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Everything posted by Luminara
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*sets reminder to self to answer this question in five or six years*
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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.
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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.
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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
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Focused Feedback: Redraw Revamp
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
Nope. -
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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.
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They will if you don't test it.
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Focused Feedback: Storm Blast
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
I don't care whether everything's prone a few seconds sooner or later. I'm in it for the face mutilation and butts, not to break records and "win" Internet points. -
Focused Feedback: Storm Blast
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
70.52' without Aim. I apologize for failing to note that in my previous post. With Aim, the range would be 83.84'. For completeness, the slotting I used to achieve that is 2x level 53 Centrioles, 1x Detonation Dam/End/Range, and 20% +Range from set bonuses (Superior Sentinel's Ward in Blazing Arrow and Superior Opportunity Strikes in Stunning Shot). I have three more slots in Fistful, all 3.5 ppm damage procs. I specifically avoided pursuing any more global +Range on this character because I wanted the range of Fistful to match up with the ranges of the single-target attacks (72', not including Aim), so there's plenty of head room for increasing the range via set bonuses. But to address the point you were hoping to make, I have a few counterpoints. One, on that Archery sentinel, Aim's cycle time is 25.91s, so it's going to be back up ~16s after it drops. Losing a couple of seconds of Intensify on a similarly built character wouldn't bother me at all. Two, Intensify increases the probability of interaction between Storm Cell and Category 5 (20% chance IncreaseStormStrength), and anyone with more than a few brain cells is going to be using both Storm Cell and Cat5 together once they're both available, so why not use Intensify first? Three, Intensify's +Damage is 25%. That piddling amount isn't enough to lose a femtosecond's sleep over. The 50% +ToHit is absolutely meaningless because of the clamp, you're still going to go through the same miss/forced hit/miss/forced hit bullshit with or without it. That only leaves the +Range and 20% chance IncreaseStormStrength to give it any value. Storm Cell and Cat5 are the only powers which can really benefit from it fully, so why not use it before using those? -
Focused Feedback: Storm Blast
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
Yes. Artillery Accuracy/Recharge/Range and Endurance/Recharge/Range, four Slow sets with Range/Slow. And +Range with Intensify. My Archery/Energy/Ninja has a 70.52' range on Fistful of Arrows, soft-capped Defense to Smashing/Lethal/Fire/Cold/Energy/Negative, and 180% global recharge (no Hasten in the build, either), so I know we can have our cake and eat it too. -
Focused Feedback: Storm Blast
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
It accepts Range enhancements, according to CoD. -
Check the post history and do the smart thing, ladies and gents.
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Is that a wombat humping someone's leg?
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That's what she said.
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ED was implemented so IOs and Incarnates could exist. They weren't created as a workaround for the "problem" of ED, ED was created as a way to enable lateral progression, to make it possible to improve characters without raising the level cap. IOs and Incarnates were the solution to the lack of progression, and ED had to happen before that solution could be implemented. The only bad part of ED was how long it took for it to happen. It should've been in the game at launch.
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Focused Feedback: Costumes & Custom Weapons
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
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Variety. They're set to vigilante/rogue so players who play as vigilantes/rogues have something to do that isn't hero/villain. Without vigilante/rogue content, those alignments are nothing but words, no more applicable or meaningful in the context of the game than sausage, or peppermill, or basket. And if you remove the content that makes vigilante/rogue meaningful, you're one very short step away from doing the same thing to Praetorian and villain content. After all, why not just let anyone do those, since all you're doing is making people run to Null or use Ouroboros? Variety matters, especially in an aged MMORPG with a player base comprised of primarily die-hard fans who've played everything a thousand times. The greater the variety of ways we can replay the game, the longer we stick with it.
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Focused Feedback: Storm Blast
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
https://cod.uberguy.net/html/power.html?power=blaster_ranged.storm_blast.storm_cell&at=blaster