Redlynne

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  1. Quote:
    Originally Posted by Mercury_Down View Post
    -Allow for toggle suppresion in the forms.
    You do realize that suppressed toggles still cost endurance ... even though they aren't doing anything for you ...?
  2. Quote:
    Originally Posted by Yogi_Bare View Post
    Addendum to moving trees request: currently, they move in sync with each other and the entire top half of the tree moves all at once... more subtle and individualized movements plz?
    You do know that trees in the Base Editor can be rotated ... right?
  3. Quote:
    Originally Posted by Timeshadow View Post
    The only thing I fail at is agreeing with your justification. Air Superiority only causes KD when used on the ground. Try it in the air sometime. All you'll see is the target drop like a stone (The same goes for Incandescent Strike).
    /em facepalm

    I even gave you the LINK to go to as reference. Here ... I'll do it for you again, Timeshadow. Try to use it this time ... you might learn something.

    ---> Air Superiority <---
    • -1.6 Fly for 30s
    • +0.75 Knockup PvE only
    • +0.75 Knockup If target is a player
      Suppressed when Knocked, for 10 seconds (WhenInactive)
    ---> Radiant Strike <---
    • -1 Fly for 30s
    • +2 Knockback (60% chance) PvE only
    • +2 Knockback (60% chance) If target is a player
      Suppressed when Knocked, for 10 seconds (WhenInactive)
    Quote:
    Originally Posted by Timeshadow View Post
    The only thing I fail at is agreeing with your justification. Air Superiority only causes KD when used on the ground. Try it in the air sometime. All you'll see is the target drop like a stone (The same goes for Incandescent Strike).
    Point #1:
    *SHOW ME* where in the Power Properties for either Air Superiority ... or Incandescent Strike ... there is ANY mention whatsoever of any verbiage even remotely akin to (when Target is on Ground) sort of conditional anywhere in either of these powers. And if you want to pull the "but Red Tomax City of Data is out of date!" excuse on me ... bring a screen capture from either Mids' or from within the game itself to back up your assertion here. Trick answer, before you even look ... YOU WON'T FIND ANY SUCH CONDITIONAL because it isn't there, and you just "made that up" that Air Superiority and Incandescent Strike "only causes KD when used on the ground" {censored}. Thank you for playing.

    Point #2:
    "Try using it in the air sometime" ... CLEARLY shows that you do not understand that it ISN'T Knockback, Knockdown, Knockup or KNOCK ANYTHING which makes affected targets fall out of the sky when you hit them with Air Superiority or Incandescent Strike. What makes them "fall out of the sky" like they do is the -1(.6) to Fly for 30s ... which TURNS OFF their ability to hang in the sky the way that bricks don't via Fly/Hover. This is also why, with some PvE Foes, it takes more than one hit from Air Superiority to make them fall out of the sky.

    Now ... if you're quite finished parading your ignorance of how the game's mechanics, as written, *actually* work ... can we please get back to the topic at hand? Please?
  4. Quote:
    Originally Posted by Timeshadow View Post
    Besides, I'm not sure how you justify KD on attacks that aren't on a vertical trajectory. That just doesn't make sense.
    Air Superiority
    • +0.75 Knockup PvE only
    • +0.75 Knockup If target is a player
      Suppressed when Knocked, for 10 seconds (WhenInactive)
    An OVERHEAD smash *downwards* onto head/shoulders of your target attack power causes Knock*UP*. Go look in Mids' in Data View if you don't believe me.

    Smash DOWN = Knock UP ... in Air Superiority.

    Quote:
    Originally Posted by Timeshadow View Post
    Besides, I'm not sure how you justify KD on attacks that aren't on a vertical trajectory. That just doesn't make sense.
    You fail at Game Design 101.



    If it helps you any ... think of how Warshade Powers are Dark+Gravity based, with the "Gravity" flavor applying the Speed and Recharge Debuffs. Now think of Peacebringer Powers as being Light+Anti-Gravity based, with the "Anti-Gravity" flavor applying Knock*UP* effects to targets ... regardless of attack vector directionals. If you think of it as ANTI-GRAVITY ... in contrast/counterpoint to Warshade GRAVITY ... then changing *everything* to being KnockUP makes perfect sense.

    Your turn ...
  5. Quote:
    Originally Posted by Redlynne View Post
    You remember the "secret room" under Peregrine Island that was originally intended to be used as the Arena Interior, before it got abandoned for the Arena Interior we've got now ... and which can only be accessed by characters who are "in it" via Recall Friend? Yeah ... THAT ROOM.

    Location is 1009.1 -1084.3 -3529.7 in Peregrine Island.

    Make this room its own Co-op Zone ... perhaps accessible from Pocket D and the Midnighter's Club. Put in ... a Vault Door (SG Base Item) on a wall, with a pair of Invention Tables flanking it ... and a NPC Vendor who sells Inspirations and buys Recipies and Salvage (SG Base Auto Doc Item).

    DONE.
  6. Quote:
    Originally Posted by Horusaurus View Post
    This thread is so confusing.
    It's only confusing to people who want to do this ---> <--- in threads.

    Everyone else didn't have a problem reading (and understanding) the OP.
  7. Quote:
    Originally Posted by Garent View Post
    This doesn't solve the problem of trick arrow spending all of its time using its debuffs while other sets only need to lay down a few powers before going into blasting. It only makes it easier for them to spend all their time using trick arrows.
    In a sense ... that's the nature of the beast. That's because other sets only have "a few" powers that deliver big debuffs ... while Trick Arrow has "many" powers that deliver moderate debuffs.

    The only way to make Trick Arrow stop "spending all of its time" using Debuffs is to make the animations for the powers (uniformly) faster. Entangling Arrow has a cast time of 1 second. Snap Shot in Archery also has a cast time of 1 second. I really see no compelling reason why *ANY* of the powers in either Trick Arrow, nor Archery for that matter, should take longer than 1 second to animate. Anything longer than 1 second on the animation is really just "Wow, this arrowhead looks SO COOL! I think I'll admire it a little longer before sending it 'To Whom It May Be Concerned!' Heh, heh. I am SO AWESOME!"

    So if you really want to "speed up" Trick Arrow ... you've got two options.

    1. Reduce the Recharge time on half the powers in the set.
    2. Reduce the Animation time on nearly ALL the powers in the set to be quite uniformly 1 second long.
    3. Do both ... (please!)

    Do anything else, and you aren't "speeding up" Trick Arrow significantly ... you're just transforming it into being something it's (currently) not.
  8. Quote:
    Originally Posted by Microcosm View Post
    That's a valid viewpoint, certainly, but I hope you could get behind a change that makes the powers just shy of knockback.
    Quote:
    Originally Posted by Vermain View Post
    it needs to go on Solar Flare. It is completely counterproductive to every kind of playstyle, since it's highly inaccurate for herding (or even just pushing dudes towards your team) and scatters like mad (making it harder for you, a person with a lot of decent melee attacks, to melee). There's pretty literally no effective tactical advantage it provides.
    Quote:
    Originally Posted by Nericus View Post
    All PB powers that have KB should be changed to KD
    Quote:
    Originally Posted by TwoHeadedBoy View Post
    ^I agree with that. Replace all KB with KD.
    Quote:
    Originally Posted by Memphis_Bill View Post
    Horrible idea. Hope it never happens.
    Hence why I propose the compromise solution of converting both KnockBACK *and* KnockDOWN in all Peacebringer powers into being KnockUP instead. Changing to KnockUP deals with all sorts of "edge cases" (greys, greens, blues, Foes vulnerable to Knock such as Primal Clockworks, etc.) very conveniently, which KnockDOWN wouldn't handle quite so elegantly.
  9. Quote:
    Originally Posted by Diellan_ View Post
    Question for the diehard trick arrow users out there: do you continue to use Glue Arrow in late game play? Do you use it all the time or only when Oil Slick Arrow is down?
    I continue to use Glue Arrow in late game play. WHEN to use Glue Arrow is a bit trickier to quantify, since it's a lot more situational than first glance would indicate. I usually only use it when there are 3+ mobs I want to "give a hard time to" in team play. When solo, I use it all the time, often as the first aggro drawing attack on a new mob group. I also use it, regardless of Oil Slick Arrow's use.

    Quote:
    Originally Posted by Garent View Post
    One of the issues that people keep mentioning is that -almost every- arrow has to be used in every fight. From what I can see, the reason for this is because, aside from the two control powers, every single power in the set is an AoE click power.
    The simplest, and easiest solution to this problem is to change the recharge time on the Click AoE Debuffs so that they're available for use more often.

    Glue Arrow: reduce recharge from 60 seconds (WHY?!?) down to 40 seconds
    Ice Arrow: reduce recharge from 18 seconds to 12 seconds (ie. "almost" perma before slotting)
    Disruption Arrow: reduce recharge from 60 seconds to 40 seconds
    Oil Slick Arrow: reduce recharge from 180 seconds to 120 seconds
    EMP Arrow: reduce recharge from 300 seconds to 200 seconds

    This simple change (reduce the recharge of 5 powers by 1/3rd) would make Trick Arrow feel more responsive in game play, while at the same time making the AoE Debuffs feel like powers you CAN use them on every mob group (without being sorry for having used them afterwards).

