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carroto

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Everything posted by carroto

  1. Way back in the early days Radiation Emission was very popular. Some people refused to run hard content without one on the team. I don't recall seeing a single one on HC. Regen Scrappers were popular too. I think I might have seen one since the game returned. I'm curious what power sets are like that for you. Those that seemed popular once but have fallen out of favor. Also please share any thoughts you might have on why you think things changed. For Regen as a set I wonder if Arcanaville might have had something to do with it. As we came to a better understanding of damage mitigation and other game mechanics I think some of the shortcomings of the set became clearer. I'm sure that's not the only explanation though. There are plenty of people who don't know or don't care about game mechanics when they make their choices. Probably another factor is simply that there are more sets to choose from these days, so it's only natural that we'd see less of any specific one of them. Plus many of the new sets are strong and offer things the older ones don't.
  2. The first damage table is labeled as Level 50 but I presume it should be 20.
  3. I'd like to see it. I had a problem with my mouse for a while where it would randomly double-click when I single-clicked. That lead me to selling two recipes when I only meant to sell one. Nothing exceedingly valuable, but a disappointment nonetheless.
  4. My understanding back on live was that it was intentional that it wasn't in Ouro because that would defeat the whole point of the badge. However I do remember the stress over my connection dropping once I'd accepted one of those missions, and I still remember seeing an unexpected admin message that the servers were going down while I was working on one of them. I appreciate and agree with the intent behind the original decision not to put them in Ouro, but having to re-roll a character at or near max level due to circumstances beyond one's control is just a bit much. Yes I know that no one "has to", but for serious badgers, yes they would certainly feel the character would be forever incomplete.
  5. Any Scrapyarders or just the special ones that mill around spewing the canned text about him? I see those guys often enough in the two spots you mentioned. I'll see them, but he's not there. I'll check back later. They're still there, but he's not. Maybe I just haven't been patient enough with taking our random Scrapyarders.
  6. Before anything new I'd like to have Ghost of Scrapyard up more often. That badge is required for an accolade and I can't seem to catch him. I've got characters waiting on that accolade but so far no luck. A while back on discord someone said that the spawn logic had problems and they were maybe going to change it to a simple defeat of 100 Scrapyarders. I don't know if that happened or is in the works. Hell even when I see the alert message "Miner strike in progress in Sharkhead Isle." and head over there I can't find him. I thought I knew all of his haunts. I'll find his special followers where I expect them, but he's nowhere to be found.
  7. Okay I found it in Local Settings/Application Data/NCSoft/CoX/VisitedMaps Might be a little different on other systems but probably something similar.
  8. Well I tend to use it as an indicator of where I've been, including getting exploration badges and such, so I don't want it all cleared.
  9. Been doing a lot of struggling getting the game working out of safe mode on my system, which involved making numerous copies of my install directory. Now that it's working I logged into a character and the fog of war on all my maps is reset. I thought that was stored locally and would be copied with everything else. It doesn't seem to be server-side, since it's also reset when I log on from another system. Where is that info, and can I copy it over?
