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Eclipse.

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  1. Assuming your global is "Mystic Fortune" I just sent you an email with the Macro in Game from @eclipse. /emailsendattachement "@Mystic Fortune" "Testing Macro" 1 0 0 "testing" Edit: Welp, never mind. The above doesn't error, and takes out the inf... it also doesn't send the message, though. Edit2: CoH uses `gmailxactrequest` for sending emails (and chat messages?). Seems like it is _actually_ gmail based!? but I can't find anything about that library. Things that don't work: single quotes, double quotes, explicitly set commas, explicitly setting `handle=`, triple single quotes, Triple doublequotes,  , /s. escaped quotes, `escapeString()` It might not be doable due to actually doing proper string validation...but we shall see. Clearly it is _possible_ somewhere in the backend because character items can go to people. Fairly certain I found the code that does that. (mail->from && from)?from->name:"System Mail" But IDK if it can be reimplemented in game.
  2. I think for many of these people they feel the over-world maps are a much bigger part of the game than some of the rest of us recall. I do wonder if that isn't a side effect of which side you primarily played on, __or what your particular server was about__. I recall farming in Sewers, Hollows, then Perez Park super early in heroes side*. In villains though, I don't recall ever farming in the overworld. With the introduction of paper missions the whole game became much more instance based for me, and most people I played with. Despite having less task forces. This also afforded Villains to be the more "solo-friendly" side (along with the more solo-friendly ATs). I don't really remember farming, or even really spending much time except for traveling, in any zones other than the Hollows and Perez park though. And those 3 zones were largely made moot by DFB/DiB even without having double XP. *and that was mainly because Posi/Synapse TFs were so damn long that they might not fit in 1 play session.
  3. Does this: /macro "enterbasefrompasscode XXXXX$$em AlakazamReact$$l and now watch me.....disappear" Not work? Collapse would be another good emote (teleport via death...which is what I did on live when the teleport mechanism _wasn't_ available.) or any of the "throw X" emotes maybe. that said I wouldn't be surprised if the enterbase from passcode still executes too quick to allow the emote to go off.
  4. I think what was being Suggested when this was said: (apologies I failed at mutli quote) Is that instead of Setting recharge to 100% priority so the AI finds as much recharge as possible -- at the expense of other things -- you'd select a power to "perma", and it Focuses on recharge as 100% priority until it has effectively hit that point. Using hasten as an example to "perma" (because I know the numbers), if you selected "Hasten" as the only power to perma ideally it'd gun for ~110% Global recharge (+2 Recharge IOs), then if no other high recharge powers were listed to be permad it'd completely stop trying to get recharge, and focus on the other priorities. In your Dom example, if you selected dom+hasten it'd get to that 110 point then instead of pushing up to 181 recharge it'd focus on what ever other high priority stats you listed. Honestly, I wish I had more experience in C#, this is a super neat project, but most of my Tensor experience is Java...
  5. Use numbers that are more reflective of the cap. rechargw cap is 400: 70/400 is what just shy of 1/6th cap? so for an equivalent it’s be: 70 dmg for all but brutes ~10resistance ~8 def. for def there are several powers - that don’t rely on cool downs — that are around 1/2 that (hover/combat jumping/maneuvers) and weave that I believe is close to that. Then there is unleashed potential which is far above that , iirc resistances only have tough for toggles, which is limited to S/L. But then you have rune of power — can’t be made perma, but can get to ~60% uptime with a similar investment as perma hasten. only difference is how many powers into the pool you have to go for the big ones., but the def ones can all be gotten with 1 dip . Based on the numbers above it looks like >50% of level 50s most of the defensive tskills as well, maybe not as drastic as hasten but we'll in the territory of "everyone" having it. Should all of them be nerfed?
  6. Was testing my build in RV tonight, and noticed that the main damage component of Hemorrhage -- the special DOT -- does not appear to apply when attacking player characters [01:30] You activated the Hemorrhage power. [01:30] HIT Taran-Tella! Your Hemorrhage power had a 95.00% chance to hit, you rolled a 13.68. [01:30] You hit Taran-Tella with your Hemorrhage for 92.23 points of Lethal damage. [01:30] You hit Taran-Tella with your Hemorrhage for 91.79 points of Lethal damage [CRITICAL]. [01:30] You gain 1 stack of Assassin's Focus! [01:30] You enter a hidden state. [01:30] Kiz vahsi hits you with their Panacea: Chance for +Hit Points/Endurance granting you 7.5 points of endurance. [01:30] You hit Kiz vahsi with your Panacea: Chance for +Hit Points/Endurance granting them 7.5 points of endurance. [01:30] Hemorrhage is recharged. [01:30] Taran-Tella MISSES! Web Envelope power had a 39.62% chance to hit, but rolled a 44.69. DOTS seem to apply fine on NPCS, however the damage of the DOTS doesn't seem to scale appropriately with stacks of Blood Frenzy. in my relatively limited testing. Worth noting I only tested this on my stalker, not other classes.
