ill/rad with perma PA and +45% ragne defence help


BurteForce

 

Posted

You may be able to check the times in a /demorecord, if the text file it generates includes timestamps for the instant each phantom disappears. I believe that time is recorded in exact server ticks.

To the OP, I don't have a horse in this race but I agree with those who said persuing maxed ranged defense in a Ill/Rad build probably isn't worth it. It has more value to Ill/Cold, although as long as you keep the toggles up Ill/Rad is actually much better defended outside of AVs (because +Defense protects only against certain damage types and -ToHit protects indiscriminately). Unless for some reason you want to solo multiple AVs at once you are probably better off investing elsewhere because the tradeoffs are too steep.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
You may be able to check the times in a /demorecord, if the text file it generates includes timestamps for the instant each phantom disappears. I believe that time is recorded in exact server ticks.
I was thinking just thinking the same thing Oedipus. Great idea! It would eliminate some of the other deltas.

To the OP my personal apologies for derailing your thread.


 

Posted

It's not a latency issue as the power works the same way loaded on the smallest map with a netgraph so smooth you can do your practice putting on it. The delay in the pets summoned makes it more confusing, but it still operates using the same mechanics of recharge and cast times as any other power. For whatever reason though it has been a power shrouded in mystery for a long time.

Your use of quotations suggests the mystery still lingers with you, but oh well. There is only so much one can do.

Now trying to figure out stuff with Hell on Earth is a task given that the later summons are not guaranteed.

Regarding your GF's ill/rad all I can suggest is actually recording the testing either live or demorecord because "about 3 seconds" could easily be 4 and a bit, which is what you'd expect before you could activate the power again with a 64 second recharge. I don't personally use Hero Stats for timers, they have always seemed messed up to me both when displayed in real-time and when later examining the display sheet.


 

Posted

Quote:
Originally Posted by Frosticus View Post
More on topic, here is a fairly non-gimp 60 second PA ill/rad with 45.1% ranged def (suppressed GI/SI).

How non-gimp you consider a toon with no travel power is up to you. Swift+AM+ninja run isn't terribly slow though.
Not sure if it was intentional, but you used the Gladiator 3%, instead of the Steadfast 3%.

Nice work, BTW.


 

Posted

Quote:
Originally Posted by Frosticus View Post
Your use of quotations suggests the mystery still lingers with you, but oh well.
Not at all, but feel free to make assumptions. I've seen too many bogus videos and pictures posted on the forums. I've never been one to hit the "I believe button" right away.

Demos can't be manipulated quite as easily and are a little more reliable for "data mining". Regardless I found the unaccounted buff that was skewing my testing.


 

