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Everything posted by Luminara
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You'd still spend more time using Confront (1.848s) than you would moving to your target (1.23s). Even if the buff capped your movement speed, you couldn't make it to the target in 0.618s, not even with Confront's -Range forcing the target to move toward you. Why waste time and effort adding a movement speed buff that has no impact?
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Repel doesn't have a distance setting, it can't push or pull X feet, it only has a duration. If that duration were a set amount, it would either drop the target short of the user, or continue to pull the target after it reached the user. Thus, the duration would have to vary with distance in order to make it bring the target into melee range regardless of where the target was previously, but also stop pulling when melee range was reached.
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Then I'll give you one you can agree with. You're asking for the addition of a status effect to a power with a base recharge time of 3s, no endurance cost and no hit check. In order for that status effect to function in the way you describe, it would require a variable duration based on distance (possible, but it would require extra work), from 1s to 7s (presuming the target was moved at a rate of 10'/s), and the magnitude would have to be no lower than 3.1 in order to affect bosses. It couldn't go live without significant changes (endurance cost and hit check added, recharge time increased to 20+ seconds), and it couldn't be changed that drastically without causing problems for whomever currently has and uses it. And that's without considering the impact such a power would have on other archetypes. Last time I checked, controllers and dominators would sacrifice their own mothers for a control that unbalanced, and you're proposing it for scrappers.
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Didn't we do this already with the "Confront should be replaced with Combat Teleport" thread? Dig that up, find the arguments against it, apply here.
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The Disagreeable Dr Quarterfield and The Mortifyingly Cruel TF
Luminara replied to Tobogon's topic in General Discussion
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Yeah, I hate it when a bunch of poseurs with eclectic interests post off-topic crap in the City of Star Wars forums. n00bs. GET WITH THE PROGRAM!
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The Disagreeable Dr Quarterfield and The Mortifyingly Cruel TF
Luminara replied to Tobogon's topic in General Discussion
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The Disagreeable Dr Quarterfield and The Mortifyingly Cruel TF
Luminara replied to Tobogon's topic in General Discussion
If you misspelled my name, I'd torture you, too. -
Here are a couple of console messages I haven't noticed before. Switching from state SIMPLE to state DEAD. client said yes Switching from state DEAD to state RESURRECT. Switching from state RESURRECT to state SIMPLE. It occurred to me to check the console after I completed the Alignment Mission, An Unstable Trigger (vigilante). Something in this mission always causes buff icons to disappear at least once (right after Maelstrom is defeated the first time, and it sometimes occurs the second time you defeat him), and I wondered if the console would reflect the unusual activity. Can't say with absolute certainty that those lines were triggered by the buff icon disappearance, but... well, it might help, it might not. The next mission I started was the Morality Mission, The End Justifies the Means. And this popped up in the console. ERRORLOG FILEERROR: MAPS/MISSIONS/UNIQUE/GR_MORALITY_MISSIONS/GR_MORALITYMISSION_ROGUE_6-7_01/GR_MORALITYMISSION_ROGUE_6-7_01.TXT File: MAPS/MISSIONS/UNIQUE/GR_MORALITY_MISSIONS/GR_MORALITYMISSION_ROGUE_6-7_01/GR_MORALITYMISSION_ROGUE_6-7_01.TXT No loading screen match found! And this... Sky builder can't find 'moonglow__' in the object_libray. anim: Bad geometry request Model: 'moonglow__' which, I'm positing, is because the end of the mission map is outdoors.