  7. Sadly not sure. It stays put for me, across all my characters and when zoning...I actually have multiple custom windows that all stay put. Vayek on the other hand has to move it every time he zones, not sure what causes the discrepancy. Only thought I have that _might_ fix it is to move it to where you want it, then change the CustomWindow file to be read only to prevent the game from moving it again.
  8. "What do you mean he hasn't learned to fly yet? WHY DIDN'T YOU TELL ME SOONER!"
  9. Marketeering and farming are -- in my experience/opinion -- FAR lower barriers to entry than trying to make a build off of merits. It'll largely depend on the hours you can play, but in my experience it can take well north of an hour to get even a POPULAR TF started after about 8pm local for me (PST), which is typically about the earliest I can get on. Honestly, I've probably spent 2-3x as long LFG when trying to do a TF than the TF themselves take, and it's extremely rare (again, in my experience) that people stick around for more than 1. Unless I was going to solo the TFs. I'm not out here farming all the time - but the thing I like about it (and for me, this change is really minor, honestly) is that I can control it entirely on my own. I don't have to worry about finding people. If I have an hour or 30 minutes to play I know I can make progress, etc. I just can't do that with merits, sadly. Edit: To be clear, IDGAF about the Inf/XP change, personally. I think it's silly, since it effects non farming things as well, but I'm not offended by it.
  10. We are a long, long, long way off of IOs costing what there merit cap is AFAIK. Prices would have to go up about 4x before we got to that point, at least for Purples. ATOs were about 10x increase last I looked, but it's been awhile.
  11. For purples, yes. Not For oranges, because some sets are mixed yellow and orange. no sets are mixed orange and purple 🙂
  12. Gotcha, I was converting in the opposite direction then... That makes a lot more sense. Currently purples are nowhere near that price, though. I think if they got up there we'd see a lot more complaints...
  13. You can with enhance converter if you do it within a set. That's basically how Marketeering works. Buy a whole bunch of cheap IOs That are, say, defense buff. Convert within type until you get a LOTG. Then convert within set until you get +7.5% global recharge.* *this is probably a bad example for simplicity sake, and if you try it will probably not turn a profit more often than not.
  14. Price of cheap IOs potentially skyrocketing. 1,000,000,000 INF builds will drastically reduce in price. 100,000 INF builds will moderately-to-drastically increase in price. It'd average the whole thing out, basically. Marketers could still work on converting yellow -> Orange, and potentially turn profit, while making overall yellow prices more expensive. I'm also not on the Dev team to know how those pools would work -- if they're even possible. It might require you to decouple the all-IOs of the same type but different levels being in a pool to allow all yellow IOs to be in a pool Hard to say.
  15. 1.) I was being a sarcastic ass in the first place. 2.) You misunderstand what the suggestion was for. Currently All white salvage is put in a "white salvage" pool, all yellow is put in a "yellow salvage" poo, orange in orange, etc. This means all white salvage has the same price as other white salvage. All yellow salvage has the same as other yellow, etc. Currently it works the same way for IO levels & the non-level IOS. If you post a level 20 Scirocco's Dervish it can be purchased as a leveless or even level 50 Scirocco's Dervish, transparent to the purchaser/seller. I was suggesting to do the same thing for IOs (again, see point 1) as salvage based on color (rarity) So if you post a Level 10 Bone Snap acc/dam, someone could buy a Crushing Impact Dam/Recharge and you'd get the sale if you were the lowest price. Aain, SEE POINT 1
  16. Neat. The spreadsheet's will be helpful even if slightly outdated as a starting point. Just do a vlookup and concactenate to join everything, or some sed magic.... I can play with that sometime tonight to see if I can get a whole bunch knocked out easily.
  17. Just make All Common/Rare/ultra-rare IOs share a pool the same way salvage does. Gets rid of 1 step of the conversion proces, just have to do conversions within sets That'll make mareketeering easier/non-existent -- and it totally will not have any adverse effects at all 😅
  18. 100 reward merits is worth a lot less than 100mil, depending on what you are using the merits on Number of Merits 100 Item Name Merit Cost Number of Items Item Value Total Value value/merit Enhanc unslot x10 5.00 10.00 150,000.00 30,000,000.00 300,000.00 enhance convert x 30 10.00 30.00 100,000.00 30,000,000.00 300,000.00 Enhance Catalyst 20.00 1.00 2,500,000.00 12,500,000.00 125,000.00 Enhance Booster 25.00 5.00 1,500,000.00 30,000,000.00 300,000.00 I can't get on the game to doublecheck the item value, but that table is accurate as of Saturday, at least. These prices also line up with where the market currently has purples and ATOs, roughly. Edit: Unless you meant after using the merits to then convert trash IOs ala marketeering.