  10. OH MY GOD IT WORKED!!! Thank you so much! I've been beating my head against a wall for days trying to get this working and I can't believe I ended up missing something so simple. I don't care at this point. It's hard to believe the game is actually running not in safe mode. I was starting to think it was time to make my peace with walking away. Thanks for taking the time to look at this. 😍
  11. Okay I've tried everything I can think of to get it working for me under KUbuntu Linux 18.04. I reinstalled my OS from scratch yesterday hoping a clean slate would help. Installed the latest wine (5.0). Downloaded the latest winetricks. Still crashing on load. Tried it with today's patch and I saw the crash reporter, that's nifty, but it looks like that crashed too. ~/.local/share/wineprefixes/CoX64/drive_c/Program Files/CoX/hc-bin64$ wine cityofheroes.exe -patchversion 20200121_679 -auth 51.79.19.146 -patchdir homecoming 002b:fixme:heap:RtlSetHeapInformation 0xbd0000 0 0x22e360 4 stub 002b:fixme:heap:RtlSetHeapInformation 0xce0000 0 0x22e360 4 stub 002b:fixme:heap:RtlSetHeapInformation 0xe10000 0 0x22e360 4 stub 002b:fixme:heap:RtlSetHeapInformation 0xf20000 0 0x22e360 4 stub Running City of Heroes preloading DLLs.. done (0.01) CityOfHeroes client count: 1 num cpus = 12 / 12 002b:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION loading message stores.. done. (0.09) ERRORLOG STARTING IGNORE:D_ OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 730/PCIe/SSE2 OpenGL version string: 4.6.0 NVIDIA 435.21 auth 51.79.19.146 initializing hardware lights.. done (0.00) finalizing renderer initialization.. CPU: 3400 Mhz / Memory: 18074 MBs / Available Memory: 12489 MBs / OS Version: 6.1.7601 / Command Line Arguments: "City Of Heroes" "-patchversion" "20200121_679" "-auth" "51.79.19.146" "-patchdir" "homecoming" / Video Device 0: NVIDIA-0, ID: PCI\VEN_0000&DEV_0000&SUBSYS_00000000&REV_00, Flags: 0x00000005 (PRIMARY)Driver Date: Unknown / Video Memory: Unknown / VideoCardVendorID: 0x0 / VideoCardDeviceID: 0x0 OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GT 730/PCIe/SSE2 OpenGL version: 4.6.0 NVIDIA 435.21 Render settings: VBOS 1 Render path: NV1X NV2X NV3X NV4X ARBVP ARBFP GLSL DX10_CLASS Render features: WATER* BLOOM* TONEMAP* MULTITEX* MULTITEX_DUAL* HQBUMP* MULTITEX_HQBUMP* FPRENDER WATER_DEPTH* DOF* BUMPMAPS* BUMPMAPS_WORLD* DESATURATE* AMBIENT* CUBEMAP* SHADOWMAP* WATER_REFLECTIONS* Acceptable video card driver Initializing fragment shaders... Error loading shaders/cgfx/effects/outlinefp.cg Shader Compilation failure in shaders/cgfx/effects/outlinefp.cg Defines: 'DESATURATE NO_FPRENDER ' Error loading shaders/cgfx/effects/outlinefp.cg Shader Compilation failure in shaders/cgfx/effects/outlinefp.cg Defines: 'NO_FPRENDER ' Initializing vertex shaders... Renderer initialization complete. done (3.17) initializing background loader.. done (0.00) initializing background texWord renderer.. done (0.00) initializing model groups.. done (0.00) caching relevant folders.. done (0.00) loading sounds.. done (0.02) loading tricks.. done (0.18) loading locale texWords.. done (0.01) loading texture headers.. loading basic textures.. done (38988 total) (0.74) finding needed texture binds.. done (0.00) creating composite textures.. done (38988 total) (0.03) creating trick textures.. done (0.03) swapping in localized textures.. done (0.01) setting texture binds.. done (0.70) done (1.51) initializing particle engine.. done (0.00) initializing FX engine.. done (0.00) loading default