Jump to content

Luminara

Members
  • Posts

    5155
  • Joined

  • Last visited

  • Days Won

    109

Everything posted by Luminara

  1. https://cod.uberguy.net/html/entity-tags.html?tag=undead&q=bears
  2. I don't need to. I invested ten years in playing without travel powers and accumulating information on how movement works. I have other projects now. If you want to test it, that screenshot shows you how to go about it.
  3. Yes. And it's not an isolated case. Never mix test beds. If you're going to test Slows, test Slows, not Immobilizes. Like this:
  4. You'd be better served testing with Caltrops, which isn't an Immobilize (Web Grenade is). Jump Height occupies a fuzzy point between debuff and status effect. It's sort of both, but not, in that it's binary if the quantity is sufficient, even though it doesn't use the magnitude system. Player character jumping can be reduced to 0' by Slows. NPC jumping can't. Even with all the -Jump you can stack, they can still jump their base height. That's not unintentional, nor is it a quirk of the engine, and it's most definitely not a bug. Cryptic specifically revamped enemy movement to make it work this way. It was part of their "kill the mosquito with a cannon" approach to the problem of /Devices blasters double- and triple-stacking Caltrops to immobilize enemies and burning them down safely (they also added ranged attacks to hundreds of enemies which didn't have any at that time, due to this player behavior). No, it's not fair. Yes, it's ludicrous that you can debuff an enemy's jumping ability and it can still jump. But that's the way it has to be, because NPCs don't have brains, they have very limited scripts and no ability to deviate from those scripts. Without cheating, NPCs are no more threat than those target dummies in the Vanguard base.
  5. Only with one character. Said character is feral and only communicates via /e sniff, /e hiss or /e growl. Of course, there's a distinct possibility that I'm just being myself when I'm playing this character (i do, after all, live in a squalid little cabin tucked away in a forest, commune with wild animals (i've almost befriended a black bear... a few more visits and we'll be besties) and tend to be generally uncommunicative with people)... in which case, all of my other characters are roleplayed as relatively well-adjusted individuals. Boy, if I didn't have SweeTarts, I'd be up to my nipples in an existential crisis.
  6. Verified on my Storm/Storm corruptor. Storm Cell makes Halloween critters repeatedly respawn (had one poor Sorceress respawn six times...).
  7. Until TA was revamped, it didn't matter if they eventually hopped/crawled out of the patch, they'd still be debuffed for 30s. Now... yeah, between it having no persistence and being changed to location-targeted, I've skipped it on my TA characters. Yes. Don't apologize, certainly not to me, for not accepting an answer out of hand. I'm no more infallible or above reproach than anyone else.
  8. Correct. Immobilizations can disable jumping. Debuffs can't, the game design specifically disallows it by setting a hard limit to how much movement can be debuffed. Yes. You can be level 50+3 and use a Slow on a level 1 critter and it still won't reduce that critter's movement rates below the 10% floor. Mechanically, yes. Developmentally, debuff floors are one of the ways of compensating for critters' lack of intelligence, and in the case of Slows, a necessity to create a firm differentiation between Slows and Immobilizes so Immobilizes have purpose and utility in the game. Power Analyzer is just combat attributes, and combat attributes is just a front end for select stats, tidied up and made moderately presentable, and only presentable in such a way as to be visually appealing to the average player. It doesn't tell you what floors are unless you reach them. Or caps. Or anything about attribs, or modifiers, or scalars or anything else at the underpinning level of the engine. Use City of Data for specificity and more in-depth information. The models weren't clipped, only the textures, the visible graphics surrounding the model used. And that is normal in this game. Stand next to a wall and /e kata, then turn your character and you'll see the same thing happen. Longbow Eagles are animated slightly above their models when Fly is active, so when they're up near a ceiling surface, they can appear to clip, but it's just that, appearance. Real clipping does happen, and is a bug, but it's almost always caused by KB knocking the critter right against a surface and trapping it when it animates standing up. And that's not a bug that can be fixed without a complete rewrite of the engine.
  9. Everything in the game has minimum attribs, below which they can't be reduced. Enemies, player characters, even objects. Perhaps you should be looking at the correct pages. Here, for example, is the Limits page, in which it very clearly states the following in the Movement Speed section: Jump Height isn't noted on that page, but looking at City of Data's attrib tables, under StrMin (minimum Strength, the debuff floor), you'll find 0.1 floors (0.1 being 10%) for all Jump Height, Speed Jumping, Speed Flying, Speed Running and Speed Swimming entries, with the two exceptions being Boss Monster Flying (flying GMs) and Boss Archvillain Flying (flying AVs), which have minimums of 1 (meaning, their movement can't be debuffed at all). These floors were set on June 3, 2004. Fly increases MovementControl and MovementFriction by 800%, both mechanics which improve Jumping, and neither of which is affected by Slow.
