight scenes...

    ...

    wait a second!

    It IS just like the original Power Rangers!! GENIUS!
    HEY! Power Rangers is awesome

    It's not perfect, but few shows are. For an in depth analysis of the story, I suggest watching Linkara's word on the matter.
  11. Quote:
    Originally Posted by VoodooGirl View Post
    Will anybody play their alts anymore?
    I have ideas for characters not currently possible in the game yet. As the devs continue to release new sets like Polearm melee, Earth domination, etc. continue proliferation and add more customization options, I'll still be spending the majority of my time fashioning characters with regards to how I envision them in the game world.

    Incarnate just gives the few characters that reach 50 something to do. IMO, it's not something built to consume you, just extend the progression of those that have reached their limit.

    If all the devs have to do to breath life into old characters is to release 1 costume piece (please give me an arm cannon for my Sonic/Ice blaster!!), it's hard to say I'll be bogged down getting the other characters to 50. Like you said, it's the journey not the destination.

    I haven't even logged into my main to get the Alpha Slot yet...I've been toying with some of the alternate animations on my mid-lvl Sonic blaster (if only I could make the blast come from 1 hand combined with the 1-hand atomic aura + an arm cannon and I'll have my Megaman homage character image complete!)
  12. Leo_G

    Temporal what?

    Quote:
    Originally Posted by WolfSoul View Post
    I'd drop the Temporal but "Freem Overthurster" would be a hell of a name for a Blaster. LOL
    That sounds...sticky to me >_>
  13. Leo_G

    Endurance.

    Quote:
    Originally Posted by Sailboat View Post
    What I don't get about this alleged experiment (aside form the bizarre slotting and obvious intent to "prove" a specific point) is that you used a Force Fields/Energy Defender against a single boss.

    A mature Force Fielder totally owns a single boss. Mutliple foes can present quite a challenge, but just ONE guy is all-but-helpless against you if you use any of several different tools. The two easiest would be Force Bubble or Force Bolt, either one.

    MY FF/Energy Defender, built more conventionally, used to farm the Winter Event missions for my own amusement. Snaptooth is an Elite Boss, and a hard hitter -- much stronger than the Rikti scum you tackled here -- and he was completely helpless, spending most of the fight upside-down and ragdolled, flattened against a wall by Force Bubble.

    And that was before IOs. AND before the Defender damage increase in Vigilance.

    I'm not some kind of super-genius. You can do this too.

    A FF Defender may not be the ultimate warrior, but in this case you have the perfect character for lopsidedly crushing a single boss. Slot normally -- not like your first posted build -- and it'll not only be doable, it'll be easy.
    And this is exactly what I was saying at the end of my post. You've got a guy running like 5 toggles for little bits of defense when, ultimately, you're ignoring what mitigation FF and Energy Blasts provides. Against a group of foes, you've got Repulsion Bomb and Force Bubble to either put them on their butt or keep them away from you, yet vs a single target, they practically won't touch you.

    Between the KD from your blasts and Force Bolt alone, you could probably go without *any* extra toggles and be just fine. But I'd keep Dispersion bubble up for the mez protection and assault up for the damage.

    You don't even need Air Superiority. It's damage is ignorable and its mitigation is redundant with the powers you got.

    Quote:
    Originally Posted by Ultimo_ View Post
    I went and got the Thunderstrike set from the Merit Vendor in the Atlas Wentworth's, but don't have enough merits to get two sets, let alone three.
    Big mistake.

    Thunderstrike is plentiful and cheap. Don't waste your merits on such an easy to find set, use those for hero/villain merits, buying specific hard to get recipies or just random roll for profit (selling what you get, keep anything good that you need for 0 cost).

    I suggest you do some AE arcs and use the tickets for random rolls. I always get extra Thunderstrikes that way that I usually throw away because I have so many of them. The idea is to do random rolls, check what sells and what doesn't then act accordingly. If you do this, you'll realize just how abundant Thunderstrike is.
  14. Quote:
    Originally Posted by Rosen_ice View Post
    The problem with a tree system of powers is a developer actually needs to sit down and go through each power and upgrade...
    It's not a tree system. If anything it's a faux tree system that only looks like it from the outside when, in reality, you're just picking an already made power from a list and choosing an animation for it. You're not really branching anything, just picking a power with the effects you want. That'd probably add around 200 powers to the mix, but all those powers are numbers spat out and balanced by a single program.

    AFAIK, there isn't a means to 'add' enhancements to a power that doesn't inherently have said effect. It's not black and white to think it's easier or harder to create a system using blank powers with 0 stats that materialize by means of some non-existent system of enhancement.
  15. Leo_G

    Endurance.

    You can't be serious.

    That build is *horrible* considering what the goals were. Before I give criticism, the goal of your build is to defeat foes quickly, correct? That build, from what I can tell, is made to use as little endurance per activation as possible...not to defeat foes efficiently.

