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UberGuy

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Everything posted by UberGuy

  1. 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.
  2. It's what I tell people because of how so many of them propose to fix Regen - the most common, most fundamental ask is to restore toggle IH. In a nutshell, that's Willpower, though you do have to go stand in a bunch of foes to get the full benefit of old IH. But people who ask for toggle IH want Regen to be much less reactive, much less clicky, and that describes Willpower quite closely. That's not I want the actual Regen powerset to play like, though. I like how it plays right now, broadly, and want any improvements to preserve it as much as feasible. While there are a bunch of tweaks we could make to the set, IMO there's no version of meaningfully moving the needle of Regen's performance relative to other sets that isn't going to involve adding either defense or more resistance (my preference for several reasons) to the set. I believe that can be done at modest levels and still preserve the set's clicky, reactive playstyle, while taking some of the sharp edge off of damage taken, giving the set a taste of that non-linear time-to-survival while still leaning heavily into the theme of needing clicks to restore lost health.
  3. I also posted in those other threads about how +absorb is a horrible idea as replacement for either +maxHP or +regen. It's fine, in terms of buffing the set to add it to existing +maxHP and regen (though it's maybe hard to explain lorewise), but Absorb is inferior to +maxHP and +regen for reasons mentioned already in this thread. And many people seem to fail to grasp that +absorb is still functionally HP, HP replacement/gain is a linear offset to DPS, and Regen's challenges relative to other sets are due to the fact that Defense and DR are nonlinear. The more you have, the longer you live against a given DPS in a 1/(1-mitigation) way. Absorb does not to provide that kind of survival, and no HP recovery rates the devs would ever give us ever will.
  4. SR isn't exciting, but it's anything but weak. There are stronger sets, mostly because some other sets can combine high mitigation with high sustain (which SR has none of), but my SR is one of the characters I can basically wade into any content except Rularuu and not break a sweat. Massed Mu can be a problem just because of the end drain and -recovery, and so can massed Psi or Toxic damage. (Even Psi and Tox which are tagged melee/ranged/AoE will hit some of the time, and SR's scaling resists don't work on those damage types.) I would want nothing to do with a port of Sentinel Regen. Non-Sentinel Regen could really use some tweaks, but it does not require wholesale rewrite of how it currently plays: click heavy. I wish more people would search for existing threads before posting. We have several of these Regen threads already, and I already posted suggestions in those threads, as did others.
  5. I was able to reproduce it with missions in arcs that change your level away from your current level. Specifically, the 2nd mission in the Intro to Ouroboros arc. If taken through the Ouro Crystal, this arc lets you be level 50 when you start it. The 2nd mission sets you to level 1. Using that, I was able to keep both Speed Phase and Afterburner running on entry to the mission,, even though I lost both Super Speed and Fly. (Yes, this character has both.) Since the Safeguard/Mayhem contacts don't put you in TF mode, it seems like there's a mechanism for changing your combat level besides exemplar, and that's what's interacting poorly with the pop-tray powers.
  6. Totally reproduced this with the Safeguard contact in Steel Canyon. Could not reproduce it with TF contacts, Ouro missions or the AE. So apparently there's something different about the Safeguard/Mayhem contacts.
  7. We have this as a new issue for Afterburner. Because of how Evasive Maneuvers replaced Afterburner (so that people who had AB didn't need to respec), the internal name of Evasive Maneuvers is ... "Afterburner". So binds that try to toggle Afterburner when it's not visible in the pop up tray will instead toggle Evasive Maneuvers. There are a few work-arounds for this one. You can move the new Afterburner into a regular (non-popup) tray, which will mean it is always found by that name, even if it can't be activated. You can instead toggle "fly_boost", which is the internal name of the new Afterburner. Or you can construct your binds such that Fly is always turned on before Afterburner, like so: powexec_toggleon Afterburner$$powexec_toggleon Fly. This last is my personal approach, since new Afterburner is only available when Fly is already running.
