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Luminara

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Everything posted by Luminara

  1. Probably because you posted a costume item request in a patch note thread (wrong place), then launched into a complaint about not having that costume item (wrong time), and finished with a call for accountability (wrong attitude). That would be my guess.
  2. What I do or don't need isn't relevant to how the powexectoggleon/off commands work. Nor is it any of your business. Hop back on your high horse and go mind yours.
  3. Every power that we want to bind to a key using powexectoggleon requires 18 characters in addition to the power name. powexectoggleon<space before the power name>$$ powexectoggleoff uses 19 characters. powexectoggleoff<space before the power name>$$ Binds have a limit of 255 characters, so this really restricts the commands. The overhead from the commands alone is insane. The more toggles you bind, the more of the bind string is spent just to use the commands, in a disproportionate way. Here's my Staff/Willpower brute's toggle binds, for example. B "powexectoggleoff Infiltration$$powexectoggleoff Sprint$$powexectoggleon Weave$$powexectoggleon Tough$$powexectoggleon Mind Over Body$$powexectoggleon Heightened Senses$$powexectoggleon Rise to the Challenge$$powexectoggleon Indomitable Will" V "powexectoggleon Infiltration$$powexectoggleon Sprint$$powexectoggleon Form of the Body$$powexectoggleon Maneuvers$$powexectoggleon Stealth$$powexectoggleon Combat Jumping" That B bind is crammed. I've used almost all of the 255 characters allowed, yet I still have four toggles (Form of the Body, Combat Jumping, Stealth and Maneuvers) that I want active. I've blown 146 out of my 255 character budget on powexectoggleon and powexectoggleoff. That's more than half of the character limit used for the commands. I have to offload almost half of my combat toggles to another key. Even if I rebound my travel powers to a different set of keys (which would be stupid and pointless, as i'm binding things to these keys to make my interface with the game more efficient), I couldn't turn all of my combat toggles on with one key. We're using more of the character limit on the commands than we're using for the powers. That's... backwards. It makes writing binds unnecessarily difficult, it makes using the commands frustrating. When I'm binding toggles on a character like this, I have to spend a lot of time deleting, backspacing, substituting this power or that power to reduce the character count, rearranging which powers are activated in the sequence, all to compensate for that extra 18-19 characters per toggle that slams me up against the character limit halfway through assigning another toggle to the string. It takes ten times as long and ten times as much work as it should. It's neither efficient nor elegant, and it's damn sure not as simple as it could be. I've worked around this annoyance for a long time, but it's one of those things that just keeps bothering me, so I've been thinking about it, how it could be improved. I have two ideas: Change the command so it only needs the first few letters of a power to activate it. B "powexectoggleoff Infil$$powexectoggleoff Sprin$$powexectoggleon Maneu$$powexectoggleon Comba$$powexectoggleon Weave$$powexectoggleon Tough$$powexectoggleon Steal$$powexectoggleon Mind$$powexectoggleon Heigh$$powexectoggleon Rise$$powexectoggleon Indom" Like that. That's exactly 255 characters (253 if we disregard the B<space>), and 3 of the 4 toggles I have to assign to the V key are on the B key. Or Change the command so it only requires one use of powexectoggleon, and enacts that command on every power listed in the string. b "powexectoggleoff Infiltration&Sprint$$powexectoggleon Form of the Body&Maneuvers&Combat Jumping&Weave&Tough&Stealth&Mind Over Body&Heightened Senses&Rise to the Challenge&Indomitable Will" Like that ($$ is the command separator, the identifier which tells the engine that what follows it is another command, which is why a different character would (probably) have to be used). All 10 combat toggles bound to B, plus the toggleoffs I use when I enter a mission, and only 191 characters used (189 without B<space>), so there's enough of the character budget remaining for things like costume toggles or non-combat pets (i use powexeclocation self Pet: Spirit Panther in both B and V on one of my characters, so when i turn my travel power on/off, i'm also summoning the pet). The first option would would make it possible to bind more toggles to a single key, but the overhead of having to repeat the command for every power would still be limiting. Not as limiting, as it would allow almost twice as many toggles to be bound to one key as the current structure permits, but still not as good as it could be. It would have complications with toggles using similar names, like Form of the Body/Mind/Soul, so toggles like those would still have to be fully entered. But it would still be less restrictive and irritating than the existing structure. The second option is, in my opinion, the best possible solution. It would allow even the most toggle-heavy character to use a single key for all of the toggles, and it would be a much cleaner and easier structure to work with. It would remove the unnecessary overhead entirely, and it would be much easier to work with. Yeah, we can emulate this with rotating bind files, but that's a clumsy approach that spazzes out if you're pressing keys too quickly (if my toggles are down, i want them back up NOW, not eventually, when the rotating bind finally rolls back around to the ones it skipped) , and on toggle-heavy characters, it means a lot of extra bind files. A powexectoggleon/off that works well and doesn't clog up the bind with bloat would be much nicer.