    Quote:
    Originally Posted by Garent View Post
    How do people feel about acid arrow being turned into a single target power with disruption arrow being buffed to compensate?
    No thank you.

    Rather than modifying the effects of the powers themselves, to compensate for a punishingly long recharge time ... I'd rather reduce the "recharge limitation" on Trick Arrow's Debuffing powers, allowing them to be used in a manner much more consistent with today's "steamroller" teaming pace/reality.
  10. This isn't just a Windows problem ... my CoH Mac Client exhibits the exact same Memory Leak behavior of crashing at 4 GB of memory used.
  11. Looks like this is NOT just a Cider issue ... since people running Windows are having the exact same issue of crashing the CoH Client at 4 GB of memory taken. And last I checked, Windows doesn't use Cider to run its code.

    This looks like a root programming fault within CoH itself, not with Cider or the Mac Client or with the Base Editor itself (specifically). Right now, the evidence points towards the CoH Client having a built in memory leak, which affects all versions of the Client ... Windows and Mac.
  12. Quote:
    Originally Posted by Sidhe_Blade View Post
    Okay I really did miss something, what big Base Realignment?
    Changed the layout of rooms in my base. No changes to the Base Editor at large since you left.
  13. Proposed Photon Seekers "as mobile Trip Mines Pets" rework (note, requires *only* a few text edits to Powers Database!):

    Cast time 2.03 seconds
    Recharge time 20 seconds
    Endurance cost 13
    Summoned pet duration 60s (1 Photon Seeker per casting of power) (can have more than 1 active simultaneously)

    Attack types AOE_Attack, Energy_Attack
    Effect area Sphere
    Radius 10 feet
    Max targets hit 10
    91.2 Energy damage
    +0.67 Knockup PvE only
    +1.407 Knockup (50% chance) PvE only
    +0.67 Knockup If target is a player, Suppressed when Knocked, for 10 seconds (WhenInactive)
    +1.407 Knockup (50% chance) If target is a player, Suppressed when Knocked, for 10 seconds (WhenInactive)

    =====

    Reconfigure Light Form to function more like Shadow Meld from Soul Mastery (for Stalkers) ... short duration, short recharge, more *responsive* to changing situations, shorter "lockout" against Nova and Dwarf Forms.

    Recharge Time: reduce from 1000s to 90s
    Duration of Effects to Self: reduce from 180s to 15s
    Remove Endurance Crash completely

    =====

    Cosmic Balance

    Self:
    • DMG(Energy, Smashing) +10% for 10s If target is a Tanker, Defender, Mastermind, or Corruptor [Ignores Enhancements & Buffs]
    • RES(All Types) +5% for 10s If target is a Scrapper, Blaster, Brute, or Stalker [Ignores Enhancements & Buffs]
    • -0.5 Stun, Held, Terrorized, Confused, Sleep, Immobilize for 10s If target is a Controller or Dominator and NOT on a PvP Map [Ignores Enhancements & Buffs]
    • RES(Stun, Held, Terrorized, Confused, Sleep, Immobilize) +5% for 10s If target is a Controller or Dominator and ON a PvP Map [Ignores Enhancements & Buffs]
    • RES(RechargeTime) +5% for 10s If target is a VEAT or Kheldian [Ignores Enhancements & Buffs]
    Team:
    • DMG(Energy, Smashing) +10% for 10s If target is a Tanker, Defender, Mastermind, or Corruptor [Ignores Enhancements & Buffs]
    • RES(All Types) +5% for 10s If target is a Scrapper, Blaster, Brute, or Stalker [Ignores Enhancements & Buffs]
    • -0.5 Stun, Held, Terrorized, Confused, Sleep, Immobilize for 10s If target is a Controller or Dominator and NOT on a PvP Map [Ignores Enhancements & Buffs]
    • RES(Stun, Held, Terrorized, Confused, Sleep, Immobilize) +5% for 10s If target is a Controller or Dominator and ON a PvP Map [Ignores Enhancements & Buffs]
    • RES(RechargeTime) +5% for 10s If target is a VEAT or Kheldian [Ignores Enhancements & Buffs]

    =====

    *ALL* Peacebringer KnockDOWN and KnockBACK attack powers changed to KnockUP instead. Pure Powers Database text edits only.

    =====

    *ALL* Peacebringer attack powers which require Ground Contact (ie. no Flight powers active) have this (stupid!) limitation removed. Peacebringers INHERENTLY FLY.

    =====

    Shining Shield, Thermal Shield, Quantum Shield each add -1 Mag vs Mez (Stun, Held, Sleep, Immobilize) per shield.

    =====

    Quantum Flight has its Flight Speed and Endurance Cost realigned to match the new reality of current gameplay.

    =====

    White Dwarf Strike: reduce recharge from 3s to 2s, rebalance endurance cost and damage accordingly
    White Dwarf Smite: reduce recharge from 6s to 4s, rebalance endurance cost and damage accordingly
    White Dwarf Flare: reduce recharge from 16s to 10s, rebalance endurance cost and damage accordingly

    White Dwarf has one less attack power than Black Dwarf, yielding an "incomplete" attack chain for White Dwarf. Compensate by reducing recharge times on White Dwarf attack powers (Strike, Smite, Flare) by 1/3, allowing them to cycle more efficiently/effectively to cover for the lack of a 3rd single target attack power available to Warshades (Black Dwarf Drain).

    =====

    Wishful Thinking:

    *ALL* Peacebringer attack powers that do Defense Debuff have their Defense Debuff values halved (durations remain unchanged) ... and gain a Resistance Debuff value equal to the newly halved Defense Debuff value, with a duration equal to the Defence Debuff. Basically convert the Defense Debuffs of Peacebringer attack powers into being 1/2 Defense Debuff, 1/2 Resistance Debuff.
  14. Quote:
    Originally Posted by Jibikao View Post
    Oh ok. So Genin and Jounin should have at least 50% then because any +4 or higher attack can reduce Genin's defense to nothing or negative.
    You say that as if you expect them to even survive being hit by a +4 ... which they don't.
  15. Quote:
    Originally Posted by CuppaManga View Post
    Redlynne - what exactly were you doing when the game crashed? All those crash logs are very similar.
    MOST of these crash logs are a result of Base Editing. And yes, the ...

    Exception Type: EXC_BAD_ACCESS (SIGSEGV)
    Exception Codes: KERN_INVALID_ADDRESS at 0x00000000ffffffff

    ... error message for the exception codes is remarkably consistent across all of the logs. I also note that FFFFFFFF = 16^8 = 4,294,967,296 ... which looks very suspiciously like "4 GB" ... which suggests a Memory Leak of some pretty epic proportions!

    I have, in my Base Editing sessions on my iMac, found that THE MOST CONSISTENT WAY to crash the CoH Client is to enter the Base Editor, pick a room (doesn't matter which one, or how big the base is) ... and go to the Pick Styles area. Then simply click on the different Styles Tabs for the different Floors, Walls, Ceilings and Trims in sequence. It is simply *NOT POSSIBLE* for me to cycle through (from left to right) all of the Pick Styles Tabs WITHOUT CRASHING TO DESKTOP (and getting an error log report to send to Apple, which I have started logging here). In fact, most of the time, I can't get more than 2/3rds of the way through the Pick Styles Tabs, picking 1 at a time and not moving the slider at all before the CoH Client Crashes to Desktop.

    It is also quite possible to get CoH Client Crash to Desktop while doing extended editing sessions in Place Item. The Room Details Tab is the WORST offender for this, simply because the slider for it is so *LONG* and the graphics displayed are so BROKEN. Usually, I can only "reach" the right end of the slider for Room Details at the BEGINNING of a Base Editing Session without crashing to desktop.

    Note that /unloadgfx does nothing to "prevent" these crashes, although it may delay the onset of catastrophic memory collapse (by a little while).

    Furthermore, (repeated) experience has taught me that AFTER any Base Editing Session ... no matter how long ... even simply ENTERING the Base Editor, doing nothing at all, and then exiting it ... the rest of the game is left in a semi-crippled, not entirely stable, and quite "unplayable" state. By that, I mean things like excessively long zone load times, being prone to "where'd the world go?" graphics engine failures, and multi-second client input processing lag and graphics rendering lag. In fact, if I continue playing for an extended period after entering the Base Editor (such as joining a TF/SF/League for instance), it is actually extremely likely that not only will the game client CRASH ... but it will crash so hard as to render the Mac OS inoperable ... and the only way to recover is POWER OFF ... wait ... Power On.

    And as bad as that all sounds ... it's not JUST the Base Editor which can cause these crashes ... it's just merely the "most reliable" at doing so. It's also perfectly possible to get these crashes after multiple hours of continuous gameplay using the Mac Client. During regular gameplay, crashes like this will most often occur when zoning into new areas ... which can be either city zones, or mission instances, or into my SG's base.

