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Everything posted by ZorkNemesis
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Scrapper Char critical damage inconsistency
ZorkNemesis replied to ZorkNemesis's topic in Bug Reports
Bit of an update, as it appears Fire Blast in the Blaze Mastery set is also showing this critical inconsistency. Unlike Char, Fire Blast seems to be doing roughly 3x critical damage to Lts and higher, but normal 2x damage to Minions and Underlings. Fire Blast vs Council Minion Fire Blast vs Council Boss. I don't have them (yet) but i'm suspecting Ring of Fire and Fire Ball might also have these inconsistencies. Side note, the description for Fire Blast mentions the Flares power, but neither Scrapper or Stalker have access to that power in any of their sets. Likely just an oversight when copying the power when they created Blaze Mastery. EDIT: Fire Ball doesn't seem to have this issue. Against both a minion and a lieutenant both took what appeared to be normal critical damage from the Fire Ball.- 1 reply
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Powersets and/or Archetypes not in the game?
ZorkNemesis replied to Techwright's topic in General Discussion
Stretching powers, like those of Mr. Fantastic and Plastic Man, are not present in CoX. Likely due to some major animation issues the powers would cause, and how would you classify it? Melee or range? General shapeshifting (Beast Boy, the Wonder Twins) is also absent. While you could argue Kheldians and could set it up yourself with rapid costume changes, the spirit of shapeshifting isn't present. We're talking things like transforming into animals or objects to fit the current needs of the fight. -
Savage Strike for Scrapper Savage Melee mentions bruising in the power description, which was not only removed but wasn't a mechanic for Scrappers to begin with. The power doesn't have any sort of -Res effect. Screenshot taken from the level up UI, since I don't actually have the power on my Savage Scrapper.
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So it's important to note that the Mastermind's own damage is bad. Real bad. MM's have the lowest base damage modifiers overall so you won't hit anywhere near as hard as any other AT with your own attacks. Especially if you're coming from a Blaster who is designed to focus offense, giving them some of the highest numbers. They will get stronger if you slot them, and they also get more damage by taking the other attacks in Fighting (15% increase if you have two of Boxing, Kick, or Cross Punch, and 30% with all three) but you will not deal as much damage as your pets or any other AT simply due to MM's own base stats. Now that's not to say don't try it. CoH is very flexible and nearly anything can work with effort but just remember that if you were to try that with any other AT, the damage would likely be better. MMs aren't meant to fight, they're meant to give commands so that their minions do the fighting instead.
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Yeah, it's calculating the damage alongside the Energy Release mechanic. Power Burst also has this quirk. As does EVERY Corrupter attack, since it also factors Scourge into the average damage.
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Scrapper's version of Char from the Blaze Mastery ancillary pool has some strange crit damage shenanigans. Against minion and underling mobs the critical damage appears normal, double the damage of the DoT as expected. Against Lts and Bosses however the critical damage seems to be multiplied several times. Against a Mu Striker, it dealt 22 damage with the critical alone (Mu have some fire resistance, but the math still checks out). Against a Crab Spider Webmaster the critical damage was a whopping 191, even though it should've only been around 25-28. The damage numbers in my screenshots are a bit higher, I have a +10% damage buff from enhancements, but no secondary effects were applied to the test targets. Here's the Mu Striker hit And here's the Crab Spider hit Also, shoutout to the guy in chat who chastised me for considering reporting a damage bug.
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A magician invites himself to the Vanguard Compound! On topic, it's more than likely just a model/NPC limit within the compound. There's so many generic NPCs in the compound that they likely conflict with those around. There's usually about 10 or so sitting in the briefing area just across from the shooting range and plenty more standing guard in various corners. Also I think the shooting range targets count as NPCs too; they used to be targetable like the practice dummies (but not valid targets).
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Random Construction Worker in Port Oakes behind the Arena: "Am I the ONLY one who knows what is going on here?" Note that the random bridge to nowhere behind the Arena has existed since at least issue 8 or 9, a good 5 or 6 years before sunset.
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The Transact 4 Victory vendor in Nova Praetoria doesn't match her icon in the dialogue window. Are we sure this service is legitimate and reputable?
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My two inf. I had an Energy Melee Brute back during the Live days, before and after the big EM changes. I haven't really played EM since, other than using the same powers available to Blasters and Doms, but i'll give my thoughts. I do agree that Energy Transfer's current animation is too long, however I also believe the original insta-punch animation that it shared with Blaster's Power Thrust was too short for such a powerful attack. I personally think ET should have an animation time somewhere in between, maybe on par with other heavy hitting attacks like KO Blow, Crushing Uppercut or Radiation Siphon. Also be sure to apply this to Dom's version of ET. Total Focus also suffers from being a little slow. Perhaps speeding it up to match Dom's TF might help, and doing the same for Blasters would also be nice. It doesn't need to get the mag 4 stun back; every other power is already capable of stacking stuns that TF is overkill in that department with a mag 4. Stun (the power, not the mechanic) is garbage. The long animation and general redundancy of the power just isn't useful and the power is pretty much a guarenteed skip. Something needs to be added or the power overhauled to make it more enticing but as it is now there's no reason to have it. The same is true for the Blaster variant. As for the rest of the set, most everything else about Energy Melee is fine. The lack of AoE isn't a huge deal for me. An extra AoE wouldn't hurt, but, depending on the paired armor, it might not be a stretch to invest in Cross Punch to help in that field.