    Some pointers:
    -Do you know the endurance cost of Power Bolt? Around 5 END. What about the endurance cost with 1 SO of endurance redux? About 4. With 2 SOs, it's 3 END and with 3 SOs it's over 2.5. What's that tell you? Just to put it simply, for cheap attacks like tier 1s, 3slotting for endurance is not smart. Hell, 2 slotting a cheap attack like that is pushing it.

    -Take a look at Power Burst. At base, it does around 75 dmg. With 1 SO of damage it'll do around 100 dmg. 3 slotted, that attack will do 150ish dmg! You'd have to spend far less time in combat, run far less risk and have to content with far less enemy regen if you did more damage more quickly.

    -How many attacks do you have? I'll count them for you...9 (10 if you count Repulsion Bomb) and 3 of them do below lousy damage. Do you see how many slots you had to use on all those attacks? I'll count them for you...36! 36 extra slots! You didn't even get around to 6 slotting any of them! You'd do far better taking fewer attacks and fully slotting more of the better ones.

    It's about balance. To sum up the above: I tend to not build for optimal attack chains but for optimal effect. I can get more damage for less endurance and activation time by better slotting fewer attacks for more damage but at a slightly higher cost.

    If the goal of the experiment was to see how many attacks you could use before running out of endurance, that would be more relevant...
    Quote:
    Originally Posted by Ultimo_ View Post
    That leads me to ask, what else can I do?
    Cut off tough, weave and maneuvers and use force bolt more.
  16. Quote:
    Originally Posted by Rosen_ice View Post
    The point of the signature power isn't to make characters all that much more powerful (just a tiny bit), it is meant to help fill in the gap that a player feels their character is missing and really make them feel unique.
    You'd definitely need to take a step back and look to see if that's what is needed in the game or even viable.

    Personally, if I want my characters to look and feel unique, then it's not *a* power that we need, but customization for all our powers. I'd sooner expect a slew of alternate animations that go so deep as to give weapon options to non-weapon sets than the proposed suggestion. And this isn't a shot at your idea, but your idea doesn't seem any less complicated than the other signature powers suggestions.

    But you want a really simplified system for signature powers? Give a set of predefined powers for multiple categories:
    Range-
    --Minor Damage
    --Moderate Damage
    --Superior Damage
    --Extreme Damage

    Targeted AoE-
    --Minor Damage
    --Moderate
    --etc.

    In each of those predefined powers, you get more options that you unlock later. The minor damage ranged power might have more options for adding debuffs or controlls, increasing the range, decreasing the recharge or even adding a self buff to yourself while the extreme damage version would be more limited (can't have a huge debuff and huge damage).

    Besides that, just give lots of options for animations, particle fx, sounds and colors. But all the combinations of powers are already defined with endurance costs, recharge and so on already baked in.
  17. But how sickly broken would Spines/SD be? At least a tiny bit moreso than Fire/SD with respect to AoE, I'd guess. But probably *the* most OP'ed combo would be Claws/SD...
  18. Quote:
    Originally Posted by Sailboat View Post
    Here's a thought...what if some or all of Ice's stackable slows were more difficult for AVs to resist? Right now AVs wipe out 85% of a debuff. Ice can stack numerous -recharge slows compared to some sets, but with that resistance, even that's pretty limited in effect.

    Slow is only useful on hard targets like AVs (because everything else dies before more than a few recharge cycles of its powers). Put another way, stacked slows don't mitigate much, if anything, of the damage a group of minions deal out, because they alpha and perish before recharging their attacks (maybe before you've even gotten all your slows stacked).

    Slowed AVs would do a lot less damage to teams -- but not die any faster, and they could still deal out big-damage hits occasionally, so they'd still present some challenge. And such a change wouldn't affect non-AV play at all, and be no benefit to farmers. It also wouldn't speed up Task Forces (and thus merit gains) except inasmuch as it reduced time picking up dead characters and rezzing everyone after AV-induced teamwipes. But it would be popular for the high-end content we're seeing more of these days.

    Ice could find a neat niche specializing in slowing AVs if their resistance just to slows or just to Ice's specific slows was a little less severe. I don't know where the line would be...60%? 50%? Devs would have a much clearer idea of the appropriate numbers.
    I dunno, -recharge can really neuter mobs to a ridiculous point. It's why I think the mob run AI isn't totally out of line in some situations.

    That said, I'd probably consider making Ice (and Gravity's) -runspeed partially not resistable as a bigger impact on those fights as a damage buff. Just my opinion tho...
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    You call it hypocritical. I call it loyalty. I respect and admire the people I like (which is why I like them) and I'm prepared to cut them far more slack and reason with them than I am with complete strangers. I don't see any reason to try and justify that - the kind of absolute neutralism that sees you treating your friends and family like strangers and enemies is alien to me.