    All I can surmise at this point is that there's some sort of Memory Leak in the CoH Mac Client involving it never "flushing" to reclaim memory devoted to Zone Storage. That's why (I'm guessing) the Base Editor is so "quick" to crash like this, since every edit forces a "reload" of the Zone Environment and everything in it. Over time, the "used" but un-reclaimable block of memory devoted to environments simply expands until there's nothing left to work with and a buffer overflow error/crash results. Or at least ... that's what it feels like to me, meaning that the root problem lies not within the Base Editor *itself* ... but the way the Base Editor handles data and memory magnifies the root cause problem and causes the failure condition to happen "faster" than normal gameplay would.

    In normal gameplay, with no Base Editing at all, I can "expect" to be able to play 3-6 hours straight without logging to desktop before a Client Crash like this happens.

    When Base Editing to Place Items, I can "expect" to be able to edit for no more than 1 hour (and often times, for no more than 15-20 minutes) before encountering a Client Crash like these.

    When Base Editing to Pick Styles for rooms, I can "expect" to be able to edit styles for no more than 5 minutes before crashing to desktop ... and sometimes crashing to POWER OFF REQUIRED.



    Does that answer your question (sufficiently)?

    Quote:
    Originally Posted by CuppaManga View Post
    Also what kind of Mac do you use?
    2007 year, 24 inch iMac. It was the top of the line iMac model at the time that I got it. Bought it just after Leopard was released (which ought to date it fairly well).
  16. Quote:
    Originally Posted by blueruckus View Post
    Make a crab using gun attacks. You're taking all the quickness of Huntsman gun attacks with the survivability of a Crab. Crab attacks are horribly slow and pale in performance to the gun. Rebuild that crab with gun attacks and you'll see how much better it works out.
    In all fairness ... I KNOW.
    The thing is, I wanted one of my alternate builds to use the Crab Attack Powers, since I've already got a build oriented around Soldier Gun Attacks. At the moment, as advertised, I'm unsure of what I'd want to do for my third build on this character ... whether to Embrace The Mace with a Melee Bane build, or go for a Gun Crab build that's another Huntsman with extra Spiderlings, Fortitude and Serum.

    Quote:
    Originally Posted by blueruckus View Post
    Also, I too have invested in dmg/range Hami-O's on Heavy Burst in lieu of a Posi Blast set. I was worried about giving up the set bonuses but haven't looked back since.
    It *is* a tad bit nerve wracking to drop a Positron Set and switch out to a Frankenslot like what I've got here for Heavy Burst, simply because it's a Cone Attack. The set bonuses on Positron are nice to have after all. But once you get a FEEL for the difference an extra +50% Range gives you on a Cone Attack ... you really get reluctant to go back to having little to no Range enhancement in your Cone Attacks.
  17. Fair warning, there's been some ... (re)construction done on the bases I'm responsible for since last you visited. It's not all finished yet, but you can already start to get a feel for the new character of the rooms I've been building since the big Base Realignment back in December (right around when you decided to Mentor a noob(aby)).
  18. Thread Tangent.



    I've been wondering (privately) what would happen to my build if I were to go with the Crab side of the tree at the split, instead of going Bane ... and if I eschewed the Huntsman build style entirely, and just went for Crab Spider Soldier attack powers instead. Well ... now I know ...

    The first thing that "went" when switching from Huntsman to Crab, was the almighty Global +Recharge I'd accumulated up in the Huntsman build. Crabs don't benefit "as much" from extreme +Recharge builds, since their main (Crab) attacks take so much longer to animate that there is a very definite plateau in terms of how much +Recharge is actually "useful" before it starts adding "not much" to the build. Still, when it takes a Crab 9.67 seconds to animate Channelgun, Longfang, Suppression, Venom Grenade and Frag Grenade (5 attacks, all Crab versions) ... when by comparison it only takes a Huntsman 9.58 seconds to animate Single Shot, Burst, Heavy Burst, Wide Area Web Grenade, Venom Grenade and Frag Grenade (6 attacks, all Arachnos Rifle versions) ... you kinda get a feeling that things are going to shake out a little differently.

    The second thing that changed was a new emphasis on +Defense ... specifically vs Ranged and AoE (but significantly, not Melee). Since the preferred playstyle I'm using is essentially ALL Ranged, with no (VEAT) Melee Powers taken, allowing my Melee Defense to "languish" (well) below the 45% softcap is something of a luxury conceit with this build.

    A lot of things will look similar between this Crab build and my Huntsman build above (for somewhat obvious reasons), but I fully expect these different builds to have their own identities and unique character. The idea here, for me, is to have an Alternate Build that I can switch to for when a much more heavily Defensive/Survivalist mindset and mode is necessary than what I'd want to be dealing with on my Huntsman build, which is much more offensively oriented. And before anyone asks ... I rather like the Extra Arms Backpack.

    Now let's just hope I don't at some point soon(ish) start to feel an urge to Embrace The Mace and try to see what a Melee Bane styled 3rd build would look like for my Soldier.

    =====

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Leggs: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Teleportation

    Villain Profile:

    Level 1: Channelgun
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (3) Entropic Chaos - Damage/Endurance: Level 27
    • (5) Entropic Chaos - Damage/Recharge: Level 27
    • (5) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (7) Entropic Chaos - Chance of Heal Self: Level 20
    • (9) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 1: Crab Spider Armor Upgrade
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
    • (7) Steadfast Protection - Knockback Protection: Level 10
    Level 2: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 4: Combat Training: Offensive
    • (A) Accuracy IO: Level 50
    Level 6: Longfang
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (9) Entropic Chaos - Damage/Endurance: Level 27
    • (11) Entropic Chaos - Damage/Recharge: Level 27
    • (11) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (13) Entropic Chaos - Chance of Heal Self: Level 20
    • (13) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 8: Suppression
    • (A) Shield Breaker - Accuracy/Recharge: Level 27
    • (17) Shield Breaker - Accuracy/Endurance/Recharge: Level 27
    • (17) Detonation - Damage/Endurance/Range: Level 50
    • (19) HamiO: Centriole Exposure (+2 Dam/Range)
    • (21) HamiO: Centriole Exposure (+2 Dam/Range)
    Level 10: Tactical Training: Maneuvers
    • (A) Red Fortune - Defense/Endurance: Level 25
    • (40) Red Fortune - Defense/Recharge: Level 25
    • (42) Red Fortune - Defense/Endurance/Recharge: Level 25
    • (42) Red Fortune - Defense: Level 25
    • (42) Red Fortune - Endurance: Level 25
    • (43) Luck of the Gambler - Recharge Speed: Level 25
    Level 12: Venom Grenade
    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (21) Positron's Blast - Damage/Endurance: Level 27
    • (27) Positron's Blast - Damage/Recharge: Level 27
    • (27) Positron's Blast - Damage/Range: Level 27
    • (29) Positron's Blast - Accuracy/Damage/Endurance: Level 27
    Level 14: Hover
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 27
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 27
    • (15) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
    Level 16: Tactical Training: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 18: Frag Grenade
    • (A) Kinetic Crash - Damage/Knockback: Level 27
    • (33) Kinetic Crash - Accuracy/Knockback: Level 27
    • (34) Kinetic Crash - Recharge/Knockback: Level 27
    • (34) Kinetic Crash - Recharge/Endurance: Level 27
    • (34) Kinetic Crash - Damage/Endurance/Knockback: Level 27
    • (37) Kinetic Crash - Accuracy/Damage/Knockback: Level 27
    Level 20: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 22
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 22
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 22
    • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 22
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 22
    • (48) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
    Level 22: Mental Training
    • (A) Flight Speed IO: Level 50
    Level 24: Fortification
    • (A) Aegis - Resistance/Endurance: Level 27
    • (48) Aegis - Resistance/Recharge: Level 27
    • (50) Aegis - Resistance/Endurance/Recharge: Level 27
    • (50) Aegis - Resistance: Level 27
    • (50) Aegis - Psionic/Status Resistance: Level 25
    Level 26: Maneuvers
    • (A) Red Fortune - Defense/Endurance: Level 25
    • (43) Red Fortune - Defense/Recharge: Level 25
    • (43) Red Fortune - Defense/Endurance/Recharge: Level 25
    • (45) Red Fortune - Defense: Level 25
    • (45) Red Fortune - Endurance: Level 25
    • (45) Luck of the Gambler - Recharge Speed: Level 25
    Level 28: Serum
    • (A) Numina's Convalescence - Heal/Endurance: Level 31
    • (29) Numina's Convalescence - Endurance/Recharge: Level 31
    • (31) Numina's Convalescence - Heal/Recharge: Level 31
    • (31) Numina's Convalescence - Heal/Endurance/Recharge: Level 31
    • (33) Numina's Convalescence - Heal: Level 31
    • (33) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    Level 30: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (31) Recharge Reduction IO: Level 50
    Level 32: Tactics
    • (A) HamiO: Cytoskeleton Exposure (+2 End Red/To-hit Buff/Def Buff)
    Level 35: Summon Spiderlings
    • (A) Blood Mandate - Accuracy/Damage: Level 33
    • (36) Blood Mandate - Damage/Endurance: Level 33
    • (36) Blood Mandate - Accuracy/Endurance: Level 33
    • (36) Blood Mandate - Accuracy/Damage/Endurance: Level 33
    • (37) Blood Mandate - Accuracy: Level 33
    • (37) Blood Mandate - Damage: Level 33
    Level 38: Call Reinforcements
    • (A) Blood Mandate - Accuracy/Damage: Level 36
    • (39) Blood Mandate - Damage/Endurance: Level 36
    • (39) Blood Mandate - Accuracy/Endurance: Level 36
    • (39) Blood Mandate - Accuracy/Damage/Endurance: Level 36
    • (40) Blood Mandate - Accuracy: Level 36
    • (40) Blood Mandate - Damage: Level 36
    Level 41: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 44: Vengeance
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 47: Recall Friend
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
    Level 49: Teleport
    • (A) Jaunt - Endurance/Range: Level 50
    Level 0: Marshal
    Level 50: Spiritual Radial Paragon (+33% +Recharge, +Heal, +Stun, +Slow, +Jump / +20% +To Hit Buff)
    Level 50: Gravitic Core Flawless Interface (75% chance -Recharge, -Speed / 50% chance -Recovery)

