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Everything posted by Luminara
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Whatever the amount of Damage Resistance is. If a critter has 42.5% Resistance to Psi damage, it will also have 42.5% resistance to Psi damage debuffs. If a critter has 10% Resistance to all damage types, then it will also have 10% resistance to damage debuffs for all damage types. They do. There isn't a Resistance that resists damage debuffs and another Resistance that doesn't. Resistance is Resistance.
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https://forums.homecomingservers.com/forum/45-suggestions-amp-feedback/
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The streak breaker proved to be functional, so there had to be hits between those misses, and my own chat window failed to display hit messages when the damage messages swarmed the channel, so yes.
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Can scrappers get a Taunt aura for Super reflexes?
Luminara replied to BlueValkyrie's topic in Suggestions & Feedback
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If Christmas is canceled because you guys convinced everyone that it's stalkery, I'll be very displeased. Very displeased.
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OilSlickOil is the one doing the auto-hit, on critters. The pseudo-pet itself is tagged as auto-hit on Foe (Alive), so the debuffs are guaranteed (no hit roll). I expected an individual effect here or there to be tagged, not the pseudo-pet itself, so I was looking for an auto-hit entry on the individual effects and missed the obvious one on the power. That answers that question.
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The combat log shows a string of consecutive misses with 95% hit chances. Springboarding from this, I'm testing OSA now. We can see that the streak breaker is active in this screenshot. Successful hit rolls are also shown, but only the first few, after which... at a guess, the chat engine is suppressing further messages as spam, either by design (so players wouldn't have to sort through them to see how much damage they were dealing) or by accident (if the chat engine wasn't set to ignore spam from powers the same way it ignores spam from player accounts). The "Your Oil Slick power is autohit." message bothers me, as there isn't a single entry showing auto-hit in CoD. I've combed through every pseudo-pet and power, none of them are auto-hit. So there's something hidden, even from direct data diving, or there's something wrong with how CoD is reading the data ( @UberGuy, investigate, investigate, investigaaaaaaaaaaate!) In this screenshot, I do have two misses shown consecutively, but we can chalk that up to either the chat window showing things non-sequentially, as we've already seen that the streak breaker will force a hit at the appropriate time (in this case, after a single miss), or enemies exiting and re-entering the AoE, thereby altering the target list (AoEs use a specific pattern for targeting and hit/miss checks... someone, i don't recall who or when, mentioned it being clockwise from the center outward, but i haven't examined it myself, so i make no assurances on that). I'm going to agree with @Booper. @TimesSeven, it's looking less like a bug and more like you only had hit rolls enabled in the chat window, not damage, and given that the chat window stops showing hit rolls altogether unless there's a miss, it's likely that you've only recorded misses for exactly that reason. Try again with Pet Damage Inflicted enabled. It doesn't, but it has a 25% base Defense Debuff, which is enhanceable, and that's far superior to any amount of +Acc.
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The streak breaker isn't something that can be turned on or off for specific entities. Like the collision boundaries that make walls and ceilings and floors, it's either on or off period. And unless HC deliberately changed something with the streak breaker, recently, it functions exactly like it did on the original servers, with pseudo-pets keeping a separate record of hits/misses (but following exactly the same rules otherwise) so they don't fuck up player character hit/miss records.
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And that's all it is, appearance. Verisimilitude. It's occurring every other tick because 100% chance 9.4885 points of Cold damage (all affected targets) every 0.3s for 2.9s (100% chance) if minmax(5 * target>kHitPoints% / 2 - 25, 0, 100) < 100 * rand() That's the Scourge check for Cloudburst. Scourge is... essentially an exact copy of whatever attack you just used, activated if a specific condition (target HP at or below 50%) is met and a hit roll succeeds (the 100 * rand() part). In the case of DoTs, the condition check and hit roll are made at the time of activation, not on a per-tick basis.
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The only possibility I can conceive to explain this is that every OilSlickBurn attack was missing and forcing a hit on OilSlickOil's KD... and that's grasping at straws. Statistically, even if that were to occur, it should be all but impossible for this to happen unless the streak breaker itself is bugged or broken. @Captain Powerhouse @Booper
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Scourge is checked when the attack is activated, not per tick.
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The song was written and performed as a way to tell party guests to go home. It has nothing to do with stalking or being stalked. Song: "Fuck off, you mooches, we wanna go to bed!" People" OMG STALKING!" Stop buying into moral panic nonsense.
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Leprechaun Vanity pet not giving influence boost?
Luminara replied to brian9824's topic in General Discussion
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Dark/Rad corruptor.
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Canada has days? I'm so out of touch with the world.
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Click all of the doors simultaneously and tell the active participants to back away.
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At level 50+1, I'm receiving 81.24 HP when this procs on anything between -1 and -50. I'm receiving 80.32 HP when the target is +0. And +1 targets drop the heal down to 78.27. Looks like the "Does not scale with enemy level" setting wasn't added. Checking CoD, the Superior Defender's Bastion proc doesn't have that setting, either.
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https://cod.uberguy.net/html/entity-tags.html?tag=undead&q=bears
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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.
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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.