  8. Mostly running it from SSD will ensure that it loads faster, which can help a bit with things like zoning. It really shouldn't improve the overall in-game experience. (It's not impossible, but the things I can think of that an SSD would help with would involve your computer being under severe memory stress and having to swap in-memory things in and out to disk constantly.)
  9. Are you monitoring the game's priority when another window has focus, such as the task manager itself? When the game window does not have focus, it's priority drops. Edit: Sniped!
  10. I think the fact that Mass Levitate (I assume @EmergentRain meant Mass Levitate) is doing this hints that there's something more than unusual knock-up going on, since that power is straight knockup. I played around and could not especially vector foes up with my lowbie Energy/Cold Corr, but even if there is a new thing going on there, I think the real key is that stuff is getting stuck in ceilings more easily. If we can find and fix that, maybe we don't need to worry about whether KB is popping stuff more vertically than in the past - we'll have to see. But the fact that pure knockup is causing ceiling embeds reliably is a sure sign that something new is up.
  11. Oh this is ancient, as in original game behavior. It's done this at least as long as Malta have existed (I1), and maybe before. Any critter using the robot skeleton will do this. I want to say wolves and things that share their skeleton do it too, but maybe not as badly. A screenshot wouldn't really show the issue. You can't really "see" the blockage - your character just can't move past the defeated foe's feet. It would need a video to really make clear. I would love to see this fixed though.
  12. You are entirely correct, sir. I missed that when looking at it on CoD, because the "strength" is at the end of the list of attribs buffed. (Maybe someone should change that display, huh?) So basically, this acts like an enhancement to all your movement powers, or like a tiny Power Boost that only affects movement.
  13. Interesting. I have a ton of SJ'ers and I've updated their travel binds to use SJ+CJ together and haven't noticed this. I'll go look for it, in case I'm just overlooking it somehow. Any other powers going on that could maybe, somehow be involved? Evasive Maneuvers? Temp powers? (I don't expect any of those to matter, but I wouldn't expect what you're seeing at all, so hey.)
  14. No clue. Even if it was suppressed (and it shouldn't be - it should stack with everything else), normally suppressed things still appear in the list of effects contributing, but don't end up added to the total. It's like it's not doing anything.
  15. Good news! These are live patch notes, not beta.
  16. In the two powers the pet had... - One did not accept toHit Debuff boosts, so the fact that you could slot them in the summons did not transmit to that power. - One did accept them, but the only effect it could boost was flagged to ignore enhancements. (Which fully made no sense whatsoever.)
  17. I would expect stacked KB to send them flying further back, but not vector them up into the air. So even if it's related to magnitude (stacking, scaling vs lower-level foes) it's still strange.
  18. Today's patch does back off some of the suppression. However, it still suppresses on any buffing of allies, which still includes toggle effects like Leadership or Shadow Fall.
  19. There's a Siren's Call store variant and it has this issue too.
  20. Ugh, yes, it's the stacking. It's set to "StackByKey" instead of "StackByAttributeAndKey". It's being suppressed by any attrib with a higher scale that shares that key, instead of only being suppressed by other jumpspeed attribs that share it. Props to @Jimmy for pointing it out. I had totally looked at the stacking and, yeah, coffee.
  21. It seems fine on CoD. It gives the same +jumpspeed as Super Jump, and more than Ninja Run. Going to poking around a bit in game to see what it's really doing. Edit: Nope, definitely not acting right. Ninja Run boosts your jumpspeed, but ZGP doesn't, even though it looks to me like it should from a cursory review of its effects. The issue is probably hiding in its stacking rules or something subtle like that. Or I need more coffee, or both.
  22. I don't think I've ever seen someone toss daggers on a team unless it was known in advance we were doing something stupid, like a +4 Kahn with no debuffers. As someone who has on occasion turned to them to solo AVs, spamming them is pretty terrible on your blue bar and, unless you're low DPS to start with, probably harms your DPS.
  23. Are you actually using the button to auto-complete missions, or is this happening while trying to complete missions the regular way? (Which is usually to go to a mission door and follow the instructions shown in your nav window.)
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