Rudra
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Instant Healing and Regeneration changes
Rudra replied to Psi-bolt's topic in Suggestions & Feedback
Tankers have a regeneration cap of 2,500% once they hit level 20. (2,100% below level 20.) Scrappers have a regeneration cap of 3,000% once they hit level 20. (2,200% below level 20.) (https://homecoming.wiki/wiki/Limits#Health_Regeneration) Base regeneration is 5% every 12 seconds. (I am unsure if the cap is the flat out percentage they get back every 12 seconds, if it changes the time interval at which it is applied, or if it is a factor of the 5%.) (https://homecoming.wiki/wiki/Health_Regeneration) Tankers have a HP cap of 3,533.9601 at level 50. Scrappers have a HP cap of 2,409.51825 at level 50. (https://homecoming.wiki/wiki/Hit_Points) (Edit: The wiki seems to round off the hundredths place, so Tankers become 3,534 and Scrappers become 2,409.5. I will not be rounding for this.) So that kind of makes the math difficult since I am unsure how the regeneration cap is applied. Will attempt a few methods. If regeneration cap is the percentage of health gained every 12 seconds, then forget the math. Every 12 seconds both the Scrapper and the Tanker are fully healed unless defeated. If the regeneration cap is a factor of the base regeneration, then forget the math. Every 12 seconds the Tanker would heal 125% of max HP and the Scrapper would heal 150% of max HP, so fully healed every 12 seconds unless dead. If the regeneration cap is the rate at which the tics are applied? The Scrapper would heal 5% of max HP (120.4759125 HP) every 0.4 seconds, so would be fully healed in 8 seconds. While the Tanker would heal 5% of max HP (176.698005 HP) every 0.48 seconds, so would be fully healed in 9.6 seconds. (Edit again: If you want it as a per second thing? Scrappers: 301.18978125 HP/s Tankers: 368.12084375 HP/s ) Now, I'm fairly certain I'm doing this wrong, but without further explanation of how the caps and base work, it's what I came up with. (Edit: Bear in mind, this is strictly with both ATs at HP caps and regeneration caps.) -
You can try the following link and see if it helps you: Otherwise, additional information would be needed to help you. Questions to ask are: What OS are you using and was the game installed according to the provided procedure for your computer's OS? (See the linked FAQ.) Are you using the current version of the game? (If not, re-install the game.) Is there a specific code your computer is giving when the game crashes? (It may be a hardware problem.) Is the game being permitted to pass through your firewall? (Specific permission needs to be given to the program to pass the firewall and access the servers.) Is your antivirus treating the game executable as a virus and quarantining it? (A surprisingly common occurrence, particularly for like Panda. If this is the case, you need to have your antivirus white flag the program.) I am not an expert, but those are the things I would check.
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Yes, you throw a syringe at the target. Just made a character to get it and check.
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Option to remove enhancement visual effects
Rudra replied to Klaleara's topic in Suggestions & Feedback
The differences between your argument and the OP's starting with your examples: You are still covering yourself in stone. You are still using electric abilities as electric abilities. You are still summoning entities, regardless of real, echo, or reflection. Now contrast that to the OP's request: The OP wants to take a supplemental power, in the author's example, an electric cage, add that totally separate power to one of his/her/their own powers, and not have that added power visually trigger. Whether the author goes to the market and buys the supplemental power (AH/Black Market) or acquires the recipe and material to build the supplemental power, the character is still using a power that does not belong to the character. It is a purchased or crafted power that the character equips to fire alongside his/her/their/its own actual powers. So imagine this, you go to a store and buy or you go to your lab and build a mini-flamethrower. You attach that mini-flamethrower to your assault rifle and link it to the trigger. And now you start to complain that your targets are catching fire when you shoot them. Does that sound sensible to you? Unlike primary powers, secondary powers, pool powers, and epic/ancillary/patron powers, these are not powers that the character learns or develops. They aren't new powers that they trigger whenever they want (as long as they have recharged and they have the END for it). They are powers they crafted or bought and set up to fire alongside their own powers. Powers they got from another source that actually created the powers that the character is choosing to equip to their own powers. Kind of like turning to the devs and saying "Could you take away the weapons from my War Mace or Titan Weapons set? It doesn't fit my character's theme." Or "Can you remove the arrows from the Archery set? The arrows clash with my character's theme." (Now bear in mind, I'm all for things like elemental arrows, phantasmal arrows, and other options being added, but I'm talking about taking away all arrows in this example.) Well, if the power(s) don't fit your character theme, then use whatever other set/power(s) actually fits your character's theme. If the power effect doesn't fit your character? Then don't slot the power into your character's powers. -
Hate to bring this back up, but I just faceplanted into this problem today. My character was level locked at level 17, the middle of Pavel Garnier's story arc's level range. He gave the timed follow up mission to destroy the 3 drums of new plague, and he gave all his other missions, but he never gave his story arc. He has no more missions he is willing to give me, at level 17, and I have yet to do his story arc. (Edit: Oh, and his name is still broken in the contact window and on the mission window.)