    You'll also note that I'm just as happy to back off and be reasonable with people who respond reasonably, which is how I became friends with my friends to begin with. If people blow up in my face and flip their top, as it often happens, then I don't feel bad about treating them harshly.
    And who goes arguing with complete strangers? Who knows what type of person those strangers are? They could be completely reasonable people willing to see others' perspectives, they could be hotheads possibly even resorting to violence or just people that hold huge grudges. It's not treating friends and family like strangers but having an intimate discussion about a subject in a manner that you can't with someone you don't know. Would you make crude sex jokes with some old lady you met on the subway? Probably not, but my boss is an older lady and that's someone who I *can* make crude sex jokes with because we're friends outside of work too.

    Quote:
    One thing I want to point out - and this may make me sound like a dick - but you were wrong. Completely. The character I described above got Stamina yesterday and managed to slot it soon thereafter. I have not run out since, and that is without doing ANYTHING else to my build.
    And? I've still got an Axe/WP Brute who I made a while back. With Quick Recovery, he could still run out of endurance (my slotting aimed toward accuracy and damage while relying on QR for endurance). At 20, he picked up stamina and at 21 I slotted everything up like I had planned (2xEND Mod in QR and stamina and accuracy/dmg in the attacks). My test? Sharkhead Isle vs the endless hoard of Scrapyarders. Yeah, he *still* runs out of endurance. He can fight more than before, yes, but he was often hold up in a mass of minions, relying on them to feed his regen while he recovered enough endurance for a couple of attacks.

    What's all that mean? That anecdotes really only matter depending how much weight you put in them. What weighs your story over mine? Besides, it contradicts part of your argument against the OP's statement that 'Endurance Management becomes meaningless'. Either it is the panacea you describe by your character or it's not. Just because your Axe/SD Brute *seems* to have all his problems solved, doesn't mean they are. Go fight a hoard of lethal resistant mobs just to be sure, eh?
  20. Quote:
    Originally Posted by Jade_Dragon View Post
    The issue is not that the Katana is used two handed, it is that when it is NOT held two handed, it is held in the left hand. So it is held in the same hand as the Shield would be. Broadsword's two handed animations (I think Headsplitter is two handed) can be replaced with a one handed one for the Sheild, because it's held in the right hand.
    No, Headsplitter and all the other crappy animations in Broadsword use a similar swatting, doesn't-make-sense-for-a-cutting-motion attack animation as War Mace and Battle Axe (both sets which don't look horrible with the said animations but don't look particularly stylish either).

    Quote:
    Originally Posted by Sailboat View Post
    It's worth noting that real-life katanas are sometimes dual-wielded but NEVER used with a shield.
    This.

    Using a shield with a katana (or any other set that is locked out of Shield Defense) really doesn't make sense...this is why I suggested an alternate look for Shields in the form of Strike Gauntlets. Basically, you can choose a glove option that would be rather larger than a normal glove (or consisting of different material like ice, energy or darkness) that would obscure the hand(s, arms and/or shoulders depending on how extensive the customization would offer). It's basically a gauntlet/forearm/pauldrone set as an alternate option rather than strapping a shield to your arm.

    IMO, it would require less effort to do this rather than go in and switch the hand on Katana, flub with the hand nodes for Claws, Dual Blades and Spines *PLUS* give them sensible animations to work with a shield. The extra custom options (also available for other sets and not just the affected) would look great.
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    *sigh* Leo, Leo... Why do you embroil me in these tangents where I must continually re-explain the same problem?
    Take a lesson from me and learn not to reply (particularly, repeat) to every point. It's a time and stress saver.


    Quote:
    Then you and I disagree on a fundamental level. People who never "sugar coat" anything are unpleasant to deal with. I apologise if this sounds like an insult, but this is how I've always felt. The notion that it's OK to say something just because it's true, even if it's rude, crude or insulting, is not a notion I've ever subscribed to, or indeed a notion I've ever been tolerant of. If you walk into a public, social environment, you are burdened with the responsibility of being aware of your environment, which consists of the people around with. You can choose to embrace or ignore that responsibility, but that always, always reflects on what you are perceived as.

    You may not care about what "image" you present to the public, but you still very much present an image to the public, it just ends up as one you may not necessarily be proud of.
    And I find it particularly hypocritical for posters to have no qualms laying into some random troll that says something dumb that they don't agree with yet, when it's someone they know or like, they put on kid-gloves and act all nice-nice.

    Not me. In fact, if a good friend of mine says something dumb, I'll make sure they know it and depending on how vehemently they argue that point will make me lay into them harder. Consider it a complement from me. I didn't bother putting up much of a fight when it came to B_I and Nethergoat only got a couple of one-liners...

