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Everything posted by Luminara
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The specific events which disable the 60% +Damage are AttackedOther (you attack), AttackedByOther (you are attacked) and MissionObjectClick (glowie). Just being in combat stance shouldn't do it. Since you're asking, though, and we just had the redraw revamp go live, which modified the combat stance system, this would be an excellent opportunity to test both the redraw and whether it affects Targeting Drone's bonus +Damage. Attack something, wait 8 seconds (i'd wait 10, just to be sure latency didn't skew the results), and attack again. Record the damage for both attacks. Then repeat the test, but attack again immediately instead of waiting 8-10 seconds, and record those results. If there are no problems with the combat stance system, the second attack of the first test should deal more damage than the second attack of the second test. Don't use the Rikti combat dummies in RWZ. They don't take any damage, so you won't get any valid results from using them. Find a minion, shoot it in the face, then repeat with a minion of the same enemy group and rank, preferably the same name. That will remove level variation and the possibility of different +Res from being factors. Go. Science that shit up.
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As far as I can tell, there is no IgnoreGlobalDamage flag, so unless that were specifically created and added, nothing prevents any +Damage sources from stacking. There aren't any unique +Damage buffs or boosts in the game, which would distinguish their +Damage from other +Damage, either. +Damage is +Damage is +Damage. It's all the same thing to the game, no matter how it's acquired, and it's all counted collectively.
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teh dabs haet vapmires... vampries... daed peepl.
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It ignores buffs, it accepts enhancements and they do increase the range.
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Well, I participated in betas as early as Issue 5, and I can say with authority that nothing you said is reflective of either Cryptic or Paragon's approach. They didn't ask players how to proceed, they didn't solicit suggestions, they didn't throw the doors open and invite players to help them design things. Nor could they, as they were always working two to three Issues ahead and kept their work secret. By the time something went to the test server, it was essentially done, and only altered if they felt it was warranted. Case in point: Trick Arrows. This is directly from my Issue 11 TA guide, the Trick Arrows Enchiridion. There was no discussion, there were no compromises offered, there wasn't any poll or focused feedback thread to bounce ideas back and forth between players and developers, TA went to the test server, with no announcement that it was even being created until it hit that test server, then it was beaten into the ground with a nerf bat the size of the Washington Monument and pushed to the live servers without a single adjustment based on player testing and input. They didn't even fix the bugs, or redress oversights, like Flash Arrow's hit check. They didn't listen to anyone. I don't say that out of anger or because I'm harboring resentment, I say it because I witnessed and, in time, understood their design and development process. By the time something went to the test server, it already had 8-12 months of work put into it and the people who'd worked on it were up to their ears in three other projects in various stages of completion. They didn't have the time for a month of back-and-forth with players, or the interest in making radical changes at the last second, based purely on player feedback and opinion. They worked that way from the day Emmert took over as lead to the second the servers were turned off, and they did it because that was the only way they could work without falling behind. The HC team also has a work schedule. The HC team also has multiple other projects they're working on. The HC team also has deadlines to meet. And every time a beta is dragged on for weeks after it should have gone live, by people throwing tantrums and demanding changes based solely on the patch notes, people jumping into the feedback threads to bicker and dick-wave over pointless bullshit that isn't even relevant to the thread, people acting like drama queens because they're convinced that their feedback is the only feedback that matters, the HC team falls further behind. And since they're doing all of this in their spare time, as a hobby, that's means they're forced to spend even less time with their family and friends, or playing the game they're working so hard to maintain and grow. And now you want them to start working by committee. Let three thousand people collectively tell them what to work on and how to do it. People who are disinterested in participating in the pre-beta stages, and people who are so goddamn full of themselves that they'll start threads to complain about their voices not being heard every time the HC team doesn't consult them when they do anything, and people who are so fucking clueless that they think the developers whip things up the night before a beta is launched.
