Made changes to Template:Powertable. It now contains the additional parameters: Image for Power Icon, Recharge Time:, Targeting (Self, Foe, pbAoE, etc),
Started to add power icons.
Added graphics for Rank 1, 2, and 3.
Moved vehicles into different pages according to vehicle type. Will create one "All Vehicles" page in the near future
Added more vehicle images. If there is a vehicle you own that is not on the table I would apperciate a screen shot of it along with its mod slots numbers and starting weapon mods.
Started work on powers categories. The standard layout I have going right now looks like http://www.championswiki.com/index.php?title=Hydra I will adapt all other fire powers to look similar, then more on to Electric, before moving on to other frameworks. This is because those frameworks have their stats already filled out.
Hey guys! I could use some help! I need images for the wiki's power section! If you would like to contribute, post a picture using these guidelines:
+Please post the name of the power in use. +Please post a CLEAR picture with the power in use. If there are too many other things going on in the screen shot, it will be confusing and cannot be used. +If the power looks different at rank 2 and rank 3 or with an advantage, please also take a screen shot of the power at its each of its ranks. +Please use the DEFAULT color for the power
Example: Power:Hydra
Rank 1: Rank 2: Rank 3:
If you rather upload the images to a gallery on imgur or other popular photo hosting site, that is okay too but I still need captions with the name of the power and its rank as I am not familiar with every power and every power rank.
I would mention the internal cooldown on Accelerated Metabolism, but the format looks great.
I was going to include something, but I didn't want it to get wordy or too indepth as Accelerated Metabolism is a common adv. If you click on the adv, it goes to the Accelerated Metabolism page where things will get more indepth.
Update:
Finished redoing Throw Fire,Fire Strike, Fiery Form, Flame Breath, Fireball, Conflagration, Thermal Reverb, and Fire Shield pages.
Add power icons to each of their pages.
Made a Template for Challenge!
Made a Template for Break Through
Made a Template for Nailed to the Ground
Recreated the power page for Thermal Reverberation, C
Just pop in either {{Challenge!}}, {{Break Through}}, or {{NttG}} into the Advantages section and you'll get the adv description.
With the recent Sorcery update I would like to contribute with you with a list of what effects are Enchantments and Curses, the new mechanics introduced in the update.
List of Enchantments; 1. Mystified - innately present on Eldritch Blast, it reduces the energy costs of powers which belong to the Sorcery, Celestial, Darkness or Infernal powersets by 3% per stack and can be stacked up to 3 times. It is also present on most sorcery attack powers as an advantage. 2. Illumination - Innately present on Star Barrage and Illumination, it will heal the target for a small amount and increase the healing they receive by 3%. It is also present on most sorcery attack powers as an advantage. 3. Light Everlasting - Innately present on Vala's Light special advantage, as well on other powers advantage it will place a heal over time to allies of the caster. 4. Ascencion - The first Active Offense of the Celestial powerset. 5. Imbue - The second Active Offense of the Celestial powerset. 6. Circle of Arcane Power - One of the "Circles" of Sorcery, returns energy when the hero is inside it and counts as an Energy Form 7. Circle of Ebon Destruction - One of the "Circles" of Sorcery, increases damage strength of all attacks, has a chance to apply Fear to nearby attacking targets but reduces the healing the hero receives by 87%. 8. Circle of Primal Dominion - One of the "Circles" of Sorcery, increases resistance to all types of Knocks by a large percentage, to Repels, grants a minor damage resistance debuff and heal over time whose intensity will vary depending if your build is using the Tank or Support Roles. 9. Spellcaster - The new form exclusive of the Sorcery Powerset but it won't trigger the obtention of its Ensorcelled buff when activated. Also Pets, Sigils or Circles which grant a Curse or Enchantment effect won't proc this form.