textures.. binding default textures.. done (0.00) loading raw white texture data.. done (0.00) building default texture atlas.. done (0.00) done (0.01) loading system font.. done (0.00) loading other fonts.. done (0.12) initializing fonts.. done (0.00) networking startup.. (0.00) loading group libraries.. loading grouplibs.. done (3227 files, 72377 names) (0.07) done (0.07) loading LOD info.. done (0.04) reloading models.. done (0.04) loading sequencers.. loading cloth wind info.. done (0.00) loading cloth collision info.. done (0.00) preloading sequencer info.. done (2.08) done (2.08) loading message stores.. done (0.00) loading powers.. loading all defs.. loading attrib names.. done (0.00) loading vision phase names.. done (0.00) loading character origins.. done (0.00) loading villain origins.. done (0.00) loading badges.. ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: couldn't read len ParserReadBinaryTable: unexpected end of file ParserReadBinaryTable: unexpected end of file ParserReadBinaryFile: unexpected end of file done (0.99) loading supergroup badges.. ReadPascalString: string read too long for size ReadPascalString: couldn't read len ParserReadBinaryTable: unexpected end of file ParserReadBinaryTable: unexpected end of file ParserReadBinaryFile: unexpected end of file done (0.87) loading misc.. done (0.00) adding defines.. done (0.00) loading power dictionary and boost sets.. ParserReadBinaryTable: datasum length not correct ParserReadBinaryTable: unexpected end of file ParserReadBinaryFile: unexpected end of file ParserReadBinaryTable: datasum length not correct ParserReadBinaryTable: unexpected end of file ParserReadBinaryFile: unexpected end of file ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too 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read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: string read too long for size ReadPascalString: couldn't read len ParserReadBinaryTable: unexpected end of file ParserReadBinaryTable: unexpected end of file ParserReadBinaryFile: unexpected end of file 002b:fixme:file:GetLongPathNameW UNC pathname L"\\\\?\\z:\\home\\soun\\.local\\share\\wineprefixes\\CoX64\\drive_c\\Program Files\\CoX\\hc-bin64\\CrashHandler.exe" 0035:fixme:msvcrt:_configure_wide_argv (1) stub 0035:fixme:msvcrt:_initialize_wide_environment stub wine: Unhandled page fault on read access to 0000000000000000 at address 00000001400A0105 (thread 0035), starting debugger... 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400a0105). 0039:fixme:dbghelp:elf_search_auxv can't find symbol in module Register dump: rip:00000001400a0105 rsp:000000000022f830 rbp:0000000000820f84 eflags:00010206 ( R- -- I - -P- ) rax:000000000000001e rbx:0000000000000000 rcx:0000000000000000 rdx:0000000000000000 rsi:0000000000000074 rdi:00000000008220f8 r8:0000000000820f84 r9:0000000000000074 r10:000000000000009b r11:000000000000009b r12:0000000000000000 r13:00000001400bae80 r14:0000000000000000 r15:000000000022f998 Stack dump: 0x000000000022f830: 00000000008220f0 0000000100000000 0x000000000022f840: 000000000022fa28 00000001400a0d0e 0x000000000022f850: 0000000000000000 00000001400a0210 0x000000000022f860: 000000000022fa28 0000000000000000 0x000000000022f870: 0000000000820f84 0000000000000074 0x000000000022f880: 0000000000000003 00000001400a2faf 0x000000000022f890: 0000000000000074 00000000008220f0 0x000000000022f8a0: 0000000000000000 0000000000820f84 0x000000000022f8b0: 0000000000000000 0000000000000000 0x000000000022f8c0: 0000000000000000 