    ------------

    Level 1: Conditioning

    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 2: Swift
    • (A) Flight Speed IO: Level 50
    Level 2: Health
    • (A) Miracle - +Recovery: Level 20
    • (19) Miracle - Heal: Level 22
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Performance Shifter - EndMod: Level 27
    • (3) Performance Shifter - EndMod/Recharge: Level 27
    • (23) Performance Shifter - EndMod/Accuracy/Recharge: Level 27
    • (23) Performance Shifter - Accuracy/Recharge: Level 27
    • (25) Performance Shifter - EndMod/Accuracy: Level 27
    • (25) Performance Shifter - Chance for +End: Level 21
    Level 4: Ninja Run

    ------------

    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 5.5% Defense(Melee)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 18.9% Defense(Fire)
    • 18.9% Defense(Cold)
    • 10.5% Defense(Energy)
    • 10.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 18% Defense(Ranged)
    • 24.6% Defense(AoE)
    • 4.5% Max End
    • 9% Enhancement(Accuracy)
    • 66.3% Enhancement(RechargeTime)
    • 6% Enhancement(Heal)
    • 10% FlySpeed
    • 60.2 HP (5.62%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -15)
    • Knockup (Mag -15)
    • MezResist(Confused) 5.5%
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 4.4%
    • MezResist(Stun) 3.3%
    • 17% (0.3 End/sec) Recovery
    • 38% (2.03 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 4.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 18% RunSpeed
    • 2.5% XPDebtProtection
    ------------

    Set Bonuses:

    Entropic Chaos
    (Channelgun)
    • 10% (0.54 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Steadfast Protection
    (Crab Spider Armor Upgrade)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    • Knockback (Mag -4), Knockup (Mag -4)
    Luck of the Gambler
    (Combat Training: Defensive)
    • 7.5% Enhancement(RechargeTime)
    Entropic Chaos
    (Longfang)
    • 10% (0.54 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Shield Breaker
    (Suppression)
    • 2.5% (0.04 End/sec) Recovery
    Red Fortune
    (Tactical Training: Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Tactical Training: Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Venom Grenade)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Hover)
    • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • Knockback (Mag -4), Knockup (Mag -4)
    Kinetic Crash
    (Frag Grenade)
    • 3% RunSpeed
    • 2.5% Resistance(Smashing)
    • Knockback,Knockup protection (Mag 3)
    • 6% (0.32 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Tactical Training: Leadership)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Aegis
    (Fortification)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 2.5% XPDebtProtection
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3% Resistance(Psionic)
    Red Fortune
    (Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Serum)
    • 12% (0.64 HP/sec) Regeneration
    • 20.1 HP (1.87%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Blood Mandate
    (Summon Spiderlings)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Blood Mandate
    (Call Reinforcements)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Luck of the Gambler
    (Vengeance)
    • 7.5% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Recall Friend)
    • Knockback (Mag -4), Knockup (Mag -4)
    Miracle
    (Health)
    • 2.5% (0.04 End/sec) Recovery
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1446;734;1468;HEX;|
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    |F129E2122CF092FF0D45E76E37F0B66B00C873E23DADF9BDA 7F017146E37D|
    |-------------------------------------------------------------------|
  19. Process: cider [144]
    Path: /Applications/City of Heroes.app/Contents/MacOS/cider
    Identifier: com.transgaming.cityofheroes
    Version: City of Heroes (1)
    Build Info: City of Heroes-4462~4462
    Code Type: X86 (Native)
    Parent Process: launchd [101]

    Date/Time: 2011-06-10 17:17:28.783 -0500
    OS Version: Mac OS X 10.6.7 (10J869)
    Report Version: 6

    Interval Since Last Report: 259691 sec
    Crashes Since Last Report: 1
    Per-App Interval Since Last Report: 45861 sec
    Per-App Crashes Since Last Report: 1
    Anonymous UUID: 6146742B-98F3-4AD7-9049-184711DB0FDF

    Exception Type: EXC_BAD_ACCESS (SIGSEGV)
    Exception Codes: KERN_INVALID_ADDRESS at 0x00000000ffffffff
    Crashed Thread: 0 Dispatch queue: com.apple.main-thread

    Thread 0 Crashed: Dispatch queue: com.apple.main-thread
    0 com.apple.coreui 0x998b9f9b CUISharedArtReader::Setup() + 285
    1 com.apple.coreui 0x998ba298 CUISharedArtReader::GetImageSize(long) + 28
    2 com.apple.coreui 0x998aaefa _CUIGetImageProperties(long, CUIDescriptor const*, CUIImageProperties*) + 49
    3 com.apple.coreui 0x998b10a3 CUIRenderer::CreateImage(long, CUIDescriptor const*, CGRect*, float*, unsigned short*, unsigned char*) + 397
    4 com.apple.coreui 0x9989f11d CUIRenderer:rawWindowFrameDark(CUIDescriptor const*) + 743
    5 com.apple.coreui 0x998a2c2f CUIRenderer:raw(CGRect, CGContext*, __CFDictionary const*, __CFDictionary const**) + 5287
    6 com.apple.AppKit 0x985c9230 _NSDrawThemeBackground + 1157
    7 com.apple.AppKit 0x985c8cf8 -[NSThemeFrame _drawUnifiedToolbar:] + 972
    8 com.apple.AppKit 0x985c83be -[NSThemeFrame _drawTitleBar:] + 599
    9 com.apple.AppKit 0x985c815d -[NSThemeFrame _drawFrameInterior:clip:] + 107
    10 com.apple.AppKit 0x985c80ea -[NSThemeFrame drawFrame:] + 1123
    11 com.apple.AppKit 0x985c7bbe -[NSFrameView drawRect:] + 755
    12 com.apple.AppKit 0x985c72c4 -[NSThemeFrame drawRect:] + 111
    13 com.apple.AppKit 0x985c682a -[NSView _drawRect:clip:] + 3510
    14 com.apple.AppKit 0x985c54c8 -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] + 1600
    15 com.apple.AppKit 0x985c39e7 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVis ibleRect:rectIsVisibleRectForView:topView:] + 711
    16 com.apple.AppKit 0x985c355b -[NSThemeFrame _recursiveDisplayRectIfNeededIgnoringOpacity:isVis ibleRect:rectIsVisibleRectForView:topView:] + 265
    17 com.apple.AppKit 0x985bfea2 -[NSView _displayRectIgnoringOpacity:isVisibleRect:rectIsVi sibleRectForView:] + 3309
    18 com.apple.AppKit 0x98520a57 -[NSView displayIfNeeded] + 818
    19 com.apple.AppKit 0x984e9d40 -[NSWindow displayIfNeeded] + 204
    20 com.apple.AppKit 0x984e87db -[NSWindow _reallyDoOrderWindow:relativeTo:findKey:forCounter :force:isModal:] + 1085
    21 com.apple.AppKit 0x984e833d -[NSWindow orderWindow:relativeTo:] + 105
    22 com.apple.AppKit 0x984e5af3 -[NSWindow makeKeyAndOrderFront:] + 73
    23 libmacdrv.dylib 0x73d57f09 -[GameWindowController show] + 73
    24 libmacdrv.dylib 0x73d5fa88 -[VideoController(Private) switchToWindowed] + 152
    25 libmacdrv.dylib 0x73d5d743 -[VideoController setFullScreen:] + 755
    26 libmacdrv.dylib 0x73d5bc7d -[RestoreVideoMode(Private) save] + 93
    27 libmacdrv.dylib 0x73d5bc11 -[RestoreVideoMode(Private) initWithController:callback:] + 161
    28 libmacdrv.dylib 0x73d5bb06 +[RestoreVideoMode create:] + 70
    29 libmacdrv.dylib 0x73d5b161 -[MessageBoxProxy(Private) runDialogOnMainThread:] + 177
    30 com.apple.Foundation 0x99605da4 __NSThreadPerformPerform + 705
    31 com.apple.CoreFoundation 0x965ad4cb __CFRunLoopDoSources0 + 1563
    32 com.apple.CoreFoundation 0x965aaf8f __CFRunLoopRun + 1071
    33 com.apple.CoreFoundation 0x965aa464 CFRunLoopRunSpecific + 452
    34 com.apple.CoreFoundation 0x965aa291 CFRunLoopRunInMode + 97
    35 com.apple.HIToolbox 0x974b4e04 RunCurrentEventLoopInMode + 392
    36 com.apple.HIToolbox 0x974b4af5 ReceiveNextEventCommon + 158
    37 com.apple.HIToolbox 0x974b4a3e BlockUntilNextEventMatchingListInMode + 81
    38 com.apple.AppKit 0x984f178d _DPSNextEvent + 847
    39 com.apple.AppKit 0x984f0fce -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 156
    40 libmacdrv.dylib 0x73d5ef62 -[VideoController(EventLoop) runEventLoop] + 354
    41 com.apple.Foundation 0x99605da4 __NSThreadPerformPerform + 705
    42 com.apple.CoreFoundation 0x965ad4cb __CFRunLoopDoSources0 + 1563
    43 com.apple.CoreFoundation 0x965aaf8f __CFRunLoopRun + 1071
    44 com.apple.CoreFoundation 0x965aa464 CFRunLoopRunSpecific + 452
    45 com.apple.CoreFoundation 0x965aa291 CFRunLoopRunInMode + 97
    46 com.apple.HIToolbox 0x974b4e04 RunCurrentEventLoopInMode + 392
    47 com.apple.HIToolbox 0x974b4af5 ReceiveNextEventCommon + 158
    48 com.apple.HIToolbox 0x974b4a3e BlockUntilNextEventMatchingListInMode + 81
    49 com.apple.AppKit 0x984f178d _DPSNextEvent + 847
    50 com.apple.AppKit 0x984f0fce -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 156
    51 com.apple.AppKit 0x984b3247 -[NSApplication run] + 821
    52 com.apple.AppKit 0x984ab2d9 NSApplicationMain + 574
    53 libmacdrv.dylib 0x73d58b72 macdrv_main + 210
    54 com.transgaming.cityofheroes 0x80005f0f main + 1295
    55 com.transgaming.cityofheroes 0x80002102 _start + 216
    56 com.transgaming.cityofheroes 0x80002029 start + 41

