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Everything posted by Luminara
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I've only done this task force once, ever. I was solo. Didn't have any trouble beating myself up, but I've had a lot of practice.
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How to make seamless attack chains ... for dummies?
Luminara replied to EnjoyTheJourney's topic in Archetypes
Recharge begins after the animation ends. Always. That's cycle time, the time between uses of an individual power. I suspect that's where your errors have been appearing. I've done it more than a couple of times, with the expected computer punching and logging out in a huff. For attack chains, you separate animation time from recharge time. You do it that way because each attack's recharge time is only relevant to the total animation time of all of the other attacks in the chain in this context . Attack 1's recharge time is checked against the animation times of Attacks 2, 3 and 4; Attack 2's recharge time is checked against the animation times of Attacks 3, 4 and 1; Attack 3's recharge time is checked against the animation times of Attacks 4, 1 and 2; and Attack 4's recharge time is checked against the animation times of Attacks 1, 2 and 3. In other words, you're grouping attacks to count total animation time, excluding one attack, and comparing that animation time total to the excluded attack's modified recharge time. You rotate attacks into and out of the group as you go, adding in the previously excluded one and excluding a different one sequentially, comparing numbers each time to ensure that all of your attacks are recharging at rate equivalent to or below the total animation time of the other attacks. Your goal is to match (or go below) each individual attack's recharge time to all of the other attacks' cumulative animation time. It's worth mentioning a well optimized attack chain has as few attacks as possible. The more you use, the less DPA you're dealing. Stick to your strongest 3-5 attacks. I almost never use more than 4, and when I do, the fifth is always another AoE or PBAoE. You can let Mids' do the recharge calculations, and it has a setting to add Arcanatime to animation times, so you don't have to do this in your head. Open your calculator program, or the app on your phone, and use that to plug the numbers in while referencing your Mids' build. Just be certain that you double-check the animation and recharge times at City of Data. You're better off using Mids' and/or City of Data anyway, because even though Arcanatime is a known value, the game rounds animation times up to specific numbers. 1.188, 1.32, 1.452, 1.67 and so on. If you try to fit Arcanatime in manually, your numbers will tend to be a few hundredths of a second off. -
Enhancement/Respec screen resolution.
Luminara replied to Luminara's topic in Suggestions & Feedback
Exactly. -
How much in game currency do you have on hand.
Luminara replied to Monty Haull's topic in General Discussion
*holds up fingers* This much. -
Enhancement/Respec screen resolution.
Luminara replied to Luminara's topic in Suggestions & Feedback
By the way, I took that picture of the deer. It wasn't tame or corralled, and I was only 15' away from it. I'm Steve Irwining like a boss in my little piece of the forest. Now get that resolution bumped up. Or I'll go all Disney Princess on your asses with an army of wild animals. -
What causes gigantism and constant growing of random world objects?
Luminara replied to kelika2's topic in General Discussion
Client bug with particle effects. Unless you're a mad scientist and you've been growing pituitary glands in inanimate objects, in which case... well, congratulations? -
How to make seamless attack chains ... for dummies?
Luminara replied to EnjoyTheJourney's topic in Archetypes
Start by figuring out how long each attack in your chain takes to execute. This is where Arcanatime, the extra 0.132 second of server processing/response time, is important. The more attacks you use, the greater the discrepancy if you don't account for Arcanatime. If you use 4 attacks in your chain and fail to account for Arcanatime, your chain time would be off by over half a second. You get the "still recharging" sound, punch your computer and log out in a huff because the game is a lying asshat. Once you know that, you then have goals for the recharge times of your powers. If your attack chain is 1/2/3/4, you want 1 recharged by the time 4 is finished animating. Here, you have the opposite problem from factoring for animation time. The more attacks you use, the easier it is to build an attack chain, because you're adding more animation time to the chain and leaning less into recharge time. The same is true if you're using attacks with longer animation times. Of course, that also means cluttering up your trays with more attacks, reducing room for other powers, like buffs, debuffs and controls. Then you punch your computer and log out in a huff because the UI is an uncooperative douche nozzle. Designing and implementing a fluid attack chain is a multi-step process. For each attack, you have to calculate the animation time of the rest of the chain, but not that attack. The number at which you arrive is when that attack has to be fully recharged. So to figure out the minimum recharge time in an attack chain with 4 attacks: Determine the total animation time for attacks 2, 3 and 4. This is when attack 1 has to be fully recharged. Determine the total animation time for attacks 3, 4 and 1. This is when attack 2 