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Everything posted by Veracor
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The two exit portals should be able to teleport to each other. Because it's Ouroboros.
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I have a feeling I know who you're talking about. I wasn't online for it when it happened, but I did receive a bunch of warnings a while ago about someone doing exactly this. Word tends to spread quickly when someone intentionally trolls like that. And yeah, the team leader is supposed to be communicating the level/parameters of the task force. If a team leader isn't doing that like the one OP described, it's best to use the Note system to rate their global low and then to just leave the team without further words. With an actual team restarting the task force will take less time than finishing it out, even with the repeated missions. Heck, you can even invite the people from the old team that didn't seem like they were leeching and see if they want to try it again on a difficulty that they can actually hit things on. Many of them are players just trying to live their characters the conventional way and not using AE or something to powerlevel.
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Well said. I lead Hami/iTrial badges/MoTFs on a daily basis to help anyone and everyone who wants to join such content but are afraid or shy about leading. Whether it be from not knowing how they work or from fear of being on a stage, I'm happy to bring them along or to show them the ropes. Some people are even afraid of asking to join iTrials in the first place, assuming they need experience to join or that they'll mess it up. I often assure hesitant requests to join "You'll be fine, you can just follow league instructions, you don't need to say anything in chat if you don't want to." What they don't know is that I used to be someone like that long ago; I was extremely introverted and actively refused to party with anyone in online games unless it was simply necessary to do so. At the risk of sounding cliché: it's all in the mind. Anyone can turn their personalities around and become a leader, but it doesn't happen overnight. It takes commitment to changing oneself in order to internalize it -- to no longer be exhausted by social interactions or to no longer feel self-doubt or anxiety about being judged by strangers. It involves you actively searching for ways to willfully be out of your comfort zone, to work with people who hold strong differences in opinion, to be open about being wrong about things, and of course a constant vigil against backsliding into who you used to be. It is totally worth the effort to naturalize these things into a part of yourself, and for me it was an end to a dark time in my life and the beginning of a much better one. I'm well aware many people who join my leagues that don't speak up or say much are not necessarily goofs or afks, but could easily be going through difficult times in their own lives. I try my best to be helpful and positive, and to keep criticism fair and constructive; I can't tell them who they should be, but maybe some friendliness or encouragement can brighten their day. If I can help someone help themselves, that's better than just helping them.
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Does anyone else find Fold space a Troll power?
Veracor replied to laonidas's topic in General Discussion
I love it when people use Fold Space to group all the Hamidon Buds together. I also don't mind it, as a tank, when people use it on regular content. That's just my team saying they're ready for me to jump into more mobs. If they die, "Oh I'm sorry, it looked to me like Blaster wanted the aggro for that group." And then I use Vengeance.- 107 replies
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Why am I being pinged into the Brute forum? O.o Dark Armor is arguably the best powerset for tanking Hamidon due to Dark Regeneration, and the regen-styled powersets are also high up there despite Rebirth Radial currently being bugged on Radiation Armor. You do need to slot a ton of knockback protection when tanking Hamidon with DA, though. Not at all. Hamidon and the green Mitos stack debuff regeneration and healing received. Regen's Reconstruction has the Unresistable tag, allowing a Brute/Scrapper to heal through it. Defenders/Controllers/etc casting heals on the Hami tank does nothing. Regeneration buffs such as Triage Beacon and Wild Growth are what overcome the debuffs unless the Hami tank is being hit by far too many green Mitos (Which only attack closest target so something must've gone wrong in the raid).
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There were a few Incans that I was designated to reject, such as Cuda mission 1 my job was to teleport the team to Ms. Liberty after both objective updates, and our team had variable load times so someone else was to Incan to the glowie. To do this, I leashed my pets (petcomall goto) to the air between the starting Flier and the tree/streetlight to the left of it, waited on the roof of City Hall until the prompt came up, used petcomall follow the moment it did to teleport them back to me after my pets took the Incan, then used my own Incan on Ms. Liberty when the objective updated. This strategy was able to avoid pet deaths without wasting team insps, and also without having the Mastermind be a part of the inside team (they're pretty abysmal at mob clearing). Most of the missions in the task forces I simply had my prompt off, though. We unfortunately didn't practice or even plan for this situation at all! We blew all our -res debuffs on LR at the start with 2 extra Chemical Burns and miscommunicated what happened before we switched targets to the green tower; I don't know if our Sonic called it wrong or if they got talked over. We probably lost about a minute, maybe more (my job after Burnout debuffing was to claim/spam team inspirations so I was a bit focused). At least nobody died! We didn't keep track of our times (Our motto was "Let's do our best and hopefully we beat Elmyder lol"), but in practice I think our best times were MLTF in the 11-12 range, LGTF a high 10, Cuda around 17, and ITF around 8:30. We had very mixed skill levels and load times on the team and had to work around it, so all in all we did better than expected. It's definitely made me want to do this sort of thing more often!