0000000000018f00 0x000000000022f8d0: 0000000000000000 0000000000000000 0x000000000022f8e0: 0000000000000074 0000000000000000 Backtrace: =>0 0x00000001400a0105 in crashhandler (+0xa0105) (0x0000000000820f84) 1 0x00000001400a0210 in crashhandler (+0xa020f) (0x0000000000820f84) 2 0x00000001400a2faf in crashhandler (+0xa2fae) (0x0000000000000000) 3 0x000000014000210c in crashhandler (+0x210b) (0x000000000022fa99) 4 0x000000014000184b in crashhandler (+0x184a) (0x000000000022fa99) 5 0x00000001400ad092 in crashhandler (+0xad091) (0x000000000022ffd0) 6 0x000000007b45950d __wine_start_process+0x3cc() in kernel32 (0x000000000022ffd0) 0x00000001400a0105: movzbl (%rcx),%r10d Modules: Module Address Debug info Name (92 modules) PE 230000- 247000 Deferred vcruntime140 PE 250000- 25e000 Deferred api-ms-win-crt-time-l1-1-0 PE 61540000- 6154f000 Deferred api-ms-win-crt-locale-l1-1-0 PE 620c0000- 620cf000 Deferred api-ms-win-crt-filesystem-l1-1-0 PE 62140000- 621dc000 Deferred uxtheme PE 62600000- 626ee000 Deferred usp10 PE 62c40000- 62c51000 Deferred api-ms-win-crt-multibyte-l1-1-0 PE 63140000- 63150000 Deferred api-ms-win-crt-runtime-l1-1-0 PE 63800000- 6380f000 Deferred api-ms-win-crt-heap-l1-1-0 PE 64940000- 64988000 Deferred shcore PE 65000000- 655ab000 Deferred ole32 PE 65780000- 6579f000 Deferred version PE 68a40000- 68b71000 Deferred shlwapi PE 69380000- 69390000 Deferred api-ms-win-crt-stdio-l1-1-0 PE 69b80000- 69b8e000 Deferred api-ms-win-crt-environment-l1-1-0 PE 6a4c0000- 6a4cf000 Deferred api-ms-win-crt-utility-l1-1-0 PE 6a700000- 6a8d3000 Deferred setupapi PE 6bec0000- 6bf0c000 Deferred imm32 PE 6d580000- 6d590000 Deferred api-ms-win-crt-convert-l1-1-0 PE 6dd80000- 6dd90000 Deferred api-ms-win-crt-string-l1-1-0 PE 6e6c0000- 6eb53000 Deferred comctl32 PE 6fbc0000- 6fdfc000 Deferred rpcrt4 PE 70580000- 70591000 Deferred api-ms-win-crt-math-l1-1-0 PE 7b000000- 7b2f9000 Deferred kernelbase ELF 7b400000- 7b681000 Dwarf kernel32<elf> \-PE 7b410000- 7b681000 \ kernel32 ELF 7bc00000- 7bed0000 Deferred ntdll<elf> \-PE 7bc20000- 7bed0000 \ ntdll ELF 7c000000- 7c004000 Deferred <wine-loader> PE 140000000- 14012b000 Export crashhandler ELF 7f4c54d1d000- 7f4c54f25000 Deferred libffi.so.6 ELF 7f4c54f25000- 7f4c551a6000 Deferred libgmp.so.10 ELF 7f4c551a6000- 7f4c553da000 Deferred libhogweed.so.4 ELF 7f4c553da000- 7f4c55610000 Deferred libnettle.so.6 ELF 7f4c55610000- 7f4c55823000 Deferred libtasn1.so.6 ELF 7f4c55823000- 7f4c55ba1000 Deferred libunistring.so.2 ELF 7f4c55ba1000- 7f4c55dbe000 Deferred libidn2.so.0 ELF 7f4c55dbe000- 7f4c560ed000 Deferred libp11-kit.so.0 ELF 7f4c560ed000- 7f4c56452000 Deferred libgnutls.so.30 ELF 7f4c5647a000- 7f4c56680000 Deferred libxfixes.so.3 ELF 7f4c56680000- 7f4c5688a000 Deferred libxcursor.so.1 ELF 7f4c5688a000- 7f4c56a9a000 Deferred libxi.so.6 ELF 7f4c56a9a000- 7f4c56c9d000 Deferred libxcomposite.so.1 ELF 7f4c56c9d000- 7f4c56ea8000 Deferred libxrandr.so.2 ELF 7f4c56ea8000- 7f4c570b2000 Deferred libxrender.so.1 ELF 7f4c570b2000- 7f4c572b8000 Deferred libxxf86vm.so.1 ELF 7f4c572b8000- 7f4c574bb000 Deferred libxinerama.so.1 ELF 7f4c574bb000- 7f4c576c3000 Deferred librt.so.1 ELF 7f4c576c3000- 7f4c578d8000 Deferred libbsd.so.0 ELF 7f4c578d8000- 7f4c57ade000 Deferred libxdmcp.so.6 ELF 7f4c57ade000- 7f4c57ce2000 Deferred libxau.so.6 ELF 7f4c57ce2000- 7f4c57f0a000 Deferred libxcb.so.1 ELF 7f4c57f0a000- 7f4c58242000 Deferred libx11.so.6 ELF 7f4c58242000- 7f4c58454000 Deferred libxext.so.6 ELF 7f4c5847c000- 7f4c58542000 Deferred winex11<elf> \-PE 7f4c58490000- 