has to be fully recharged. Determine the total animation time for attacks 4, 1 and 2. This is when attack 3 has to be fully recharged. Determine the total animation time for attacks 1, 2 and 3. This is when attack 4 has to be fully recharged. Now you have your recharge time targets. You want each attack to recharge no later than when the previous three attacks have completed their full animation time plus Arcanatime (again, 0.132s per power). Thus, if you have an attack with a base recharge time of 10 seconds and the other three attacks in your chain total 4.7 seconds of animation time, your goal is to have that attack recharging in 4.7 seconds or less. Again, this has to be factored for every attack. Example: my Fire/Rad sentinel's attack chain is a very simple Fire Blast/Blaze/Blazing Blast/Fire Ball. Fire Blast has to be recharged in 1.188+1.848+1.188=4.224 seconds. Easy peasy since its base recharge time is only 5 seconds. Blaze has to be recharged in 1.848+1.188+1.452=4.488 seconds. Base recharge time is 10 seconds, so I need more than 100% total +Recharge in it. Enhancements make most of that, so still easy. Blazing Blast has to be recharged in 1.188+1.452+1.188=3.828 seconds. Base recharge time for Blazing Blast is 12 seconds, and we need it to drop to almost a fourth of that, so we have to lean much more heavily into global +Recharge. Fire Ball has to be recharged in 1.452+1.188+1.848=4.488 seconds. With a 16 second base recharge time, we're once again looking at a heavier investment in global +Recharge to bring it down to almost a fourth. With target recharge times, it's a simple matter of tailoring enhanced values and global +Recharge to ensure that your attack chain is perfectly fluid. You can use Mids' to do that, or even scratch it out on paper with a pencil. Recharge is very easy to calculate, as all sources of Recharge are applied collectively toward the total. If you have 95% from enhancements and 200% from global +Recharge, then you know you have 295% total applied to that power. As all powers have a base 100%, you add that to the total, move the decimal two places to the left and divide the power's recharge time by that number, which would be 3.95 (95+200+100=395, 3.95 decimal shifted) in this example. If your attack chain is non-sequential, meaning you repeat one or more attacks before the end, it's the same process, but you have to ensure that the repeated attack has an acceptable recharge time. My Grav/TA's attack chain is Cross Punch/Fissure/Cross Punch/Seismic Smash. Fissure's animation time is 2.244 seconds, so I need Cross Punch to recharge in less time than that. Not terribly difficult, as Cross Punch's base recharge time is only 8 seconds. Attacks with very long recharge times requires either longer attack chains, attack chains with longer animations, or exorbitant amounts of +Recharge. Using my Grav/TA as an example again, Seismic Smash has such a long base recharge time (28s) that I need an extreme amount of +Recharge bring it down to 5.94 seconds or less in order to make the attack chain fluid (117.6% in the attack and ~255% global). So, figure out the animation times, figure out the requisite recharge time for each attack based on the total animation time of the other attacks, then make each attack recharge by or before then. -
The MMORPGs given as examples are all gear treadmills, with the game giving the player leveling gear each time they complete quests, with gear constantly being replaced, so having to purchase all of one's gear (enhancements) or get "lucky" drops does present a hurdle for players accustomed to that model of progression. The "problem" is that we don't have a gear treadmill, and acquiring "best-in-slot" gear, set IOs, requires the player to interact with the market or spend merits. They come into the game expecting to be given what they need to progress, rather than being given the option to acquire what they want to progress. And there is no solution which doesn't have game-wide ramifications. If the game is changed to automatically grant all of the enhancements, even if it's just SOs, that a character needs while leveling, the sub-25 content is unbalanced. Most of that content was designed around the expectation that players wouldn't be fully slotted, and what they had slotted wouldn't be at maximal efficiency. If the game is changed to guarantee players all of the inf*/merits they need to be fully slotted, the same balance conundrum is present and the player-driven economy is horse-fucked. And even if there were a way to make Co* more accessible to players accustomed to gear treadmill progression, without alienating the existing player base, it wouldn't be satisfactory because we don't have an end game. A player can have a full end-game build within 5 minutes of hitting 50, by purchasing purples and Superiors from the AH and /respec. We have unlimited content in the form of scanner/newspaper missions, tips, Ouroboros, *Fs, Trials, PUGs, GM hunting and other activities which don't grant material rewards, but the end-game grind people have come to expect from playing other MMORPGs isn't present here, so they don't see anything to work toward. That's the real impediment to bringing players from other MMORPGs here. They're accustomed to a straight path that leads to a mountain which takes a long time to climb. Co* gives players a path that meanders through hilly terrain. It's not a matter of in-game finances, but of expectation and personal preference.
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If you wanted new powers what would it be?
