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Everything posted by Luminara
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For those interested, I've determined the spawn pattern when a present is clicked. The spawn is relative to the present itself, and the present has a visual indicator. The bow is the visual clue for the spawn. Note where I'm standing in this screenshot, at the corner opposite the bow. With your character placed at that corner, one Frostling spawns to the left, two spawn to the right, all within 8' of your character. Every present, regardless of shape, size or orientation on the map, spawns critters in exactly this way, every time, relative to the present itself. Additionally, PBAoE damage toggles don't impose movement suppression, and a single tick from a toggle on a level 50 character is usually enough to defeat all three Frostlings on a lowbie map (AP, Mercy or KR, for instance).
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My magic nipple makes attacks miss me. My mutant power is exuded from my nipple, and it makes the air around me more dense so attacks don't land. I have a technological nipple which emits a force field, blocking attacks. I absorbed a fluid through my nipple and it hardened my skin so attacks don't hurt me. I trained both of my nipples to reach out and push aside attacks. Pretend harder.
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fixed Impassioned Serenade bugged, not confusing
Luminara replied to WindDemon21's topic in Bug Reports
Using too many powers for a proper isolation of the issue, and no tabs with any combat information (Hit Rolls, System, Error, Damage Inflicted (this is the channel which will notify you when a status effect is applied to an enemy)). Set up a proper tab for testing so we can see relevant information and stop spamming powers. Use one power, then Confuse. Repeat until the bug is either shown, or it's evident that specific pairing of powers is not the cause. Repeat the process for each power you use in conjunction with the Confuse. When the problem is narrowed down to a specific combination of powers, then make a video so we can identify the issue. From what I see on CoD, the controller version is missing all boostset (enhancement) categories on the redirect, and the dominator redirect is allowing controller boostsets in the redirect. controller: ], "allowed_boostset_cats": [], dominator: ], "allowed_boostset_cats": [ "Confuse", "Controller Archetype Sets", "Ranged Damage", "Universal Damage Sets" That shouldn't prevent it from apply the base Confuse, but with this engine, who knows. At any rate, neither entry is correct, so there are two bugs. Containment is in main power for the controller version, but Domination in the redirect for the dominator version. Could be a problem there. Regardless, test it, and do it right. You've spent enough hours shaking your fist and shouting during betas to know how to properly test. This face-roll and make a video approach, without even an iota of combat information shown, is useless. Telling your teammates that the people trying to respond to your bug report are idiots wasn't particularly helpful, or incentivizing, either. -
https://cod.uberguy.net/html/power.html?power=carnival.carnival_illusionist.phase_shift&at=boss_grunt Their Phase Shift power is flagged Cancel when Held/Slept/Stunned. They can't activate it when they're mezzed, and if a mez is activated before the Phase, but they're in the process of Phasing when the mez lands, the Phase is shut off (sequencing rules for combat give priority to whatever was activated first, even if it has a slower animation). If you take care of the Dark Servant quickly and mez the MI, they're easy XP. The real Carnie threat to tanks is the standard Illusionists. Three can spawn in a group, each with both Blind (mag 3 with a 20% chance for +1) and Flash (mag 3), potentially stacking mag 21 Hold on the tank. Toggles go down and the tank takes a trip to Ouchie Town. Also happens with multiple Malta Gunslingers.
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The only attack Illusionist decoys have is Spectral Wounds. They can't mez anything. And they can't Phase if they're mezzed. Neither can the MIs, or the standard Illusionists. And after consideration, I'm going to have to add Council Ascendants to my list. 15s Detention Field plus PFF? Asshole design.
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Damage enhancements not working on Radiation Blast Corruptor
Luminara replied to Saint Nepune's topic in Bug Reports
Corruptor Neutrino Bolt deals 15.994 base damage at level 26. 15.994 * 1.945 = 31.10833 The power info on corruptor attacks includes Scourge in the damage total shown. You're receiving the full value of your Damage enhancements, the power info is just misleading (and that is also not a bug, it's just the way it works (which is not to say that it shouldn't work this way, only that it does)). -
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That's right, I don't. And why don't I speak for you? Because when I was working as your PR representative, you tried to pay me with smooth contemporary jazz CDs and dead frogs you found on the road. Every other vampire in history has amassed uncountable wealth, and you're trying to pay your bills with autographed photos of William Shatner (topless, whatever that's about) and bendy straws. When you stop being a cheapskate, I'll stop not speaking for you. 😛
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Do you know what else is in the spirit of the season? Forgiveness. It's not going to kill any of us to clean up a stray present spawn here and there, or go around them on the way to the next present, and the people who abandoned the spawns didn't do so with malicious intent, they were just excited and a little irresponsible. Be joyful that we have presents to open and leftovers to be upset about, think charitable thoughts for those who don't clean up after themselves and get on with the business of being cheerful and enjoying the event.
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Compensation for shaving the rest of it off.
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Already in the costume editor, no unlock required. Santa Gloves and Santa Boots.
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Rad/Rad Paragon Protector Elites. -Regen, -Recharge, -Movement Speed (Lingering Radiation, 30s duration... and 25s recharge time), -Defense (10-30% with every successful attack), -Resistance and -Damage (toggle). I fight everything, and this is the one thing I don't like to fight. Those PPD ED-209 dicks with their choke and puke patch that ignores status protection are a very, very close second.