7f4c58542000 \ winex11 ELF 7f4c5860d000- 7f4c5883f000 Deferred libexpat.so.1 ELF 7f4c5883f000- 7f4c58a84000 Deferred libfontconfig.so.1 ELF 7f4c58a84000- 7f4c58cb6000 Deferred libpng16.so.16 ELF 7f4c58cb6000- 7f4c58f6a000 Deferred libfreetype.so.6 ELF 7f4c58f92000- 7f4c58fd3000 Deferred ws2_32<elf> \-PE 7f4c58fa0000- 7f4c58fd3000 \ ws2_32 ELF 7f4c58fd3000- 7f4c59107000 Deferred ucrtbase<elf> \-PE 7f4c59000000- 7f4c59107000 \ ucrtbase ELF 7f4c59107000- 7f4c59213000 Deferred crypt32<elf> \-PE 7f4c59110000- 7f4c59213000 \ crypt32 ELF 7f4c59213000- 7f4c59430000 Deferred libz.so.1 ELF 7f4c59430000- 7f4c594bc000 Deferred dbghelp<elf> \-PE 7f4c59440000- 7f4c594bc000 \ dbghelp ELF 7f4c594bc000- 7f4c59f02000 Deferred shell32<elf> \-PE 7f4c594e0000- 7f4c59f02000 \ shell32 ELF 7f4c59f02000- 7f4c59fea000 Deferred msvcrt<elf> \-PE 7f4c59f20000- 7f4c59fea000 \ msvcrt ELF 7f4c59fea000- 7f4c5a081000 Deferred advapi32<elf> \-PE 7f4c5a000000- 7f4c5a081000 \ advapi32 ELF 7f4c5a081000- 7f4c5a22e000 Deferred gdi32<elf> \-PE 7f4c5a0a0000- 7f4c5a22e000 \ gdi32 ELF 7f4c5a32e000- 7f4c5a5bc000 Deferred user32<elf> \-PE 7f4c5a350000- 7f4c5a5bc000 \ user32 ELF 7f4c5a6bc000- 7f4c5a8ce000 Deferred libnss_files.so.2 ELF 7f4c5a8ce000- 7f4c5aae8000 Deferred libnsl.so.1 ELF 7f4c5aae8000- 7f4c5acf4000 Deferred libnss_nis.so.2 ELF 7f4c5acf4000- 7f4c5aefe000 Deferred libnss_compat.so.2 ELF 7f4c5b3dc000- 7f4c5b5f4000 Deferred libgcc_s.so.1 ELF 7f4c5b5f4000- 7f4c5b992000 Deferred libm.so.6 ELF 7f4c5b994000- 7f4c5bb98000 Deferred libdl.so.2 ELF 7f4c5bb98000- 7f4c5bf89000 Deferred libc.so.6 ELF 7f4c5bf89000- 7f4c5c1a8000 Deferred libpthread.so.0 ELF 7f4c5c1aa000- 7f4c5c1d0000 Deferred bcrypt<elf> \-PE 7f4c5c1b0000- 7f4c5c1d0000 \ bcrypt ELF 7f4c5c1d0000- 7f4c5c571000 Dwarf libwine.so.1 ELF 7f4c5c573000- 7f4c5c79d000 Deferred ld-linux-x86-64.so.2 Threads: process tid prio (all id:s are in hex) 0000000e services.exe 00000023 0 0000001a 0 00000013 0 00000010 0 0000000f 0 00000011 plugplay.exe 00000017 0 00000016 0 00000012 0 00000018 winedevice.exe 00000020 0 0000001d 0 0000001c 0 0000001b 0 00000019 0 0000001e explorer.exe 00000029 0 00000028 0 00000027 0 0000001f 0 00000021 winedevice.exe 00000026 0 00000025 0 00000024 0 00000022 0 0000002a cityofheroes.exe 00000037 0 00000033 15 00000032 15 00000031 0 00000030 15 0000002f 0 0000002e 0 0000002d 0 0000002b 0 00000034 (D) z:\home\soun\.local\share\wineprefixes\CoX64\drive_c\Program Files\CoX\hc-bin64\CrashHandler.exe 0000003a 0 00000036 0 00000035 0 <== System information: Wine build: wine-5.0 Platform: x86_64 Version: Windows 7 Host system: Linux Host version: 5.3.0-26-generic It's not exactly the same when I run the 32-bit version, but similar. Instead it stops here (skipped the crash reporter this time): loading powers.. loading all defs.. loading attrib names.. done (0.00) loading vision phase names.. done (0.00) loading character origins.. done (0.00) loading villain origins.. done (0.00) loading badges.. 0009:fixme:file:GetLongPathNameW UNC pathname L"\\\\?\\z:\\home\\soun\\.local\\share\\wineprefixes\\test1\\drive_c\\Program Files\\CoX\\hc-bin32\\CrashHandler.exe" 0035:fixme:ver:GetCurrentPackageId (0xcffefc (nil)): stub