Posted

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Blind

  • (A) Unbreakable Constraint - Hold
  • (7) Unbreakable Constraint - Hold/Recharge
  • (9) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (9) Unbreakable Constraint - Accuracy/Recharge
  • (11) Unbreakable Constraint - Endurance/Hold
Level 1: Radiant Aura
  • (A) Numina's Convalescence - Heal/Endurance
  • (3) Numina's Convalescence - Endurance/Recharge
  • (3) Numina's Convalescence - Heal/Recharge
  • (5) Numina's Convalescence - Heal/Endurance/Recharge
  • (5) Numina's Convalescence - Heal
  • (7) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Spectral Wounds
  • (A) Thunderstrike - Accuracy/Damage
  • (11) Thunderstrike - Damage/Endurance
  • (13) Thunderstrike - Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Endurance
  • (15) Thunderstrike - Damage/Endurance/Recharge
Level 4: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (43) HamiO:Enzyme Exposure
  • (43) HamiO:Enzyme Exposure
Level 6: Deceive
  • (A) Coercive Persuasion - Confused
  • (17) Coercive Persuasion - Confused/Recharge
  • (17) Coercive Persuasion - Accuracy/Confused/Recharge
  • (29) Coercive Persuasion - Accuracy/Recharge
  • (31) Coercive Persuasion - Confused/Endurance
  • (31) Coercive Persuasion - Contagious Confusion
Level 8: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (31) Efficacy Adaptor - EndMod/Recharge
  • (34) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (37) Efficacy Adaptor - Accuracy/Recharge
  • (39) Efficacy Adaptor - EndMod/Accuracy
  • (39) Efficacy Adaptor - EndMod/Endurance
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
Level 12: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (40) Defense Buff IO
  • (40) Karma - Knockback Protection
  • (46) HamiO:Enzyme Exposure
Level 14: Hurdle
  • (A) Jumping IO
Level 16: Health
  • (A) Miracle - +Recovery
Level 18: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (19) Expedient Reinforcement - Accuracy/Damage
  • (19) Expedient Reinforcement - Damage/Endurance
  • (25) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (27) Soulbound Allegiance - Damage/Recharge
  • (27) Soulbound Allegiance - Accuracy/Recharge
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (21) Efficacy Adaptor - EndMod/Recharge
  • (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (23) Efficacy Adaptor - Accuracy/Recharge
  • (23) Efficacy Adaptor - EndMod/Accuracy
  • (25) Efficacy Adaptor - EndMod/Endurance
Level 22: Lingering Radiation
  • (A) Recharge Reduction IO
Level 24: Enervating Field
  • (A) Endurance Reduction IO
Level 26: Spectral Terror
  • (A) Accuracy IO
Level 28: Group Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Luck of the Gambler - Defense
Level 30: Boxing
  • (A) Mako's Bite - Accuracy/Damage
  • (46) 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 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (33) Expedient Reinforcement - Accuracy/Damage
  • (33) Expedient Reinforcement - Damage/Endurance
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (34) Expedient Reinforcement - Endurance/Damage/Recharge
  • (34) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 35: Tough
  • (A) Impervious Skin - Resistance/Endurance
  • (36) Impervious Skin - Resistance/Recharge
  • (36) Impervious Skin - Endurance/Recharge
  • (36) Impervious Skin - Resistance/Endurance/Recharge
  • (37) Impervious Skin - Status Resistance
  • (37) Steadfast Protection - Resistance/+Def 3%
Level 38: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Defense Buff IO
Level 41: Fissure
  • (A) Ragnarok - Damage
  • (42) Ragnarok - Damage/Recharge
  • (42) Ragnarok - Accuracy/Damage/Recharge
  • (42) Ragnarok - Accuracy/Recharge
  • (43) Ragnarok - Damage/Endurance
Level 44: Seismic Smash
  • (A) Hecatomb - Damage
  • (45) Hecatomb - Damage/Recharge
  • (45) Hecatomb - Accuracy/Damage/Recharge
  • (45) Hecatomb - Accuracy/Recharge
  • (46) Hecatomb - Damage/Endurance
Level 47: Rock Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Defense Buff IO
Level 49: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Jumping IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 6: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


 

Posted

Both of the posted builds are very very strong, although IMO highly specialized. The first lacks any AoE attacks at all and the second lacks any AoE control capabilities. They're certainly excellent builds but all that extra defense seems like overkill to me outside of fighting multiple AVs, and IMO Cold Dom is the superior set for that these days. The second build is also not actually soft capped, I don't believe, due to the suppression of defense in Invisibility powers, and IMO badly needs accuracy in Lingering Radiation if its intended for AVs. The endurance usage is also extremely high (3.02 end/sec) when all toggles are in place. Putting down toggles or Spectral Terror will help with the soft cap issue but that would be the case whether your defenses were in the 30s or semi-capped.

Although I will be stealing from these builds to outfit other characters.


 

Posted

Quote:
Originally Posted by Erin Go Braugh View Post
Not sure if it was intentional, but you used the Gladiator 3%, instead of the Steadfast 3%.

Nice work, BTW.
Oops . Not intentional. I figured I'd need it so stuck it in right away.


 

Posted

Quote:
Originally Posted by saltyhero13 View Post
Not at all, but feel free to make assumptions. I've seen too many bogus videos and pictures posted on the forums. I've never been one to hit the "I believe button" right away.

Demos can't be manipulated quite as easily and are a little more reliable for "data mining". Regardless I found the unaccounted buff that was skewing my testing.
So we are back to you implying I lied. Ok.

You may want to examine your use of quotations as a bit of friendly advice for the future. Generally if you meant exactly what you are typing you would not use them as they are entirely unnecessary. Placing them puts emphasis that you likely have little confidence in the statements you are making.