List of Curses: 1. Hexed - innately present on Hex of Suffering and fully mantaining Skarn's Bane, reduces the target's magic damage resistance by 18%. Can be refreshed with the new "Chant" advantage of Eldritch Blast. This effect triggers the energy return of the Conjuring energy unlock of Conjuring, Sorcery's new energy unlock power. 2. Illuminated - innately present on Illumination when applying it on a foe and on Star Barrage as well on different power advantages, grants the attacker of the Illuminated foe a 15% chance to proc the Mend effect which will grant them a small heal over time. This effect triggers the energy return of the Conjuring energy unlock of Conjuring, Sorcery's new energy unlock power. 3. Jinxed - innately present on Invocation of Storm Calling as well on many special advantage of several Sorcery attacks, is a curse introduced with the Sorcery review which reduces by 10% the damage strength and by 15% the movement speed of foes who have this effect applied to them. After 8 seconds this curse will expire and targets will be knocked down. This effect triggers the energy return of the Conjuring energy unlock of Conjuring, Sorcery's new energy unlock power. 4. Sigils of Ebon Destruction - One of the "Sigils" of Sorcery, this power will summon five Stones that will debuff the damage strength and movement speed of foes closer to the Sigils. This effect doesn't trigger the energy return of the Conjuring energy unlock of Conjuring, Sorcery's new energy unlock power. 5. Skarn's Bane - innately considered as a Curse power will deal a flat amount of magic damage to 5 targets and will apply the Hexed debuff upon being fully mantained. 6. Debilitating Poison - it is present on the special advantages of Condem's Corrupting Force and Lash's Decay which reduces the target's toxic damage resistance by 12% and an additional 8% against Elemental Damage. 7. Noxious Poison - it is present on Defile's advantage which is a PBOAE DoT that is applied to a foe when Defile is fully charged. 8. Corruption - This effect is present on the unlockable powers Mind Control and Endbringer's Grasp which will make henchmen and villain ranked enemies fight for the hero for some time. After expiring, henchmen lose 50% of their HP and villainse lose 25% of their HP. This effect is also present of the Blood of Corruption device obtaible by 350 SCR and having vanquished the villain called Bloodstone in Millenium City.
I hope this help you guys. Also please be aware that some powers are bugged and don't trigger their new intended effects, the most clear example is Skarn's Bane which doesn't apply Hexed when you rank it up.
Post edited by criswolf09 on
Useful Guides about Archetypes and General Gameplay of the Game Click Here
@criswolf09, thank you very much for providing this information! Will no doubt be useful to updating the wiki AND for those getting to grips with the Sorcery Update!!
Updated Assault Rifle power. Included GIF image! May do more gifs if I am happy with their quality at a lower file size. 1.5 mb is kinda big.
Think I will tackle the munitions powerset next. Wanna do the most popular first since that is what most people will be looking for obviously.
Curious to ask, what dimensions do you want for these gifs? I was thinking of giving Sorcery a go.
__________________________________________________________________
Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
- - - - - -
Feel free to visit my websites!^^: DeviantART|FurAffinity| Twitter
Updated Assault Rifle power. Included GIF image! May do more gifs if I am happy with their quality at a lower file size. 1.5 mb is kinda big.
Think I will tackle the munitions powerset next. Wanna do the most popular first since that is what most people will be looking for obviously.
Curious to ask, what dimensions do you want for these gifs? I was thinking of giving Sorcery a go.
To keep loading times down, the gifs will be set to 150px size (may test 200px) on the power page, however I don't have a requirement for their size as long as it isn't ridiculously huge - the absolute max for any file is 20mb, so it should be much lower than that. Users can still click on the image and view the larger file size.
I realize that ideally there should be a standardized resolution, but I rather not limit the amount of people who can help due to technical limitations.
Yeah, we don't really NEED a standard size, so anything that looks good works.
Question: What do OTHER people see when they look at the recent changes page? I recently realized that I only see what I did, and NOT what Razama has done.
- There are MANY different inside versions of Energy Storm as it is quite a complicated ability...