  12. Staff for me just lacks anything interesting about it. I think it's largely a "feel" thing. The animations don't look powerful and the sounds are underwhelming. It's like you're just kind of lazily thwacking things with a stick. Not very super. I've come to realize that these things play a big role in my enjoyment of a set. Some that are great on paper I just can't get into. SR has a lot going for it but it's all passive mitigation. Not very interesting. I like an armor set that contributes to damage or has some other utility. I'm a big fan of damage auras but we almost exclusively have to go to resistance sets for those. I suspect that's one of the reasons for shield's popularity. It adds a nice attack as well as a +damage boost. I also suspect that a part of it is the lack of a heal. Most of us have been in situations where we got into trouble and had to take some reactive measure to make it through. SR has nothing. No way to react or respond to a bad situation, just hope that your scaling resists and regen will carry you through. I'm not sure that it's a completely rational view, but then we're not always rational beings.
  13. As I understand it, the proc will fire when the pet uses a power that could slot that proc. So for example if you slotted a proc from a knockback set it would have a chance to fire when the pet uses a knockback power, but not for other powers.
  14. As I said in the other thread, I haven't been able to get either of the new clients running under Linux. The safe mode client runs fine. The game just crashes immediately on launch. I'm sure it's possible to get it working, but wine is a complicated beast and I don't know anything about it or how to troubleshoot it. I wonder what happened to the Linux people who were at one point working on this? I mean, didn't I see multiple Linux loader/patchers at one point? I guess they're all gone? The Linux instructions that I used to get the game running originally seem to have been removed. I'll try to make some more time to fiddle with it and see if I can get it working but it's looking like the Linux folks are going to get left behind soon.
  15. This has been around since live. I've never logged in there because there's another location for the Arachnos base day job that I use in Mercy. However any time I've had a mission door in that building, when I exit the mission the waypoint is messed up. Given that this was reported back on live I wonder if it's especially tough to track down or fix.
  16. Okay so my previous numbers were all wrong then. Here's what I have now, by slotted recharge for the first hit and the rest: Chain Induction Hit 0% 0% 20% 20% 40% 40% 60% 60% 80% 80% proc% bdmg% proc% bdmg% proc% bdmg% proc% bdmg% proc% bdmg% First 88.60 108.26 74.99 91.62 65.26 79.75 57.97 70.84 52.30 63.91 2+ 27.45 33.54 27.45 33.54 27.45 33.54 27.45 33.54 27.45 33.54 I'm not sure how to feel about this. Nice proc chance on the first hit, not so much on the rest.
  17. Chain Induction 0% 0% 20% 20% 40% 40% 60% 60% 80% 80% proc% bdmg% proc% bdmg% proc% bdmg% proc% bdmg% proc% bdmg% 41.69 50.94 35.29 43.12 30.71 37.59 27.28 33.33 24.61 30.07 Maybe a bit messy, but this is what I came up with based on a 10 foot radius for the chances of a 3.5 PPM damage proc firing at various levels of slotted recharge, with the average proc damage expressed as a percentage of base damage of the power (i.e. how much damage enhancement it can replace). Not great for a single-target power, but not bad for one that can hit multiple targets. It just occurred to me to question whether the initial target gets the same calculation. Does the first target take damage from the pet, or is that a regular hit which then summons a pet to do the rest? If it's the former there may be a chance that the first target gets a higher proc probability. Has anyone looked at this?
