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Rudra
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Everything posted by Rudra
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That's not what the OP is about. The OP is about her just standing there seemingly forever talking before she finally starts moving.
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primary heals (DM - Rad Melee for example) suggestions
Rudra replied to Dandropo's topic in Suggestions & Feedback
Players may slot Siphon Life, Radiation Siphon, or whatever other powers you want nerfed with damage enhancements, but if they are changed to heal a portion of the damage done, then they won't need to slot heal enhancements any more because they will get better effect from damage enhancements. Right now, the more heal enhancements a player slots into those powers to bolster their healing, the less enhancement slots they have available for anything else. With your proposal, players can skip the healing enhancements and just focus on damage and accuracy to get solid damage and heals without having to figure out how to balance their slots. Edit: Anyway, what makes any power usage "excessive spamming" in PvP? And why should PvE be nerfed because you want PvP changed? -
What is left? You showed me I misunderstood Streakbreaker.
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This thread, first page.
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Increase Story Arc Level Caps - Here's my pitch
Rudra replied to Completist's topic in Suggestions & Feedback
No, it doesn't. At all. You can run anything in Ouro' you have already out-leveled. At level 50, you unlock access to everything in Ouroboros that you have met the unlock conditions for, like required badges. So you can do Ouro' runs before level 50 for anything you out-leveled, and if you want to make sure you don't out-level current contacts, turn off xp while doing so. And at level 50, you can do all your current contacts and everything in Ouroboros without out-leveling your current contacts. -
Nope, I'm putting this back in because it is annoying the hell out of me. The Streak Breaker There is a special feature in the game called the streak breaker. Its purpose is to prevent long streaks of misses, and it works by sometimes forcing an attack to hit automatically. Whether the streak breaker comes into play depends on an attack's expected chance of hitting, how many consecutive misses have happened so far, and what their hit chances were. This is a direct quote from Cryptic developer Weirdbeard explaining the details. (Just to be clear, when he says "to-hit" here, he means the final chance of hitting.) Final to-hit : misses allowed >.9 : 1 .8-.9 : 2 .6-.8 : 3 .4-.6 : 4 .3-.4 : 6 .2-.3 : 8 0 -.2 : 100 Auto-hit powers are not included in the system. Critters get the benefits of the system as well. The system does not track each power individually; instead it tracks every miss you make in a row, regardless of power (or target). Otherwise you could have nine different powers, each with a 0.95 to-hit, and if you executed them all in a row you could miss each attack (note a caveat at the bottom of the post regarding this). [AoE] attacks are considered distinct sequential attacks on indivudual targets for the purpose of the system (so if you [AoE'ed] two targets and had 0.95 to-hit for both, you be guaranteed to hit one of them). To determine the to-hit used in the table above, you take either the current to-hit, or the worst to-hit in your current miss series, whichever is lower. You know what this means? Streakbreaker allows the character to miss once before it corrects a miss into a hit. What that means? The character with a 90%+ chance to hit has to miss twice, in a row, consecutively, for Streakbreaker to trigger. You see a hit after the miss. If that was a Streakreaker hit though? It means you missed consecutively and that triggered Streakbreaker.
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Could be a good test. I'll be waiting to hear the results.
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You again misunderstand what I am saying. I am not arguing dev time as a counter to the OP. I'm saying if they want to do it, they will.
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If the devs are willing to put in the work to do it? Let it happen. The argument that PPM isn't accurate though? Is still garbage. (Edit: It may not be a format you like or prefer, but that does not render it inaccurate.)
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As a percentage. You misunderstand the question. You want that percentage to be visible to you before you slot the proc' so you can determine if that proc' is worth slotting in that power with its current configuration. The data to make that determination, to the best of my knowledge, is not available to the proc' to determine that percentage until after the proc' is slotted into the power to be affected. At which point the power's activation time and current recharge time sans global effects becomes available to make the calculation and find out what the chance to proc' actually is. If something is lacking the requisite data to make a calculation, then how do you propose it provide that final determined percentage? The simplest approach is the presentation of PPM, which is the one constant you can count on to not change regardless of what power you may want to slot that proc' into. So, with that in mind, how would you simplify the presentation for ease of reference?
