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Posts posted by Molubdos
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I can confirm that this happens on Scrappers as well.
I can only assume that this is a design choice in this power's instance, due to this power summoning pseudopets on longer tick intervals, which make it trickier to work with for suppressing, so they just let the power continue to shut down as before:-
If suppression works by "pausing the timer", the already spawned pseudopets continue doing damage, creating an effect that "leaks through" some control.
- Shutting down the power also does the same thing, but forces reactivation to resume damage, unlike other PBAoE Toggles that simply "stop ticking" when control lands.
- If suppression works by "rendering ticks ineffective", then short-duration controls may not work to mitigate this power (as the duration may be too short to hit the tick), which makes suppressing it much more inconsistent.
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If suppression works by "pausing the timer", the already spawned pseudopets continue doing damage, creating an effect that "leaks through" some control.
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One on the new Zookeeper Omega badge from Advanced LGTF.
Spoiler"Rikti Monkey Vultures" is double-pluralised to "Rikti Monkeys Vultures"
And another one in the description for Monstrous Aether. The spelling of "fluctuating" is fluctuating!
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18 hours ago, BillyMailman said:
In the new plaques for the history badge, the one in South Independence Port mentions "...in 2010 the Green and Yellows lines would be...". "Yellows" should be "Yellow".
Further to this, the Hint Magazine for the plaques in Kings Row is inconsistent:
- The first instance of Kings Row has an apostrophe added, while the other two have it absent.
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Founders Falls is missing its apostrophe
- (Why is Founders' Falls possessive while Kings Row isn't? I don't know, but that's how the game treats it)
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Played as: Rad/Willpower Scrapper, Level 50+1, Incarnate Powers, solo.
Difficulty: +0x6 on Mission 1, +0x4 for remaining missions, Boss/No AV
Critters: You're certainly not playing around with the End Drain on some of those mobs! Definitely a shock to those who are used to soloing with higher enemy counts (unless you have good End Drain/Recovery debuff resistance or very high Energy def).
Structure: Generally strong pacing, imo. Special honour goes to Mission 4 - ignoring the 'ooh, shiny challenge' distraction of the Giant Monster, Mission 4 is very well-focused for an outdoor mission - filling the map with staggered events works really well on that front while going for the objectives.
(Small suggestion in spoiler, personal opinion but )
SpoilerMaybe it's just me being a distractable fool, but just to slightly focus it some more (and to strengthen the hint that allies show up as you progress, not just found around the map off the bat), perhaps indicate the main objective as "Stage (X/??)" (at least after the first objective, maybe obfuscate the final number until later/the last stage?) to indicate that 'There's more you can do here' before you rush into the GM fight with just the one ally and a vaguely-convinced (i.e. I pulled the fight across to them) neutral party.
Overall: Good fun, despite the challenge the enemies gave me, with good pacing and solid writing to fit things together.
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9 hours ago, holymittens said:Spoiler
Restarted the arc and he's still missing. Other than the additional dialogue from Marcus, was anything else supposed to change on the 3rd or 4th iterations? I may have missed a flag using the QA-Skips to get to the last mission on the later runs, in which case, my bad. Started a run with another character but ran into the "Team Leader" issue so will have to wait for the next patch.
With another character, I may have managed to sequence break a M1dway skip in the first run through via Ouro - as a Science origin character, going through the science tree, disagreeing with Stribbling, going through other dialogue, triggering the science tree again, then agreeing with him in the first report, he offered me the option to skip M1dway, even though it was the first run? (Although I did have to restart the arc upon entering the first mission after realising some AE weirdness had stuck to my character and broke temporal scaling)
Also, typo: "powes"
Spoiler -
I've managed to reach "another" path over multiple flashbacks, but having some issues in the now-modified Port Oakes instance.
SpoilerThis is now on a 5th Route, after collecting 4 souvenirs. My collection order is in the first sub-spoiler, my issue in the second
SpoilerCollection Order: Released, Arrested, Returned, Killed. M1dway skipped on this run.