In the end all I really care about is getting the thumbs up from Adam and Jamie for another myth successfully busted.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Both of the posted builds are very very strong, although IMO highly specialized. The first lacks any AoE attacks at all and the second lacks any AoE control capabilities. They're certainly excellent builds but all that extra defense seems like overkill to me outside of fighting multiple AVs, and IMO Cold Dom is the superior set for that these days. The second build is also not actually soft capped, I don't believe, due to the suppression of defense in Invisibility powers, and IMO badly needs accuracy in Lingering Radiation if its intended for AVs. The endurance usage is also extremely high (3.02 end/sec) when all toggles are in place. Putting down toggles or Spectral Terror will help with the soft cap issue but that would be the case whether your defenses were in the 30s or semi-capped.

Although I will be stealing from these builds to outfit other characters.
Ill doesn't have any AoE control abilities to note. You can consider Flash but that's just too long to be considered useful, even with 205% recharge. Spec Terror does a fine job keeping Minions/LTs cowtowed. Sure it doesn't set up contain but if you're playing an Ill troller you don't expect to get contain.

As far as the invis supression...my understanding with Mids is that the defense number you see listed there is supressed Defense. You can see a much higher number if you check the effects tab, for non-suppression.

For AV soloing, there is nothing like a perma PA Ill/Rad with his LR. However, on a regular run, it sucks having to mop up things with single target powers or overdoing it with fissure on small packs.

I much prefer my Ill/Storm.


 

Posted

Quote:
Originally Posted by Next_of_Kin View Post
Ill doesn't have any AoE control abilities to note. You can consider Flash but that's just too long to be considered useful, even with 205% recharge. Spec Terror does a fine job keeping Minions/LTs cowtowed. Sure it doesn't set up contain but if you're playing an Ill troller you don't expect to get contain.

As far as the invis supression...my understanding with Mids is that the defense number you see listed there is supressed Defense. You can see a much higher number if you check the effects tab, for non-suppression.

For AV soloing, there is nothing like a perma PA Ill/Rad with his LR. However, on a regular run, it sucks having to mop up things with single target powers or overdoing it with fissure on small packs.

I much prefer my Ill/Storm.

I know a lot of people skip the AoE holds but IMO they are quite handy. On an average team with the kind of Recharge a top line build brings they are up every 60 seconds, or approximately once every other group, assuming you are fighting enemies that are somewhat difficult.

An Ill/Rad without Flash and EM Pulse misses two seperate opportunities for AoE control. It's hard for me to say the defense is better when you are that far over the soft cap once your Lingering Rad and Spectral Terror are in place.

Capped defense is certainly never a detriment to a character, but I'm not sure its worth it when you have to drop good abilities to get it. The ability to use your actual powers well doesn't show up as a straight up measurement like +Defense does but IMO its at least as important to consider.

That said you are obviously a very good toon builder. If you have any thoughts on how to soft cap an Ice/Rad/Mind build while keeping high enough recharge for perma (or near) Indom Will I'd love to hear your input. I'm not convinced its possible, which is why I'm hoping someone can prove me wrong.


 

Posted

Next_of_Kin the build you posted has 38.7% ranged, 39.6% s/l with SI/GI suppressed.

One thing I found really handy was to enter the database and hand edit all the stealth powers that suppress across the various AT's by removing the bonus defense entries. It only took about 5 min, but it removes a lot of confusion when putting builds together.


 

Posted

Quote:
Originally Posted by Next_of_Kin View Post
Ill doesn't have any AoE control abilities to note. You can consider Flash but that's just too long to be considered useful, even with 205% recharge. Spec Terror does a fine job keeping Minions/LTs cowtowed. Sure it doesn't set up contain but if you're playing an Ill troller you don't expect to get contain.

As far as the invis supression...my understanding with Mids is that the defense number you see listed there is supressed Defense. You can see a much higher number if you check the effects tab, for non-suppression.

For AV soloing, there is nothing like a perma PA Ill/Rad with his LR. However, on a regular run, it sucks having to mop up things with single target powers or overdoing it with fissure on small packs.

I much prefer my Ill/Storm.
I found that with my Ill/Storm on teams, I had to hold back on using Tornado and Lightning Storm a lot to reduce knockback. I have to use Hurricane in a very limited role. And without some heavy-duty Recovery slotting, I was running out of endurance a lot. Ill/Storm is a lot of fun, but I found that I had to rein in several powers on teams, which I do not have to do with an Ill/Rad. Flash+Fireball adds up to some decent AoE damage. I find that overall, my Ill/Rad is my most flexible build in almost all situations.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

@Next of Kin

One of the older builds of Mid's used the suppressed values under the totals tab. At some point that changed and now the unsuppressed values are used in the totals. The dB tweak mentioned above by Frosticus will fix it.

