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Luminara

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Everything posted by Luminara

  1. If Christmas is canceled because you guys convinced everyone that it's stalkery, I'll be very displeased. Very displeased.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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
  7. Scourge is checked when the attack is activated, not per tick.
  8. 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.
  9. Dark/Rad corruptor.
  10. Canada has days? I'm so out of touch with the world.
  11. Click all of the doors simultaneously and tell the active participants to back away.
  12. 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.
  13. https://cod.uberguy.net/html/entity-tags.html?tag=undead&q=bears
  14. I don't need to. I invested ten years in playing without travel powers and accumulating information on how movement works. I have other projects now. If you want to test it, that screenshot shows you how to go about it.
  15. Yes. And it's not an isolated case. Never mix test beds. If you're going to test Slows, test Slows, not Immobilizes. Like this:
  16. 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.
  17. 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.
  18. Verified on my Storm/Storm corruptor. Storm Cell makes Halloween critters repeatedly respawn (had one poor Sorceress respawn six times...).
  19. 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.
  20. 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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