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I figured out why I enjoy the Faultline arcs.
ZorkNemesis replied to Luminara's topic in General Discussion
Arbiter Sands is admittedly one of my favorite characters in the game due to his dialogue being amazing. He's always the perfect blend of serious, apathetic and annoyed and I really wish he had a lot more prescense as a recurring character. I know he appears outside of Faultline; MLTF, Anti-Matter's arc in Neutropolis, and the redside DFB commentary, but he really should be in more places. I wonder if the original writers had plans for him in potential redside arcs; they don't have an equivilant to Shauna Stockwell/Eagle Eye after all. -
Peregrine Island during Rikti Invasions is something else. That green skyline is just ominous. A random Hellion found his way into City Hall. I assume he wanted to file a complaint with the city representative, but isn't sure what to say without being arrested. Beam Rifle lends itself to some awesome poses with the way the idle animation keeps the weapon at the ready. Instant Snowstorm messes up Croatoa's eerie fog, by removing it. The zone is definitely strange without it. Digging deep in my screenshot folder, here's a leftover screenshot from the New Year's party on Indomitable.
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Don't know if this counts as a geometry error, but in St. Marital upon exiting a mission door at -303.4, 4.9, 892.1, I was stuck in the ground and couldn't move until I jumped.
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Should I skip the last three powers in /Elec?
ZorkNemesis replied to Neogumbercules's topic in Blaster
TS's radius is decently large, I think a bit larger than a typical melee AoE but smaller than Force of Thunder, however it doesn't do nearly as much damage to nearby targets compared to the main target. I don't know the number off the top of my head, but I think the splash damage is 30% of the damage compared to the main target, plus the crowd scatter/knockdowns (TS is meant to give you some extra breathing room, which is not helped by the sluggish animation). It takes some good procs though and can be built to be a mini-nuke (with the main target already getting hammered hard), plus with the combined KB/KD from FoT (which can also be decently proc'd) you can keep a crowd on their asses pretty easily -
Quick Snipes seem to occasionally mess up power animations
ZorkNemesis posted a topic in Bug Reports
I've noticed this on multiple power sets now (Electrical Blast and Energy Assault so far) so I figure it's worth mentioning. Sometimes using a Quick Snipe seems to cause other powers to use incorrect animations, often swapping them to use their alternate option (such as the one-hand shot for Power Bolt) or in some cases animations that aren't normally a choice (using the one-hand shot for Lighting Bolt or a hand thrust for Fossilize which isn't even in the Sniper set, or even Inspirations using the Aim Charge animation normally found on Aim powers). These animation bugs don't change the activation speed of the power but do cause some strangeness, such as Power Bolt shooting energy bolts from both the raised hand and the hand at your hip. The animation issues seem to be inconsistent, I don't know what's triggering the weirdness but I believe it's related to alternate animations with Quick Snipes as using a Long Snipe will fix the animation weirdness. The effects are also temporary, sometimes working themselves out and often fixing themselves upon zoning or death. EDIT: Some examples of the animation errors. Power Blast using the "one hand shot" animation, which isn't an option for the power. (But it looks damn cool, can we have this one made official?) Fossilize using a two-handed thrust motion. Fossilize doesn't have alternate animations, just different colors for the stone. Inspirations use the "Aim Charge" alternate animation normally found on most variants of Aim for some reason. -
I think Granite Armor counts as a "transformation" and is overriding your costume settings while active, which means auras and anything else besides weapons. Kheldian forms also do this, as you can't have the seismic aura while in Dwarf form either.
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Found a doozy in Port Oakes. From -256.6, 96.1, 647.0 to -256.6, 96.1, 889.0 there is a visible gap between a wall and the nearby grass. Looking straight down you can see the water layer underneath. Close to the 647 value there's a rock underneath that, if you can teleport, can be teleported to allowing you to access the underside of Port Oakes. If you can also fly, it's possible to explore pretty much the entirely of the zone beneath what's normally accessible. Obviously nothing particularly noteworthy beneath the zone and in fact if you manage to fall out of the map down here you get dumped in a safe area of the map (similar to falling out of the Shadow Shard). The /stuck command will also return you into bounds, and it's possible to access doors inside buildings from down there, also allowing you to return to play properly (such as the interior of the hospital stored under the map). The blue force field that prevents you from going out to sea doesn't extend below the water however, so it is entirely possible to go outside the intended play area. The outside of the area goes on for quite a while. I wanted to fly to Mount Diable from Port Oakes using this hole, but I gave up halfway there for fear of something going horribly wrong being that far out of play. If you ever wanted to know, the interior of the arena is a giant blue block from the outside. As an aside, I didn't actually realize the hospital had multiple floors for revivals, I had always thought it was just one floor for all the Mediporters and not three.