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Yes and no. The PPM is the only part of the equation that doesn't change. It is also the only part of the equation the proc' has available to even do the calculation until the proc' is actually slotted into the power to the best of my knowledge. If this is true, then it would indeed make the discussion irrelevant. To quote you though: show it to us.
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Go looking for the parts of the spawn that didn't enter the bank. I'm pretty sure with you being at x8, depending on the map, some of the ambush you need to clear is stuck somewhere outside the bank.
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"Unavoidable Fate" personal story does not desummon MM pets
Rudra replied to AmbiguousOmen's topic in Bug Reports
This happens with every mission where you have a MM character and your character is replaced with another character for the story. It is particularly fun in the Skulls mission where you aren't supposed to use your powers for fear of breaking your cover and your pets, which will be in Defensive Follow when you enter the mission, wipe the floor with the Death Head you are supposed to fight to progress the mission. -
Calculating Chance to Proc The current formulae used by the game: If power is a click: PPM × ((Enhanced Recharge Time + Time To Activate) / (60 × Area Factor)) If power is not a click: PPM × ((Activate Period) / (60 × Area Factor)) Note: For this calculation, "Enhanced Recharge Time" includes reductions from enhancements and Alpha slotting, but not from Luck of the Gambler bonuses, other enhancement set bonuses, Hasten, or other recharge buffs. The calculation uses activation time, not Arcanatime. When accounting for powers that potentially can effect multiple targets and the proc potentially hitting off each target, the game discounts the probability of proc-ing off any one target by an Area Factor. The current way to calculate this number: Single Target Area Factor = 1 Sphere Area Factor = [1 + (0.15×Radius)] × 0.75 + 0.25 Cone Area Factor = [1 + (0.15×Radius) − (0.011×Radius×(360−Arc)/30)] × 0.75 + 0.25 Area Factor applies regardless of how many you actually hit. When using AoE and cones on single targets, proc performance will be significantly lower than with comparable single target powers. The final chance to proc is clamped between a minimum and a maximum. The minimum chance to proc is (PPM × 1.5%) + 5%. For example, a typical damage proc, with 3.5 PPM, has a minimum chance to proc of 10.25%. It will have at least a 10.25% chance to proc per target, even if the power has a large radius and short recharge. The maximum chance to proc is 90%. Procs that always happen, such as Kismet's to hit buff and Miracle's recovery buff, ignore this maximum, and proc 100% of the time. Cone/Area of Effect The formula for calculating the required recharge + activation time to achieve a 90% proc chance is (54 × Area Factor)/PPM, where Area Factor is [1 + (0.15×Radius) − (0.011×Radius×(360−Arc)/30)] × 0.75 + 0.25.[1] Note that when Arc is 360 degrees (which is true for any non-Cone AoE) the Area Factor simplifies to [1 + (0.15×Radius)] × 0.75 + 0.25. The issue I have is with how it could be done. Because the chance to proc' is fluid, it does change depending on how you have the power slotted for recharge reductions and if you have recharge reduction Alphas slotted, how would you simplify it to something the proc' can show for ease of reference? Say you and then you gain or change your Alpha. And now because you either added more recharge reduction from your Alpha or you took away some recharge reduction because of your alpha, that proc's chance to trigger has changed. Now the information you used to slot the proc' is/was wrong. The PPM didn't change though. That stayed the same. Just how complicated of a display do you want the proc' chance to be? And why is going to a wiki to get more detailed information for anything such a bad thing? Especially if the player is trying to make a min/max character. If the devs want to open this Pandora's box and make the change? That's their choice. Always was. Saying PPM isn't accurate though? When it is the basis of the calculations for chance to trigger? And is the one thing you can count on to not change just because you changed your slotted enhancements and/or Alpha?