- The Snare/Slow portion of this power is negligible/does not work.
- Each stack of Infused is meant to grant a 10% damage buff and stacks to a maximum of 8.
- Infused buff prevents you from fully charging Gigabolt. This is more reliably replicated when you absorb Negative Ions.
- Unknown circumstances cause Energy Storm's cool down to sometimes not trigger and allow the power to be spam maintained, however this is not always consistent.
- The following effects are classed as "Containment Fields" in Champions Online: Personal Force Field, Field Surge, Containment Field, Protection Field, Mindful Reinforcement, Hardened Particle Matrix, Energy Refraction, Bastion (from Onslaught Gear) & Presence Mastery Shields. (Basically all in game bubbles/shields with a few exceptions which act as Damage Shields e.g. Nimbus of Force is a "Damage Shield", despite its VFX, whereas Demonic Flesh Graft is a "Containment Field" effect.)
- Energy Storm can fully remove & prevent all forms of "Containment Fields" from being applied for a short duration. This duration is mostly unspecified however I believe it is measured by the "Drained" debuff. This effect can be applied indefinitely to permanently remove shielding from your target as it forces the numbers on a shield (if significantly drained) to dip into negative values.
- Do not use Energy Storm against Onslaught Villains as you run the risk of killing yourself or anyone else engaged in the fight, as the bounce damage (Ricochet Tempest power - gained by absorbing Negative Ions) has severe issues vs Onslaught Villains and will seek out and kill other players, NPCs (friendly or otherwise), or the caster once the first part of the blast has been unleashed. (I suspect this is because the secondary blast has to come from...the target's body or something weird like that??!?)
- Energy Storm will absorb all instances of Clinging Flames, Negative Ions (and incredibly rare to see I know...) Containment Fields. They do not have to be applied to a target by the caster.
- The AoE aspect of the Fire charge does not always work as it should and sometimes only the VFX plays.
- Energy Storm has not been able to absorb the chill effect since...2011. But will still grant an ice charge.
- You can monitor what charges you have by looking at your character's hands (Force Charge has a particularly nice aura)
Question: What do OTHER people see when they look at the recent changes page? I recently realized that I only see what I did, and NOT what Razama has done.
I figured it out, everyone but me is flagged as a "bot" so I have to click the show bot edits button.
Just an update on GIF requirements: You need to use 400px x 224px (this is the MEDIUM quality if using the popular makeagif.com/) or lower. Otherwise, the gif will not animate unless the user clicks on it and opens up the image in a separate window.
I figured it out, everyone but me is flagged as a "bot" so I have to click the show bot edits button.
That...should really be fixed at some point by whoever has access to do so.
Say markhawkman, would you be able to setup a template table for spec trees? I did the initial pages for the new wiki and I'm going to try to do the rest. Even copy/paste of the old wiki is better than absolutely nothing since specs haven't changed that much and it's better to get it in there and update a few instead of leaving it blank. The old wiki's spec main page is here: http://web.archive.org/web/20130826000159/http://champions-online-wiki.com/wiki/Specialization_Tree
I'll try to handle the gruntwork once there's a template.
It doesn't seem to have used much in the way of templates.
Honestly, IMO, we don't NEED to try to duplicate the format. The main thing we need is pictures.... But it's a Royal Pain get those via the wayback machine. The old site used a dumb layering system so that the picture FRAMES were separate image files, and if you RightClick>Save you get the frame and not the picture. Saving a copy of the ENTIRE web page gives a copy of the pics though.
Well I was pondering and I came up with a neat idea. Revamp EVERYTHING! Yes I never finished it, but I think I managed an adequate proof of concept with the mod not-really-a-template.
Explanation: Each Spec tree has 3 levels and 9 skill. Levels can be handled the way you do article sections as-is. But (some) Skills are shared between spec trees. So make templates for those and add the templates to the spec tree articles. I don't really think having a full page for each was really needed.... unless you're planning on writing an essay about how to use it. Even then you can add a link to the essay to the template.