  18. Is there information anywhere on how to calculate the chances for procs in Chain Induction? I came here hoping to find that. Bopper's PPM guide says that it should use the sphere Area Factor formula. However I can't find the jump radius listed in Mids', so I don't know what values to plug in. Is that available anywhere?
  19. I wonder if that one might be best run through flashback, since from what I can see it's given by contacts that I might not otherwise be working with.
  20. A quick search on paragonwiki for that term did not result in any info about a story arc. I would add it if I could but I don't know what I'm looking for.
  21. Thanks for the replies so far, everyone. So here's what I've got: Regular Contacts Level 1-7 (AP): Mathew Habashy, Sondra Costel Level 7-20 (AP): Shauna Stockwell ??-?? (KR): New Skulls content? Level 5-15 (Hollows): Everything? Level 20-29 (Talos): Field Agent Keith Nance Level 40-44 (FF): Indigo Level 45-50 (PI): Crimson Task Forces and Trials Level 10-15 (SC): Posi 1 Level 11-16 (SC): Posi 2 Level 20-25 (IP): Penelope Yin Level 24-33 (IP): Respec Level 25-30 (Striga): Ernesto Hess Level 30-34 (Croatoa): Katie Hannon Level 34-43 (FF): Respec Level 38-40 (AP): Abandoned Sewers Trial Level 39-41 (Eden): Eden Level 44-50 (PI): Respec Level 45-50 (FF): Dr. Khan Edit: Maybe if we can get enough ideas there can be a guide to quality blue-side content. Might be nice for new players. Give them a better experience and impression of the game.
  22. Interesting. Do you know if the enemy-affecting portion suppresses, or will it even keep doing damage while mezzed? What about the heal portion?
  23. In the discussions of Blaster sustain powers one thing I haven't come across yet is mention of enemy-affecting sustain powers that are toggles getting shut down when mezzed. I presume this does happen, yes? It works that way with every other enemy-affecting toggle as far as I know. This seems like it would be a major negative for those sustains, and would put them far below clicks and toggles that don't affect enemies and would therefore get suppressed but not shut off when mezzed. Seems to me that the clicks would have a major advantage here in remaining active during periods of mez, which is often when the most damage is coming in. What am I missing?
  24. Back on live I made a Scrapperuptor Corruptor with Rad blast/Sonic Resonance. The idea was to be able to live in melee range as much as possible. Rad blast gave me two AoEs that could be used effectively in melee range and Sonic Resonance gave me mez protection. On top of that, with Tough, a patron/epic shield, and IOs I think it should be possible to cap S/L resistance if you wanted to go that route. I think mine had 70% S/L and over 50% Energy resistance. Tough in a lot of situations. I also took Air Superiority for a melee attack. Nowadays with some of the changes maybe Fighting pool attacks would be a better choice, I don't know. After resistance I built for recharge and regeneration. Also had permanently capped hit-points. I could go toe-to-toe against enemies my other Corruptors couldn't, but even that build couldn't really compare to a Scrapper for survivability. On the other hand though, I did have team buffs and debuffs. It was a nice balance and was one of my favorite characters ever. If I had it to do over again I think I'd not choose Rad blast. The single-target attacks in that set for non-Blasters are just too weak to tolerate. Still I will say from experience that playing a melee-focused Corruptor can be a great deal of fun.
  25. Corruptors get the same damage modifier (0.75) for melee as ranged, so melee attacks are perfectly fine for them, generally. The only problem is that power pool attacks tend to be low on the DPSA end of things. They have long animations for their damage scale. So you'd tend to do lower damage with melee attacks on a Corruptor than you would with ranged, but not because Corruptors do low melee damage. Rather it's because they only have access to weak melee attacks.
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