@Oedipus Tex

On your Ice/Rad/Mind what are you looking to soft cap too?


 

Posted

Quote:
Originally Posted by Local_Man View Post
I found that with my Ill/Storm on teams, I had to hold back on using Tornado and Lightning Storm a lot to reduce knockback. I have to use Hurricane in a very limited role. And without some heavy-duty Recovery slotting, I was running out of endurance a lot. Ill/Storm is a lot of fun, but I found that I had to rein in several powers on teams, which I do not have to do with an Ill/Rad. Flash+Fireball adds up to some decent AoE damage. I find that overall, my Ill/Rad is my most flexible build in almost all situations.
I've found similar with regard to ill/storm. You just don't get a lot of opportunity to cut lose with everything when teaming and you often need support (like speed boost/recovery aura) to go all out in the first place, so that affects how crazy you can go solo. Or at least for how long.

I give the nod to ill/rad across the scope of the entire game. It takes off early and gets very strong. I'm partial to ill/cold myself. It's harder to build and matures way latter, but wow is it strong when it gets there. The additional force mulitplication on your pets is very tangible. I prefer ice mastery for aoe myself because with the amount of recharge being tossed around for perma PA it is up very often and it does tremendous damage contained or uncontained, which suites illusion well. The end costs of spamming iceblast and icestorm might be more than /rad can handle though, I haven't looked closely.

It's hard to go wrong with illusion/anything though if you are planning to throw absurd amounts of recharge at it.


 

Posted

I am glad that you did dispelled the myth! Genuinely glad! <-----No sarcasm intended

Quote:
Originally Posted by Frosticus View Post
So we are back to you implying I lied. Ok.
I wasn't implying anything beyond that you shouldn't get offended if someone initially questions a grainy video that is very difficult to read and seemingly contradicted what I was seeing in game (before discovering unaccounted buffs) at the time.

Nothing more. Nothing less.

Quote:
Originally Posted by Frosticus View Post
You may want to examine your use of quotations as a bit of friendly advice for the future. Generally if you meant exactly what you are typing you would not use them as they are entirely unnecessary. Placing them puts emphasis that you likely have little confidence in the statements you are making.
I appreciate the friendly advice. I do appreciate your time in writing up some posting guidelines for me. I could see you getting confused.

Since we are on the topic of advice I'll reiterate my previous advice to you: Don't read into things too much. It may lead you into making stupid assumptions.

If you sought clarity you would have asked. If you wanted to make an issue you would have proceeded as you did. Is this a safe assumption of your intentions?

Since it appears nothing less than "Barney" style is appropriate with you, I'll gladly clarify my "offensive" and “inappropriate” use of quotations.

Oedipus brought up a good point about the demo record. I don't own or personally use any software that records ingame footage. Odepius reminded me of the games native demo record capabilities. I was interested in posting my ingame footage to show what I was seeing. At that point I had already discovered the day job buff which accounted for the delta in our experiences. No point in really posting a demo at that time and I wasn't burning a valuable respec to test further. Regrettably his post came after much was resolved.

The primary reason I emphasized what Oedipus posted was mainly for the fact that a demo record is much better as an analytical tool than video. I can view and analyze old demos to see if there have been any changes in animation and cast time.

Why do I point this out? My gut instinct tells me that PA animations and/or cast time has been "tweaked". Something feels off about the animation. I can't quite put my finger on it, but I trust my guts as much as I trust my eyes, ears, and nose. I admit I'm a pitbull about gut instinct 'cause in life it’s proven to have kept me alive in a lot of very bad situations. (I can’t explain. Its like explaining colors to those born blind.) For those reasons I cant and don’t want to change that about my nature.

On the other hand I sincerely hope I am wrong and that an unaccounted animation "tweak" did not occur when power customization (or earlier) was implemented. Controllers have been through lots of changes over the years and they have reached a point where they are fairly well balanced at the AT level. I think at this point it’s safe to say that dev attention to PA would bring nothing but ill results to one of the most interesting powers in the game.

Considering your sensitive reaction I wouldn't want you to get excited or butt hurt over something you imagined, so I hope that clarifies things for you. I wouldn't want you to walk away with any wrong impressions of what was or was not intended.