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A Mastermind is a bit difficult to work in a speedrun, but they do have the highest ST dps in the game by a large margin once buffed, and can further apply their -res while most of their damage is being dealt. As they are so reliant on Incan chains, taking a Mastermind over a Defender on this 6-man competition that contained a fair number of mob clearing/runthroughs was a big question during practice. A Mastermind can do some interesting stuff: Is able to Sleet->Heat Loss->Burnout->Sleet->Heat Loss while dealing lots of damage and additional -res from pets to an AV during the activation times. Almost one-shots yellow Mitos with fully proc'd Lash (Demon Summoning). Can get patrons unstuck from the ground/walls/ceiling in Cuda mission 5 by resummoning pets on them. Herds traitors in ITF mission 3 for the Blasters to nuke and can leash-teleport pets onto the towers in ITF mission 4 to herd them all into a ball (aggro cap of 119). We did have some major time losses on MLTF (Sonic Cage missing twice in a row on the LR fight and forcing us to kill towers was the biggest one) and that was supposed to be the best task force out of the four for having a Mastermind. Actually running a Mastermind in a speedrun is a very busy process with claiming/using team inspirations, but not too many binds are actually needed. Most of the work is memorizing beforehand where valid spots are in a task force for leashing pets so that you can use their follow command to teleport them to you when you jump onto an AV, and resummoning pets as you're clicking doors/elevators if they die to skip the activation times. For actual combat you simply just bind petcomall attack to all of your own attacks so that pets don't target anything else. Ultimately though a Defender was probably better to run for the competition, but I feel the Mastermind at least pulled its weight.
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Thanks for hosting! This competition was a lot of fun to plan out and execute! (And anyone participating in the next one can breathe a sigh of relief as Cuda probably won't be in it) If anyone is curious, the second place team ran with: War Mace/Bio Scrapper Fire/Fire Blaster Demons/Cold Mastermind Fire/Sonic Corrupter Fire/Kinetics Corrupter Fire/Fire Blaster
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The Hive versus Abyss thing is something I can answer (for Everlasting, anyways): Objectively, the only reason why Hami raids in the Hive are more popular is that there's several large walls of monsters that are already ideally clumped, greatly speeding up the monster hunt phase. In the Abyss, there's no such spawns and monsters have to be pulled or defeated two at a time. I suppose there's also a bit less travel time involved (Woodsman and Barracuda are roughly the same distance, but the Abyss itself is much larger to cross). Subjectively, back before KiTTY took up the weekend Abyss raids on Everlasting, I was the only one running Hami raids and I would run one Hive raid and then one Abyss raid every day so that villains weren't left out. This caused a lot of problems: (1) Many would drop from the league because they weren't reading instructions and thought people leaving the zone meant the raid was done. (2) Some would fail to find the Smuggler's Sub (even with directions) and would eventually drop from the league out of frustration. (3) Many players would take a long time to get to the Abyss or would decide to go AFK after first Hami died, or were leeching in the first place. (4) I needed (and still need) to be a Vigilante for search reasons, so that I can see who is team bugged as well as who turnstiled out of the iTrials I also run on the schedule. A Vigilante league leader in a redside zone cannot invite anyone if there's a single person in team 1 that isn't in the zone. Some people would get impatient at the wait, while others would try to grief the raid while I was unable to invite people because of stragglers. (5) Some players would switch characters and meant I would have to ask each unarrived person what was going on and then kick them if no response in order to make room, because you can't move unarrived people around in the league and can't add anyone to a team if its leader isn't in your zone. Due to people switching characters or dropping the league, leechers would often end up as team leads and have to be kicked in order to organize the league and they would usually flame me for doing that. (There was an enormous leeching problem in Hami raids before Homecoming updated their multibox policy) (6) Leaving the league and forming a new one in the Abyss didn't accomplish anything because people would fail to leave the old league