  19. Converting/Flipping doesn't Generate inf - it transfers it (and actually sinks it through the market fees). Farming Generates inf. One leads to inflation, the other (theoretically...) does not. In practice it all leads to wealth inequality, so really depends what they are trying to address.
  20. Fairly certain it is a hold over from pre-IO game, where the only way to go above 100 was getting those Accolades anyways...so +5% = +5 regardless. It probably wasn't updated everywhere after the fact, but was in some. Even then, almost all things that list a +% still work off of the base and ignore any set bonuses for the calculation, AFAIK It is a carry over from AboveTheChemist 's version of the badgelist - which I basically just slapped into a custom window. Seriously, I can not take credit for anything in badgelist (other than maybe joining 2 existing popmenus I scavenged from somewhere) If you open the bagelist.mnu file in a text editor you should find something like the code block below...but more lines, because it won't be compressed by your editor --probably. You can delete the whole section, or update the "LockedOption" with the appropriate badges as you see fit. Technically clicking any of the badges (that you have) in the badgelist sets that to be the badge displayed under your character name The favorites menu is a way to quickly find those badges to set as your badgetitle across characters. 4 Menu "Favorites" 3 { 2 LockedOption 1 { 14 +---- 3 lines: DisplayName "Cold Hand of Death"--------------------------------------------- 1 } 2 LockedOption 3 { 4 +---- 3 lines: DisplayName "Dead Head"------------------------------------------------------ 5 } 6 LockedOption 7 { 8 +---- 3 lines: DisplayName "Foggy"---------------------------------------------------------- 9 } 10 LockedOption 11 { 12 +---- 3 lines: DisplayName "Midnighter"----------------------------------------------------- 13 } 14 LockedOption 15 { 16 +---- 3 lines: DisplayName "Mirage"--------------------------------------------------------- 17 } 18 LockedOption 19 { 20 +---- 3 lines: DisplayName "Nimble Mynx"---------------------------------------------------- 21 } You answered your own question in the Edit. But, yes, It only shows requirements for badges in the "accolades - Detailed" section. I've noticed that as well for many badges I don't know what is required, which is frustrating to have to go to Wiki to find it. If I have time/energy/motivation while I'm in "quarantine" I may update the file to list what is required for every badge. If I a spreadsheet of badge name/reqs exists instead of having to use the Wiki I'd be much more willing to do it. Otherwise, no promises. Edit: this is the first time I've opened a .mnu file in *nix instead of windows. God I wish I had vim to edit those normally....it'd make life so much easier.
  21. Yeah, it's the same as yours... I never really intended it for public release, Vayek thought it was too good to not share though.. Vayek would need to update the acknowledgements and reupload.
  22. It does indeed compare to what you have. If they are highlighted you have them, if they are grey you do not. It does not, however, grey out for skills you don't have, sadly.
  23. If you're using the CustomWindow you can also just start up the game and delete the Transport button to only have Badge list populated. Otherwise, yes if you don't want the badgelist put the .mnu files in the correct spot and type /popmenu badgelist or /popmenu transport respectively.
  24. Worth noting I think this includes my updates to the Badge List as well, which has the "Accolades - Detailed" section that lists what you need to do for each accolade, instead of just the badges. That was stolen from another pre-existing PopMenu. I do not have the acknowledgements for that, apologies. Badgelist Acknowledgements are taken from what was in the existing file -- if they are incorrect, apologies for that as well.
  25. This is why I suggested a change to BaseToHit. No amount of [reasonable] accuracy in the world will fix a change to BaseToHit, only tohit, which is basically limited to ONLY being available via a handful of skills. Tactics as mentioned, BuildMomentum, and Focused Accuracy. Accuracy is calculated AFTER a clamp is already applied using BaseToHit. Assuming the formula is: HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ) If you are fighting a mob with 40% defenses and go from go from 75% BaseToHit 65% with +200% accuracy (fully slotted power+100% from skills) that takes you from a 70% chance to hit to a 50% chance to hit. At 20% (what equal level mobs have, based on a quick look in an AE farm, well 18.5%) that same calculation takes you from 110% chance to hit -- clamped to 95% -- to 90%, so maybe it is still too generous, let's drop it down to 63.5% instead of 65%. That same mob you now have an 87% chance to hit, instead of 95% chance, you'll miss nearly 3x as often. Yes, you can compensate for it, but you'd have to go really really heavy into accuracy OR [as I mentioned before] pickup tactics and/or focused accuracy. If you go with a -12.5% debuff to BaseToHit instead of -10% then even having tactics AND focused accuracy [unslotted] wouldn't get you back up to the same levels as prebuff. It's a substantial hit [hehe] to their chancetohit
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