    Thread 1: Dispatch queue: com.apple.libdispatch-manager
    0 libSystem.B.dylib 0x92ab5922 kevent + 10
    1 libSystem.B.dylib 0x92ab603c _dispatch_mgr_invoke + 215
    2 libSystem.B.dylib 0x92ab54f9 _dispatch_queue_invoke + 163
    3 libSystem.B.dylib 0x92ab529e _dispatch_worker_thread2 + 240
    4 libSystem.B.dylib 0x92ab4d21 _pthread_wqthread + 390
    5 libSystem.B.dylib 0x92ab4b66 start_wqthread + 30

    Thread 2:
    0 libSystem.B.dylib 0x92a8f09a mach_msg_trap + 10
    1 libSystem.B.dylib 0x92a8f807 mach_msg + 68
    2 com.apple.CoreFoundation 0x965ab37f __CFRunLoopRun + 2079
    3 com.apple.CoreFoundation 0x965aa464 CFRunLoopRunSpecific + 452
    4 com.apple.CoreFoundation 0x965aa291 CFRunLoopRunInMode + 97
    5 com.apple.Foundation 0x996286f4 +[NSURLConnection(NSURLConnectionReallyInternal) _resourceLoadLoop:] + 329
    6 com.apple.Foundation 0x995efad0 -[NSThread main] + 45
    7 com.apple.Foundation 0x995efa80 __NSThread__main__ + 1499
    8 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    9 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 3: com.apple.CFSocket.private
    0 libSystem.B.dylib 0x92aae066 select$DARWIN_EXTSN + 10
    1 com.apple.CoreFoundation 0x965eac83 __CFSocketManager + 1091
    2 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    3 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 4:
    0 libSystem.B.dylib 0x92b55a0e poll + 10
    1 libntdll.dylib 0x7008f3c3 wait_shm_reply + 67
    2 libntdll.dylib 0x7008fb8a do_multiple_wait + 554
    3 libntdll.dylib 0x7008fef4 WaitForMultipleObjectsEx + 100
    4 libntdll.dylib 0x700901aa SleepEx + 58
    5 libntdll.dylib 0x700901f3 Sleep + 35
    6 ??? 0x0057e106 0 + 5759238

    Thread 5:
    0 libSystem.B.dylib 0x92a8f09a mach_msg_trap + 10
    1 libSystem.B.dylib 0x92a8f807 mach_msg + 68
    2 libSystem.B.dylib 0x92afb128 mach_msg_server + 696
    3 libntdll.dylib 0x700835b8 MachExceptionThread + 136
    4 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    5 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 6:
    0 libSystem.B.dylib 0x92a8f3c6 read$NOCANCEL$UNIX2003 + 10
    1 libntdll.dylib 0x70013fe3 read_reply_data + 147
    2 libntdll.dylib 0x70014232 wine_server_call + 370
    3 libntdll.dylib 0x7000c3a8 asyncMsgThread + 264
    4 libntdll.dylib 0x70095c07 THREAD_Start + 87
    5 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    6 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    7 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    8 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 7:
    0 libSystem.B.dylib 0x92a8f09a mach_msg_trap + 10
    1 libSystem.B.dylib 0x92a8f807 mach_msg + 68
    2 com.apple.CoreFoundation 0x965ab37f __CFRunLoopRun + 2079
    3 com.apple.CoreFoundation 0x965aa464 CFRunLoopRunSpecific + 452
    4 com.apple.CoreFoundation 0x965b03a4 CFRunLoopRun + 84
    5 libntdll.dylib 0x700a2f14 disk_arbitration_thread + 244
    6 libntdll.dylib 0x70095c07 THREAD_Start + 87
    7 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    8 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    9 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    10 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 8:
    0 libSystem.B.dylib 0x92b55a0e poll + 10
    1 libntdll.dylib 0x7008f3c3 wait_shm_reply + 67
    2 libntdll.dylib 0x7008fb8a do_multiple_wait + 554
    3 libntdll.dylib 0x7008fef4 WaitForMultipleObjectsEx + 100
    4 libntdll.dylib 0x700900f8 WaitForSingleObject + 56
    5 ??? 0x00854248 0 + 8733256
    6 ??? 0x009a163a 0 + 10098234
    7 ??? 0x009a16df 0 + 10098399
    8 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    9 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    10 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    11 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 9:
    0 libSystem.B.dylib 0x92a8f1ae mach_wait_until + 10
    1 libSystem.B.dylib 0x92b16809 nanosleep + 345
    2 libSystem.B.dylib 0x92b166aa usleep + 61
    3 libmacdrv.dylib 0x73d5afec -[MessageBoxProxy run] + 92
    4 libmacdrv.dylib 0x73d59a17 MACDRV_MessageBox + 135
    5 libuser32.dylib 0x73616906 MessageBoxIndirectW + 278
    6 libuser32.dylib 0x73616c57 MessageBoxW + 103
    7 libuser32.dylib 0x73616df5 MessageBoxA + 389