Creating a template is actually easy. When editing put in {{WhateverTemplateName}}, click preview, click the template name, then add whatever content to the template that you need, and then save everything. It's how I made the {{tc}} template. Yes it's a mindbogglingly simple template. all it does it add a pic of a Turakian coin to the article. But it's way quicker and easier than adding [[File:TurakianCoin.png]] every time.
Hello I have a good amount of experience with the archetypes so I would like to know how can I add to the wiki the recently added ones this year. The wiki uses a format I'm not used to yet.
Useful Guides about Archetypes and General Gameplay of the Game Click Here
Something I've been wondering for the longest is why do we have so many pages that are actually categories?
That isn't so hard to fix. Please point them out and I can move things around. It isn't a bad thing though if there are some category pages that have some info on them, many wikis do this.
I think it would be very useful if we updated the wiki to include a walkthrough/guide for cosmics. I could do all the formatting and whatnot, but making the actual guide is something time consuming that I don't have time for with everything else going on.
Something I've been wondering for the longest is why do we have so many pages that are actually categories?
That isn't so hard to fix. Please point them out and I can move things around. It isn't a bad thing though if there are some category pages that have some info on them, many wikis do this.
Which is linked to from the main page..... Which I can't edit. Several of the other buttons on main link to Categories that are actually article pages.
I think it would be very useful if we updated the wiki to include a walkthrough/guide for cosmics. I could do all the formatting and whatnot, but making the actual guide is something time consuming that I don't have time for with everything else going on.
Something I've been wondering for the longest is why do we have so many pages that are actually categories?
That isn't so hard to fix. Please point them out and I can move things around. It isn't a bad thing though if there are some category pages that have some info on them, many wikis do this.
Which is linked to from the main page..... Which I can't edit. Several of the other buttons on main link to Categories that are actually article pages.
That will automatically fill up when pages are tagged with the appropriate Modifications category tag [[Category:Modifications]] which I just realized is not being used because someone started a different category with [[Category:Mods]] -_-
I think it would be very useful if we updated the wiki to include a walkthrough/guide for cosmics. I could do all the formatting and whatnot, but making the actual guide is something time consuming that I don't have time for with everything else going on.
It doesn't, but 1) Probably should ask the person and 2) It would probably be good to make it seem more wiki-like (not that that guide isn't great!). I'll probably just start pulling from sources like the one you linked as soon as I start on the section. Going to try to finish up munitions powerset first.
IT HAS COME TO MY ATTENTION that there are like 15 different Modification pages XD
I guess people kept wondering where the heck the modification page was and made like 15 of them. They are now all located at the bottom of the main modification page (the one you are lead to when clicking from the front page). There is a ton of duplicate information, and we can probably delete some of the pages and merge information into one page or maybe a few subpages or use some anchors on a single page. Whoever is doing mods can do it the way they see best ( @markhawkman I believe ).
Update:
I did a little bit of editing but the pages with/about mods should now all appear at the bottom of the modification category.
Made the modification category no longer be a subcategory of itself.
linked the HeroCreator (thanks @aesica !) to the front page. I mailed aesica to make sure this was okay in game, I'll remove it if they don't want it to be linked. However, because the Powerhouse Link is outdated, I think it is a good tool to point people towards. I left the Powerhouse link there with (Legacy) next to the link.
Maybe add the Dragon Eye and Depleted Uranium Core mods to the Mods page?
They're in there somewhere.
Yeah the mod stuff needs to be completely rebuilt from the ground up. I've been trying to work with what someone else started and it's become apparent that their idea wasn't a good one. Oh and I forget who it was but someone told me previously, that I wasn't allowed to populate the Modifications category. Well, I'm pretty sure that person hasn't logged in in over a month, so... yeah, I'mma fix it.