SpoilerThe Mender doesn't appear to exist in the main map area, which means that I suspect that they're in the boat, the door of which is now simply telling me "you cannot enter" - either because I haven't talked to the normal NPC present on this mission, who is now absent, or because this version of the mission doesn't use it. I've scoured the main map area with the usual targetcustomnext macro, and even tried a cheeky demorecord to try & find them, to no luck.
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In 27.6.5387, a Smuggler's Sub has been also added to Port Oakes as well as Striga Isle, although it hasn't been fully implemented as a destination yet.
Choosing Port Oakes as your destination simply drops you into the zone with the same co-ordinates from the previous zone... usually leaving you OOB.
The actual sub is by [-4176.7 7.1 -440.6], on the east side of the zone.
(Edit: I have subsequently seen that this issue has been fixed internally, as per a post in the feedback thread for the new Vigilante arc.)
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The command to show the UI in the game's "print screen" screenshots is /screenshotui 1.
One key note is that in Page 5 (which released this week), Fire Sword powers (Fire Sword, Fire Sword Circle, Greater Fire Sword) had Defense Debuffs added for players, and the AE versions of these powers were also changed to reflect the change - if the mobs you're fighting have these powers, they'll now be shredding through your +Def before you know it.
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Interesting - can you show the power being active, near some mobs and showing the icons + defense values? (Also inform us of which AT/Sets you're using)
I've just tested this on my Rad/Willpower scrapper and the power seems to be working normally. -
Within Alexandra Sideris' "Destroy the shadow crystals" mission, on Caves_Mediterranean_45_Layout_06, Incarnate Shifts have not been applied.
(Apologies for the clustered mess of a screenshot - I wanted to try and condense the full spectrum of information into as small an image as necessary.)
- Also seen on Destroy the shadow crystals, Caves_Mediterranean_45_Layout_02; this appears to be an issue with the mission rather than the mission/map combo, as "Rescue captured soldiers" worked on the same map.
Edit
I spent some time doing some more missions - it seems that "Destroy the shadow crystals" is the only mission with issues:
- Incarnate shifts do not apply
- The three EB guardians all share the same name (this has happened on all three times I've checked this mission!)
- Maps: Layout 06, 02, 07
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I can confirm the incorrect flavour text for Rogues and Villains, screenshots attached.
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Zone: Cap Au Diable
Location: University, South Building [633.4 118.0 -1266.4]This Midnighter texture/connector block seems to be applied in the wrong place? The entrance to the Midnighter Club is on the North Building - if anything it should be there.
Image 1 - Incorrect Block?
SpoilerImage 2: Where it is supposed to be? [650 44.9 -1582.5]
Spoiler -
17 hours ago, Marshal_General said:
I sold 2 enhancements.
The first one sold for !0,000,000 and I paid 500.000 which is 0.05 %
The second one sold for 11,111,111 and I paid 711,111 which is 0.0639%
I am under the impression that it is supposed to be 0.05% for all sales.
This is almost certainly a misunderstanding of the mechanics on your part - transaction fees total 10% of the final sale price, with 5% of the listing price taken upfront as the Listing Fee.
9 hours ago, Major_Decoy said:Maybe the second one was listed at 8 million?
This is what I worked out as well, and here's how it would've worked in both cases in the OP.
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You pay 5% of what you expect to sell the item for when you list it (minimum 5 inf).
- IO 1 Listing Fee = 5% of 10,000,000 = 500,000
- IO 2 Listing Fee = 5% of 8,000,000 = 400,000
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The transaction fees add up to a total of 10% of what you actually sold the item for when you receive the inf (1,111,111 being 10% of 11,111,111)
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IO 1 Transaction Fee = 10% of 10,000,000 = 1,000,000.
- IO 1 Fee Payable = 1,000,000 - 500,000 = 500,000
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IO 2 Transaction Fee = 10% of 11,111,111 = 1,111,111.
