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UberGuy

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Everything posted by UberGuy

  1. Is this option perhaps enabled on the settings page? Edit: If it's off, then navigating from, say, Scrapper -> Fighting -> Boxing should show you stats for use by a Scrapper. The URL should end up looking like so: https://cod.uberguy.net/html/power.html?power=pool.fighting.boxing&at=scrapper And following that link I just pasted there should also always show a Scrapper. Let me know if those things don't happen. I would want t o look into it
  2. The reason for wanting to know the GM's name is very, very certainly so Faultline can chat with the GM about any additional details they may have. The devs and GMs talk to one another. There's nothing punitive going on.
  3. That's just because it has no way to know what AT you want it to display the information for. It only displays the "X * table" when it doesn't know what AT version of the table it should use. You can always fix that by picking an AT from the dropdown above the info. I've tried to make the site figure out what AT you want it to display based on how you navigate to a power, but if you jump directly or from the search box, it may not know. It depends on the power - some always only make sense for a specific AT, but some are shared. You can make it default to showing an AT by going to the settings page. It will always default to this AT unless it's actually an invalid choice for the power. You can also check the box next to the level slider on the power page and tell it "I don't care, show me what it would do on some AT that can never use this power." I think you may misunderstand how powers like Enflame work. Its damage is emitted by a pet, which has its own AT ("Minions Pets") and thus its own damage scales. In cases like this power, the pet can't inherit its caster's damage scales, so we have to fake per-AT damage modifiers by creating a different damage effect with a different scale per possible caster AT. As a result, all of the damage effects are conditional based on the AT of the pet's summoner (the user of the base Enflame power) - there is no "base" damage. You're not wrong that this is like reading code. This is, for better or worse, how the power actually works. Even if there was a graph, there's currently no way to pick what it would display. I would have to add support for a second level of "used by" archetype, parse the expressions to pick the right effect, and use that number. I'm ... probably not going to do that. In simpler cases, the damage graphs aren't that useful. For the vast, vast majority of powers, they're just the power's total damage scale times the curve for that AT's damage modifiers. So every curve looks exactly alike for a given AT, just scaled by a different amount. You can get that same data by picking an AT from the dropdown and moving the level slider around. For cases where the damage is not so simple, that means it's not easy to calculate all the conditionals and averages in the browser. I could do it in the code that generates the data the browser displays (remember - there's no "server" for this CoD - it's just static files and Javascript to turn them into the pages you see), but to generate that data I would need to write back-end code that understands all the attribmods. Right now that only exists in the browser - the back-end just writes out the data and reorganizes it some. Porting attribmod parsing to the back-end so it can do fancier things is a "maybe someday" task on my to-do list for the site, but it's not likely to happen soon.
  4. I use this approach now to separate my HC, CB and Cryptic installs. Mostly because I like keeping the logs and screenshots for the different environments separate, but as a bonus side effect I get a cleaner environment list in each installer. But the point is that separating them definitely works, and cleanly. Note that each installer directory will have a copy of the I24 piggs, which is about 4.2GB of data. Not a lot by modern hard drive standards, but just so you know. If you're feeling fancy you could use Windows junctions (symbolic links) to point one installer at the other one's I24 folder, but 🤷‍♂️. Unless you're strapped for space that's overkill.
  5. I don't think this is new. This is a common issue when completing "street hunt" missions inside actual missions. Still a bug, but I don't think it's been caused by anything in I27.
  6. Yeah, what @Wavicle said. The suppressed speed didn't change. You're likely feeling how much bigger the change between suppressed and non-suppressed movement is now that non-suppressed is so much faster, especially for Fly.
  7. CoD now shows shows max number allowed for powers that stack through multiple copies of the power. There's also a new icon for the Line of Sight requirement on powers. I kind of forgot that was already there in the Activation Details block. Maybe I'll remove that now. Finally "DelayedRequires" expressions are now displayed on attribmods. These aren't real common, but they're important. The expression is checked before the attribmod is applied, and if it is false, the attribmod is dropped instead and doesn't take effect.
  8. My money is on it not existing, but hey, even if not maybe it's possible to add it.
  9. I searched for the actual terms we know are used and didn't find anything, including using Google for the search. The game's damage types are an actual, literal in-game thing. They have actual game-mechanical meaning, and aren't abstract terms like these damage "scale" terms.