Maybe add the Dragon Eye and Depleted Uranium Core mods to the Mods page?
They're in there somewhere.
Yeah the mod stuff needs to be completely rebuilt from the ground up. I've been trying to work with what someone else started and it's become apparent that their idea wasn't a good one. Oh and I forget who it was but someone told me previously, that I wasn't allowed to populate the Modifications category. Well, I'm pretty sure that person hasn't logged in in over a month, so... yeah, I'mma fix it.
That makes no sense, what else would it be used for?
The other option is to make the category page redirect to a Mod page. On that page, do whatever - mod charts, link to pages about more specific mod types such as vehicle mods, pages that lead to pages to pages, or just one giant page, etc. Then if you categorize stuff, you won't see the Category and all the pages under that category because you just go straight to the Mods page.
The way I did the vehicle category was as such: Vehicle Category
A table with basic stats, then it shows all the links to the different vehicles based on type. You could do something similar, but with mods based on whatever you think is most appropriate. I initially used the category as a "page" but honestly... that might not be the best because people will have to load up that whole page just to see what is all in that category. This is why you might want to have a different "Mods" page - put info in there, category page just for showing all the pages in that category. If you need someone to redirect the Link on the front page to go to a different "Modifications Page" , I can do that for you if you don't have the ability to.
Updated Concentration power page. Included gif and stat descriptions. I do not like doing forms, may have to redo this whole page because it is very wordy and not concise.
Created a page for topic of Knocks. I will start using anchors in power page to go to each section inside this page. For example, in shotgun blast, the power is listed as Knock Back. This uses [[Knock #Knock Back|Knock Back]] to take the page directly to the knock back section. I will do this for Crowd Control stuff in the future as well.
Comments
- Made changes to Template:Powertable. It now contains the additional parameters: Image for Power Icon, Recharge Time:, Targeting (Self, Foe, pbAoE, etc),
- Started to add power icons.
- Added graphics for Rank 1, 2, and 3.
- Moved vehicles into different pages according to vehicle type. Will create one "All Vehicles" page in the near future
- Added more vehicle images. If there is a vehicle you own that is not on the table I would apperciate a screen shot of it along with its mod slots numbers and starting weapon mods.
- Started work on powers categories. The standard layout I have going right now looks like http://www.championswiki.com/index.php?title=Hydra I will adapt all other fire powers to look similar, then more on to Electric, before moving on to other frameworks. This is because those frameworks have their stats already filled out.
Side note: This template is killing me XD http://www.championswiki.com/index.php?title=Template:PowerInfo why is it at the top of every power page? I just feel like that layout looks a bit silly especially if you have a contents table.+Please post the name of the power in use.
+Please post a CLEAR picture with the power in use. If there are too many other things going on in the screen shot, it will be confusing and cannot be used.
+If the power looks different at rank 2 and rank 3 or with an advantage, please also take a screen shot of the power at its each of its ranks.
+Please use the DEFAULT color for the power
Example:
Power:Hydra
Rank 1:
Rank 2:
Rank 3:
If you rather upload the images to a gallery on imgur or other popular photo hosting site, that is okay too but I still need captions with the name of the power and its rank as I am not familiar with every power and every power rank.
Frameworks template: championswiki.com/index.php?title=Template:Frameworks
Power frameworks should now show a cleaner nav table at the bottom of the page. Example:
championswiki.com/index.php?title=Fire
Side Note: Need access to edit the powersets page http://www.championswiki.com/index.php?title=Power_Sets
Planning on using similar templates and layout.
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My characters
Update:
- Finished redoing Throw Fire,Fire Strike, Fiery Form, Flame Breath, Fireball, Conflagration, Thermal Reverb, and Fire Shield pages.
- Add power icons to each of their pages.
- Made a Template for Challenge!