    Thread 10:
    0 libSystem.B.dylib 0x92b55a0e poll + 10
    1 libntdll.dylib 0x7008f3c3 wait_shm_reply + 67
    2 libntdll.dylib 0x7008fb8a do_multiple_wait + 554
    3 libntdll.dylib 0x7008fef4 WaitForMultipleObjectsEx + 100
    4 libntdll.dylib 0x700901aa SleepEx + 58
    5 ??? 0x0056a7fa 0 + 5679098
    6 ??? 0x009a163a 0 + 10098234
    7 ??? 0x009a16df 0 + 10098399
    8 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    9 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    10 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    11 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 11:
    0 libSystem.B.dylib 0x92b55a0e poll + 10
    1 libntdll.dylib 0x7008f3c3 wait_shm_reply + 67
    2 libntdll.dylib 0x7008fb8a do_multiple_wait + 554
    3 libntdll.dylib 0x7008fef4 WaitForMultipleObjectsEx + 100
    4 libntdll.dylib 0x700901aa SleepEx + 58
    5 libntdll.dylib 0x700901f3 Sleep + 35
    6 ??? 0x00595544 0 + 5854532
    7 ??? 0x009a163a 0 + 10098234
    8 ??? 0x009a16df 0 + 10098399
    9 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    10 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    11 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    12 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 12:
    0 libSystem.B.dylib 0x92a8f0fa semaphore_timedwait_signal_trap + 10
    1 libSystem.B.dylib 0x92abcc85 _pthread_cond_wait + 1066
    2 libSystem.B.dylib 0x92b0566c pthread_cond_timedwait + 47
    3 libwinemacca.drv.dylib 0x750aa30e MACCA_OutputServiceThread + 110
    4 libntdll.dylib 0x70095c07 THREAD_Start + 87
    5 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    6 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    7 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    8 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 13:
    0 libSystem.B.dylib 0x92b55a0e poll + 10
    1 libntdll.dylib 0x7008f3c3 wait_shm_reply + 67
    2 libntdll.dylib 0x7008fb8a do_multiple_wait + 554
    3 libntdll.dylib 0x7008fef4 WaitForMultipleObjectsEx + 100
    4 libntdll.dylib 0x700900f8 WaitForSingleObject + 56
    5 libwinmm.dylib 0x735798e0 TIME_MMSysTimeThread + 576
    6 libntdll.dylib 0x70095c07 THREAD_Start + 87
    7 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    8 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    9 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    10 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 14:
    0 libSystem.B.dylib 0x92a8f0fa semaphore_timedwait_signal_trap + 10
    1 libSystem.B.dylib 0x92abcc85 _pthread_cond_wait + 1066
    2 libSystem.B.dylib 0x92aebaa8 pthread_cond_timedwait_relative_np + 47
    3 com.apple.audio.CoreAudio 0x95c823c7 CAGuard::WaitFor(unsigned long long) + 219
    4 com.apple.audio.CoreAudio 0x95c853f9 CAGuard::WaitUntil(unsigned long long) + 289
    5 com.apple.audio.CoreAudio 0x95c82cf6 HP_IOThread::WorkLoop() + 1892
    6 com.apple.audio.CoreAudio 0x95c8258d HP_IOThread::ThreadEntry(HP_IOThread*) + 17
    7 com.apple.audio.CoreAudio 0x95c824a4 CAPThread::Entry(CAPThread*) + 140
    8 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    9 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 15:
    0 libSystem.B.dylib 0x92a8f09a mach_msg_trap + 10
    1 libSystem.B.dylib 0x92a8f807 mach_msg + 68
    2 com.apple.CoreFoundation 0x965ab37f __CFRunLoopRun + 2079
    3 com.apple.CoreFoundation 0x965aa464 CFRunLoopRunSpecific + 452
    4 com.apple.CoreFoundation 0x965b03a4 CFRunLoopRun + 84
    5 libjoystick.drv.dylib 0x73db69b4 hid_detect_thread + 196
    6 libjoystick.drv.dylib 0x73db820c WINHELP_Thread + 28
    7 libntdll.dylib 0x70095c07 THREAD_Start + 87
    8 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    9 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    10 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    11 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 16:
    0 libSystem.B.dylib 0x92a8f09a mach_msg_trap + 10
    1 libSystem.B.dylib 0x92a8f807 mach_msg + 68
    2 com.apple.CoreFoundation 0x965ab37f __CFRunLoopRun + 2079
    3 com.apple.CoreFoundation 0x965aa464 CFRunLoopRunSpecific + 452
    4 com.apple.CoreFoundation 0x965b03a4 CFRunLoopRun + 84
    5 libws2_32.dylib 0x739216da monitorThread + 58
    6 libntdll.dylib 0x70095c07 THREAD_Start + 87
    7 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    8 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    9 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    10 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 17:
    0 libSystem.B.dylib 0x92ab49b2 __workq_kernreturn + 10
    1 libSystem.B.dylib 0x92ab4f48 _pthread_wqthread + 941
    2 libSystem.B.dylib 0x92ab4b66 start_wqthread + 30

    Thread 18:
    0 libSystem.B.dylib 0x92b55a0e poll + 10
    1 libntdll.dylib 0x7008f3c3 wait_shm_reply + 67
    2 libntdll.dylib 0x7008fb8a do_multiple_wait + 554
    3 libntdll.dylib 0x7008fef4 WaitForMultipleObjectsEx + 100
    4 libntdll.dylib 0x700900f8 WaitForSingleObject + 56
    5 ??? 0x7f30c475 0 + 2133902453
    6 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    7 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    8 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    9 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 0 crashed with X86 Thread State (32-bit):
    eax: 0x00000000 ebx: 0x998b9e95 ecx: 0xa0c3e758 edx: 0xffffffff
    edi: 0xbfffb49c esi: 0x0000009c ebp: 0xbfffb8b8 esp: 0xbfffb410
    ss: 0x0000001f efl: 0x00010292 eip: 0x998b9f9b cs: 0x00000017
    ds: 0x0000001f es: 0x0000001f fs: 0x00002007 gs: 0x00000037
    cr2: 0xffffffff