    But it's good that you finally agreed to one point I was trying to make (that Stamina never was some cure-all that completely solves the issues of bottoming out on END and either dying or running, etc.) and that SO play as big, if not bigger, role in a character's ability to overcome these. But the main point I was trying to make was, if it's so much of a problem for a player, then it's sort of their responsibility to overcome it. There are many options to exploit to do this too beyond just endurance redux slotting, stamina and inspirations.
  22. I was planning to, kind of. But the Ian that started in-game is, like, a senior in the thread with all his 'problems' on the table at that point for him to face/overcome as he levels. SH101-102 is the process of me putting those limitations on the table.
  23. Quote:
    Originally Posted by Nethergoat View Post
    Your command of the language is truly exquisite.


    Or something.
    At least you admit your reading comprehension isn't infallible even if it is in a sarcastic roundabout way.

    Quote:
    Originally Posted by MunkiLord View Post
    I want more "problems" like inherent stamina.
    I'd like more 'problems' like a dilemma between inherent stamina and inherent leadership or something >_>
  24. Quote:
    Originally Posted by ShadowWings View Post
    I feel bad for starting a thread which sparked problems.

    My apologies guys. No ill will, but I think if theres gonna be fighting, I'll have the thread locked. Not anyone's specific fault, just things getting heated.

    Unless we can get back on topic of Incarnates...unless we've talked it dry?
    Does anyone else build limitations into characters that they eventually overcome that could be explained as the new Incarnate power? Well, I guess there's Rushmore...

    I mean, I do this for, like, every character. If you can kinda turn off the incarnate slots (I hear the alpha slot in particular has interchangeable components to it), that's even better. For some characters, like my plant dom who was already unable to be killed (he *can* be killed but he'll just grow back out of his spirit tree) will probably follow the incarnate story more closely, tap into more power of nature itself and just get more upfront resilient.

    But characters like Jase (I don't even have him to 50 tho) already uses powers that tap into his life energy that slowly kills him when he uses it and is why it's so draining to use. I haven't decided if he'll seek a means of extending his life or discover a means of mastery over his dark powers so it doesn't suck his life but instead the life of someone else because he currently seeks either.

    Tigersquall, on the other hand, will end up learning to use his curse instead of running/hiding from it as well as master the art of the bokken. In one form, he's too ferocious to use the tranquil forms of the wooden sword properly so uses live swords while in his human state, he abstains from using a real sword for personal reasons. He won't be following the arcs at all so most likely it will be the result of lifting much of these restrictions.

    Who knows, tho? The possible judgement powers leaves me too curious to jump to any conclusions yet.

    Quote:
    Originally Posted by Omega_Chief View Post
    I think we've talked all we can about Incarnates yea, maybe a new thread or two discussing some propisitions to try and integrate EU/US and/or Union troubles maybe, but I think all the Incarnate questions itself was answered a while back.
    Why would we want to integrate our troubles? I'd rather just pull the characters into the same general threads. That we can't dive in all deep with in-game RP is kind of a boon to me as I rarely ever do that except by myself anyway. Thread RP is just easier and I can do it from school/work if I want
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    Well... To the example at hand, all it would take is if the power said:

    51.51 points of Smashing damage (5 feet radius)
    21.12 points of Smashing damage

    I made the numbers up as they're not important, but that single appendix to the one one effect which doesn't conform to the full AoE range would answer my question without need for explanation or pop-up, just like the "when hidden" appendix does to Stalker Hidden criticals.

    *edit*
    I just picked up Shield Charge and went to look at its real numbers. I've been saying "large AoE" up until now because I honestly don't know HOW big the power's AoE is. I assumed Real Numbers had that listed and I just hadn't checked, but they in fact don't. The power is listed as:



    If we wanted to pretend pseudo-pets don't exist, then this power's "Effect Area" would have an actual effect area listed. If I look at, say, whirling Axe, this has "AoE -- 8.00 ft. radius (10 targets max)" listed. So what IS the are of effect of Shield Charge? I do not know. Honestly. And real numbers will not tell me. I know WHY they won't tell me, but I know because I have detailed knowledge of the underlying structure. A new player would be left completely uninformed.
    But the way you want it listed won't tell you everything. For the LR-esque power you put up, it doesn't give all the info like the accuracy, the summon range, that it teleports the character, etc. Basically, by the time you've listed everything, it will be a pretty clustered bunch of info that may be hard for newer players to comprehend. The options for seasoned players to see it would be nice though.

    As for the radius of SC/LR, yeah, the pseudopet has a cast radius of 20ft, I believe. The pseudopet has the ranges built into it's powers (looking at redtomax, it just says the attack does 3 tics of damage. probably not over the entire range of its cast radius). But SC shows 2 pets at work, one with a sphere and the other with a cone...I honestly don't know if that's true or if it was from the old SC that was changed early in its life. AFAIK, both powers work the exact same way.