- Made a Template for Break Through
- Made a Template for Nailed to the Ground
- Recreated the power page for Thermal Reverberation, C
Just pop in either {{Challenge!}}, {{Break Through}}, or {{NttG}} into the Advantages section and you'll get the adv description.-=-=-=-=-=-=-=-
My characters
renamed "Eldtrich Blast" to "Eldritch Blast"
added pics to Eldritch Blast, Shadow Bolt, and Pillar of Poz
clarified description of AccMet
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My characters
Also I've been creating basic summary version of travel power pages. Eventually these will get expanded to full pages.
http://www.championswiki.com/index.php?title=Category:Travel_Powers
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My characters
So what do you think about the changes? Also I'm thinking about making templates so that I can glue that picture to the name of the framework.
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My characters
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My characters
List of Enchantments;
1. Mystified - innately present on Eldritch Blast, it reduces the energy costs of powers which belong to the Sorcery, Celestial, Darkness or Infernal powersets by 3% per stack and can be stacked up to 3 times. It is also present on most sorcery attack powers as an advantage.
2. Illumination - Innately present on Star Barrage and Illumination, it will heal the target for a small amount and increase the healing they receive by 3%. It is also present on most sorcery attack powers as an advantage.
3. Light Everlasting - Innately present on Vala's Light special advantage, as well on other powers advantage it will place a heal over time to allies of the caster.
4. Ascencion - The first Active Offense of the Celestial powerset.
5. Imbue - The second Active Offense of the Celestial powerset.
6. Circle of Arcane Power - One of the "Circles" of Sorcery, returns energy when the hero is inside it and counts as an Energy Form
7. Circle of Ebon Destruction - One of the "Circles" of Sorcery, increases damage strength of all attacks, has a chance to apply Fear to nearby attacking targets but reduces the healing the hero receives by 87%.
8. Circle of Primal Dominion - One of the "Circles" of Sorcery, increases resistance to all types of Knocks by a large percentage, to Repels, grants a minor damage resistance debuff and heal over time whose intensity will vary depending if your build is using the Tank or Support Roles.
9. Spellcaster - The new form exclusive of the Sorcery Powerset but it won't trigger the obtention of its Ensorcelled buff when activated. Also Pets, Sigils or Circles which grant a Curse or Enchantment effect won't proc this form.
List of Curses:
1. Hexed - innately present on Hex of Suffering and fully mantaining Skarn's Bane, reduces the target's magic damage resistance by 18%. Can be refreshed with the new "Chant" advantage of Eldritch Blast. This effect triggers the energy return of the Conjuring energy unlock of Conjuring, Sorcery's new energy unlock power.
2. Illuminated - innately present on Illumination when applying it on a foe and on Star Barrage as well on different power advantages, grants the attacker of the Illuminated foe a 15% chance to proc the Mend effect which will grant them a small heal over time. This effect triggers the energy return of the Conjuring energy unlock of Conjuring, Sorcery's new energy unlock power.
3. Jinxed - innately present on Invocation of Storm Calling as well on many special advantage of several Sorcery attacks, is a curse introduced with the Sorcery review which reduces by 10% the damage strength and by 15% the movement speed of foes who have this effect applied to them. After 8 seconds this curse will expire and targets will be knocked down. This effect triggers the energy return of the Conjuring energy unlock of Conjuring, Sorcery's new energy unlock power.
4. Sigils of Ebon Destruction - One of the "Sigils" of Sorcery, this power will summon five Stones that will debuff the damage strength and movement speed of foes closer to the Sigils. This effect doesn't trigger the energy return of the Conjuring energy unlock of Conjuring, Sorcery's new energy unlock power.
5. Skarn's Bane - innately considered as a Curse power will deal a flat amount of magic damage to 5 targets and will apply the Hexed debuff upon being fully mantained.
6. Debilitating Poison - it is present on the special advantages of Condem's Corrupting Force and Lash's Decay which reduces the target's toxic damage resistance by 12% and an additional 8% against Elemental Damage.