  10. Heal divided by cycle time = HP/s. Heal is obvious. Cycle time is activation time (2.112) plus recharge time. Easy peasy dirty sleazy.
  11. Yes. He had an idealized conceptualization of the game as a multiplayer Metroidvania, which wouldn't need players to be informed to any degree of specificity. He also believed that keeping certain things hidden would shape the player's approach to and expectations of the game. Basically, keeping people uneducated and under control was his policy. He could've done well as a politician.
  12. If a vampire is moonlighting... doesn't that mean he's working during the day? Wouldn't he be... sunlighting?
  13. The power icons tell you everything that the short help does, and more, with a brief glance. https://homecoming.wiki/wiki/Power_Icons_Legend
  14. Not what I usually see drills used for in this kind of clip. And so many clothes! Wow!
  15. Yes. They're locked so the pre-determined values can't be changed. Procs are also locked, same reason.
  16. Glue's -JumpHeight isn't intended to prevent enemies from jumping, only limit how high they can jump. Immobilizes disable movement, debuffs don't. Slow is a debuff. Debuffs can reduce enemy movement to a floor, but never completely disable it. That oversight was fixed 20 years ago, when debuff floors were set and enemies given minimum movement abilities that couldn't be reduced to nil without using status effects, in response to players exploiting Slows. Not a bug.
  17. @Number Six
  18. Everything except the mummy is easy. Crone won't even engage if you stay at range, she just hovers where she spawned, staring at you like an idiot. Vampire's weaksauce once the Dark Servant is toasted. Werewolf's a pushover and the only threat the Reaper poses is to your framerate. Even the mummy isn't really much of a badass, since it moves like the geriatric burn patient it resembles and doesn't have any ranged attacks.
  19. Not Count Truckula enough.
  20. HP Regeneration is locked at 5% of a character's maximum HP. Not current HP, or base HP, or archetype HP cap, the character's maximum HP. Scrapper A's maximum total HP is 1338.6, it regenerates 66.93 HP every X seconds. Scrapper B's maximum total HP is 2401, it regenerates 120.05 HP every X seconds. Scrapper B is regenerating more HP with each HP Regeneration pulse, almost twice as much as Scrapper A, but it's still only 5% because it's based on the character's maximum HP. No, it's indicative of one or more powers or set bonuses increasing your maximum HP. It isn't possible to have a HP Regeneration rate of 10.25 seconds unless you have -Regen on you because you have Health. Base is 12 seconds, but Health knocks that down to 8.57 seconds (12 / 1.4 = 8.57). No archetype has a HP Regeneration rate slower than 8.57 seconds, due to that inherent Health, which means something else increased the displayed HP/s total. The only thing that could be, if the rate hasn't been reduced by -Regen, is +MaxHP.
  21. It's 12 seconds. It takes 240 seconds to fully regenerate from 0 HP with no +Regeneration from any source (including Health). The 5% HP regenerated with each pulse is invariable. 20 * 5% = 100%, so 20 pulses from 0 to MaxHP. 240 / 20 = 12 seconds between pulses. With unslotted Health (40%), you receive a Regeneration pulse every 8.57 seconds. The 10.3 to which you're referring is likely the duration of an auto or toggle power, and I'm guessing that it's Health (10 second activation period, 10.25 second duration). The basic HP Regeneration mechanic isn't a power, so it's not on CoD, nor is it visible as such in Mids'. It's in the Attribute Tables, and it uses a modifier (MeleeHealself, i believe), but that's all you'll find on CoD. To be thorough, I suspect that there is a hidden HP Regeneration power, but it's not expressed as a power. It's a foundational mechanic, like gravity, that does its thing in the background. It's only visible by code-diving, or with development tools, and that's why it's a mechanic, not a power, in the terminology by which we define powers. Alphas just add the value of an equivalent enhancement to relevant powers, they don't alter the values of existing enhancements. Vigor Core Paragon, for example, is like slotting a 45% Heal enhancement (technically, it's like slotting two Heal enhancements, one with a 30% value which bypasses ED, and one with a 15% value which is subject to ED) in every power which accepts Heal enhancements. Nothing but boosters enhance enhancements, and Alphas aren't boosters. Hybrid and Destiny powers which increase HP Regeneration aren't altering anything, they're not tweaking enhanced values or adding to enhanced values, they're simply buffing you with a set amount of +Regeneration (in the case of Rebirth Radial Epiphany, several set amounts with different durations), and whatever you have slotted is irrelevant to their functionality. And nothing changes the 5%, it's 5% if you're at 2500% Regeneration or -100% Regeneration. It's always 5%. +Regeneration reduces the time between pulses, it does nothing to alter the 5%. +MaxHP increase the 5% relative to the amount without you'd receive without +MaxHP, but it's still 5%. It's just a bigger 5% because your maximum HP is higher.
×
×
  • Create New...