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Mission failure would result in bug reports of the mission being a guaranteed fail, and so incompletable, slowing down progress on the tip bar to getting the morality. Edit: Also, you aren't stuck. You can reset the mission and knowing that the hostages can die preventing mission completion, take steps to keep them from dying.
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I would rather it didn't change. This is one of the few instances where players are asked to think and not just charge in. Snow Maiden is a level 10-18 generic hero, Strongheart is a level 10-20 generic hero, and LeoKnight is a level 21-33 Longbow EB. They should be at risk from high level Freakshow. Edit: If you want a warning added? Sure, I can support that. I won't support changing the hostages to be invincible. I like having at least one mission where you have to evaluate the hostage's safety and act accordingly as a hero.
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https://homecoming.wiki/wiki/Issue_24 Invention Procs will be converted from flat rates to Procs Per Minute (PPM). Additionally, the PPM mechanics will undergo significant adjustments.[1] Arbiter Hawk (From several posts on the Official Forums) Edit: So basically, slot the procs into whatever power(s) you want. It will average out. (Edit again: Or into your slowest recharging powers to max out their chance to trigger per activation at the cost of possible activations.)
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There are multiple bug report addressing this that explain what is going, but I'll explain again anyway. First, if you know the heroes are weak and vulnerable, which you can check beforehand by clicking the heroes and seeing they are grey, then it is time to draw the enemies away from the hostages. And that includes any enemies not part of the hostage spawn. If the enemies aren't anywhere near the hostages, the hostages won't take damage from AoEs being thrown at you, the hostages will survive. Second, that red arrow on your map is not a marker for the third hostage, dead or alive. It pops up on most maps after you have defeated all foes on the map. So you can ignore that extra arrow. The missing hostage would show up as a green arrow just like the other two. The missing hostage is not shown because like you said, that hostage died due to AoEs. (Edit: And yes, if you clear the map of all mission entered generated spawns and no other spawns have been generated, the map often treats itself as cleared for posting that arrow even if not all the required spawns have been spawned. Now if Flambeaux and her guards were to have spawned? Then that arrow would be present plus additional red arrows showing where her spawn is.)
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Increase Story Arc Level Caps - Here's my pitch
Rudra replied to Completist's topic in Suggestions & Feedback
No, you don't. I mean, you definitely can, but there is nothing forcing you to. If you are running solo, complete it whenever you want. If running with friends, then just continue next time. -
The Freaklok arc is available through Doc Buzzsaw, and she is most definitely available through Find Contacts.
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Well, considering all the SSAs are TFs/SFs, I'm not seeing the problem. (Edit: They also have their contacts clearly marked on the maps.)
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And here I thought EoEs were what was important when tanking Hami'.
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Increase Story Arc Level Caps - Here's my pitch
Rudra replied to Completist's topic in Suggestions & Feedback
Enemy groups don't go that high. And when you run up against the max level for a group, extending the arc's range beyond just means you'll be fighting enemies you outclass automatically. As for the auto-sidekick part? If it could be done? Great. However, there is a reason why the TF system exists and is also used for the flashback system. It is only as lonely as you choose to keep it. Ask your friends to run around with you, and it becomes less lonely. Also, there is nothing "semi-valid" or unreasonable about turning off XP to experience all the content given how much content we have. You can run them in Ouroboros. That is why Ouroboros was added in the first place, to be able to play content you missed. So there is no "not really" to being able to run content in Ouroboros. You may find it annoying, but that does not invalidate the Ouroboros response. And as far as the TF system part goes, see two comments in this post above. As far as the lonely part? See the preceding comment in this post. -
START vendor option to disable lower-level salvage drops.
Rudra replied to Mystoc's topic in Suggestions & Feedback
I promised to stop asking for ways to disable it. I never said I would stop commenting on it itself. -
Then I need to go play the lottery because it actually happens a lot. And on characters that don't have an offensive aura to be eating up the hit rolls.