7. Noxious Poison - it is present on Defile's advantage which is a PBOAE DoT that is applied to a foe when Defile is fully charged.
8. Corruption - This effect is present on the unlockable powers Mind Control and Endbringer's Grasp which will make henchmen and villain ranked enemies fight for the hero for some time. After expiring, henchmen lose 50% of their HP and villainse lose 25% of their HP. This effect is also present of the Blood of Corruption device obtaible by 350 SCR and having vanquished the villain called Bloodstone in Millenium City.
I hope this help you guys. Also please be aware that some powers are bugged and don't trigger their new intended effects, the most clear example is Skarn's Bane which doesn't apply Hexed when you rank it up.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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- Updated Living Fire power.
- Updated Pyromancer's Blades power. This was added to Fire powerset and removed from the Sorcery set.
- Updated Energy Storm power. This page still needs a lot of attention as Energy Storm is a power that needs lots of clarifying.
- Added images to all the powers on the Fire Powerset page.
- Added the new powers to the {{navFirePowers}} template for navigation purposes.
This covers all the current fire powerset! One down, many to go!- Updated Assault Rifle power. Included GIF image! May do more gifs if I am happy with their quality at a lower file size. 1.5 mb is kinda big.
Think I will tackle the munitions powerset next. Wanna do the most popular first since that is what most people will be looking for obviously.__________________________________________________________________
Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
- - - - - -
Feel free to visit my websites!^^:
DeviantART|FurAffinity|
Twitter
If you see any errors please let me know.
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My characters
I realize that ideally there should be a standardized resolution, but I rather not limit the amount of people who can help due to technical limitations.
Question: What do OTHER people see when they look at the recent changes page? I recently realized that I only see what I did, and NOT what Razama has done.
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My characters
- There are MANY different inside versions of Energy Storm as it is quite a complicated ability...
- The Snare/Slow portion of this power is negligible/does not work.
- Each stack of Infused is meant to grant a 10% damage buff and stacks to a maximum of 8.
- Infused buff prevents you from fully charging Gigabolt. This is more reliably replicated when you absorb Negative Ions.
- Unknown circumstances cause Energy Storm's cool down to sometimes not trigger and allow the power to be spam maintained, however this is not always consistent.
- The following effects are classed as "Containment Fields" in Champions Online: Personal Force Field, Field Surge, Containment Field, Protection Field, Mindful Reinforcement, Hardened Particle Matrix, Energy Refraction, Bastion (from Onslaught Gear) & Presence Mastery Shields. (Basically all in game bubbles/shields with a few exceptions which act as Damage Shields e.g. Nimbus of Force is a "Damage Shield", despite its VFX, whereas Demonic Flesh Graft is a "Containment Field" effect.)
- Energy Storm can fully remove & prevent all forms of "Containment Fields" from being applied for a short duration. This duration is mostly unspecified however I believe it is measured by the "Drained" debuff. This effect can be applied indefinitely to permanently remove shielding from your target as it forces the numbers on a shield (if significantly drained) to dip into negative values.
- Do not use Energy Storm against Onslaught Villains as you run the risk of killing yourself or anyone else engaged in the fight, as the bounce damage (Ricochet Tempest power - gained by absorbing Negative Ions) has severe issues vs Onslaught Villains and will seek out and kill other players, NPCs (friendly or otherwise), or the caster once the first part of the blast has been unleashed. (I suspect this is because the secondary blast has to come from...the target's body or something weird like that??!?)
- Energy Storm will absorb all instances of Clinging Flames, Negative Ions (and incredibly rare to see I know...) Containment Fields. They do not have to be applied to a target by the caster.
- The AoE aspect of the Fire charge does not always work as it should and sometimes only the VFX plays.
- Energy Storm has not been able to absorb the chill effect since...2011. But will still grant an ice charge.