  4. If it is, /interact isn't, so you have another option.
  5. Presence is the only pool with guaranteed status effects. There are no Holds in any pool powers, nor are there any Immobs, and the Stuns are low % chance of. They already do. They're already set up that way. They already are. Do you even Presence, bro?
  6. It's a damage proc. You activate the toggle, you take your chances, same as every other damage proc in the game.
  7. What happens when the car reaches water? Stairs? Cliffs? The cake room and the tunnels which are too narrow for a car to fit, much less maneuver? Office maps? The Shadow Shard? A flying boat with wheels and the magical ability to shrink down to the size of a Peel P50 but can be handled by an ordinary citizen might stretch the bounds of credulity a bit.
  8. If everything is in police scanner missions, what's the point of having other types of missions? What's the point of the Rikti War Zone or Shadow Shard if everyone can fight those enemies in police scanner missions in PI? Why not bring all of the Incarnate and Praetorian and Rogue Isles content to PI, while you're at it, and just get rid of everything but that one zone? Police scanner/newspaper missions were designed as "something to do when you don't have something to do", not the core of the game. Filler isn't supposed to be comprehensive.
  9. Whatever the loudest voices in my pants are at the moment.
  10. I have to admit, I expected it to be @Snarky who would be upset about having to ask for a date.
  11. Freaks, Malta, Nemesis and Rikti are all in tips in the 40-50 range. Tips, people. They're not just for exotic dancers.
  12. This is a bug, not a feature. NPCs which are spawned as Allies can sometimes be defeated by enemy AoE damage. Reset the mission and fight the bad guys at a safe distance from the hostage.
  13. Enemies in the game have powers like Moment of Glory specifically to create variety in enemy groups, to give players more to do than press one key, to bring purpose to archetypes like controllers and dominators, to make *PP status effect powers valuable. They should not artificially limited any more than they already are, because doing so would promote stagnation. What's the point of leveling up and getting stronger and better powers if everything is Hellions from 1 to 50? Hold them. Stun them. Drain their endurance. Keep them knocked down or back. Use a strategy slightly more complex than "press 1".
  14. So what you're saying is that you paid a Hooligan to disrupt my tests.
  15. Rascals summon a Hooligan if No Bosses is active, they summon a Fiend if Yes Bosses is active. I tested that five minutes ago in the first mission of Buck Salinger's arc, via Ouroboros. I set the difficulty to +0/x3 so there'd be several minions in every spawn, set No Bosses on the first run, entered the mission and defeated enemies until a Rascal respawned. It respawned as a Hooligan, a lieutenant. Then I quit the TF, set Yes Bosses without changing anything else, went back to Ouroboros, picked up the story arc again, entered the mission and defeated enemies until a Rascal respawned. It respawned as a Fiend, a boss. I tested this again at +0/x8/No Bosses, just to see if the team size setting made any difference, and Rascal summons were Hooligans. The Rascal summon is specifically listed on CoD as a lieutenant. So clearly there is code to adjust the rank of summons, code which was functional for the Council summons prior to the redesign.
  16. And I explained why. The info window isn't processing or displaying the information correctly. "You execute a sweeping right hook that can strike multiple targets in your frontal arc. This attack causes moderate smashing damage and has a chance to both knock down and stun foes. If you have also trained Boxing, this power's damage is increased by 15% and will improve your recharge and accuracy briefly. If you have also trained Kick, this power's damage is increased by 15% and will improve your recharge and accuracy briefly. The synergy with Boxing and Kick stacks. You must be at least level 14 and have two other Fighting Powers before selecting Cross Punch." That's Cross Punch's description. Tough isn't mentioned. Perhaps you misunderstood what someone else told you? No, for the previously explained reason. Your initial bug report indicated a willingness to accept that the power information in-game was incorrect. Your subsequent responses indicate a determination to force the developers to change the power to match the description. Save yourself the effort, because that isn't on the table.
