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Everything posted by Luminara
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Verified on my Storm/Storm corruptor. Storm Cell makes Halloween critters repeatedly respawn (had one poor Sorceress respawn six times...).
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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.
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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.
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Leprechaun Vanity pet not giving influence boost?
Luminara replied to brian9824's topic in General Discussion
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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.
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Looking for a math nerd (Siphon Life as Regen)
Luminara replied to Story Archer's topic in General Discussion
Heal divided by cycle time = HP/s. Heal is obvious. Cycle time is activation time (2.112) plus recharge time. Easy peasy dirty sleazy. -
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.
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If a vampire is moonlighting... doesn't that mean he's working during the day? Wouldn't he be... sunlighting?
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The power icons tell you everything that the short help does, and more, with a brief glance. https://homecoming.wiki/wiki/Power_Icons_Legend
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Not what I usually see drills used for in this kind of clip. And so many clothes! Wow!
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6 slot health and stamina? Pros/Cons
Luminara replied to shortguy on indom's topic in General Discussion
Yes. They're locked so the pre-determined values can't be changed. Procs are also locked, same reason. -
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.
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@Number Six
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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.
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Not Count Truckula enough.
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6 slot health and stamina? Pros/Cons
Luminara replied to shortguy on indom's topic in General Discussion
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. -
6 slot health and stamina? Pros/Cons
Luminara replied to shortguy on indom's topic in General Discussion
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. -
6 slot health and stamina? Pros/Cons
Luminara replied to shortguy on indom's topic in General Discussion
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I shouldn't be surprised by this, but...
Luminara replied to cranebump's topic in General Discussion
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6 slot health and stamina? Pros/Cons
Luminara replied to shortguy on indom's topic in General Discussion
Health's base value: 40% +Regeneration. Base time between Regeneration pulses: 12 seconds. Health with 3x +0 SOs (94.93%): 40 * 1.9493 = 77.972%. 5% HP Regenerated every 12 / 1.78 = 6.74 seconds. Health with 6x +0 SOs (109.97%): 40 * 2.0997 = 83.988%. 5% HP Regenerated every 12 / 1.84 = 6.52 seconds. Health with 6x 50+5 Health IOs (127.7%): 40 * 2.277 = 91.08%. 5% HP Regenerated every 12 / 1.91 = 6.28 seconds. Health with 3x +0 SOs and 1x 10% +Regeneration set bonus: (40 * 1.95) + .1 = 88%. 5% HP Regenerated every 12 / 1.88 = 6.38 seconds. The same math, and conclusion, applies to Stamina (base value: 25%, base time between pulses: 4 seconds). Light slotting in Health and Stamina is rational. Utilizing Heath and Stamina as proc mules or set bonus fodder is rational. Six-slotting either power with SOs or common IOs is hamstringing yourself. -
Need help with a concept character
Luminara replied to Scarlet Shocker's topic in General Discussion
Mind/Poison controller, Symphony/Poison controller, Poison/Psychic defender, Psychic/Poison corruptor. -
I remember when influence was the only currency, and the consequences of that. I also remember my frustration when playing other MMORPGs and experiencing currency obsolescence (old currency not being usable in new content) every 10-12 weeks. I believe we have a reasonably good balance between the two, now. We do have quite the pile of currencies, but most of them are fungible in one way or another, and that shifts the emphasis away from playing a specific way, or in specific content, or at a specific level, and back to playing the game. So whatever minor quibbles we might raise about the various currencies, shards being an oft-cited example, we have a good thing going and I have no serious complaints.
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Janet Kellum is a double agent for the Malta Group. She gives the FBSA false intelligence and uses its resources to divert attention away from Malta activities. When she was almost caught working with Crey Industries, providing a steady stream of subjects for their Malta-financed Revenant Hero project, she orchestrated a frame and set the Countess up to take the fall. Her long-term goal is for sister, Valkyrie, who she despises for being everything she wasn't, to be discredited and humiliated, or killed, if possible. Nemesis is only 4'9" tall. One too many jokes about his height and look what happened. There's another Well. It absorbs power from extraordinary individuals, rather than sharing power with them like the Well of the Furies does. It hides in plain sight, with a front company, Blackwell, that hires the best and brightest, all of whom disappear so thoroughly that they don't appear to have ever existed. It's waging a war against the Well of the Furies... and it's winning. Countess Crey and Clamor are sisters. The Banished Pantheon are a bunch of hippies who are so high that they're hallucinating. And Mot isn't a deity, it's an alien which was poisoned by something in Earth's environment when it arrived, warping its mind and causing it to grow out of control.
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Other "classes" don't generate the graphical and server loads of a full team, or have 7 powers automatically activating.