  10. That's sort of funny. It makes sense. I am not sure if this can actually be avoided, as I think your falling damage is a function of your jump height attribute, and so protection from the damage probably can't extend beyond the duration of your ability to actually jump so high that you'll take more damage after falling. PS: When I read the title of this, I was expecting some strange behavior for Titan Weapons. 😮
  11. Yep. The early game had no numbers for players, and this was a very explicit decision by Jack and probably others from the early design team. They envisioned a more story-centric MMO, where people cared less about the numbers. That never really worked out. Fist, lots of gamers really want to know the numbers. Especially early on, when you recall that there were no respecs! You were stuck with your power choices. But probably more importantly, CoH is almost totally combat focused. Hiding the numbers in such an environment makes less sense than if it were actually, functionally more about the story. The numbers turn out to be very important to ... everything we do.
  12. I also just finally updated the site to display "application type". This was something that was always missing on the old CoD and lacking it makes some powers effects super confusing, because they often just look like a list of "grant this power" followed by "revoke the same power". Which is, like, "what?". Now you can see that these kinds of things have different triggers. From Assault Radial Embodiment: The standard "application type" is "on tick", and vast majority of effects use that application type. Because of this, I don't display it when it's the type in use on an attribmod. (See the - seemingly redundant - "Grant Power after 0.5s" in the image above.) The options other than "on tick" are: On Enable - the power becomes enabled, presumably after being disabled, but probably also after zoning/logging in On Disable - the power becomes disabled, such as via exemplar or a having a disable mode applied to the character On Activate - the power is clicked on. Mostly used with toggles On Deactivate - the power is toggled off On Expire - the power ran out of lifetime. This is mostly used for passives that only exist for so long and then do something at the end, like the intermediate power that grants you alignment powers after 7 days.
  13. CoD has been updated for Homecoming build 4337 In addition, there are new displays for toggles which shut off after running for so long and for shared recharge groups. From Double Jump: I'll look into making some of these group displays (recharge groups and exclusion groups) into a link you can click on to see what powers are included, but for now they're just text. I also fixed some display issues with Taunt and Placate (they were showing up as "Applies X points of Placate", which is not super helpful) and healing (which was showing as "Applies X points of Heal Dmg" instead of "Heals X points of damage"). I also finally squashed a lingering bug in the Rust code relating to assigning ATs to powers that are redirected to, executed by or granted by other powers. It was missing "Execute Power" when building up the relationships, which was affecting the various versions of Kinetics / Transference. With that fix , the data build process is finally fully idempotent - running it multiple times with the same pigg/bin files always produces the same output repeatably.* * I never even posted about the discovery that the extracted icons, written as PNG files, were changing every time because the library I was using to manipulate and save the image data was embedding the current date and time in the image metadata. Finding how to turn that off was an adventure on its own.
  14. If that's bugged, it's actually bugged in the game. That's really a null attribmod. There's no hold effect in that power. Note that it cannot be enhanced for hold duration. I think the Wiki is out of date.
  15. What @Apparition said, but the devs have said they still want to improve the spawn behavior to not be so crazy, but doing so requires modifying the missions that rely on you clearing them. That will take more time than they wanted to leave people having to deal with the side effects of the reduced spawn rates, so the reversion was the best course for now.
  16. We don't have one that I know of. There is no hard link in the game itself between those text descriptions and the actual damage of the powers. Meaning the game does not look at the damage a power does and choose a descriptive word based on that. Instead, they are entered as free-form text by the devs as part of the power description. These used to be very inconsistent. You could not, in fact, make assumptions that "moderate" was more than "light". A pass was done by the devs some time back to standardize them using objective criteria, but that was done with tooling that exists outside the game itself. We don't seem to have a copy of the "rules" they used here on these forums. Note that these descriptions cannot be used across ATs. What is extreme damage on a support AT may be moderate on a more damage-focused AT. This is intended. If you are interested in knowing the relative amounts of damage things do, you're really going to be best looking at the in-game details or City of Data.