and I would just invite myself back into it. It could have been avoided by individually kicking every person in the league in the Hive, but I really didn't want kicking innocent people to be a part of my daily practice. (7) Prior to the 50-player cap change, I would also have to coordinate with people on the second league based on invite/arrival/search. I did not have consistent overflow/team leaders at the time so this had to be done in broadcast with random overflow members, because so many people would go AFK upon arrival to the Abyss while things were still getting set up and I couldn't see their league structure. (8) After the 50-player cap change, if people couldn't get into the Hive they would often elect to wait in the Abyss for the second raid. This frequently resulted in people from the Hive being unable to get into the Abyss, so Hive participants started porting out the instant Hami went down and not bother clearing the buds. This sometimes also led to people pre-forming the Abyss league, which while well-meaning, is a bad thing to do because it causes additional team bugs (and it gets really whack if the league leader gets team bugged). Eventually an incident happened that made me decide to stop running my second raid in the Abyss and to cut out most of the above problems by sticking to the Hive. Since I was still the only daily raid leader for a while, everyone just got used to the Hive and its monster walls, with Neutron, Elmyder, Keen, Blackhearted, Alimorel, and Sue later deciding to also run their raids in the Hive (after experimenting a bit with weekday Abyss raids and noticing attendance there was lower in general). tl;dr - It's faster to run raids in the Hive so it's not surprising that people prefer to form there normally. Cross-zone travel as a league is kind of scuffed when trying to raid both zones, so people mostly just learned to ignore the Abyss even though it's perfectly fine if you form the first raid in it and remain there.
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This. The endgame is not hard enough to require AT balance or setups, but it is also not easy enough to go in with only Tankers and get reasonable times. Playing a Tanker makes leading iTrials a very mechanical process, as you are able to command from the front and to take on dangerous mechanics yourself while typing out instructions (or popmenuing instructions and monitoring the league for sabotagers). Tankers make it extremely easy to lead a hodgepodge team or league of random people and to take point on all the dangerous things that could kill them, especially if running +4 content. Taunt+Gauntlet simply work wonders for making sure the obligatory melee Dominator doesn't eat anything other than collateral Foot Stomps. When casually speedrunning task forces, a single Tanker can still be useful in a full team of Blasters and Scrappers by grouping inefficient spawndefs together for the team to nuke down, or to drag an AV to another AV and not have them run away the second they see a Hot Feet being used. Some examples where a Tanker can save time in speedruns are: Rider spawns in LGTF (wide spawns), Crimson in LRSF (runs from Hot Feet), Viridian in MLTF (can be pulled to Shadow Spider, runs from Hot Feet), the patrons in MLTF (Pull Scirocco and GW together), mob grouping in Market Crash mission 3 (line-of-sight the skiffs and to pull Castillo to PBAoE range of Prototype), Reichman's AVs in Kahn (they have tons of range), and interrupting Reichsman's invulnerability phase in Barracuda (Needs line-of-sighting and runs from Hot Feet). Ultimately better still to have another Fire/Fire Blaster on the team instead when pushing for world record, but replacing one speedrun AT with a Tanker won't actually be much of a time loss if they utilize their strengths well. This is mostly because of inspirations. Purple inspirations in particular are exceedingly powerful compared to the others, nullfying any real need to slot for defense when used wisely and red inspirations are also very influential, both allowing for skipping out on buff sets in optimized teams. If you take a Blaster and a Tanker and buff them both to every cap, they're both undefeatable but the Blaster will deal significantly more damage. Basically, the damage ATs scale way harder because there's no enemies designed to require the defensive ATs' scaling to survive. But most people don't play PacMan with inspirations, making Tankers very useful as team/league leading and why I highlighted how a lone Tanker in a speedrun team can still contribute quite well. You can think of a Tanker as a defensive support whose efficacy is mostly determined by how well you play it, rather than the powerset or build that you chose. Hope this helps!