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I think this is part of my problem with the AT. I'm expecting them to do more damage early and they kind of don't. Controls don't do damage (usually) and Assault sets are usually single-target focused (with the AoEs often being melee or short cones that come late) which I guess makes them feel less effective than I feel they are, especially when compared to a Blaster or Corrupter. I know they get real good late game, I recall being able to cleave through max level spawns on my old Fire/Earth on live without much trouble but that took a lot of effort to reach that point, mostly involving the AoE blasts from the epic pools (fire mastery was fun). I feel like I probably need to find a way to get past that hurdle but I keep ending up wearing out before I can. I ought to revisit some of those on-hold Doms of mine and see if I can figure out how to roll with them again. Maybe giving them a new outfit and rethinking their themes might help. I also see a lot of people repping /Energy. Is it really that good? I did always like Energy Melee attacks and their power to stack up stuns.
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I love the premise behind Dominators and the concept behind them, but for whatever reason when I try to play one I can never get in to them (with one lone exception being a Fire/Earth back on live servers). Most Dom combos I've tried I've fizzled out in the 20s and move on to something else (crippling alt-itis is a thing) I want to commit to one as Dom is currently the only core AT besides Sentinel (which hardly interests me at all for some reason) that I haven't gotten to 50 on HC but I can't seem to find a combo that works for me; even my old Fire/Earth doesn't feel right anymore. So far I've rolled Dark/Martial, Ice/Electric, Mind/Fire and Fire/Earth and each time I get to around 26-27 and just stop and play something else. This time i'm trying Gravity/Electric but i'm still a bit worried i'll end up in another rut. While fun is subjective, would anyone happen to have any suggestions for a combo that would be fun to play and somewhat solo-friendly? (I play a lot of red and gold and do keep to myself a fair amount). I'm not asking for builds, I tend to make my own as I go and I don't farm so I don't need an AE friendly set, just something that maybe I can try and not drop after two or three sessions.
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This is why I wished the Hellions got the same kind of treatment the Skulls did in i24. They really need something more to make them a little less generic, and I think being unknowingly used by demons is a good angle for them.
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Well that's no fun, maybe I want to fight Arachnos and Rikti while severely underpowered.
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I believe the arc in question needs to be one that would award a souvenir and not just a quick badge mission. They definetly still award their badges, as I use the Atlas Park/Mercy Island intro arcs t farm the 1-15 tiers, and "The Strange Case of Benjamin A. Decker" for the level 50 set.
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Overwhelming Force KB to KD not working in PB Dawn Strike
ZorkNemesis replied to Wavicle's topic in Bug Reports
Damn, advocating for Explosive Blast. And i'm over here with my i4 flashbacks of being disowned from all my teams just for having it. The times certainly have changed. How much magnitude does the OF proc have? I always thought that any KB>KDs just set the magnitude to 0.67, which is the threshold for knockdown if I recall. I always try to avoid putting OF into any KB powers because this is how I thought it worked, but if its reducing by a percent rather than to a fixed value, i'm now wondering where it would still negate KB even if the proc and KD were to stack. -
Overwhelming Force KB to KD not working in PB Dawn Strike
ZorkNemesis replied to Wavicle's topic in Bug Reports
That's what I was saying. OF's KD proc is stacking with Dawn Strike's KD, resulting in unwanted KB (applying more than 0.67 mag KB at once). That's what OF's enhancement does if the power you out it in already has a chance to KB and OF's own chance to KD procs too. -
Psi is a bit on the lower side for damage, has some lengthy animations, lacks a variant of Aim, and when mobs resist psi it's not uncommon for the resist to be significant (often 50% for things like machines and zombies). The set's not bad though, Psi breaks through to a lot of tougher, tanky mobs (Crey Tanks and Protectors being a noteworthy example), a lot of variety in secondary effects (which also helps with proc builds since psi's normal -recharge can't be enhanced), the T9 nuke has very little cast time and stuns the survivors, and Psi also gets a range bonus allowing you to keep futher out of harms way (your single target attacks have a 100ft range where most other sets have 80ft as their default limit). I just got my Psi/Dark to 50 last night, a good mix of debuff and control with some damage. Tar Patch was a big help with its sharp -res effect and large slow patch letting me keep my distance. Fearsome Stare kept things in constant panic making it easier to deal with large mobs and Shadow Fall along with the Dark Servant's -to hit aura made sure most things couldn't hit me. Some other suggestions: /Storm would help keep enemies out of your face letting you keep Psi's range boost in your favor. /Empathy and /Pain are thematic but tend to not give you personal debuff support for solo. /Cold would stack more -recharge ensuring nothing can ever attack again after the alpha strike, /Sonic would be a big help against mobs that resist Psi damage, and /Rad is just as overpowered as ever no matter your primary.