
Rudra
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Everything posted by Rudra
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Ah. That makes sense. Did not know that. Thanks.
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I'm guessing to sell. Either that or someone needs to get Mids. Meh, much easier to just have the character that bought the unslotters to sell just sell them, and then e-mail your account the inf' earned. Weeks of gathering problem solved if the point is to sell them. Now from a personal point of view, I think it would be nice if we could send stacks of 5 or 10 salvage, including unslotters, to ourselves and then just claim those stacks the way we claim singles we send ourselves, but that 5,264 claim comment blows my mind.
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I'm sorry, but dumb question: Why the hell would anyone need to claim that many unslotters anywhere near at once? We don't have 5,264 enhancement slots to unslot on any of our characters.
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My 'human'-specific reasoning was twofold: - Even among organic life (such as is presented in this game), hominids tend to be just a little more vulnerable, wouldn't you say? - The Rune of Purification power indicates that 'human' is an already-existing designation; I figure, why not utilize it? The game also has the humanoid tag for entities, and Rune of Purification does not apply the extra damage to them either. https://cod.uberguy.net/html/power.html?power=temporary_powers.day_job_powers.archaelogist_rune And no, I wouldn't say humans are more vulnerable than other humanoid entities in the game. They are just as resilient as most other entities at the same levels. I admit, I hadn't thought about this (to my own surprise); I suppose it would follow whatever pattern Rune of Purification does. Rune of Purification does not have a different PvP effect as opposed to PvE. PCs are considered human in the game by the game even when you make an energy being (like my shadows), a robot (like my BB-series Tankers that basically only exist to make bases for other players), a rock creature (like my golem character back on Live), and so on. My idea was more like 'you're hacking reality itself and handling enemies like an antivirus program'; I did struggle with the wording to make it clear that the 'interface with reality' problem is one-way. I understand that is your intent, it just doesn't read that way to me. Anyway, those were just recommendations, not demands, so do whatever you want with the proposal. (And it looks like you're leaving the proposal as is.)
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Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
Are you sure? I know Mids isn't the greatest reference, but removing the global 3% Smash/Lethal I get from one power's set on a build I went to check reduced my Smash/Lethal resist by 3%. Dropping the 5% damage resist proc dropped it by 5% as well. (Edit: Turning off Tough also dropped the build's damage resistance by the power's listed resistance.) Edit again: I just went in game and did the same check. It was a flat match for damage resistance. Edit yet again: And if you are claiming that adding 5% damage resist to 85% damage resist reduces the damage by 1/3 because of the actual damage the character takes after the damage resistance? That isn't multiplicative either. Just because 85% damage resist against 100 damage reduces the damage taken to 15 while 90% damage resist against 100 damage reduces the damage taken to 10, that is not a multiplicative result. That is an additive result. 100 base damage reduced by (2% damage resist plus 13% damage resist plus 24% damage resist plus 31% damage resist plus 15% damage resist plus 5% damage resist) is the same as 100 base damage times 0.1 (for 90% damage resist). -
Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
What stats work together multiplicatively? I thought they were all additive or non-stacking. -
Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
1.666... * .05 = .08333..., not .9 .8333... * 15 = 1.25 Was using Mids numbers for simplicity. Setting aside the numbers I got from Mids, let's run the numbers. 100 END/60 seconds = 1.6667 (rounding off at 4 decimal places) 1.6667*.05 = 0.083335 (rounding off to 0.08334) 0.08334*15 = 1.2501 END 1.2501 END*10 targets = 12.501 END 12.501 + 20 (up front END) = 32.501 END gained not counting 0.52 END spent to trigger power. 0.08334*2.1816 (base 100% + 118.16% enhancement) = 0.181814544 (rounded off to 0.1818) 0.1818*15 = 2.727 END 2.727 END*10 targets = 27.27 END 20*2.1816 (up front END x enhancement) = 46.632 END 27.27 END + 46.632 END = 73.902 END gained not counting 0.52 END spent to trigger power. Ignoring the numbers from Mids and deriving the numbers still grants the character a lot of END after those 15 seconds. Edit: And if you only have a single enemy to drain? That is 21.25 END and 49.359 END gained respectively. Edit again: I went out 5 places for one of the numbers... so correcting for that becomes: 0.0833*15 = 1.2495 1.2495*10 = 12.495 20 + (12.495 or 1.2495) = 32.495 or 21.2495 END gained (10 targets or single target) 0.0833*2.1816 = 0.1817 0.1817*15 = 2.7255 2.7255*10 = 27.255 46.632 + (27.255 or 2.7255) = 73.887 or 49.3575 gained (10 targets or single target) -
Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
5% Recovery buff translates to 0.09 END/second. Over 15 seconds, that is 1.35 END. With 10 targets affected, that is 13.5 END. Maxing it out with EndMod enhancements with a 42.4% boost each gets you up to 10.91% Recover buff which has a 118.16% effectiveness over base, which is 0.19 END/second. Which is 2.85 END gained after 15 seconds from a single target, and 28.5 END if 10 targets were affected. At the same time, triggering the power (with all those End Mod enhancements) grants you 43.63 END after the cast time, up from the 20 END base. (Net gain of 72.13 END after everything has finished.) (Edit: That net gain is actually 71.61 END if you deduct the 0.52 END it cost to trigger the power.) -
*cough* Contamination *cough* (Edit: Yes, Contamination can spread from an affected target to adjacent non-affected targets, but I can't count how many fights I've gone through, even back-to-back, where Contamination never affected anything. Which is annoying when my health is dropping and I can't use Radiation Siphon to heal until a target is affected by it.)