    Binary Images:
    0x70000000 - 0x700caef7 +libntdll.dylib ??? (???) <4EB2DEED-7E68-1890-9BA7-E04D7B964C99> /Applications/City of Heroes.app/Contents/Frameworks/libntdll.dylib
    0x70155000 - 0x70157ffb +libwine.dylib ??? (???) <33618C6E-B90D-C0AD-07C6-E5DCC72B2E0B> /Applications/City of Heroes.app/Contents/Frameworks/libwine.dylib
    0x7016d000 - 0x70264ffd +libwine_unicode.dylib ??? (???) <0E1789C3-E27E-1DD7-4EB5-ACEF42E18122> /Applications/City of Heroes.app/Contents/Frameworks/libwine_unicode.dylib
    0x7026b000 - 0x7026bffe +libwine_port.dylib ??? (???) <A15A9F83-AEF5-610D-7409-E83F8EB9858C> /Applications/City of Heroes.app/Contents/Frameworks/libwine_port.dylib
    0x70270000 - 0x7027ffff +tgUpdate ??? (???) <2831D642-BB64-82FD-5BD7-EC792C7BA644> /Applications/City of Heroes.app/Contents/Frameworks/tgUpdate.framework/Versions/A/tgUpdate
    0x7028a000 - 0x7033ffe7 libcrypto.0.9.7.dylib 0.9.7 (compatibility 0.9.7) <0B69B1F5-3440-B0BF-957F-E0ADD49F13CB> /usr/lib/libcrypto.0.9.7.dylib
    0x707f9000 - 0x707fc635 +libdinput8.dylib ??? (???) <F2E13B6C-005E-AD8B-BF03-ABDD8AC2E64D> /Applications/City of Heroes.app/Contents/Frameworks/libdinput8.dylib
    0x72c97000 - 0x72cbbfe7 GLRendererFloat ??? (???) <0C6A1BCF-97F0-F7D6-C840-2991681BB67C> /System/Library/Frameworks/OpenGL.framework/Resources/GLRendererFloat.bundle/GLRendererFloat
    0x72d13000 - 0x72d97fe7 com.apple.xquery 1.3 (29) <50F6142C-7E17-D926-8D92-DD1ED86C3406> /System/Library/PrivateFrameworks/XQuery.framework/XQuery
    0x72dbc000 - 0x72dc074e +libpsapi.dylib ??? (???) <D0CD0256-44F8-A9CA-551C-8E0BE44B9748> /Applications/City of Heroes.app/Contents/Frameworks/libpsapi.dylib
    0x72dc5000 - 0x72ddccbf +libadvapi32.dylib ??? (???) <A66B3470-F650-F601-40B0-EDAA501D3D07> /Applications/City of Heroes.app/Contents/Frameworks/libadvapi32.dylib
    0x72df5000 - 0x72df8fd7 +libglu32.dylib ??? (???) <3689C72E-AFBD-CF47-572C-35F9842BB5E0> /Applications/City of Heroes.app/Contents/Frameworks/libglu32.dylib
    0x72dfe000 - 0x72e01f88 +libicmp.dylib ??? (???) <0C01660A-38E4-1930-9543-C043093FDAA1> /Applications/City of Heroes.app/Contents/Frameworks/libicmp.dylib
    0x72f85000 - 0x730fdfe7 GLEngine ??? (???) <0E1DF3E4-0EEE-9FD8-8F52-FFFCF0DF23A7> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
    0x7312f000 - 0x7352dffb com.apple.ATIRadeonX2000GLDriver 1.6.26 (6.2.6) <496702B6-1B8D-0FCE-E3DB-707FFA7D5EE0> /System/Library/Extensions/ATIRadeonX2000GLDriver.bundle/Contents/MacOS/ATIRadeonX2000GLDriver
    0x7355d000 - 0x7359d687 +libwinmm.dylib ??? (???) <882E3168-6E2F-8607-8EA3-B29334C05237> /Applications/City of Heroes.app/Contents/Frameworks/libwinmm.dylib
    0x735b6000 - 0x73663f87 +libuser32.dylib ??? (???) <987A39A5-3EB9-A8A5-9DB3-A6060853D2AF> /Applications/City of Heroes.app/Contents/Frameworks/libuser32.dylib
    0x736fe000 - 0x73743677 +libgdi32.dylib ??? (???) <F7845B40-5AE0-74BD-A1AB-71AF9770593D> /Applications/City of Heroes.app/Contents/Frameworks/libgdi32.dylib
    0x73780000 - 0x7378cd00 +libtggraphics.dylib ??? (???) <CB28FA5B-0BD7-6790-4A60-C1E9BBFFD28D> /Applications/City of Heroes.app/Contents/Frameworks/libtggraphics.dylib
    0x737d4000 - 0x737e598f +libdsound.dylib ??? (???) <4C1F6258-20F8-8CC3-B834-B406674A0FBD> /Applications/City of Heroes.app/Contents/Frameworks/libdsound.dylib
    0x737ee000 - 0x737f2fff +libwine_uuid.dylib ??? (???) <F5215650-364E-CB23-0AC0-98589F36E162> /Applications/City of Heroes.app/Contents/Frameworks/libwine_uuid.dylib
    0x73802000 - 0x73813f57 +libdinput.dylib ??? (???) <C053BD0F-0BF5-BCD7-11C0-3DB4A86E1DD9> /Applications/City of Heroes.app/Contents/Frameworks/libdinput.dylib
    0x7381e000 - 0x73846d7f +libddraw.dylib ??? (???) <DA6C4DA1-93D4-73C0-43DC-0F531945C6A5> /Applications/City of Heroes.app/Contents/Frameworks/libddraw.dylib
    0x7385d000 - 0x738ad0b3 +libopengl32.dylib ??? (???) <BF476FB8-BF08-F107-184E-F4C157758BFD> /Applications/City of Heroes.app/Contents/Frameworks/libopengl32.dylib
    0x73913000 - 0x73923e07 +libws2_32.dylib ??? (???) <F5E287BF-BB78-617D-3D15-4FB4FF0B8459> /Applications/City of Heroes.app/Contents/Frameworks/libws2_32.dylib
    0x73934000 - 0x7393e71c +libiphlpapi.dylib ??? (???) <6F3F727D-7016-FE6F-85D1-C9CDB10A91A2> /Applications/City of Heroes.app/Contents/Frameworks/libiphlpapi.dylib
    0x73948000 - 0x73950399 +libimm32.dylib ??? (???) <3805FB23-817C-C018-C67D-28EBD8B07156> /Applications/City of Heroes.app/Contents/Frameworks/libimm32.dylib
    0x739b3000 - 0x739ffe03 +libcomdlg32.dylib ??? (???) <7441AE03-FE73-50DF-EDFB-3B62E985179E> /Applications/City of Heroes.app/Contents/Frameworks/libcomdlg32.dylib
    0x73a10000 - 0x73a4b0b9 +libshell32.dylib ??? (???) <65209D1D-AF7D-D9DF-FCA6-90BA8A911BE1> /Applications/City of Heroes.app/Contents/Frameworks/libshell32.dylib
    0x73a7b000 - 0x73a97ff7 com.apple.carbonframeworktemplate 1.0 (1.0) /Applications/City of Heroes.app/Contents/Frameworks/libpng.framework/Versions/1.2.13/libpng
    0x73a9f000 - 0x73adc84b +libole32.dylib ??? (???) <2B32D13D-6229-3C70-1797-CB514D8391BD> /Applications/City of Heroes.app/Contents/Frameworks/libole32.dylib
    0x73b0a000 - 0x73b2849d +librpcrt4.dylib ??? (???) <297DAE18-B17B-1CB7-AC99-FDC939BCD5F5> /Applications/City of Heroes.app/Contents/Frameworks/librpcrt4.dylib
    0x73b4a000 - 0x73b65e2f +libshlwapi.dylib ??? (???) <35CFB81E-1FE3-3496-0F2E-27736EF167FF> /Applications/City of Heroes.app/Contents/Frameworks/libshlwapi.dylib
    0x73b83000 - 0x73bede93 +libcomctl32.dylib ??? (???) <FC7E2E4D-9534-9475-4B74-BA423FCAEA26> /Applications/City of Heroes.app/Contents/Frameworks/libcomctl32.dylib
    0x73c0c000 - 0x73c1a6bd +libwinspool.drv.dylib ??? (???) <A36DC5D1-702F-33D7-EB21-8CBE2F3A85BA> /Applications/City of Heroes.app/Contents/Frameworks/libwinspool.drv.dylib
    0x73c27000 - 0x73c2b324 +libwsock32.dylib ??? (???) <91AED54A-A448-A1C4-4A1D-3E5BEAF2B9AE> /Applications/City of Heroes.app/Contents/Frameworks/libwsock32.dylib
    0x73c51000 - 0x73c588b6 +libversion.dylib ??? (???) <083C36DC-707B-32E4-5B5E-35D6C609593A> /Applications/City of Heroes.app/Contents/Frameworks/libversion.dylib
    0x73c5e000 - 0x73c62a8c +liblz32.dylib ??? (???) <33B9CBDB-F7D2-F803-EB74-E470B768FFC0> /Applications/City of Heroes.app/Contents/Frameworks/liblz32.dylib
    0x73c68000 - 0x73ca7ff7 +libwineserver.dylib ??? (???) <E328D117-D0C0-7210-B40D-4687BAF8CD02> /Applications/City of Heroes.app/Contents/Frameworks/libwineserver.dylib
    0x73cbc000 - 0x73d17ffb +org.freetype.freetype 2.3.4 (FreeType 2.3.4-1) /Applications/City of Heroes.app/Contents/Frameworks/FreeType.framework/FreeType
    0x73d2a000 - 0x73d6b267 +libmacdrv.dylib ??? (???) <E812928F-622F-BEE2-AD3C-F917465362DF> /Applications/City of Heroes.app/Contents/Frameworks/libmacdrv.dylib
    0x73daf000 - 0x73db8de7 +libjoystick.drv.dylib ??? (???) <42A8DD9F-A210-85F2-BB14-A0AE6D4A7D5A> /Applications/City of Heroes.app/Contents/Frameworks/libjoystick.drv.dylib
    0x750a5000 - 0x750ad0e3 +libwinemacca.drv.dylib ??? (???) <6C7797AB-ED18-DB89-5EBF-AC66CDFCA6BE> /Applications/City of Heroes.app/Contents/Frameworks/libwinemacca.drv.dylib
    0x75363000 - 0x75367ff3 com.apple.audio.AudioIPCPlugIn 1.1.6 (1.1.6) <F402CF88-D96C-42A0-3207-49759F496AE8> /System/Library/Extensions/AudioIPCDriver.kext/Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn
    0x7536c000 - 0x75372ffb com.apple.audio.AppleHDAHALPlugIn 1.9.9 (1.9.9f12) <82BFF5E9-2B0E-FE8B-8370-445DD94DA434> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
    0x75377000 - 0x7537c7a9 +libmsacm.drv.dylib ??? (???) <13E9F515-5A97-00AF-FD33-AAB0C49DA775> /Applications/City of Heroes.app/Contents/Frameworks/libmsacm.drv.dylib
    0x75381000 - 0x7538d817 +libmsacm32.dylib ??? (???) <2484A17C-1694-E244-D6C7-DB8C4B24060E> /Applications/City of Heroes.app/Contents/Frameworks/libmsacm32.dylib
    0x75397000 - 0x7539b582 +libmidimap.drv.dylib ??? (???) <CBD9EC1F-87F2-7E2D-56FC-0487FB893892> /Applications/City of Heroes.app/Contents/Frameworks/libmidimap.drv.dylib
    0x7539f000 - 0x7541f73f +libd3dgl.dylib ??? (???) <AD6CB868-DA3B-B02C-D9EF-03BED305462D> /Applications/City of Heroes.app/Contents/Frameworks/libd3dgl.dylib
    0x7543c000 - 0x75473387 +libpixcv.dylib ??? (???) <19C65C8F-D543-BDCD-0CBD-FEE21C9BC411> /Applications/City of Heroes.app/Contents/Frameworks/libpixcv.dylib
    0x75487000 - 0x754a0fd7 com.apple.carbonframeworktemplate 1.0 (1.0) /Applications/City of Heroes.app/Contents/Frameworks/libjpeg.framework/Versions/6b/libjpeg
    0x754b7000 - 0x754baff7 com.apple.ForceFeedback 1.0.4 (1.0.4) <DCDB1D70-2586-8D56-5735-4868B673782B> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback
    0x75518000 - 0x75525ff7 com.apple.iokit.IOHIDLib 1.6.5 (1.6.5) <FD60CB35-DAC1-D320-503E-80F6C059DA98> /System/Library/Extensions/IOHIDFamily.kext/Contents/PlugIns/IOHIDLib.plugin/Contents/MacOS/IOHIDLib
    0x77000000 - 0x77065e67 +libkernel32.dylib ??? (???) <F6CDD74D-FD10-BF07-C7D8-7626CB2E35E0> /Applications/City of Heroes.app/Contents/Frameworks/libkernel32.dylib
    0x7f42d000 - 0x7f4516a7 +libsetupapi.dylib ??? (???) <DE70810A-48A4-B9FD-5AAC-3FBCA16135AA> /Applications/City of Heroes.app/Contents/Frameworks/libsetupapi.dylib
    0x7f48b000 - 0x7f48e199 +libwow32.dylib ??? (???) <1340AE6B-A1B5-037D-426B-B78342FBC099> /Applications/City of Heroes.app/Contents/Frameworks/libwow32.dylib
    0x80000000 - 0x8000c964 +com.transgaming.cityofheroes City of Heroes (1) <2E4BE28A-D050-2DF3-531F-53CE37CBBAC3> /Applications/City of Heroes.app/Contents/MacOS/cider
    0x8fe00000 - 0x8fe4162b dyld 132.1 (???) <A4F6ADCC-6448-37B4-ED6C-ABB2CD06F448> /usr/lib/dyld
    0x90003000 - 0x9036eff7 com.apple.QuartzCore 1.6.3 (227.36) <8E927524-EB0A-D5BA-C2E4-FA26FE4C428A> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore
    0x90441000 - 0x904fdfff com.apple.ColorSync 4.6.6 (4.6.6) <D00B95AE-2379-CB8E-B18C-FF5B66741C23> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync
    0x9050a000 - 0x9050aff7 com.apple.Accelerate.vecLib 3.6 (vecLib 3.6) <1DEC639C-173D-F808-DE0D-4070CC6F5BC7> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib
    0x90638000 - 0x90718fe7 com.apple.vImage 4.1 (4.1) <D029C515-08E1-93A6-3705-DD062A3A672C> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage
    0x908c4000 - 0x910b3557 com.apple.CoreGraphics 1.545.0 (???) <8A4CB0D9-1001-0F62-4DA4-B8AB3B45E226> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
    0x91124000 - 0x9155bff3 com.apple.RawCamera.bundle 3.6.4 (561) <DBA5D7C1-CD82-CE7F-5AE5-A0E4E128236F> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera
    0x9155c000 - 0x9156afe7 libz.1.dylib 1.2.3 (compatibility 1.0.0) <3CE8AA79-F077-F1B0-A039-9103A4A02E92> /usr/lib/libz.1.dylib
    0x9156b000 - 0x915b4fe7 libTIFF.dylib ??? (???) <5CE284EC-F637-EDBB-FDB3-61E86407CBB8> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib
    0x915b6000 - 0x915b9ff7 libCoreVMClient.dylib ??? (???) <12EF6056-7AC7-6691-75A2-BD0675C56A35> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib
    0x915ba000 - 0x915f5feb libFontRegistry.dylib ??? (???) <4FB144ED-8AF9-27CF-B315-DCE5575D5231> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib
    0x915f6000 - 0x91600fe7 com.apple.audio.SoundManager 3.9.3 (3.9.3) <5F494955-7290-2D91-DA94-44B590191771> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.framework/Versions/A/CarbonSound
    0x91715000 - 0x91731fe3 com.apple.openscripting 1.3.1 (???) <DA16DE48-59F4-C94B-EBE3-7FAF772211A2> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting
    0x9177a000 - 0x91815ff7 com.apple.ApplicationServices.ATS 275.15.1 (???) <FD63F92B-8DDE-4DBA-A7A5-0294E3607083> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS
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  20. Quote:
    Originally Posted by Diellan_ View Post
    The problem with debuffing max endurance is that you can't eat a blue pill to counter act it, or receive endurance from other ways, like you can currently.
    Exactly ... which means that as a Balance Point, the debuffing of max endurance doesn't need to be as crippling as some of the other options in order to achieve the same "penalty level" for a power. So, by way of example, a Nuke power that does -100 Current Endurance as its penalty, might be balanced by applying a -50 Max Endurance debuff instead. You see where I'm coming from?