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I'd be down for changes in this iteration of Hami raids to spice things up. I'd like to see some iTrial or Seed of Hamidon mechanics ported over, such as spreading out from an infection aura or moving away from a pseudopet-style location power to encourage people to pay attention and interact with the raid more. I might be personally biased towards such solutions because I think this approach to later content in the game worked pretty well given the balance situation (Destiny stacking through the roof, namely), but I'd still take any kind of numerical buff or mechanical change to the raid simply make it harder or more engaging. I've looked at the different powersets that Hamidon And Friends use, and interestingly there's an unused power in the green Mito's powerset called Mitosis that was apparently to create more green Mitos under an unknown condition. I don't know if the power works since the Mitos don't ever use it and it might not even have been a finished ability, but enabling that power could be a starting point for a dev to test around with increasing Hami raid difficulty. About Lore pets: Yeah, pretty much everything in the game gets rolled by these, especially when team inspirations get used on them. @Elmyder and another speedrunner were able to 2-man Really Hard Way by buffing the two BP Lores to cap and keeping them there. Even Hamidon's 95% resistance will get debuffed pretty close to his negative cap (75%) before he dies with Lores alone and half a league can, if they summon and buff up beforehand, kill Hamidon without touching a single Mito. This would probably be better addressed in an incarnate rebalancing patch, rather than have Hami instakill Lores or something, since Destiny and Lore trivialize so much of the game by themselves. About Masterminds: in their current state they are very useful as long as they aren't playing AFK/command-less. I've run a Mastermind in other peoples' raids a fair amount and as long as you're telling pets to attack the green Mitos, your pets will easily absorb the green beams without dying and you will contribute a good amount of the damage that the control team usually needs prior to melee/ranged teams finishing their colors -- even if they're melee pets they'll still get some hits in. Masterminds are at a bit of an initial disadvantage during a bloom because newly-created yellow Mitos will always prioritize pets over players if there is equal or zero threat in their list of valid targets, but pets in league content are easily resummonable, especially so if the control team is mostly Controllers and not Dominators (greens drop their shields once they hit mag 30 stun or mag 50 hold).
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I met Neutron Decay at the beginning of this year when he was interested in tanking Hami, and helped him put together the popmenus for raiding. He initially started with substituting for Elmyder's raids, later running alternating schedules, and eventually claimed the full Fri-Sun 10pm block. He genuinely enjoyed leading raids and was right at home with us in the Hive, and was very patient and helpful to new players. Several nights, we all goofed off on a third Hami raid after everyone else had gone to bed and ended up answering a bunch of questions on Hamidon's mechanics. In April I learned about his battle against cancer but he remained hopeful about it. For months Neutron ran raids, fighting past the nausea of chemotherapy while also taking care of family, yet he remained undeterred until health forced him to retire in October. Neutron was a strong leader that was with us on Homecoming until the very end, and he helped build the positive community we are today. I'll miss you, ND. Your spirit will live on with the heroes of Paragon City.
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First Ever Homecoming Base Contest - The Results!
Veracor replied to GM ColdSpark's topic in Events & Contests
Congratulations to Phoebus-Imago! Looking forward to studying your base and gandering at all the details (I love indoor lighting)! As for my own base (Simulacrum), I actually completed it back in April/May after about 6 months of planning/reworking/building between daily schedules. I submitted it thinking it might make an honorable mention or something but wasn't expecting to get second place! GMs, you can distribute my merit prize amongst the other entrants, I don't have need for it! -
issue 26 Patch Notes for October 17th, 2020
Veracor replied to The Curator's topic in Patch Notes Discussion
Alright, it was worth a shot. At least we got some additional fps out of it I guess! -
I haven't touched my base in a long time and I don't need the merits, but what the heck, let's see how this old thing fares! It took me about 6 months to make. Character: Veracor Global: @Veracor Supergroup: Simulacrum Shard: Everlasting Passcode: SIMULACRUM-6940 Builders: @Veracor Base description: A massive and mysterious castle on an island of perpetual night, trapped between dimensions, it's little wonder as to why its denizens delved into forbidden magics to escape their prison. But the dimensions beyond contained friend and foe, and the castle Simulacrum became a martial order of dark magics for little other than its own protection. Contact and suspicion eventually gave way to contract and politics, and the Simulacrum became partners with several factions of Primal Earth, usually acting as an interdimensional neutral