-
Posts
5157 -
Joined
-
Last visited
-
Days Won
109
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Luminara
-
-
Replace geysers with ski slopes. Mile-long slaloms, six mile race courses, reverse gravity on uphill runs, massive ski jumps, switchbacks, crossovers. And litter the place with weird things. Trains floating in the sky. Rularuu warming their hands by an Animus Arcana in chains. A lone Nemesis Jaeger running past and jumping into the void, only to reappear where it started, and exclaiming with glee the entire time. Reflections sitting at a table, drinking coffee and talking about being reflections. The occasional Giant Monster, untargetable and without attacks, looking confused as it slowly sinks into the ground and disappears. It's a dream world, make it dream-like.
-
That's not how Repulsion Field works. The activate period is 0.25 second, not 0.132 (server tick rate). The base KB of Repulsion Field is 6.231, the chance for KB is 110%. KB->KD IOs activate a special effect, ReduceifKD, which subtracts 100 from the power's chance for KB/Repel. Only a handful of powers are tagged with ReduceifKD, and ReduceifKD only activates if the power is tagged). In Repulsion Field's case, this leaves a 10% chance for (110-100=10). The KB->KD IO also reduces the KB strength by X% (764% at level 50 for Sudden Acceleration, 1000% for Overwhelming Force), resulting in KB below 0.75. The repulsion is set up the same way. 100% chance for, -100% chance for if a KB->KD IO is slotted. 100-100=0.
-
A collapse in the market also lowers the game playability
Luminara replied to Diantane's topic in General Discussion
-
A collapse in the market also lowers the game playability
Luminara replied to Diantane's topic in General Discussion
-
A collapse in the market also lowers the game playability
Luminara replied to Diantane's topic in General Discussion
'k. -
Ah, Garlic. First spoken by the Halitosians thousands of years ago. Believed to originate in the Middle East. It's a flavorful language, bursting with spicy words and phrases, but some people turn their noses up at it.
-
Focused Feedback: Redraw Revamp
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
-
Focused Feedback: Blast Power Set Updates
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
Beanbag's Defiance isn't showing up on CoD. It is there on the HC build, missing on the Cryptic build. Someone check whether Beanbag is building Defiance on the test server so we know if it's a CoD issue. -
Most toggle and click stealth powers don't stack. They can be active simultaneously, but only the highest stealth value will apply. Example: you're running Stealth (Concealment pool), which has a 55' stealth radius (standard critter perception is 54', so Stealth makes you invisible to them), and you toggle on Infiltration (Concealment pool), which has a 35' stealth radius. Your total stealth radius is 55', even though you have both Stealth and Infiltration active, because Stealth's stealth overrides Infiltration's. All stealths stack with stealth IOs. Example: you have Energy Cloak, which gives you 36.5' of stealth, and you have the Celerity: Stealth IO in Sprint. You toggle Sprint on. Your total stealth radius is 66.5', Energy Cloak's 36.5' plus Celerity's 30'.
-
Focused Feedback: Storm Blast
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
Wow, that is slow. It took 30 seconds to move 250' (measured the distance using /loc thumbtacks). Account for five seconds to drop aggro and start following, it's moving at less than 7 mph. Giving it 10 seconds to drop aggro and start following, 8.5 mph. Base run speed for all characters, without Swift, is 14.32 mph. With Swift, which is granted at level 1 now, 19.33 mph. Storm Cell moves at less than half the speed of a level 1 character, at best? That's fucked up. Someone glue an ass on that thing and kick it. -
*sets reminder to self to answer this question in five or six years*
-
Focused Feedback: Storm Blast
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
Were Jet Stream and Category Five removed? -
/suppressclosefx 1 /suppressclosefxdist XX XX is the distance the camera will be from your character, in feet, that you want the FX to stop being displayed. If you play with the camera close to the character, 20 is fine. If you play scrolled out, a higher number, like 150. These settings shut off most character-specific effects. They won't disable something like AM being cast on you, and some toggles have persistent effects even when these settings are used (might be the case for this toggle, i've never used it, so i don't know), but most of your toggles won't show any graphics with these settings. And this only applies to you, other players still see all of the effects.
