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UberGuy

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UberGuy last won the day on January 31

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  1. I thought about that, but I'm actually not sure if that would do it or not. It may be that removing DR slotting would fix it, and/or flagging the DR attribmod to ignore enhancement. It kind of depends on where the schedule enforcement comes into play, and what it's checking. That code is probably unchanged from the old-ish copy I have access to, but I can't peer at it now.
  2. Damage resistance is on "Schedule B", where single same-level SO enhancement strength is 20%, while damage is "Schedule A", where SO strength is 33.3%. It seems clear that your damage enhancement is obeying Schedule B. The problem here is almost certainly related to the fact that damage and damage resistance are, mechanically, the same attribute. This is why, for example, most powers with damage resistance are flagged to ignore external (non-enhancement) boosts - if they didn't, things like Build Up would boost damage resistance. Offhand, I can't think of examples of player powers that let you combine damage dealing and damage resistance in the same power. As such, I'm not even sure this can be fixed.
  3. Not only can non-50s drop them, but non-50s can get them as drops. I've gotten them more than once playing lowbies on trick-or-treat teams in PI.
  4. Played since pre-release headstart. Never a thing.
  5. Both are good. A Corr that can self-buff is going to be more self-sufficient, and one that can debuff foes will probably be able to take down stronger enemies at the high end. I have Ice Blast characters of both ATs, and I enjoy them both. The damage output from the Blaster is noticeably higher (even though mine, an Ice/Dev has basically no damage boost from his secondary) and that higher damage is less fiddly to sustain. As a result my Blaster clears x8 missions more quickly. But the Corr (Ice/Dark in my case) can pull off "stupid character tricks" like soloing AVs and GMs much more reliably than the Blaster can.
  6. As much as I feel this system is in need of change, if it were to be tweaked, I'd dig this approach.
  7. One additional comment on this. The streak breaker is intended to have a narrow purpose - to reduce repeated missing. It biases attack roll outcomes so that, the better you are at hitting your target, the less often you'll miss multiple attacks in a row. This is important - it's not an arbitrary hit chance improvement, and it doesn't let you "bank" your automatic hits for future misses. It specifically seeks to break up runs of multiple misses that happen in a row. The fact that it forces a hit even when you might have hit anyway isn't particularly relevant to its job. A forced hit when you would have is still a hit, and a forced hit when you would have missed (and it was time for it to intervene) means it did its job. Checking to see if you missed before intervening isn't necessary for what the breaker was meant to achieve. We still can experience frustrating miss patterns that the breaker will not help with. For example, if your best DPA or otherwise most important attack is in your chain every third attack, even with a 90%+ hit chance, the breaker will happily let you miss just that attack several times in a row, which can devastate your short term performance and maybe even get your character killed. But this kind of outcome is perfectly possible even with the purest and most entropic of RNGs. Truly random things can "clump" certain outcomes in the short term, and those clumps don't have to be delivered in a strictly successive streak of events. The streak breaker only aims to modify immediately successive misses.
  8. C's rand(). Which has been studied to death, and as long as it's properly seeded, is more than sufficiently random for things like game combat and random drops. True sources of entropy are critically important for things like cryptography, where it's essential that it be unreasonable to determine patterns in the generation of things like encryption keys. Such sources are both overkill for most gaming purposes, and also potentially impractical. Sources of entropy are easy to exhaust through constant polling for random bits - real-world entropy only produces so many bits of data per unit of time. When exhausted, calls to such sources either block the requester until enough bits of entropy are available (impractical in a game server) or they must resort back to pseudorandom data.
  9. OK, final tally: 15098 attack rolls with Fire Ball 757 misses 757 forced hits 14341 total hits That's 94.99% average hit rate on a nominal 95%. (I confirmed that every attack roll message lists a 95.00% hit chance.) Attached is a zip file containing the attack roll logs and the files I used to create the arc. (I didn't create the costume you'll see just for this - it's a gag costume file I had and I couldn't resist setting it on fire for a few hours.) The only powers I was using during the test were auto powers like those in the Fitness Pool, Hasten, Accelerate Metabolism, and Ageless Core Epiphany, to speed up rate of fire. I didn't monitor the test the whole time, so I didn't activate these +recharge powers consistently, so if you go through the attack timestamps you'll be able to see my recharge vary. I also occasionally popped Secondary Mutation, and even got a Quick Reflexes at one point. Fire Ball had 5 pieces of Superior Winter's Bite, one of which was the immob proc, which I swapped out for a L50 common recharge. The foes in the attached mission are melee-focused AVs with no attacks and the resist+regen powers from Willpower. Since they have no attacks, you don't even need to use AE test settings to make yourself invincible. They'll run up to you and mill around. Eventually, most of them will find a "stable" place to be near you and sit still. During my test, one guy kept running around at the outside of the huddle, but I had 20 stationary targets clumped under me on a 16-target max power, which I achieved by dragging my aggro cluster onto another well-clustered spawn. Hit_Roll_Testing.zip
  10. I'm planning to get to 15,000 hit rolls or there-abouts. I'm at a little over 11,000. I took stock a little after 10k, and the stats were... 10252 rolls 511 misses 511 forced hits 9751 total hits That's 95.02% average hit rate. One other thing I thought I should mention - the game doesn't check for forcing hits on auto check powers. (I confirmed this by checking the code.) This matters because it's the code that performs the force check which updates the lowest hit chance in the streak. Skipping this for auto hit effects means that they can't modify your hit streak, even though they do exercise the hit roll logic. (Auto hit powers roll a hit check that's never used.)
  11. I plan to let this run for a while longer, and I'll share the cleaned up logs, but so far... 5038 rolls 264 misses 264 forced hits 4774 total hits That's 94.76% average hit rate on a nominal 95% probability.
  12. Right. I've got that going on. That doesn't require "formal" targeting dummies. Basically, you can make your own. By the way, while I wouldn't argue the value in setting them aside for purity of testing, proc chances aren't hit rolls in the sense that they don't follow this toHit roll logic path at all. (Neither do damage "ticks" that can end, like those in lots of fire-themed powersets.) My current test is using Fire Ball, so it has damage "ticks".
  13. My point is that this method is controlled. The targets are sitting still. They aren't dying. They aren't killing me, which means I don't need any other powers. I can repeat the same attack over and over ad-nauseum. If there's a way that's not adequately controlled, please explain.
  14. Again, I don't understand this AE request. I am right now running this test in the AE with custom mobs. I have 17 things aggro'd (the cap) and have pulled them onto another spawn. My test AoE can hit a max of 16 targets. I'm up to 2600 hit rolls now. The streak breaker, as implemented, must make the player with a 95% hit chance hit more than 95% of the time. It makes you miss less than you would "naturally" by converting some natural misses into hits. It's a streak "breaker" for people with less than 90% chance to hit, because it allows miss streaks of >1 miss. And it seems nitpicky to go after it for the fact that it allows a degenerate definition of "streak of one" for very high tohit. Personally, I can't imagine why you have a problem with it. The last thing most players want is a way to miss more often.
  15. lol, brain-o. Meant to type 1 in 20 chance.
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