ground. Nowadays the Simulacrum has opened its extensive library and knowledge for others to peruse in exchange for service, and Arachnos has mostly risen investment in a bid to take over the castle's arcane order. But Arachnos will find that Simulacrum's rule may be more than they can handle. Note: This base is huge. Perspectives were designed to "cover" all draw distances from a walking/running height on visscale 2. If you fly or zoom out from the base, you'll want to use visscale 5 to see it all. It's generally easiest to tour the base floor-by-floor. The main things that people touring the base often miss are: The castle has an underground three-dimensional labyrinth that is accessed from the upper judgment room on the third floor. You fall through the square pit of red water and must escape the labyrinth to prove your innocence. If you get stuck inside geometry in the labyrinth (usually from Super Speeding), use /stuck to appear back at the base entrance. The castle has a teleporter room accessed from the fourth floor, adjacent to the library. Magic space! The castle has an entrance at the top floor of the tower that leads to a standalone dimension. The fog in this dimension takes a very long time to kick in for some reason that I can't fix, so this area looks cheesy for a while upon entry. Minor things often missed when touring: The symbol on the banners indicate which room you're in. There's a swamp-like area near the starting docks. The outside of the castle, past the forest, has a mercenary camp with a cave that has a secret passage into the castle basement. The first floor's chapel room has a secret passage dropping down into the basement. The basement has a not-so-secret passage leading outside behind the waterfall. The basement has a crypt that teleports outside, mostly to avoid backtracking. The second floor has a giant angry robot in the workshop that was mostly made as a joke. The fourth/fifth floor's library contains latin on the floor (which I probably got wrong). The seventh floor (roof of the keep) contains a large scene of Arachnos and Rikti bartering. Yes, a fair number of people have actually missed this. There's pizzas hidden in tiny crevices around the castle. I don't actually remember how many, like 6 or 7. Nobody has found all of them. Funny, they don't seem to have pineapple on them... There would be more secret passages and room decor, but I hit the 20k object limit too early. The labyrinth itself takes up 4k objects, and it was on my schedule to be removed in order to have its object count to populate the rest of the base with. I never got around to doing this, so enjoy the maze! Screenshots: (A zoom-out of the main gate) (The main entrance, floor 1) (Ground of the library, floors 4 and 5) (Throne area, sixth floor) (Entrance of the tower, seventh floor, it's windy up there!)
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I'll actually be hitting 1,000 Hami raids led sometime in mid-December, with 1,000 iTrial badge runs led not far behind it. I forget what the count will be for Master of TF badge runs led at that point, probably around 400. I'll do a recount when it gets closer. On the topic of the thread: I like the happy medium of QoL fixes and streamlining we have here on Homecoming, it's chill and people get to play what they want to play. Want the old grind experience? Then just play with only SOs, or never slot an incarnate power, or badge hunt with a petless MM. You don't need the game to impose challenges upon you if you feel the game would be more fun if played differently; you can just impose those challenges yourself. No one gets advantages or costume/AT unlocks over others here and that's great, because a new player can be just as creative or fast-learning as an old one (and in my experience, usually is!).
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issue 26 Patch Notes for October 17th, 2020
Veracor replied to The Curator's topic in Patch Notes Discussion
I think you're right. It occurs to me that I don't often see people budcrashing in my 7pm EDT raids, and that might be because people are just getting home and logging on instead of having the game running for hours prior. Almost all of the budcrash reports I hear about come from the subsequent nightly raids. My schedule runs right up to the formation of the 10pm raid, so people are often jumping from itrials to the Hive right away without restarting their game first. We could try having people use /reloadgfx when the Mitos go down for the next week or so, to see if anyone still crashes after using it. It's not much, but I'm not sure what else we could do to help. -
Rest in Peace GM Cyclone / Robotech_Master
Veracor replied to Jimmy's topic in Fallen but not Forgotten
I'm so sorry to hear this, I was really hoping he would make it. Rest in peace, you were a great dude and a positive beacon among the community. You will be missed. -
In this strike force, each AT gets a temp power from the machine. Defender/Mastermind get a temp power that stops Reichsman from healing when he hits 50% life. Scrapper/Stalker get a temp power that makes them immune to the laser doors in the back rooms and allows them to use the glowies there to halt reinforcements. The other ATs get less important stuff. Generally in an 8-man team you only need a Defender or a Mastermind to finish the task force, but on a duo run like you're attempting you'd probably want the other person to be a Scrapper or Stalker to stop the reinforcements from overwhelming you.