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Yeah, forgot about those. Good point.
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The hidden Firbolg (that stays hidden despite being an obvious Firbolg) for the Halloween Event, a small snow-covered tree for the Winter Event, and a rose bush (or a "rose tree") for the Valentine's Event maybe? (Maybe even a hidden mini-Razorvine during something else?)
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It's the one I mentioned. You go into a mission where there are lots of the old (blue?) Praetorian Clockwork that look like regular Clockwork except for their color. You have to find 3(?) terminals and shut them down. When you finish and exit that mission, you have an immediate 8-minute timer for a followup mission to go to another door and enter that instance mission, find 3(?) more terminals, and shut them all down. If you can remember the map layout and terminal positions of the 1st map, then you know where the terminals all are on the 2nd map. However, with only 8 minutes to reach the mission door, enter, and race through to get all 3(?) terminals, which may even have spawns right at the terminals, yeah, you are meant to fail it. Because jack believes that forced failure is good for character development, or something inane like that. (Edit: I think enough people complained that it got extended out to 15 minutes on the timer, but it's been a long time since I did that arc through Ouroboros and it did at least used to be 8 minutes.)
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Most timed missions are actually clearly marked as timed missions in the mission description before you accept them. There are some that aren't and simply pop up, like that 8-minute timed mission that isn't even mentioned to the best of my memory until you exit the 1st mission and see the timer pop up, but other missions with a similar set up do in fact have a highlighted mention in the mission description that a timed mission is involved at some point during its execution. That said, I think it would be best if we the players report those missions that got missed rather than ask the devs to do a blanket search to fix timed missions. So, if we stumble across a timed mission that wasn't flagged in the mission description, then we need to post that specific mission to the devs to be updated or fixed so players aren't blindly wandering into timed missions they don't have the time to even start. (Because lets face it, there are a LOT of missions the devs would have to sort through if we don't tell them which missions were missed for that update after the Live devs already poured through every mission in the game to look for the timed missions.)
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I don't think that is possible since the point of the timed missions is to get us to book it to the mission and get it done or accept a failed mission. However, most missions with timers are flagged as such before you accept them. If there are any other missions with timers that are not so flagged, then they need to be. I am only aware of 1 mission that works like that, and it is a blue side follow up mission where the mission has the same layout as the preceding mission. (And was designed to have a high chance of failure anyway, with I think only a 15 second window to find the three terminals and shut them down? Been a while since I bothered with it....) (Edit: I think the mission is actually on an 8 minute timer from the moment you exit the 1st mission.)
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I have to double check, but I think I have you rated between Black Hole and Neutron Star. 😜
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Oh please no... this was how tells worked back on CO, and it so totally sucked.... Sure, in CoX, it probably won't be as bad since we wouldn't have to include the other player's global to send our tells, but still, please no.
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/getglobalname charactername will give it to you. I still read that as asking for it. I admit I have a weird point of view, but I don't differentiate between asking the player and asking the system for a global name. The point @lemming is making, if I understand correctly, is that globals are not immediately available for us to see. So we have to post an inquiry (whether to the player or the system) to get it. So the question becomes, at least to me, can the various chat channels and the tell system automatically access or be made to automatically access a player's global to reference the stars a player assigned them? (Followed by, does that follow them if they change their globals?) If those two questions are "yes", then hopefully the devs can find a way to implement the OP.
