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UberGuy

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Everything posted by UberGuy

  1. I think there is a work-around. My DP character used the "No Redraw" theme. When I changed this back to the default theme, NR animated properly again with guns out. I'm told the No Redraw themes are a hacky mess and the Katana-style way of handling redraw is going to be proliferated to other sets, so we may be stuck with that until then.
  2. I broke out the only Dual Pistols character I have, who's a DP/Martial Blaster, and he stops animating Ninja Run stances as soon as he draws weapons. So it seems related to DP specifically. I'm checking other characters with drawn weapons. Edit: So far I only see this on DP, but I don't have characters with a couple of other often-cursed weapon animations, like Archery or Beam Rifle. Edit2: I whipped up an Archery and a BR and they were fine.
  3. City of Data is updated for Issue 27, Page 2 In addition to updated powers data, the "live" site now includes all the features listed in previous posts as being on the beta site. Search for critters ("Entity Data") Lists of Boostsets by Category ("Groups") Search for Boostsets by name Boostset info Lots of small tweaks to display flags, modes and settings on powers, effects and attribmods that weren't handled previously. ("Boostset" is the game's overarching name for what we usually just call "IOs". Technically stuff like Archetype Sets and Summer/Winter Event sets are not "inventions".) You may have to clear your browser's file cache to ensure it sees new data if you've been visiting the site lately. (Not cookies or browsing history - just cached data.) You should see this in the upper right corner. If you do, you should be fine. There were a lot of file changes, so if you see any weirdness, try the cache clearing first, but let me know here if it's still busted after that.
  4. Known limitation. Reconstruction contains an enhanceable damage resistance component. Any power that has an enhanceable damage resistance component is supposed to be flagged as ignoring external buffs, because, due to the fact that damage and damage resistance are, in fact, two aspects of the same attribute, global damage strength boosts like Build Up would boost damage resistance. If the resistance effect is not enhanceable, then the global filter on external buffs can be removed, since each attribmod can be flagged to ignore all boosts (including enhancements).
  5. I wasn't aware I stated my experience as a fact. I clearly labeled it as "Definitely not my experience", which should make it clear that, well, I'm talking about my experience. Which I did in response to you originally saying "My experience has been that...". So not sure why you responded in this way, unless you are perhaps suggesting you should not have posted your own subjective viewpoint to begin with. 🤷‍♂️
  6. Definitely not my experience. Many a poster complains about KB for the effects on their own efficiency. KB can be a powerful tool for controlling mob placement and providing mitigation, but using AoE this way is not "free", especially AoE KB and especially in open areas where there are no walls or other barriers to "catch" knocked foes. (If you can fly, you can use the ground for this.) But absent careful positioning, which does take time, KB will scatter foes who might otherwise stay clumped for repeat AoE application. Especially when they were immobilized or slowed by an effect that doesn't include KB reduction. This is, indeed, the same thing posters often complain about when their teammates scatter foes, but the same logic applies to ones own powers.
  7. The staging patch notes mention that they know about the sound repetition thing and are looking into it. So 🤞
  8. This is almost certainly the case. Giant Monsters have extremely high base perception, such that they can even see a Stalker who approaches within 5'. More mundane sources of stealth, even stacked, will let them see you even further out.
  9. No, that's been changed. None of the invasions cause this any more.
  10. So, this was hard on the brain to look at, but I don't see this set up to act the way described. Edit: I don't know what I had open, but there is no PvP Psi only accolade. With that correction, this all makes sense. There are 4 powers involved. Elusive Mind Demonic Aura Eye of the Magus PvP's version of Demonic/Magus+Elusive (called "Indestructable") What recharges what Elusive Demonic Magus Indes Elusive ○ ○ Demonic ○ ○ ○ Magus ○ ○ ○ Indes ○ ○ ○ ○ So... Demonic recharges both Magus and Indestructible Magus recharges both Demonic and Indestructable Elusive Mind recharges Indestructable Indestructable recharges Magus, Demonic and Elusive Mind This looks fine to me.
  11. Definitely looks weird, but this is like this on HC, too, so it's apparently not actually a Page 2 bug. Probably means it'll get looked at after that goes live.
  12. Here's a preview of what you see when you pick a "Boostset Group" on the page that lists them. It gives you a list of all the sets in that group. Choosing how to sort this was painful. At first it was just the set names, so sorting was alphabetical by name. Then I added the levels the sets exist at, but that has some non-helpful stuff going on. For example ATOs and Winter-Os show their level range as "1-1". So I updated the numbers to show "slotting range" instead. But then, with alphabetical sorting, the level ranges were all over the place. If I were looking for things to slot just based on the information shown here, I would care about level range. So I sorted first by minimum level range and then name. This looked nice but things that max out at level 50 were all over the place. For now, what I've done is this: - Sort by maximum level first - Sort next by name next, excluding the "Superior" part of the name - Sort next by "Superior" or not, putting the superior version after the standard version - Sort finally by minimum available level This puts all the level 50 max stuff together, all the level 40 max stuff together, and so on. Which is how I would use this list, but probably isn't for everyone. One of the next things I'll do is expand the set display a bit to show a table with more information. - Lowest level bonuses work at - Lowest level at which you can slot the set (which is not always linked to the lowest level for bonuses, above) - Max level the set exists Then I can add controls so you can control the sorting. It dawns on me that some of that info isn't on the individual set details pages, so I'll add it there too.