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Potential cause found for the AH "items not selling" bug
Veracor replied to Veracor's topic in Bug Reports
Yes, I did not explicitly test for fungibility with this bug, but I see no reason why it wouldn't happen as they're just all put into the same buckets and then converted based on what's being requested by the AH UI or the buyer themself. So items that can be exchanged with each other on the AH, as well as items being bought/sold in bulk like boosters and such, are more susciptible to having "stuck" prices among the sellers (and I would imagine 99% of these are accidental). Inspirations was perhaps a poor choice for testing this with since they're not fungible, but they were easy to get an undesirable item to 0 sellers 0 bids for testing (and that nobody else would make bids on or posting new ones while testing). -
The bug where items refuse to sell unless you relist them for slightly different prices has been a topic of discussion many times in the HC Discord and other places. Many have assumed it was a database error or something getting lost in communication between servers since the code seemed fine, and the solution was to take the item back and relist it for a couple of inf higher/lower, and just deal with losing inf from the relisting fee. Well, I just found one way to replicate it: the "block" happens when someone attempts to buy the same items they're selling, causing everyone else's items behind it to not sell for that exact price. To test this, I logged on three accounts and then drained one item down to 0 sellers and 0 bids. I did this with the small dual inspiration "Shielded" for testing: Account (A) then bid 12 inf on one and also posted one for 12 inf. Account (B) then bid 12 inf on one. This screenshot shows Account (B)'s window not successfully buying it: Account (C) then made a 12 inf bid on it. Account (A) then rescinded its own 12 inf bid. The moment (A) rescinded its own bid, (A)'s inspiration sold to Account (C): So that may explain some situations when people are posting a bunch of ATOs for 7000000 or something and not getting sales, but people posting for something like 7000005 are. But the testing didn't stop there! Here, Account (A) listed its inspiration again with no bids from (B) or (C), but this time (A) bid for 12000 inf instead of the 12 inf it's listing at: Account (B) could only buy the inspiration if it beat (A)'s stuck bid, even though (A)'s listing price was far lower than the bids: This pretty much lets sellers of low-supply items bypass listing fees by bidding the price they want to get and then listing their item for 1 inf, since nobody can beat their own bid because the AH does not let players sell to themselves and this causes the queue to get stuck. This facet of the bug is not much of an exploit since it's just a 5% fee, but there might be additional shenanigans that I haven't thought of. The predicted fix would be to the auction server's code to make the queue jump over entries where the buyer and seller are the same person. However, it would probably be enough of a fix to just put a PSA or something on the AH's interface to simply not bid on your own items. --- Edit: And one other thing I noticed when doing these tests is that I could: (A) "stucks" the supply of the item with a bid and then lists 10 of the items. (B) and (C) both bid for 10 of the items, for the stuck price. (A) rescinds its stuck bid. (B) and (C) share the 10 items at complete random. I don't know about selling (it should be a queue), but buying apparently does not care about the order of the bidders.