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While both hazard zones and PvP zones did used to be level restricted and no longer are, it wasn't the level restriction that made them hazard zones. "A Trial Zone or Hazard Zone is a section of Paragon City or the Rogue Isles that has been isolated for safety reasons. Enemy groups tend to be much larger in number and closer together in these zones. Many of these zones contain Task Forces, Strike Forces, or Trials. " (https://homecoming.wiki/wiki/Trial_Zone) Note that from the linked list, only The Hive, The Abyss, and Monster Island are actually level-locked. (Edit: Well, still level locked.... However, it was the spawn sizes and closer spawn intervals/locations that made them hazard zones. The level lock was to keep unprepared characters out. Which was rather pointless since we could always go to other zones that were even more dangerous to us.) (Edit again: So basically, hazard zones didn't stop being hazard zones just because the level locks were removed. Perez Park still has extremely large spawns for instance, and that is what makes it a hazard zone.)
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Pretty sure the reason the Razer Naga Mouse Tray still has the same 10 spots as the other power trays is because, like you said, the game can't handle an expanded tray. (I don't remember what exactly the devs said at the time they posted the update that added the gaming mouse power tray, but I do remember something to the tune of "this is what we can do with the game". It was probably the first time I even paid attention to what was going on with the devs and the updates. It was a pretty big deal at the time.)
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To be fair, The Hollows is still marked as a hazard zone in the game too. So if it isn't any more, then that should be changed as well. (Edit: Though with several Igneous spawn sizes in the crater, it still feels like a hazard zone. At least in that area.)
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My mistake, apologies.
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Well, when I checked my Widow's Lunge, I walked up to a target, hit Lunge, and then immediately tried moving. The Widow's Lunge animation played and at the end of the animation, my Widow immediately started moving. However, when I did the exact same thing with my Spines Brute, there was a minor pause before my Brute started moving. So, sorry @biostem, but that doesn't actually seem to explain the situation.
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I did a (very) quick search and didn't see this. So I'm posting a new thread for it. My suggestion? Correct the tram data for King's Row. Right now, when you go to a tram, King's Row shows up listed as "King's Row (5-10)". The problem is, the enemies go up to level 15. (I didn't do a thorough check of the zone, but I'm pretty sure they don't go past level 15.) So it should read "King's Row (5-15)" instead. The homecoming wiki should also be updated on this point as it also says King's Row is a level 5-10 zone.
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Bear in mind though, the arcanatime is not the full 1.848 seconds. The listed cast arcanatime is the cast time+arcana time. (The arcanatime itself being 0.218 seconds.) So there is a good chance there is a bug showing up in Lunge's root time. Doesn't hurt to point it out and maybe have a dev take a look.
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A measure of the actual time it takes to fully activate one power and become ready to activate another, after adjusting for the small additional delays introduced by the game's animation system. (https://homecoming.wiki/wiki/ArcanaTime)
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Per City of Data, Stalker Spines Lunge has a cast time of 1.63 seconds, cast arcanatime of 1.848 seconds, an animation time of 1.633 seconds, and a root time of 1.63 seconds. (https://cod.uberguy.net/html/power.html?power=stalker_melee.spines.lunge&at=stalker) That holds true for Scrappers, Tankers, and Brutes as well. Maybe it's the arcanatime we're seeing? (Edit: That or the root time for Spines Lunge is bugged....)
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I just checked both. My Widow can start moving immediately at the end of the animation. My Spines Brute seems to have a minor delay at the end of the animation before being able to move. I wouldn't normally have noticed it if I wasn't checking for it.
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Which Lunge? Blood Widow or Spines?
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Option to remove enhancement visual effects
Rudra replied to Klaleara's topic in Suggestions & Feedback
If you don't want non-thematic powers triggering in conjunction with your powers, then don't slot the non-thematic powers into your powers. That is what those procs are, completely different powers that you can incorporate into your own attacks. And not slotting them isn't gimping your character. You can slot more damage, more accuracy, more recharge, better END management, etc. into that power if you skip the proc. You can assign that enhancement slot to another power to make it more effective. The "gimping" part is all in your head.