    Quote:
    Originally Posted by Diellan_ View Post
    Also, I think you mean corruptors?
    Probably. There are entire villain ATs I've never gotten around to playing yet.
  21. Quote:
    Originally Posted by Oedipus_Tex View Post
    Actually -Range has come up with TA before, and I think the reason most people rejected it (in that unofficial "board consensus" way) was that TA is also available to Controllers. If you could debuff Range without being seen and then just cage everything you could fight without enemies having any chance of retaliating starting at level 4.
    The easy counter to this is to rationalize any sort of Range Debuff on the Controller/Dominator version of the power as being weaker than on the equivalent Defender or Mastermind version ... simply because Controllers/Dominators don't "need the help" anywhere near as much as Defenders and Masterminds do (ie. they've got way more toys in their toolkits).

    Just to put illustration numbers to what I'm talking about, for clarity (if not for actual proposal):

    Defenders: -75% Range for 15s
    Masterminds: -50% Range for 15s
    Controllers: -33% Range for 15s
    Dominators: -33% Range for 15s

    All I'm saying is that this sort of "skewing" for a Range Debuff from Flash Arrow is perfectly *possible* to do, if "giving Controllers/Dominators too much of an advantage" is determined to be a problem.

    Likewise, it's also possible to "skew" the effectiveness of Flash Arrow (as I'm proposing to modify it here) such that Controllers and Dominators don't get any Range Debuff at all out of the power, and instead have an increased chance to Placate affected targets (50% chance of +14.5s Mag 3 Placate after 0.5 sec, instead of 33% chance of +14.5s Mag 3 Placate after 0.5 sec).

    So if the "real" problem with applying a Range Debuff to Flash Arrow is how that plays out in the hands of Controllers and Dominators ... there are ways to finesse that issue. You just have to be clever about it.
  22. Quote:
    Originally Posted by Diellan_ View Post
    We're talking about the self -recovery, not the endurance drain on the target. And we won't get this power's recharge dropped, not when control aoe holds are 180 seconds.
    Defender EMP Arrow

    Self
    • Recovery -10 for 15s [Ignores Enhancements & Buffs]
    Target
    • +22.35s Held (mag 3) PvE only
    • +22.35s Held (mag 1) (50% chance) PvE only
    • +2s Held (mag 3) If target is a player
      Suppressed when Held, for 15 seconds (WhenInactive)
      Suppressed when Sleep, for 15 seconds (WhenInactive)
      Suppressed when Stunned, for 15 seconds (WhenInactive)
      Suppressed when Immobilized, for 15 seconds (WhenInactive)
      Suppressed when Terrorized, for 15 seconds (WhenInactive)
    • Endurance -0.55 PvE only
    • -20.838 Endurance If target is a player
    • Regeneration -10 for 15s PvE only [Ignores Enhancements & Buffs]
    • -12.975 Regeneration for 15s If target is a player [Ignores Enhancements & Buffs]
    • 59.28 Energy damage If target is Electronic

    =====

    If all we're talking about is finding an alternative to the Recovery -10 for 15s to Self, then one that readily comes to mind is something that ought to be game mechanically possible, although I've never seen it done before for anything else.

    A lot of Nuke Powers will either drain Endurance directly (END Crash), or drain Recovery directly (Exhaustion effect) for a short time ... or both (in a lot of cases) ... but I've never seen one use as its "penalty" a (temporary) drain on Max Endurance.

    The Endurance Drain/END Crash mechanic makes it, by its design, highly likely that the character will be left drained of ALL Endurance (to zero) ... which will of course cause Toggle Powers to detoggle (almost) immediately, by default. Recovery Drain, like we see here in EMP Arrow, is designed to simply crash your Recovery Rate, so that if you keep using your powers (heavily) after use of EMP Arrow, it is *likely* you'll spam yourself to Zero END and drop all your Toggles.

    A (temporary) reduction of Max Endurance, however, would be a very different mechanic. It would mean that if your Blue Bar is "full" you'd be "losing" a lot of Endurance ... but if your Blue Bar is (close to) "empty" you'd be "losing" relatively little Endurance (or possibly, none at all). Furthermore, by debuffing your own Max Endurance (especially if by a large amount, such as -75% for instance), a pretty severe debuff to Recovery is also concurrently imposed, simply by mathematical "throughput" of how the formulas work. The net result is similar to a combined END Crash and Recovery Debuff ... except that the effect is to leave the character with a high probability of a (much) smaller Endurance Pool that is not, by default, brought to Zero (which thus triggers De-toggling). The character is "weakened" ... but not pushed into a position where their Toggles "automatically" drop, and they are still able to perform some critical functions of their character, as the situation demands, but at an increased risk of crashing Endurance through their own (continuing) actions during the Debuff Duration.

    This is very much a Glass Half Full vs Glass Half Empty sort of difference ... except that there's a BIG DIFFERENCE in "which end of the glass" you're trying to drink out of, as to whether you're sucking water, or sucking air (as it were).

    Same Effect ... Different Means ... VERY DIFFERENT Implications.

    Anyway, if the Powers Team decides that some sort of "Nuke Penalty" is in some way "required" for EMP Arrow to balance its effectiveness, then I propose the possibility of using a Max Endurance Debuff to Self, rather than a Recovery Debuff to Self as an alternative game mechanic to achieve the same "result" by different means.

    The only real downside I can see to any sort of Max Endurance Debuff like this is that using it will make the GUI look like you have a much "fuller" Blue Bar than you actually do during the Debuff Duration. It will look like your Endurance Bar suddenly goes from (say) half empty to totally full ... which could be deceptive ... and then when the Debuff Expires, it'll look like your Endurance Bar goes from being somewhat/mostly full to MOSTLY EMPTY ... which, again, could LOOK very deceptive. There are of course, ways around that sort of GUI information misidentification of what's ACTUALLY going on (such as turning on the numeric values for Green and Blue Bars, so as to get Absolute, rather than just Relative values on the Empty/Full scale), but most players are not using that option by default, so it is something to consider when conceptualizing the entire playing experience.
  23. Sounds like Black Scorpion needs to be made aware of this issue ...
  24. +2

    Oni needs Powers and AI work bad.

    So do Jounin ... who need to "figure out" that Poison Dart from Hidden Status is a really stupid thing to alpha strike with.
  25. Quote:
    Originally Posted by Miladys_Knight View Post
    Most sniper ranged powers get a longish interrupt and a longer animation. This would defeat the purpose....
    Most (true) Sniper powers also do damage ... unlike Flash Arrow ...