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I got my first level 50 character now I have a question
Luminara replied to savair's topic in General Discussion
You don't. 50 is the cap. When you have enough experience to reach level 51, the level up sequence plays (flashy lights), your HP and endurance are refilled and the effects of several T3 inspirations are automatically granted to the character. You also receive one Veteran Level https://homecoming.wiki/wiki/Veteran_Levels. The XP bar resets, and every time you accumulate sufficient experience, the process repeats. Incarnate abilities are the next step in progression. https://homecoming.wiki/wiki/Incarnate_System -
Addressing the lower-level IO problem
Luminara replied to macskull's topic in Suggestions & Feedback
The one problem I see with this is that the level 1-19 modifier tables are skewed to make player characters comparatively more powerful than they are, and critters comparatively weaker than they are, in the rest of the game. TOs, DOs, common IOs and set IOs in the 1-19 range don't need to be stronger because the game itself makes player characters better than they "should be" via those modifier tables. The largest increases in the strengths of powers occur in those levels, and critters are correspondingly weakest in those levels. It isn't until the 20+ range that player character growth and critter strength both normalize. As @Rudra noted, we don't even need enhancements in the lower levels. The game is that heavily weighted in our favor. While the change to allow SOs to drop in the starter levels has thrown a wrinkle into that, I have to wonder if adjusting the low level IO tables wouldn't create an impetus to similarly alter the modifier tables. That could have serious repercussions, as it would create a requirement to have those enhancements by removing the gradual "settling into" our power that we currently experience. Personally, I'd rather not see the game move in that direction.- 69 replies
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- invention system
- io set
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(and 2 more)
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I've used the diagnostic client exclusively for the last four months. I have to say, I really like it. First reason is game focus. Even back on the original servers, this... irritation was present. I don't know if it's the game itself, or something I've done on my OS, but when I start the game, it's only given focus about a third of the time. What I mean by that is, I'll load the game, get to the login screen, press a key and some other window I have open responds. My browser, or the task manager, or Mids, or Notepad, something not Co*. The desktop manager just doesn't reliably switch focus to the game. It doesn't happen in any other game, not even older games like SS2, or, hell, the first System Shock. It's only ever happened with Co*. When I use the diagnostic client, it always takes me straight to the login screen. I don't have to sit here with a dumbfounded expression, trying to figure out why I'm hearing odd sounds and my password isn't entering. I don't have to Alt+Tab through windows until I get to Co*. The diagnostic client resolved the focus issue, and if I had nothing else to say about it, I'd praise it for that reason alone. Second, I'm one of those people who disassembles machines just to see what's inside and how everything works together. Programs are, as I see it, just another type of machine, made of alphanumeric characters, or, more simply, on/off states, instead of materials like plastic or metal, and the diagnostic client console window is like a tool that allowed me to look at the various bits and bobs inside the game's machine and see how it works. I haven't had an opportunity like this since in forty years and I'm enjoying it immensely. This has become one of my reasons to keep playing, just so I can load up the game, run some missions, and Alt+Tab to the console and scroll through, see the sprockets and chains and linkages all doing their things. I can't seem to trigger a crash, like I did with the contact window bug, so I have no game-breaking problems to report. I can't even say that the client itself is causing any problems, it's fine. Sorry. I have encountered some minor anomalies that I'll drop here, though. Warning: Message from server, 57 (SERVER_CONTACT_STATUS), was sent before we are receiving entity updates! Warning: Message from server, 60 (SERVER_TASK_STATUS), was sent before we are receiving entity updates! These two are always present. It doesn't prevent anything from loading, nor cause any crashes, but it does suggest that this could be optimized. Sky builder can't find 'dark_astoria_sun__' in the object_libray. anim: Bad geometry request Model: 'dark_astoria_sun__' Sky builder can't find 'dark_astoria_sunglow__' in the object_libray. anim: Bad geometry request Model: 'dark_astoria_sunglow__' Sky builder can't find 'sunOffsetforSpaceglow__' in the object_libray. anim: Bad geometry request Model: 'sunOffsetforSpaceglow__' These three are always popping up, as well. It might have something to do with the sky in my base (my first guess), but even if it is that, it'd be a good idea to track those down and get them properly sorted. Really, though, I just wanted to say how much I enjoy having the diagnostic client. I've been in nerd heaven for months.
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Rikti pylon knockback - That knock magnitude ...
Luminara replied to EnjoyTheJourney's topic in Archetypes
The purple patch doesn't apply to self-affecting powers. -
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I recommend holding @Yomo Kimyata personally responsible, since he started this thread.
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Rikti pylon knockback - That knock magnitude ...
Luminara replied to EnjoyTheJourney's topic in Archetypes
You're confusing KB Resistance and/or Protection with -KB Strength. -KB strength uses different mechanics and equations than KB Resistance and Protection. It does work, it is fully functional in Weaken and it is subject to the purple patch. -
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It's not going to do much on a team. As it says in the description, it hides personal GFX, but it's actually limited to primarily toggle effects. For example, on my Dark/Martial/Psi dominator, it'll shut off the bubble created by World of Confusion, and the Domination unicorn fart, but my melee kicks still display the foot glow and strike glow. And some normally muted toggle effects will persist (can't recall any off the top of my head, but i remember seeing a few on some of my characters). On a team, it's not going to obscure any teammate effects. Those Peacebringer WHANG attacks are still going to be like a camera flash going off in your face, for instance, and the PB's toggles are still going to look like a mass coronal ejection. The setting also hides auras, as I recall. Your character's, not anyone else's.
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You're making it snow inside a box where you've trapped two aliens, a clown and a robot? It's a re-enactment of The Wizard of Oz. Man, I'm good at this game.