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Targeting Drone has an out of combat 60% +Damage buff in addition to the 20% you factored. It applies to your opening attack and has an 8 second suppression (you have to be out of combat for 8 seconds (clicking glowies also suppresses the buff for 8s) for it to be active). https://cod.uberguy.net/html/power.html?power=blaster_support.gadgets.targeting_drone&at=blaster
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Yes and no. There is no "bonus" damage, in regard to the Damage mechanic. It's all counted collectively. If you slot 95.4% +Damage in a power, have T4 Hybrid Assault's 10%, and 16% from IO set bonuses, the game treats that power as having 121.4% +Damage. The fact that some of that Damage isn't granted by enhancements is irrelevant, as far as the game is concerned. Caps are archetype-specific, and include the power's base 100% Damage. What that means is even if a power has no Damage enhancements and you have no +Damage from any source, the power is at 100% Damage. The mechanic is designed that way so -Damage can function. If every power were viewed as 0% Damage, -Damage wouldn't work at all on unslotted powers, and would reduce slotted powers much less than now. To see what each archetype's caps are, use the HC wiki (click Limits at 50 in the side panel on the top right of the archetype's page).
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The original design required players to run newspaper missions and rob banks to make up for a lack of content. That design hasn't changed. Even with 2xp and patrol experience, and the Find Contact option, I haven't been able to progress through contact chains without resorting to newspaper/bank missions to bridge gaps. I've leveled several heroes/vigilantes without speaking to a detective to unlock police scanner missions. I out-level Praetorian contacts so fast that the only way I can figure out what's going on is by returning via Ouroboros. But playing a villain/rogue, I have no cohesive story and no choice but to play filler content. 1%. I try to level a villain/rogue once every few months. I Null to Paragon when I'm left with nothing but filler to carry me until the next contact is available. I try to stick it out at least until I can run the doppelganger missions, which I do like, but beyond that, there's nothing compelling, as far as I'm concerned. Okay, maybe 2%, since I also use PPPs on a few characters and have to run one arc to unlock those. Too much Arachnos and Longbow. Bland and disappointing. Not being required to run newspaper/bank missions to progress. Better story lines. Better missions. Better zone design. Fewer escorts. Not fighting Arachnos or Longbow every other mission. Not being sent to the farthest fucking door in Nerva Fucking Archipelago by a fucking contact in a different fucking zone who I still have to fucking run back to when I fucking complete the fucking mission. Just talking about it disgruntles me. Fuck the Rogue Isles.
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They do.
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So imagine our Devs decided to go for CoH 2...
Luminara replied to Scarlet Shocker's topic in General Discussion
Well, dildos came out of @Bill Z Bubba's mouth once, so we probably don't want to know what went in. -
There is no Radiation Control.
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Sounds like a... barrier to entry.
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Officially Unofficial Weekly Discussion #25: Animations
Luminara replied to SeraphimKensai's topic in General Discussion
I hate Knockout Blow's default animation. It's ridiculously cartoonish. I don't play "toons". I love everything in Martial Assault. All of it. It's fast, it's stylish, it's visceral. Bitter Freeze Ray. No other animation says "I'm going to rip out your tongue and beat you to death with it" like this one. Fuck Incandescent Strike/Thunder Strike. Spending ~3.5 seconds waiting for the attack to finish, and then missing, infuriates me. Shield Chaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaarrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrge! -
Focused Feedback: Aether Wave 3 Rewards
Luminara replied to Cobalt Arachne's topic in [Open Beta] Focused Feedback
I haven't seen that much cocaine since Scarface. -
Punch Animation for Martial Assault
Luminara replied to MagicalAct's topic in Suggestions & Feedback
https://cod.uberguy.net/html/power.html?power=dominator_assault.martial_assault.thunder_kick&at=dominator -
Electron Girl's guide to Kinetics scrappers. - City of Heroes Forums
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I really like empowerment station buffs. 90 minute increases to movement speed, global Recharge, recovery, perception, all kinds of lovelies for the low, low price of a little salvage. I rarely use temp powers which require a tray slot, though the occasional day job power does make the cut (that free jet pack comes in handy).