  17. That's been bandied about for ... ever. It basically never goes anywhere because doing it right is downright tough. The settings can't be so hard that it just becomes a curiosity no matter how good the reward, but they can't be easy enough with a big enough bonus reward that they becomes the One True Way to TF. (Bearing in mind that becoming The One True Way means people actively reject players/characters who aren't up to the challenge.) Keeping it up to date as the game evolves is another layer of difficulty on the design.
  18. Spamming remotes used to allow players to confuse the game and emit some animations never intended to be useable as player emotes, including some that were pretty obnoxious if spammed. This ability was disabled in a recent patch, which is almost certainly what you are running into.
  19. I've updated the data today to reflect a back-end change required to handle some power expressions that rely on implementation details of how the power expression parser in the game works. The game uses an "expression stack" that contains the accumulated expression values parsed so far, and at least one parser "verb", called "dup" directly manipulates the expression stack, duplicating the top element onto the stack again. This is used as an efficient way to reuse a parsed value derived from a potentially complex sub-expression without having to evaluate the expression multiple times. To support really displaying what dup() does, I had to rewrite part of the CoD expression parser to work more like the way the one in the game engine does. It took me a bit to both remember how what I wrote worked, then translate it from a recursive call stack to a loop using an explicit expression stack, but it didn't take very long. I did both this morning, fixed a few bugs added in the process, and regenerated the data. The site has been updated with the new data and a couple of missing power icons (OAS and Disable All) were updated from the most recent Homecoming patch. Here's how it's now displaying the new Singularity "Gravitational Pull" effects, which used to show a literal dup() call in the expressions. Edit: Note that the PvE expression could actually be simplified further. No idea why it's stopping where it did. I'm using a 3rd-party algebraic parser and that's what it decided to do. It's mostly a black box to me. 🤷‍♂️ The result is still more clear (IMO) than one with raw dup()references in it. Note: You may have to forcibly clear your browser's cached data (not cookies or site data) to see the updated files,
  20. The really more trivial ways are to extend or contract sets bottom ranges so they match. Honestly, this is the most "harmless" option in my opinion, because I doubt that, outside of the special rules for converting Attuned IOs, that anyone cares about level 10-20 Positron's Blast or the like.
  21. Not 100%, since AE does that too, but AE must be doing it a different way, I guess.
  22. Yes. Adding a slider would be a fix to the current behavior that wouldn't break anyone's desired conversion set ... what's a good word? Spans? It might open up some new ways to control what you get that didn't exist before for attuned stuff, but I truly doubt that's a big deal.
  23. There's a (harder to implement) fix that would not break any other conversions. When converting an attuned version of a standard IO, you get a slider to let you pick the level you want the conversion to happen at, with its limits defined by the valid range for the current IO's set. So if converting an Air Burst, you could choose any level from 10-50. When converting a Miracle, you'd be offered 20-40. The dropdown would only off you "category" conversions if you chose a level with valid overlap with other sets in that category. Logic to achieve this in the actual conversion function (boostset_Convert()) would not be very hard to write. The hard part would be adding the slider. UI changes in CoH are apparently the stuff of nightmare.
  24. A more sane implementation, IMO, would look at what sets overlap the level range of the original enhancement's set, and let any of those be possible targets. Without checking, I suspect that would make the conversion lists larger in several cases. That's great for fixing a case like the one in the OP. It's not so great though if it makes it harder (read: less likely) to get from one set to a specific other set though conversions, though. I rarely attune things. I mostly do so with globals like LotGs. I don't go playing lowbie TFs on +4 or anything, and rarely care to solo them. And while I do solo Ouro arcs for badges and such, I rarely feel the need to crank their difficulty. So I really just don't need all my set bonuses to follow me down to low levels. The point of explaining that is that I have probably never converted an attuned IO. I create or buy exactly what I want attuned and then never change it other than perhaps to move it to a different character. And even absent this problem, I don't think I would ever want to convert attuned IOs. With crafted IOs, you get only sets that exist at exactly the level you started with. That allows a lot more control of the output in at least a few really useful conversion cases. (Defense, for example.) Personally I'd like to see this fixed or improved in some way. (Having a random chance that it offers you an overlapping set sucks.) But I do think any solution is probably going to have some side effects.
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