On the flip I'm sure you would have manned up and asked for clarification.

Quote:
Originally Posted by Frosticus View Post
In the end all I really care about is getting the thumbs up from Adam and Jamie for another myth successfully busted.
I cant offer you an award or a plaque but I do leave you with these few words:

If I felt it necessary to call you a liar I would have. I have no qualms about calling it like I see it. No qualms. No need on your part to read between the lines. Trust me on that. I am that guy. So if my explanations of my posts are not good enough there is nothing more I can do to “sooth your irritation”. I do hope you get over it …

…but I know better though. You are going to read what you want to read.


 

Posted

Oh ok, you keep on with your "bad-*****" self.

You've mistaken thinking I care about your opinion. I don't. I care about you calling my credibility in to question because in most discussions I deal only with the facts. I also care about you saying that PA operated under a different set of mechanics than every other power in the game, which it doesn't.

Beyond that if you take the time to reread our interactions I think you'll find that personal involvement (outside of the time taken to explain how the power operates which is largely pulled from the ill/cold guide I'm making and was to the benefit of the thread and not you specifically) has been very low from me.

Demorecord is great, but it doesn't show the UI, which would have devolved even faster than a low res clip.

I did take the opportunity to review the thread prior to posting this and I made an interesting observation. Not only have you been primarily posting misinformation and arguing from a position of "superior" knowledge, you also haven't bothered to help the OP with a build.

Anyway, you are obviously a "smart" guy and I'm sure what you "remember" about the power is accurate. I can think of no one better for the task of "discovering" how the power used to function. Your familiarity with the power certainly instills "confidence" that you will be "successful".


 

Posted

Quote:
Originally Posted by Frosticus View Post
You've mistaken thinking I care about your opinion. I don't.
I think the same of you. I knew we could finally see eye to eye.


 

Posted

Quote:
Originally Posted by Next_of_Kin View Post
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:

Level 1: Blind
  • (A) Unbreakable Constraint - Hold
  • (7) Unbreakable Constraint - Hold/Recharge
  • (9) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (9) Unbreakable Constraint - Accuracy/Recharge
  • (11) Unbreakable Constraint - Endurance/Hold
Level 1: Radiant Aura
  • (A) Numina's Convalescence - Heal/Endurance
  • (3) Numina's Convalescence - Endurance/Recharge
  • (3) Numina's Convalescence - Heal/Recharge
  • (5) Numina's Convalescence - Heal/Endurance/Recharge
  • (5) Numina's Convalescence - Heal
  • (7) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Spectral Wounds
  • (A) Thunderstrike - Accuracy/Damage
  • (11) Thunderstrike - Damage/Endurance
  • (13) Thunderstrike - Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Endurance
  • (15) Thunderstrike - Damage/Endurance/Recharge
Level 4: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (43) HamiO:Enzyme Exposure
  • (43) HamiO:Enzyme Exposure
Level 6: Deceive
  • (A) Coercive Persuasion - Confused
  • (17) Coercive Persuasion - Confused/Recharge
  • (17) Coercive Persuasion - Accuracy/Confused/Recharge
  • (29) Coercive Persuasion - Accuracy/Recharge
  • (31) Coercive Persuasion - Confused/Endurance
  • (31) Coercive Persuasion - Contagious Confusion
Level 8: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (31) Efficacy Adaptor - EndMod/Recharge
  • (34) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (37) Efficacy Adaptor - Accuracy/Recharge
  • (39) Efficacy Adaptor - EndMod/Accuracy
  • (39) Efficacy Adaptor - EndMod/Endurance
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
Level 12: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (40) Defense Buff IO
  • (40) Karma - Knockback Protection
  • (46) HamiO:Enzyme Exposure
Level 14: Hurdle
  • (A) Jumping IO
Level 16: Health
  • (A) Miracle - +Recovery
Level 18: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (19) Expedient Reinforcement - Accuracy/Damage
  • (19) Expedient Reinforcement - Damage/Endurance
  • (25) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (27) Soulbound Allegiance - Damage/Recharge
  • (27) Soulbound Allegiance - Accuracy/Recharge
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (21) Efficacy Adaptor - EndMod/Recharge
  • (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (23) Efficacy Adaptor - Accuracy/Recharge
  • (23) Efficacy Adaptor - EndMod/Accuracy
  • (25) Efficacy Adaptor - EndMod/Endurance
Level 22: Lingering Radiation
  • (A) Recharge Reduction IO
Level 24: Enervating Field
  • (A) Endurance Reduction IO
Level 26: Spectral Terror
  • (A) Accuracy IO
Level 28: Group Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Luck of the Gambler - Defense
Level 30: Boxing
  • (A) Mako's Bite - Accuracy/Damage
  • (46) 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 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (33) Expedient Reinforcement - Accuracy/Damage
  • (33) Expedient Reinforcement - Damage/Endurance
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (34) Expedient Reinforcement - Endurance/Damage/Recharge
  • (34) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 35: Tough
  • (A) Impervious Skin - Resistance/Endurance
  • (36) Impervious Skin - Resistance/Recharge
  • (36) Impervious Skin - Endurance/Recharge
  • (36) Impervious Skin - Resistance/Endurance/Recharge
  • (37) Impervious Skin - Status Resistance
  • (37) Steadfast Protection - Resistance/+Def 3%
Level 38: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Defense Buff IO
Level 41: Fissure
  • (A) Ragnarok - Damage
  • (42) Ragnarok - Damage/Recharge
  • (42) Ragnarok - Accuracy/Damage/Recharge
  • (42) Ragnarok - Accuracy/Recharge
  • (43) Ragnarok - Damage/Endurance
Level 44: Seismic Smash
  • (A) Hecatomb - Damage
  • (45) Hecatomb - Damage/Recharge
  • (45) Hecatomb - Accuracy/Damage/Recharge
  • (45) Hecatomb - Accuracy/Recharge
  • (46) Hecatomb - Damage/Endurance
Level 47: Rock Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Defense Buff IO
Level 49: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
------------

Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Jumping IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 6: Ninja Run



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this is a nice build but don't you loose defense when you attack from superior invis?



Post Comic book Fan Films that ROCK!
Fight my brute

 

Posted

Quote:
Originally Posted by Chrome_Family View Post
this is a nice build but don't you loose defense when you attack from superior invis?
Yes. When Superior Invisibility is unsupressed, you get +4.50% Def(ALL). When it's supressed, you get +2.25% Def(ALL). (both numbers get Enhanced, so you always lose half of SI's Def - same as any supressed Stealth power)


 

Posted

To explain the /demorecord idea a bit better:

It turns out the way the game client (that is, the version of the game running on your computer) knows when to play animations is based on a text stream constantly broadcast from the game server. When you type /demorecord <filename> you save the contents of this text stream. If you browse to the location of the demorecord/textstream file (C:\Program Files (x86)\City of Heroes\client_demos for me) and right click and select Open with... > Wordpad you can see the contents.

I don't happen to have a /demorecord of Phantom Army. However, I do have one of Ice Slick, which I assume works similarly.

The first thing you'd have to do is identify your character's unique ID. This can be done by simply doing a text search for your character's name. You should find a block that looks like this:

Code:
0   1703 Player
0   1703 NEW "Solar Winter"
0   1703 COSTUME 0 00538bbf -5.503600 0.605200 0.000000 0.344700
... (costume data)...
The number in the second column, in this case "1703," defines the player object. By searching the rest of the demo file for this number, you can locate any actions or changes in animation taken by the player. In this case you'd be looking for the moment the player summons the army. Here is the code showing what happens when Solar Winter, object ID #1703 summons an Ice Slick:

Code:
0   1703 FX OneShot 1471446
CUSTOMIZEABLEPOWERS/ICECONTROL/CHILLBLAINSHANDS.FX 0
0   1703 FXSCALE 10.000000 10
0   1703 FXTINT -2725120 -65794
0   1703 ORIGIN ENT 0 0
0   1703 TARGET POS 1008.717590 -11.460144 -2136.534912
The first number (0 in this case) tells the playback system how many milliseconds have passed since the last animation was processed. In the case of Ice Slick, the character animation (Chillblainshands.fx) happens at the same moment the initial effect is created, tinted, its origin and target location determined, so this number is zero. Note, however that this is the character animation that plays before the slick is actually summoned. The appearance of the pet happens on a line like this:

Code:
0   1824 NEW "Ice Slick"
0   1824 POS 1008.71875 -11.453125 -2136.53125
0   1824 PYR 0 -2.564816 -0
0   1824 SEQ PUDDLE
0   1824 MOV READY 0
0   1824 HP 1070.00
0   1824 HPMAX 1070.00
So, there's a bit of trivia for you. Ice Slick happens to have 1070 hit points. :P

But note that the location where the pet is positioned (the POS line) is exactly the same as the place the player targeted, so you could do a search for "POS 1008.71875 -11.453125 -2136.53125" to find the line where the slick was created if you were having trouble telling it from other casts of the power or didn't know the pet's name.