Luminara replied to darcstarmerc's topic in General Discussion
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If you wanted new powers what would it be?
Luminara replied to darcstarmerc's topic in General Discussion
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Make a high quality nude skin with jiggle physics that changes to a low quality skin with pixelation over the no-no bits if the character is moved out of the Rogue Isles. Absolutely guaranteed to increase the population there tenfold, and the slogan is catchier. Red side, breast side. See?
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Enhancement/Respec screen resolution.
Luminara replied to Luminara's topic in Suggestions & Feedback
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Play game. Acquire merits. Notice merit vendor. Click merit vendor. See stuff. Spend merits on stuff. Use stuff to make inf* from AH. No PhD required.
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It took me 15 minutes of poking and prodding to figure out how to make inf*. I'd never spent a merit before, nor used a converter, and after 8 years of not playing, I didn't even have a memory to refresh when it came to using the AH. 15 minutes. So no, having experience playing Co* doesn't equate to privileged access to wealth. As for your other point, if they're not interested in playing an MMORPG, how the hell is privilege even relevant? Disinterest isn't disadvantage, it's personal preference.
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Canada is a fairy tale land with no days. NOT BUYING THIS LIE.
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I can give you that information. $50,000. Wire me the funds. Once the transfer is verified and the funds are in my bank account, which could take several weeks, I'll give you the release date.
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Enhancement/Respec screen resolution.
Luminara replied to Luminara's topic in Suggestions & Feedback
Everyone needs an army to conquer the world hobby. -
Enhancement/Respec screen resolution.
Luminara replied to Luminara's topic in Suggestions & Feedback
You /jrangered me, didn't you. You did. I know that look. All of that power, and you squander it on chaos and amusement. I'm so proud of you. -
Entering the Enhancement display or doing a respec changes the resolution. It doesn't appear to be a driver call, meaning it doesn't blank the screen, but the resolution in these screens is lower than the main game resolution. This is identifiable by pop-ups which appear while you're working in the Enhancement/respec screen, they're enlarged and off-center. The funky pop-ups aren't the only oddity. The tray where enhancements are stored during a respec suddenly loses the scroll functionality even though a couple dozen enhancements are hidden below the bottom of the tray. That's caused by the tray respecting the main game resolution, but being artificially reduced in size by the adjusted Enhancement/respec screen resolution. It'd be really nice to be able to get the full usage out of this screen. There's plenty of space to show all of the primary/secondary powers, but we have to scroll those because of the resolution discrepancy. And the respec tray being cut off is... irritating. It interrupts the flow of respecs by forcing the player to stop working on one power and switch to other powers until he/she has slotted enough enhancements to bring the ones he/she was working with back into the usable tray region. The reduced resolution is unnecessary for a largely static screen, so making it respect the selected resolution would be really nice.
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How confident are you that your build is properly slotted?
Luminara replied to DougGraves's topic in General Discussion
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Focused Feedback: VEAT Updates
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
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I would. I'm not going to post a list of my characters and offer the names to anyone/everyone who wants them, because I am using them, but if I found a name that someone else had and that person was desperately wanting it back, why not? It's not like I can't come up with more names, or that not having some names makes the game unplayable. And if a name is the only thing notable about my character... well, it's clear that I fucked something up along the way and need to start over. Don't need that name to do that. As long as it wasn't going to you... Kidding. I love seeing that vein pop out on your forehead. 😁
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Focused Feedback: VEAT Updates
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
You tried your best, little buddy. You still get ice cream. -
You said that even if people know they have to log in before X period, they're going to forget or just not do it, and they'll lose names. You've said that multiple times, so I don't need to quote it. Now you say that people are not going to forget and constantly log in on time to camp names so they won't lose them. No, I get it, you think the "wrong" people will be camping names instead of the "right" people, but you're still contradicting yourself. The new campers will be subject to the same memory lapses, the same inattentiveness, the same lack of interest in putting in the effort, and the same rules which will cause them to lose the names they tried to hoard, or the current name-holders won't forget, overlook, lose interest, lose names. Well done. You managed to dispute your own argument by arguing against a point you argued for. You're arguing with yourself now. Can't wait to see who wins. Will it be you... or you? The suspense is killing me. I know the GM would ascertain the full situation, make a judgement call, reach out to the player who had the name if he/she felt it was warranted and try to find a resolution satisfactory to both parties. So the people who never come back don't have names locked away...
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A way to make Combat Teleport better.
Luminara replied to ScarySai's topic in Suggestions & Feedback
Status protection usable 3 times within a 6 second period and one of the lowest animation times short of 0? I'm the only one who thinks that's a weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee bit overpowered?