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He/she clearly isn't an idiot, and has already mentioned that he/she isn't a new player, so I saw no need to sink to condescension. But if you really want to play that game, I can, too. Despite your assertion, that second set of 1.875% (that's the correct number, by the way (so pedantic!)) Fire/Cold Defense bonuses acquired from set bonuses which grant 3.75% AoE Defense are still in a different category, Huge Increased AoE/Fire/Cold Def Bonus, as opposed to Small Increased AoE/Fire/Cold Def Bonus category. The use of the word category is, in fact, correct, as a category is "a class or division of people or things regarded as having particular shared characteristics", with "particular" meaning a distinction specific to whatever has the "shared characteristics", in this case, set bonus names and grouping. https://cod.uberguy.net/html/boostset-bonuses.html?bonus_type=Defense (Area)&bonus_scale=0.0063&show_pvp=false>_compare=false You will note that set bonuses are broadly categorized by their general type (Defense, Recharge, Accuracy, etc), and further categorized into specific groups within the generalized categories, those with particular shared characteristics. This is subcategorization, which is categorization within categories. I used category because it was the appropriate word, instantly recognizable and more concise than "grouped set bonus names", and your attempt to correct me because you didn't feel that I was precise enough to satisfy your need for pedantry was the mistake, not my use of that word. What I said was absolutely right and I felt that it explained the situation sufficiently within the context of this discussion and to the reader, who had already expressed familiarity with the Invention system and rules. You could have just gone into greater detail on the already existing information tendered in the thread, perhaps something in the vein of, "To expand on what @Luminara said, sometimes categories overlap, offering the same set bonus, but are not mutually exclusive. Huge Increased AoE/Fire/Cold Def Bonus is, for instance, a category separate and distinct from Small Increased AoE/Fire/Cold Def Bonus, so even though both categories add 1.875% Fire/Cold Defense, you may accumulate five of each of them and finish with a total of 18.75% Fire/Cold Defense because they're in separate categories". That would've been a cool way to make your point that the Invention system and rules have a layer of complexity that players should remain attentive of without wasting both of our times with whatever wild hair is up your ass. As you can see now, I can be just as irritatingly pedantic as you when I'm pushed. Now we can be besties and sing Madonna songs into our hairbrushes together, right? Or do we try to kill each other and end up as a Lifetime movie of the week... I can never remember which is the proper social response. But anyway...
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Rikti pylon knockback - That knock magnitude ...
Luminara replied to EnjoyTheJourney's topic in Archetypes
No, nor any changes to Pylons, nor to the Rikti group, nor to the RWZ... and none to KB since vectored KB was implemented over two years ago. No, the missiles are a graphic. The attack applies a DoT, not several separate attacks. 236.1568 points of Lethal damage (all affected targets) every 0.2s for 0.7s (100% chance) The dot pulses the first damage at 0.0s, the second at 0.2s, the third at 0.4s and the last at 0.6s, and the duration expires before it reaches 0.8s, thus limiting it to 4 hits. That's standard DoT mechanics. and DoT can't check for anything on each pulse, except DoT with a reduced hit chance (like Fire's bonus DoT). DoT never looks at something like KB in the power defs, it only triggers whatever specific effect (in this case, damage) it was set to. In order for it to check for KB on every damage pulse, the power would have to spawn a pseudo-pet at your location and function like a rain/patch; or it would have to be specifically set to apply a KB effect every x.x seconds like DoT. Neither is the case with this power, it's just a standard DoT with a 100% chance for mag 8 KB and 40% chance for a mag 4 KB. Those two KB chances are only checked once, when the power's hit roll is made, and if the power hits, the KB is only applied then and only that one time. The 40% chance has to make a second hit roll, at -60%, and if that roll doesn't succeed, it doesn't trigger at all. At +3 to you, your debuffs are 65% effective and its KB is increased by 33%. So it would actually be applying up to (8+4)*1.33=15.96 KB, and Weaken's 74.5% -KBstrength would be reduced to 74.5*0.65=48.425%, for a final KB of 15.96*0.51575=8.23137. Clarion doesn't reapply instantly, there's a 2.112s dead time (power doesn't start recharging until the animation is complete, so even though the recharge time and duration are synchronous, it's still incapable of providing perfect coverage). Melee Hybrid doesn't protect against KB at all. So you're only actually benefiting from Rune and Clarion, and you're likely seeing shortfalls in coverage between the two due to animation time dead spaces. -
Which is a... Say it with me now... Come on, you can do it... Category. π