Anyway, this is the first part of the code you're interested in. The next part you need is the place where the pet disappears. We know the ID# of the pet (1824) so we can simply search on it. Here's what I found when I did:

Code:
0   1824 POS 1008.71875 -11.46875 -2136.53125
0   1824 FXDESTROY 1471467
0   1824 FXDESTROY 1471468
0   1824 HP 0.00
0   1895 POS 1012.65625 -11.46875 -2123.40625
0   1906 POS 999.890625 -11.46875 -2132.25
133 1824 MOV DEATH 0
(Note that in the above code, two enemies (ids 1895 and 1906) changed locations--what we're interested in is the activity of the Ice Slick, which is ID 1824.)

Now, the slick is dead. To find out how long it was alive, I need to add up all of the milliseconds that have passed since it was created (NOTE: in the case of perma Phantom Army you should actually use the casting animation, not the point of pet birth, as the start time). This sounds intimidating, but if you consider that milliseconds always appear as the first numbers in the column, it can be done by copy-pasting everything from creation to death of the pet into Word, selecting Convert > Text to Table (with a blank space as the table delimiter), then copy pasting the first column into Excel and getting a sum of the total. Divide the resulting number by 1000 to get the number of seconds. When I did this just now with Ice Slick I got 30318 milliseconds (30.318 seconds) from cradle to grave. The duration of Ice Slick is marketed as 30 seconds, but because the server ticks at a rate of about .132 per second, its likely there are some rounding errors in there due to the effects of Arcanatime.

I don't have the patience to do a test on Phantom Army at the moment, but that would be a start on how I'd investigate the numbers. Arcanaville has shown that the server times never change, so obtaining results from /demorecord, if replicated a few times, should be perfectly exact. If she happens by, maybe she can also explain why I came up .318 seconds over on the duration of Ice Slick, as I am far too lazy to think it through at the moment.

[EDIT: Duh. Part of the reason I got the resulting total I did was that even though the slick is "born" at a point in time the animation for it doesn't start until a few milliseconds in, and the animation stops almost exactly one tick of Arcanatime prior to the actual deletion of the slick. The slick is visible and active for about 30 seconds, with an intro and outro that extend its "actual" life, if only for about .3 seconds. These are hazards you'd have to avoid in the PA test.]

Hope that helps.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Hope that helps.
Immensely! Thanks for writing this up.

I'm out of country for a few weeks. I'm limited to posting, so I won't be able to look at demo files or test anything. Regardless its probably best to move this part of the discussion elsewhere to avoid thread-jacking anymore than what has occurred.

Thanks again Oedipus

[I saw your edit. That makes a lot of sense]


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I know a lot of people skip the AoE holds but IMO they are quite handy. On an average team with the kind of Recharge a top line build brings they are up every 60 seconds, or approximately once every other group, assuming you are fighting enemies that are somewhat difficult.

An Ill/Rad without Flash and EM Pulse misses two seperate opportunities for AoE control. It's hard for me to say the defense is better when you are that far over the soft cap once your Lingering Rad and Spectral Terror are in place.

Capped defense is certainly never a detriment to a character, but I'm not sure its worth it when you have to drop good abilities to get it. The ability to use your actual powers well doesn't show up as a straight up measurement like +Defense does but IMO its at least as important to consider.