- IO 2 Fee Payable = 1,111,111 - 400,000 = 711,111
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IO 1 Transaction Fee = 10% of 10,000,000 = 1,000,000.
For an additional example, check the spoiler, where I sell an inspiration.
SpoilerI list this Righteous Rage for 1,000 and pay 50 in listing fees...
And it sold for 15,000, for a total fee of 1,500, of which I still need to pay 1,450 (1,500 -50).
I hope this helps resolve any misunderstanding of the mechanics. 🙂
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You pay 5% of what you expect to sell the item for when you list it (minimum 5 inf).
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(i27-p3 27.3.4798)
Discovered while trying to make an AE Custom Character that a couple of AE Powersets seem to be "missing" Beta Values on their Build Up power.
Most AE Melee Powersets with a "Build Up" or similar power have an Alpha of 2 with a Beta of 0.4, with the following exceptions not having Beta Values:
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Staff Fighting: Build Up
- Has the standard 2 Alpha Value, but 0 Beta. Appears to be the same basic values as other Build Up powers.
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Street Justice: Combat Readiness
- Has the 2 Alpha Value, but 0 Beta. Its stats are also lower than other Build Up powers, but I don't know if the AI runs Combo Mechanics to compensate for this. Seems like it should still have a beta value though.
I had a look through and found another similar irregularity in the dominator sets as well with Spot Prey, that set's "Build Up"-esque power
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Savage Assault:
- Spot Prey: Seems to be missing point values entirely - none shown and seemingly 0 effect on exp outcome.
- Rending Flurry: (Display Bug) Not displaying point values due to the "Normal/Empowered" split putting the "Normal" version of the power in the pane, but otherwise has a value. (Looks like it's supposed to be Alpha 30)
And now the screenshots:
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Staff Fighting: Build Up
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Fungoid Minions being spawned from "Will of the Earth" crystals in certain missions (An Unnatural Order) seem to be being spawned with the "Mushroom_Beast_01" name.
It seems the other enemies it spawns are unaffected, including the Fungoid Lieutenants.
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Typo in an objective in "Show Flambeaux How It's Done!" ("Filmed Announcement" Tip/Villain)
"T3h L34rn3r3r" is listed as "T3h L35rn3r3r".
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Croatoa Tour Guide Tips (Scribbled Storybook)
In the tip leading to Jack's Wrath, wouldn't the second line of the rhyme be dire, not die? -
Running this map for Billie Heck's "Kidnap Vanessa Verandi" mission, and ran into this map. While on the exterior, you can get a misaligned version of the exterior's minimap.
Went to test on the whole set via AE - and this happens on all four of the maps in this set (V_Outdoor_Ship1, V_Outdoor_Ship2, V_Outdoor_Ship3, V_Outdoor_Ship4)
- X>0, Z>0; minimap behaves as if "0,0" is the top-right (north-east) corner.
- X>0, Z<0; minimap is fine.
- X<0, Z<0; minimap behaves as if "0,0" is the bottom-left (south-west) corner.
- X<0, Z>0; minimap is fine.
- The interior minimap appears to behave correctly.
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This one might be slightly out-of-scope, but while playing around with vis_scale, I found what I can only guess is a "LoD definition" error for this stack in Cap Au Diable where there's a range without a model - it pops out of existence in that range, depending on your vis_scale, noticeably if it is above 0.9 (The lowest vis_scale I've seen the range in is 0.92). Screenshots show the error at vis_scale 1, 2, 3 and 4. The stack to the left/north appears to be fine at all vis_scales.
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A floating stone in the outdoor "burning forest" map. -
(27.1.3516 Live) A seam from a misplaced beach tile in Peregrine Island, Tempest Quay. I checked the same location on Monster Island and that appears to be fine.
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Corrected in 27.1.3485, both badges read fine now. 👍
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Scrapper Radiation Melee - Incorrect Target Caps?
in Bug Reports
Posted
Proton Sweep and Atom Smasher in Scrapper Radiation Melee have the Tanker Target Caps of 10 and 16 respectively.