-
Focused Feedback: Redraw Revamp
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
My main is Staff, so I can test that, too. Attack chain: Guarded Spin (1.98s Arcanatime)/Boxing (1.32s Arcanatime)/Serpent's Reach (1.98s Arcanatime)/Holy Shotgun Shells (2.112s Arcanatime). The temp power was necessary, this character has no other non-Staff attacks (Brawl would have kept the staff drawn). Holy Shotgun Shells has a base recharge time of 8s, which, with my 118.75% global +Recharge, was reduced to 3.18s, allowing it to fit within the attack chain without pauses. It also added another weapon to the chain, and since it's a temp power, there was no way to turn off redraw, so it expanded the redraw test. Total animation time for 10 uses of chain: 73.92s. According to the timestamps, the elapsed time was 06:16:27-06:17:40, 73 seconds as recorded by the game. Adding the animation time for Holy Shotgun Shells to that, the total would be ~75.112. I didn't use a stopwatch for this test because I've already identified my own response time as a failure point, but this gives us enough information to work with. For example, we can extrapolate that redraw is not adding 0.1-0.2 second to every weapon attack, because if that were the case, the elapsed time would have been 3-6s longer ( (3*0.1 or 0.2)*10 ). My test shows a maximum deviation of 1.192s, not 4.192-7.192s. This also verifies that not having a No Redraw theme for Staff is not, in fact, impacting its performance. And that temp powers which draw a weapon don't seem to impose a massive penalty, either. Every test I've conducted shows that redraw is ignorable in the current state of the game. Redraw with No Redraw sets, redraw on sets without No Redraw, redraw on temp powers, there's no difference and no significant animation time added that can't be attributed to the player's response times. As it happens, my first couple of tests on my Archery/Energy/Ninja sentinel were with the No Redraw theme, because I forgot to reset to Original. Here's the screenshot I almost attached to my previous post, before I realized my mistake. The timed result of my test with No Redraw was nearly identical to the test with Original, close enough for user error to account for any difference. If you arrived at a 41 second difference, some data would be useful in discerning what caused that. Screenshots with timestamped hit rolls, videos, something. There's a discrepancy that needs to be identified. -
I'm sorely disappointed that the Kitten Shittin' assault set didn't make it into this Page. I was really looking forward to pairing that with Denim Control. Which was also delayed. C'est la vie.
-
Focused Feedback: Redraw Revamp
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
Well, I decided to check the existing redraw system and how it works myself. No-one's laid down a basic comparison test to determine how the new one will work, and since I can't download the test server data (my phone plan has a 15GB/month limit), this is how I'm contributing. Archery/Energy/Ninja sentinel, attack chain Stunning Shot (1.188 seconds Arcanatime)/Cross Punch (1.848 seconds Arcanatime)/Blazing Arrow (1.98 seconds Arcanatime)/Sting of the Wasp (1.32 seconds Arcanatime)/repeat. Archery and Ninja Tools set to Original in the costume editor, not No Redraw. This was on Everlasting. Expected animation time total after 10 cycles: (1.188+1.848+1.98+1.32)*10=63.36 seconds. By stopwatch, I recorded 63.99 seconds, but I didn't press stop until the circling ring around Sting of the Wasp disappeared on the 40th attack, and I know I was slow to react. Regardless, if there was any redraw time added, it was less than 0.64 second over 40 attacks. If it had been higher, the timestamps would show it. There's a baseline. Everyone interested in testing the new redraw system, go attack a Rikti target dummy X times with hit rolls and timestamps, on both the live server of your choice, and on the test server. /screenshotui 1, PrtSc, post. Easy peasy dirty sleazy. Get on it. -
https://homecoming.wiki/wiki/Max#The_Face_of_the_PPD
-
Focused Feedback: Redraw Revamp
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
Nope. -
-
I don't believe it's possible offend @Snarky. Not here. He might have a line that can't be crossed IRL, but if he were any more laid back on the forums, he'd be dead dead, not fundead.
-
They will if you don't test it.