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Auto Logout when AFK for more than 20 minutes in a mission.
Luminara replied to Wavicle's topic in Suggestions & Feedback
A habit I've developed while playing is to stop in a mission when I notice a problem with a build, open the Enhancement screen and Tab out of the game to fiddle with Mids'. My endurance usage is higher than I like, I'm not convinced that my attack chain is right, I'm taking more damage than I believe I should be, the usual reasons to go on a tweak-fest. I Tab back in to see if I'm making a mountain out of a molehill, or to try changes to the build which don't require a respec, like swapping enhancements between two comparable powers, or removing a power from my attack chain and trying a different rotation, then I Tab back to the planner and tug at the threads some more. I can burn several hours adjusting and changing things, and be Tabbed out of the game for 30-60 minutes at a stretch. I do it this way because it makes the entire process of revising a build more dynamic than would otherwise be. The things that drive me to revise a build aren't things I can see in Mids', or with a 5 minute sojourn on the test server, they're unveiled over time, over levels, as I play, and being able to Tab in and out at my discretion really makes a difference in getting the final product where I want it to be. -
No-one's buried on my land. I have two dozen cats, and a black bear I'm trying to befriend. We don't waste food out here.
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Endurance reduction pass on toggles
Luminara replied to Outrider_01's topic in Suggestions & Feedback
There was a 13% reduction in endurance costs across the board when ED was implemented. Stamina was made inherent in Issue 19, then made available at level 1 three Pages ago. SOs drop and can be purchased at level 1. Set IOs are no longer the bailiwick of the fabulously wealthy elite. We have numerous additional tools for managing endurance which didn't exist, or didn't exist in a widely usable form on the original servers, like the Survival amplifier (1000 inf* for one hour at level 1, stacks to eight hours). Endurance management doesn't need to be addressed, people need to use the tools available. It's so much easier now to maintain a full blue bar, even at starter levels, that reducing endurance costs would be comparable to removing the endurance mechanic entirely... at which point we're throwing balance in the trash and handing players unlimited power. I doubt that will happen on these servers. Endurance management is part and parcel of the game's design and balance. It always has been and always will be because it's one of the few constraints which prevent players from being omnipotent. New players will learn, just as we all have, and they will be better players for having done so, just as we all are. -
Leveling the playing field. If Player A comes into a PvP zone loaded with several million inf* worth of temp powers and Player B has none, it's not an even fight. With zone-only powers, there's an assurance of parity in what's available to each player. There's no guarantee that both players will purchase the temp powers offered in PvP zones, but at least the player who doesn't isn't at a massive disadvantage.
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The same argument can be applied to every power set. Unless you're proposing a complete game redesign to remove the necessity to hold on to unused powers from primaries and secondaries as well as pools, it's an argument that can't be supported. The Fighting pool isn't special, the requirement to take and ignore a power in order to gain access to one or more other powers isn't unique to the Fighting pool, and unless this change is universally applied, including primaries and secondaries, it's not warranted. It's all or nothing. If the Fighting pool is "fixed" in this manner, then everything has to be changed in the same way. And then we're one short step away from T9s at level 1, ludicrous tank-mage builds and throwing in the balance towel.
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Increase Full Auto Target Cap to 16
Luminara replied to PoptartsNinja's topic in Suggestions & Feedback
Rain of Arrows is 1.0 Accuracy, 75% chance to hit +0 foes. Full Auto is 1.35 Accuracy, 101.25% chance to hit +0 foes. Full Auto has a 10% chance to deal bonus damage... though, looking at the CoD page, that may be bugged, since the chance occurs at 3.3s and the duration of the power is only 2.64s. That should be tested. Rain of Arrows doesn't have any bonuses... it doesn't even have Archery's +Acc, or a basic +Acc for being a weapon attack. Full Auto recharges in 60s, Rain of Arrows recharges in 65s. Full Auto's DoT is a single attack, it makes one hit roll for all DoT ticks on an enemy. Rain of Arrows makes a separate hit roll for each tick. Full Auto's 20 degree cone is 80' in length, giving it a 25.038' width at 71', comparable with Rain of Arrows' 25' radius. At 80', the width is 28.212', and since extending a cone's length widens its terminal width, it benefits from a wider terminus when enhanced for Range (a single +0 Range SO, for example, would increase the length to 96' and the terminal width to 33.855'), whereas Rain of Arrows is locked at 25'. Mids' database hasn't been properly updated in years, and it doesn't look like it ever will be at this point. Use City of Data for accurate power information. Because they're both cones. Ranged cones are capped at 10 targets. Powers were standardized in this manner when the aggro and AoE caps were introduced in Issue 5, and Full Auto wasn't limited to 10 targets because it recharged too quickly, it was limited because it's a ranged cone. -
So my girlfriend wants to roll up a Mass Effect inspired character...
Luminara replied to lokiie1984's topic in Archetypes
In the Mass Effect continuum, biotics refers to abilities powered by Element Zero in a person's tissues. A biotic character can create and control fields which alter gravity and mass, allowing them to fashion projectiles of warped space-time, erect barriers, create small black holes, lock enemies in stasis fields, and more. It's super-science wizardry. It's also insanely fun. Think Warshade with combos that deal extra damage, impose -Res and make Hellion Golf look like putting 6".