  17. It's 5% global +Recharge and +ToHit for 6s with Boxing or Kick taken, 10% with both taken, times the number of targets hit (as a melee cone, it has a target cap of 5). The description is vague because all descriptions are vague. The power info is a mess because what Cross Punch does is conditional and the info window code wasn't designed to interpret conditions into a readable format. Basically, Cross Punch does different things depending on whether different conditions are met (Boxing taken, Kick taken, both taken), and the power info window can't read that, so it just shows what the power def says. Tough doesn't count for the conditional requirements. In the context of power defs, Magnitude is the strength of the power. It's a base multiplier. In this case, it's 1. Expression is an on-the-fly calculation. source.ownPowerNum? means "if the entity owns this power", represented as a 1 if it does, 0 if it doesn't. So, 1 * (0.05 * (0 or 1) + (0 or 1)). 5% or 10%.
  18. EBs have 800 endurance. Tainted Foot Stomp and Tainted Knockout Blow both cost 14. That's less than 2%. Base Recovery rate is 6.67%, or, in the case of an EB, 53.36 endurance, every 4s. The only /Elec attack with a 100% chance of 100% -Recovery is Thunder Strike, and that lasts only 4s. Charged Brawl and Jacob's Ladder are 10% chances of 100% -Recovery for 2s. Havoc Punch, Chain Induction and Power Sink (you stated Elec/ primary, so i'm including that) each only have a 30% chance of 100% -Recovery for 4s. Basically, you can't keep it from recovering endurance, and even if you drain it to 0, the next Recovery tic gives it enough to use its attacks. As to why you're not seeing the endurance bar refilling enough to give a visual indication, you're draining it at the same time it's coming in, so it's just a blip of light. It does have the endurance to use those attacks, for the 0.132s it takes the server to tell it to activate them. This isn't a bug, or a mistake, or attacks being set to 0 endurance cost on purpose. It's how EB/AV combat was designed to work (they're not supposed to be easily rendered helpless). If you want to lock an EB down by sapping, you need guaranteed -Recovery. As a tanker, you can only do that by alternating Thunder Strike with Static Discharge (Mu Mastery, 100% chance of 100% -Recovery for 4s)... and to do that, you need ~235% global +Recharge and ~90% Recharge Reduction slotted in Static Discharge (to reduce the recharge time to less than 5.75s so it recharges and can be used within time to keep the EB's Recovery at 0%).
  19. The Earthen costume allowed my level 43 dominator to get the event tip, so probably.
  20. Galaxy Archons have two attacks which deal ~700-750 Negative Energy damage (Gravity Well and Essence Drain). At +2 (1.2x effects) and with a 10 target Sunless Mire (+125% Damage), versus an Invuln tank with Resist Energies and Unyielding both triple-slotted with +0 Resistance SOs, the net damage would be ~1425 from Essence Drain and ~1321 from Gravity Well (not including the DoT). Incarnate AV Black Swan deals ~934 damage with Life Drain. At +3 (Incarnate AVs spawn at 54 and receive a +3 level shift (Tyrant receives +5), so 1.33x), she deals ~1242 damage. Same Invuln slotting as above would reduce that to ~855. So Galaxy Archons are conditionally stronger than AVs. The condition is Sunless Mire's buff, which requires defeated friendly targets (friendly to the enemy, so other Council), only lasts 30s, has a fixed 120s recharge time and a radius of 15', leaving several tactical methods of handling the enemy. Mez it (they have no status protection), defeat it first, fight it where there aren't any defeated Council, increase Negative Energy or Melee Defense, use Unstoppable (which would reduce its maximum damage to ~200 for those attacks), or back off until the buff expires. With that many options for handling this enemy, I'm comfortable with them as they are.
  21. You fell in love? You fool! You missed a prime opportunity to fall in a machine that makes plasma balls, or a vat of artificial cat food crunch enhancer, or a secret nuclear facility used for grafting fused quartz into the human genome, and gain superpowers!
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