- You can monitor what charges you have by looking at your character's hands (Force Charge has a particularly nice aura)
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
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Say markhawkman, would you be able to setup a template table for spec trees? I did the initial pages for the new wiki and I'm going to try to do the rest. Even copy/paste of the old wiki is better than absolutely nothing since specs haven't changed that much and it's better to get it in there and update a few instead of leaving it blank. The old wiki's spec main page is here: http://web.archive.org/web/20130826000159/http://champions-online-wiki.com/wiki/Specialization_Tree
And one of the pages for an example of the table I meant is here: http://web.archive.org/web/20130811130641/http://www.champions-online-wiki.com/wiki/Endurance_Tree
-Sterga
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-Sterga
Honestly, IMO, we don't NEED to try to duplicate the format. The main thing we need is pictures.... But it's a Royal Pain get those via the wayback machine. The old site used a dumb layering system so that the picture FRAMES were separate image files, and if you RightClick>Save you get the frame and not the picture. Saving a copy of the ENTIRE web page gives a copy of the pics though.
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Explanation:
Each Spec tree has 3 levels and 9 skill.
Levels can be handled the way you do article sections as-is.
But (some) Skills are shared between spec trees. So make templates for those and add the templates to the spec tree articles. I don't really think having a full page for each was really needed.... unless you're planning on writing an essay about how to use it. Even then you can add a link to the essay to the template.
Creating a template is actually easy. When editing put in {{WhateverTemplateName}}, click preview, click the template name, then add whatever content to the template that you need, and then save everything. It's how I made the {{tc}} template. Yes it's a mindbogglingly simple template. all it does it add a pic of a Turakian coin to the article. But it's way quicker and easier than adding [[File:TurakianCoin.png]] every time.
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Atlas will be helping us with contributions towards Costumes and Auras.
If you are in charge of costumes and auras please contact Atlas and let him know what ways he can help!
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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-Sterga
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"This category currently contains no pages or media. "
Which is linked to from the main page..... Which I can't edit. Several of the other buttons on main link to Categories that are actually article pages. Why does it need to be original research? http://www.arcgames.com/en/forums/championsonline#/discussion/1205275/tips-for-giant-monsters/p1
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I guess people kept wondering where the heck the modification page was and made like
15of them. They are now all located at the bottom of the main modification page (the one you are lead to when clicking from the front page). There is a ton of duplicate information, and we can probably delete some of the pages and merge information into one page or maybe a fewsubpagesor use some anchors on a single page. Whoever is doing mods can do it the way they see best ( @markhawkman I believeUpdate:
Yeah the mod stuff needs to be completely rebuilt from the ground up. I've been trying to work with what someone else started and it's become apparent that their idea wasn't a good one. Oh and I forget who it was but someone told me previously, that I wasn't allowed to populate the Modifications category.
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The other option is to make the category page redirect to a Mod page. On that page, do whatever - mod charts, link to pages about more specific mod types such as vehicle mods, pages that lead to pages to pages, or just one giant page, etc. Then if you categorize stuff, you won't see the Category and all the pages under that category because you just go straight to the Mods page.
The way I did the vehicle category was as such: Vehicle Category
A table with basic stats, then it shows all the links to the different vehicles based on type. You could do something similar, but with mods based on whatever you think is most appropriate. I initially used the category as a "page" but honestly... that might not be the best because people will have to load up that whole page just to see what is all in that category. This is why you might want to have a different "Mods" page - put info in there, category page just for showing all the pages in that category. If you need someone to redirect the Link on the front page to go to a different "Modifications Page" , I can do that for you if you don't have the ability to.
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- Created a page for topic of Knocks. I will start using anchors in power page to go to each section inside this page. For example, in shotgun blast, the power is listed as Knock Back. This uses [[Knock #Knock Back|Knock Back]] to take the page directly to the knock back section. I will do this for Crowd Control stuff in the future as well.
- Crated Shotgun Blast power page.
If anyone would like to write up a description for the Knock page and its sections, that'd be greaaaaaaaaaat.