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UberGuy

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Everything posted by UberGuy

  1. Be that as it may, it's probably in use in those four powers, and folks using it that way would probably not be pleased if the recharge aspect was replaced with something else.
  2. I just went digging in some of the public I26 code, which is a couple of years old now. I didn't study it in great detail, but here's what I got from it. The list of bids and listings are stored in "binary heap" structures storing pointers to structures representing bids and sales, respectively. A processing loop iterates over both in parallel, popping items off of the "top" of the two heaps looking for matches where a bid fulfills a listing. "Skipped" bids and listings that don't line up are stuffed into temporary heaps during processed and all of them are shoved back into the main bid/sale heaps before moving on to the next loop iteration. Sort order of items with different values in binary heaps is stable, meaning the sort order of unchanged entries will be the same after an insertion or removal of an item to/from the heap. However, the sort order of items with equal values (ties) is not guaranteed to be stable. The auction item listings stored in the heaps are sorted by item name and the bid/sale price, without reference to who is bidding on or selling the item, or when the bid/sale was posted. This means changes to the structures can re-order the ties on each heap change.
  3. We had this information given to us back pre-sunset by the Paragon devs, after some players experimented extensively and reported their findings. The order ties are broken is based on purely internal implementation details of how the auctions are stored. That order is fixed until, IIRC, someone posts another of the same items at the same price. Then the tie resolution order shuffles again. For practical purposes, yes, it's effectively random.
  4. Not generally. About the only thing I can think of is translucency changing when stealth powers suppressed.
  5. This appears to be an undocumented feature of the powexec family of commands. If the power name you supply does not match the "display name" of a power in any tray, it instead matches against internal power name of powers you own, which are what most of the game deals in when referencing powers to activate them, deactivate them, grant them, etc. You might be surprised how many powers have a display name that's completely different from their internal power name. This often is done when a power is redesigned or the level different powers can be earned is changed. The "guts" of the power are moved or changed in an existing name so references to it don't have to be changed. (Read: so people don't have to respec, as when Afterburner became EvMa.) powexec_toggleon likely works because EvMa is already on. If you turn EvMa off then try it with Afterburner hidden, I expect it to turn on EvMa. You can make the original toggle work by making sure Fly is on first. Eg: powexec_name afterburner$$powexec_toggleon fly
  6. Look in your settings\homecoming\options.txt file for lines starting with those names. They're probably at the bottom of the file. Those names are commands to toggle on and off oooold UI elements left over from the Paragon store and NCSoft account system that don't work here because there's no link to those things any more. I am betting our devs finally removed the commands to control those UI elements, and now the game complains when you load the options file containing them. Why it only displays on certain characters I cannot explain. You can safely edit the file with something like Notepad. Just remove those lines that start with those names.
  7. There may be some effect on the "summoning platform" that dismissed it when the zone event reset. But that seems like a stretch.
  8. Solo on max notoriety? That's what I build everything for, or strive for. To play that way, you're likely to want as much defense as you can muster without gimping something else important. With that goal, the only things you wouldn't strive for high defense on are probably things that readily max resists instead, and even then probably only if it's a Brute, Tanker or Kheld, due to their higher resist caps. (SoAs share the Khedlian caps, but lack much in the way of capping their resists.) Reason being that 45% defense is, on average, better mitigation than 75% resist, and tends to avoid more attacks with fewer "types" than resist. That and high, wide-spectrum resist can be hard to achieve on anyone who doesn't come with a powerset sporting a good base to work off of. Probably obviously, if you're playing something with a lot of debuffs or a lot of control, this can lower the bar for how much defense you need. I have Dark Miasma characters who sit right around 40% Ranged/En/Neg, and most of the time they do fine solo in really stressful content. The trick is what happens when foes come at you from multiple directions, or in overlapping ambushes that overrun your ability to maintain lockdown of the battlefield. What's when high def will (usually) help save your bacon. But some "oh crap" powers might do the trick here instead. Building for team play, especially team play where you can depend on having someone to buff you and/or hold aggro? No, Being near the cap is nowhere near as meaningful. It still helps, obviously, but you're going to rely on it much, much less, so it makes sense to free "build space" for other goals.
  9. If I'm right, you shouldn't even have to turn it off. Just be off a team with no pets it can buff.
  10. I'm not sure if this is strictly intended, but activating any power in that hover state will end the effect. Link. That event fires at the end of activating any click or toggle.
  11. That is, apparently, actually intended. That's the "Helped" event (which is really "HelpedOther" - a change is in the pipeline for CoD to display it that way). So the power is set up so if you buff anyone, even with an AoE toggle, it will suppress. I'm just the messenger here. I don't know the reasoning.
  12. The toHit debuff, is not enhanceable in PvP or PvE. I'm pretty sure this is a long-standing known issue. I don't know which is right - the fact that the -toHit cannot be enhanced or that the summons lets you slot toHit debuff enhancements.
  13. Untarget any non-combat NPCs, like contacts, civilians or glowies. Clearing your target (usually the "escape" key) should work. After you do that, you should be able to teleport. Zoning also works, as does logging out and logging in*, but this should not be necessary. "Running around" seems to work because it usually takes you out of range for your current target. * Zoning is basically identical to logging out and back in, except you log back in to a new different mapserver on a different map.
  14. I ran into the same problem and had success with the same workaround.
  15. Good catch. The top one is the "correct" one in that the game won't accept passwords longer than that. The 8-72 is quite something. Very few things in my experience will let you enter passwords that long.
  16. Remember, that set can still be slotted in non-henchman like summons powers, such as Gang War, that do benefit from recharge.
  17. I don't think that's a bug. Speed Phase imposes "Only Affects Self" and you can't summon pets when in that state. Those portals are, perhaps surprisingly, pets under the covers. (Basically all place powers are.)
  18. To be clear, I am not claiming it is WAI. I'm just saying its behavior makes sense given how it's set up. So it's not like an engine bug or anything. It's actually set up to work this way. Whether that's what's intended or appropriate or whatnot, I cannot really say.
  19. This feels busted, and I don't think the patch notes convey this power working this way. But it makes sense that it's doing this based on what's visible in CoD. "EndActivate" is what it kind of sounds like - it's an event that happens when a power, any power, ends its activation cycle. (Basically it happens when the power's icon stops "circling" after you click on it.) So, yes, activating anything will suppress the defense.
  20. There's a known issue that should be fixed soon. Make sure you un-target any non-combat you have targeted (usually the escape key). After that it should work without having to zone.
  21. You use Stealth now. However, it's slightly different mechanically. You no longer are Only Affecting Self, but if you attack or are attacked, you'll be unstealthed.
  22. I found a bug. It's actually at the top of the data funnel - the bin file reader was missing some new event enums added with this page. This was a silent problem - it just caused the parser to pick enums further down the list. (The new enuns were inserted in the middle of the existing ones, not at the end.) I've regenerated the data and uploaded it a few minutes ago. If you see "Defiant" in the tip popup, you're looking at old data and should either force refresh the page or (more globally) clear the browser's file cache again. "Defiant" isn't an event actually used anywhere in the game any more. It's apparently a vestige of Blaster Defiance 1.0, way back in the day.
  23. It's fixed and updated data is present. Almost certainly you'll need to force a page refresh and maybe clear cache, as the file caching settings sent to browsers won't expect this to be refreshed so soon
  24. Reaction Time doesn't take accuracy, and that set is an Accurate Healing set. I don't see it in these patch notes, but maybe this power was cleaned up at some point to not accept accuracy (because it is auto hit). Edit: Yeah, this is an old change, pretty sure.
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