That said you are obviously a very good toon builder. If you have any thoughts on how to soft cap an Ice/Rad/Mind build while keeping high enough recharge for perma (or near) Indom Will I'd love to hear your input. I'm not convinced its possible, which is why I'm hoping someone can prove me wrong.
Closest I came up with on a whim was the following:

Indom Will is down for 3.4 seconds. Perma Hasten, Perma AM, Softcapped Psionic and Ranged, 66% resist to S/L over the 25% S/L defense.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Controller
Primary Power Set: Ice Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Block of Ice
  • (A) Lockdown - Accuracy/Hold
  • (31) Lockdown - Accuracy/Recharge
  • (34) Lockdown - Recharge/Hold
  • (36) Lockdown - Endurance/Recharge/Hold
  • (37) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (40) Lockdown - Chance for +2 Mag Hold
Level 1: Radiant Aura
  • (A) Numina's Convalescence - Heal/Endurance
  • (11) Numina's Convalescence - Endurance/Recharge
  • (13) Numina's Convalescence - Heal/Recharge
  • (15) Numina's Convalescence - Heal/Endurance/Recharge
  • (15) Numina's Convalescence - Heal
  • (17) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Frostbite
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (3) Trap of the Hunter - Endurance/Immobilize
  • (3) Trap of the Hunter - Accuracy/Endurance
  • (7) Trap of the Hunter - Immobilize/Accuracy
  • (7) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (11) Trap of the Hunter - Chance of Damage(Lethal)
Level 4: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (5) HamiO:Enzyme Exposure
  • (5) HamiO:Enzyme Exposure
Level 6: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (17) Efficacy Adaptor - EndMod/Recharge
  • (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (23) Efficacy Adaptor - Accuracy/Recharge
  • (25) Efficacy Adaptor - EndMod/Accuracy
  • (25) Efficacy Adaptor - EndMod/Endurance
Level 8: Hasten
  • (A) Recharge Reduction IO
  • (9) Recharge Reduction IO
  • (9) Recharge Reduction IO
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Ice Slick
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 14: Health
  • (A) Miracle - +Recovery
Level 16: Boxing
  • (A) Accuracy IO
Level 18: Tough
  • (A) Impervious Skin - Resistance/Endurance
  • (19) Impervious Skin - Resistance/Recharge
  • (19) Impervious Skin - Endurance/Recharge
  • (21) Impervious Skin - Resistance/Endurance/Recharge
  • (27) Impervious Skin - Status Resistance
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (27) Efficacy Adaptor - EndMod/Recharge
  • (29) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (29) Efficacy Adaptor - Accuracy/Recharge
  • (31) Efficacy Adaptor - EndMod/Accuracy
  • (31) Efficacy Adaptor - EndMod/Endurance
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (50) HamiO:Enzyme Exposure
Level 24: Lingering Radiation
  • (A) Accuracy IO
  • (37) Recharge Reduction IO
Level 26: Glacier
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (37) Basilisk's Gaze - Accuracy/Recharge
  • (43) Basilisk's Gaze - Recharge/Hold
  • (46) Basilisk's Gaze - Endurance/Recharge/Hold
  • (50) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 28: Stealth
  • (A) Luck of the Gambler - Recharge Speed
Level 30: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Jack Frost
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (33) Expedient Reinforcement - Accuracy/Damage
  • (33) Expedient Reinforcement - Damage/Endurance
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (34) Expedient Reinforcement - Endurance/Damage/Recharge
  • (34) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 35: Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (36) Luck of the Gambler - Defense
  • (36) HamiO:Enzyme Exposure
Level 38: Arctic Air
  • (A) Coercive Persuasion - Confused
  • (39) Coercive Persuasion - Confused/Recharge
  • (39) Coercive Persuasion - Accuracy/Confused/Recharge
  • (39) Coercive Persuasion - Accuracy/Recharge
  • (40) Coercive Persuasion - Confused/Endurance
  • (40) Coercive Persuasion - Contagious Confusion
Level 41: Indomitable Will
  • (A) Luck of the Gambler - Recharge Speed
  • (42) HamiO:Enzyme Exposure
  • (42) HamiO:Enzyme Exposure
  • (42) Recharge Reduction IO
  • (43) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 44: Mind Over Body
  • (A) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Resistance/Recharge
  • (45) Reactive Armor - Resistance/Endurance/Recharge
  • (45) Reactive Armor - Resistance
  • (46) Steadfast Protection - Resistance/+Def 3%
  • (46) Steadfast Protection - Knockback Protection
Level 47: Psionic Tornado
  • (A) Ragnarok - Damage
  • (48) Ragnarok - Damage/Recharge
  • (48) Ragnarok - Accuracy/Damage/Recharge
  • (48) Ragnarok - Accuracy/Recharge
  • (50) Ragnarok - Damage/Endurance
Level 49: Enervating Field
  • (A) Endurance Reduction IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Jumping IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 6: Ninja Run



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