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Some recommendations and a question, use or don't as you see fit: Change from "human enemies" to "organic enemies". If you're going to do extra damage to humans, you should to other meat (edit again: and even plant matter) as well. Constructs and spectrals would not be affected (edit: for the extra damage). Also, how would this work with PCs in PvP? Would they all be human/organic for additional damage effect regardless of how the creator intended them, would a new non-changing flag need to be created for players to select for their characters, or would the extra damage just be dropped from PvP? Sounds more like an imposed intangibility + self only effect rather than a hold. Like Blackhole. (Edit again: Or maybe go with something more like: 7) Overload - You temporarily overload enemies' processors in an area rendering them unable to function. Even after the acute effect wears off, targets may still suffer a lingering ToHit debuff. Both the Hold and ToHit debuff are more severe when used on mechanical. robotic, and to a lesser degree cybernetic targets. While "processors" implies computer, our brains are organic processors. So the power would affect anything with a central processing system regardless of nature of said system. This would also justify a damage component if desired.)
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True, but here's the question I would like answered: Is the Online Players tracking actual count of players in the game or is the Server Status page showing that data? If the numbers are different, and the Online Players count is lower than the Server Status count, then it seems to me that the character select screen isn't interfacing with the game itself, not in any meaningful way at least, just accessing the server's database. (Edit: Otherwise the numbers really should be the same.) (Edit again: You can interface with a server without needing to interface with a given program on said server, in this case, the game. Kind of like a pre-game lobby.)
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That's not the impression I'm getting from the OP. And that wouldn't work in CoX anyway. It works in other games, mostly single player games where you have access to set premade characters because those can easily be coded into the game itself for direct access, but for CoX to change your character since it can only load and run one character per active account, it has to log the first character off and then load the next character. (Which may not even be in the same zones, which would then require the game to load the correct zone for the alt being swapped to.) Since none of our characters are premades already preloaded into the game, the game has to look up the character ID it has on file for the target character, load the costume and power files including the power customizations, and then load the stored zone and mission data. (The order presented may not be the actual order followed, but you get the idea.) Custom characters, especially when a single account can have up to 1,000 such characters on each shard at the same time, is not something the game can have preloaded for quick changes between. (Edit: At least from my experience, not without an insane amount of memory space devoted to being able to do so. So even if such a command were to be implemented, it would still need to log off the current character and then log on the next character.) No, what I see being asked for is a way to check active chat while on the character select screen so as to choose the character desired for a forming group in advance. I have no idea if that is even possible. Sure, we can select our shard when we log on the game and we pick from our list of shard characters, but I don't know if we are actually accessing the game at that point yet. Like @Luminara said, it is quite likely that we are only accessing the database of what we have available to choose from but are not yet interfacing with the game itself.
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That... is surprisingly awesome....
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Sentinel Fire Blast-Inferno (+Full auto)
Rudra replied to Gobbledigook's topic in Suggestions & Feedback
Running off what @FupDup presented, all the Sentinel T9s are the same except for their secondaries and possibly those attacks that aren't a single hit for their base damage. And Sentinel Inferno fits into the presented scheme. Sentinel Inferno also does more damage than Sentinel Overcharge. However, it suffers from a reduced chance to trigger compared to other Infernoes. I agree that the trigger chance for the DoT should be upped to 99%. I don't agree that it needs more damage though. The devs might though, so who knows. And yeah, I still believe that Overcharge is an outlier, just for Blasters instead of Sentinels now. -
Plain/solid-back occult cape for regular capes & for females
Rudra replied to biostem's topic in Suggestions & Feedback
I haven't checked, but don't you have access to the shoulder option version of the High Collar that can be used with trench coats? If not, can that be made a thing? That would readily solve your dilemma. -
Sentinel Fire Blast-Inferno (+Full auto)
Rudra replied to Gobbledigook's topic in Suggestions & Feedback
Then that makes Inferno consistent with the rest of them. Even compared to Overcharge. (Though the DoT trigger chance should be the same as Blasters, Corruptors, and Defenders at 99%.) Overcharge: 18.96301 DoT Inferno: 19.26897 DoT (Edit: And yeah, Blaster Beam Rifle may need another look by the devs.) -
Sentinel Fire Blast-Inferno (+Full auto)
Rudra replied to Gobbledigook's topic in Suggestions & Feedback