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<*>THE NAUGHTY CHAOS CUP - EVERLASTING 1v1 PVP TOURNAMENT <*>
Veracor replied to CU_Krow's topic in Everlasting
Oh sure, I eat all my veggies at the dinner table and you lump me in with the redsiders for it. -
Confirmed Source: IO Massive Negative Value Bug
Veracor replied to Sir Myshkin's topic in Bug Reports
Okay I've found what the bug is, or at least have a pretty solid guess on what it is. These specific IO globals are likely referencing the wrong field or function: Aegis, Impervium Armor, Reactive Defenses. Shield Wall's global +res works fine. The bug has nothing to do with Rage or powersets. So per your observation I used the Rage crash + zoning, and was able to get it to happen 10 out of 10 times on the test server. I wondered if maybe it's related to a toggle or auto power? So I made a second build that didn't take any autos, turned on only Rage and sat next to the exit waiting for it to crash. I slotted a single attuned Impervium Armor global during this wait period, and I noticed that when I did so, the combat attributes window showed me gaining 10.8% Psionic Resistance instead of 6%. It sat like this for four seconds before going back to 6%. The negative number bug replicated on this one-enhancement build with the following Rage crash, confirming it wasn't related to IO set bonuses, toggles, or auto powers. 10.8% instead of 6% is an increase of 80%, which is the damage boost given by Rage. Now that's suspicious. So I looked back at the screenshots of the reductions and the reduction of -593.4% Psionic Resistance corresponds exactly with the -9990% damage of Rage's crash (9890% here because it's negating its own value). So "+#%% strength to all damage" in the power window is multiplying the +res bonuses here. I then checked to see if the other +res globals were behaving this way, and found instead I could just slot Aegis and Reactive Defenses normally and then zone with Rage active, and that also gave +80% increase to them for that brief duration. Shield Wall stayed a static +5% during all tests, working as intended. So is this a Rage problem or a problem with these three enhancements? To check, I rolled a Scrapper and slotted the Impervium Armor global during Battle Axe's Build Up effect, and got twice the Psionic Resistance out of it for its 4 seconds before it went back to 6% (and Scrapper Build Up gives +100% damage). I then rolled a Blaster and slotted Impervium Armor during Archery's Aim effect, and got a 62.5% increase to it just like the power. So it's not just Rage, it's all damage increases/reductions (or at least these common ones). (Scrapper, +100% dmg) (Blaster, +62.5% dmg) (Neither of these characters had incarnates slotted) My conclusion is that the values we are seeing is related to how these IOs were made, and are being scaled wrongly by bonuses to our own damage. I don't know exactly what went wrong in the code -- my guess is that they're referencing the wrong field and then getting fixed by a correctional/refresh function on the server and that we're just seeing the IO-specific refresh timer for it... or maybe the IOs have a function for initial effect and a seperate function for refreshed effect, and the initial one is bugged? Regardless of the cause, if the code for the global enhancements for Aegis, Impervium Armor, and Reactive Defenses were simply changed to do it however Shield Wall's global is doing it, that would likely fix the problem because I never saw Shield Wall's bonus bug out once when testing. I find it rather amusing that this has actually been happening all the time for many players and we just never noticed or cared until Rage's huge negative crash value made it obvious. It also explains some of that bounciness in the Damage Resistance category of Combat Attributes that we're accustomed to seeing. Also side note @Sir Myshkin Elmyder and I, as well as several of the speedrunners on non-Everlasting servers, have soloed MLTF if you want any details or funny stories on that. -
Confirmed Source: IO Massive Negative Value Bug
Veracor replied to Sir Myshkin's topic in Bug Reports
Out of curiosity/boredom I rolled your build on the Aeon server and toggled everything up to see if I could replicate this, but couldn't. I did about 150 zone changes between different zones (with stats monitored and combat attributes open) but was unable to get the problem to happen a single time, trying common conditions like having Beta Decay affecting an enemy when zoning, Jaunting or having Hasten active, and I tried entering and exiting several radio missions. I had everything attuned with my tests; maybe I got unlucky, or maybe it's related to server load. The only incarnate I equipped was the Alpha since nothing else was specified. Hybrids do have passive components though: which are you using? -
So I've kind of been avoiding this thread, but it's probably time for me to chime in. The 1-year mark was a personal achievement for me, something for me to share with Everlasting TFs and ShadeRaids, the two main places I schedule from. I did not make a forum thread or a HC Discord mention about it for two main reasons: (1) That I had already done a 9-month thread when I was fully expecting real life to prevent me from getting to the 1-year mark, and (2) there was coincidentally a memorial service for the player who passed and that was more important. There also wasn't anything noteworthy in the statistics this time around (Maybe when I reach 1k Hami raids or 1k iTrial badge runs led). I personally don't agree with an ingame plaque about this for reasons already stated by others in the thread, but open-mindedness is a requirement of being a good leader. If this spotlight is something Homecoming is willing to do, then I will step up and try to make something positive from it -- my take would be to honor all who attend and run content in this game for the good of the community. But I do not want the spotlight focused on me when it could instead be focused on the show; my motto in life is to always lead by example and to let everyone enjoy themselves and be what they want to be. Helping others and being a part of a constructive and friendly community is its own reward.
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