I think someone needs to verify these numbers by using the actual powers, not just looking at the info. In game test data works for me. I'm betting it comes up similar since the game data, CoD, and Mids all say Overcharge is more powerful on a Sentinel than a Blaster though. -
Sentinel Fire Blast-Inferno (+Full auto)
Rudra replied to Gobbledigook's topic in Suggestions & Feedback
I may be doing the numbers wrong (that is a lot of numbers I'm seeing on Thunderous Blast that aren't marked critter or player), but here goes. Thunderous Blast: Blaster: 480.0495 every 173.168 seconds Sentinel: 346.9721 every 93.168 seconds Atomic Blast: Blaster: 250.246 every 148.168 seconds Sentinel: 194.5856 every 93.168 seconds Dreadful Wail: Blaster: 250.246 every 147.112 seconds Sentinel: 194.5856 every 92.112 seconds Overcharge: Blaster: 213.33492 every 128.036 seconds Sentinel: 213.54861 every 93.036 seconds Overcharge is a definite outlier. -
Sentinel Fire Blast-Inferno (+Full auto)
Rudra replied to Gobbledigook's topic in Suggestions & Feedback
You're correct that I am not factoring the Blaster inherent. (I was unaware it also boosted damage.) However, I am disinclined to factor secondaries. Sure, Blasters get manipulation sets for their secondaries which includes melee attacks, crowd control, and even debuffs/buffs; but Sentinels get armors which include buffs/debuffs and makes them far harder to kill. -
Sentinel Fire Blast-Inferno (+Full auto)
Rudra replied to Gobbledigook's topic in Suggestions & Feedback
218.98 damage for a Blaster using the in game numbers, as opposed to 219.07 damage for a Sentinel. I am of the opinion that Sentinel Overcharge is in need of being nerfed, so I believe it is a poor comparison for Sentinel Inferno. -
Sentinel Fire Blast-Inferno (+Full auto)
Rudra replied to Gobbledigook's topic in Suggestions & Feedback
https://cod.uberguy.net/html/power.html?power=sentinel_ranged.beam_rifle.overcharge&at=sentinel https://cod.uberguy.net/html/power.html?power=blaster_ranged.beam_rifle.overcharge&at=blaster All my data is from City of Data. https://cod.uberguy.net/ And I fully understand that you are only looking Sentinel T9s. However, if Sentinels have a T9 that is outperforming Blasters, then the Sentinel T9 is in need of being nerfed. And it is that power you are using to say that Sentinel Inferno needs to be buffed. -
Sentinel Fire Blast-Inferno (+Full auto)
Rudra replied to Gobbledigook's topic in Suggestions & Feedback
Overcharge? For Sentinels? You mean the power that does 213.54861 damage every 93.036 seconds compared to 213.33492 damage every 128.036 seconds on a Blaster? That Overcharge? The one that looks like it needs to be reigned in to me? Edit: Don't get me wrong, I agree the DoT on Inferno for Sentinels should have the same proc chance as Blasters, Corruptors, and Defenders. I just think your comparison is off-base. Edit again: Even the chance to stun, the Mag of Stun, the duration of Stun, the range of the power, and the accuracy of the power is the same between the two Overcharges. Sentinels just lose 5 feet radius and 6 targets cap. For better damage than Blasters at a faster recharge. -
It's not broken, that's exactly how it's designed to work. The default targeting behavior bound to Tab is to cycle through enemies based on distance, from nearest to farthest. With an enemy targeted, it's always going to keep targeting further and further enemies until there is no enemy farther away from you, and only then will it start targeting enemies close to you. If you want it to cycle through enemies from far-to-near instead, you have to use /target_enemy_prev (bound to Shift+Tab by default), and if you want to force it to target the closest enemy, you need to use "/target_enemy_near" (bound to Ctrl+Tab by default). That is how it is supposed to work? The target next enemy key, Tab, is supposed to skip every enemy in close including the ones between my current target and the mobs at the other end of the map, and then cycle between the same three mobs at the other end of the map? Edit: I use Tab on a fairly constant basis. When it works? No complaints. When it skips everything I'm trying to cycle through to go target random mobs at the other end of the map and then get stuck targeting just those mobs way the hell out there? That is not how it is supposed to work.
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Yep, that's annoying. While they're at it, can they fix the tab targeting? I can't recall how often I try to tab to a target just behind my current target and my tab jumps all the way out the horizon of the current map and keeps cycling through targets out there without ever coming back to the ones in my face.
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Sentinel Fire Blast-Inferno (+Full auto)
Rudra replied to Gobbledigook's topic in Suggestions & Feedback
Are you willing to give up the faster recharge time that Sentinels get for their Inferno for the added damage? Sentinel Inferno does 213.85457 damage against all targets within 10 feet and 157.08767 damage to all targets out to 20 feet every 93.168 seconds including cast time, arcana time, and recharge. (2.295 damage per second before any recharge reductions or damage enhancements.) Defender Inferno does 232.4228 damage to all targets within 25 feet every 148.168 seconds including cast time, arcana time, and recharge. (1.569 damage per second before any recharge reductions or damage enhancements.) Blaster Inferno does 402.27085 damage to all targets within 25 feet every 148.168 seconds including cast time, arcana time, and recharge. (2.715 damage per second before any recharge reductions or damage enhancements.)