  13. I don't think you looked at what Galaxy Brain's tests measured. It wasn't just a DPS test. Yes, TW won on that measure alone too, but there was more to it than just DPS.
  14. That's kind of amusing, but yeah, it seems wrong.
  15. Yeah, confirmed. The effects of this power are flagged to ignore all boosts. I don't know for sure whether slotting accuracy boosts to a power that grants accuracy does what we think, but if it does, the power should be flagged to ignore external strength and the per-effect blocks removed. (Otherwise it would boost itself...) If that isn't actually possible, the slotting option should probably be removed, but that's weird because it's an auto power, so you'd just have an eternal empty slot. Maybe add a token amount of +toHit and let that be slotted so set pieces can go in the power.
  16. This is one of those cases where it's working as designed, but the edge case outcome for pseudopets isn't really what anyone wants, even the devs. The issue right now is that tech in the engine isn't available to handle these cases better. It sounds like actually adding something to support it is on the wishlist, but there's no timeline yet. I suck up this proc behavior in "true" patch powers like Blizzard, because there's just no other way for them to work. But given how it works, I wonder why RoA really needs to be a pseudopet. I think the visuals may need to be, but it seems to me that the actual damage could be a regular TAoE with a short, fast DoT. That would also solve this problem. About the only thing that would change is that stuff would no longer be able to move out of the patch during its cast delay. I'm not sure that's really a bad thing, given that most powers in the game work that way. I think the only NPCs that use this power are the various versions of Manticore, and I rather doubt that being able to avoiding RoA after its cast is a big part of anyone's PvP meta.
  17. Yes, Huntsmen in particular have both resistance and protection, even the version of them that exists from level 1-5. (It's worth noting that they're normally boss rank critters with this stacked on top of the inherent mez protection of that rank, making the boss version quite challenging to mez at low levels.) https://cod.cohcb.com/html/entity.html?entity=arachnos_wolf_spider_boss_vlow https://cod.cohcb.com/html/power.html?power=v_arachnos.wolf_spider_resistance.wolf_spider_armor&at=boss_grunt Crab Spider Webmasters (also a boss critter) and all the Fortunatas also have mez protection above and beyond that of their rank.
  18. This is an aside we shouldn't fall down the rabbit hole on, but that feels entirely subjective to me in the sense that this statement appears, to me, to have a very narrow view of what defines success. DPS? Sure, Fire hands down. Overall utility while, say, soloing or leveling up? I don't think Fire is even close. As for the rest which is on-topic of Rune, I'll agree with the position I infer from you that an objective position is harder to see with Rune simply because the "balance landscape" of mez protection for ATs that lack it in their core powersets is extremely muddy. Everyone can find examples to cite of why such ATs should or should not have access to this. In such scenarios, any position ultimately can be seen as subjective. In my view, the assertion that "high-uptime mez protection on squishies is strong" is sort of an "originalist" perspective. Whether that's good or bad clearly varies based on what player you ask. What I will point out, though, is that it looks like the version of RoP we're getting doesn't take away access to that mez protection. Instead, it reduces the up-time ratio. There are players posting about how the new up-time ruins the power for them and makes taking it pointless (especially for the power and pool picks). IMO, that is a conclusion loaded with subjectivity - if it was that good, that critical to character performance before, the changes shouldn't make choosing it or not that binary. Especially given that while the rest of the Sorcery Pool used to be pretty crap (like, actually broken), real effort was made to address this. In a scenario where pretty much everyone's take is subjective there's no real value in complaining that anyone else lacked an objective justification for their choices. I'm just glad that the devs made a decision that was measured (they could have done much worse to RoP), did it after listening to players at all, and made an effort to cushion the downgrade of one power with upgrades to related ones. All of that could have played out very differently.
  19. This is now available on the beta site. It leads you to a page which shows all the "categories" of boost set (like Melee Damage, Defense, Healing) in one place. When you click on one, the page updates to show you all the sets in that group, The names are links which take you to the details page for that set. This is likely to be much more convenient when looking for specific types of set by what you can slot them in, as opposed to constantly having to fiddle with the search interface - especially if you don't actually know all the set names. (And who does?) I also made some small tweaks to the entity (critter) display pages, to show the names of the critters when they vary by level, and fixed some issues with handling duplicate names in the search dropdown list on entity pages.
  20. If you can put numbers to it, it's not subjective. You can compare things, and people did. In fact, players like @Galaxy Brain put a lot of work into creating repeatable, measurable testing scenarios, which he shared openly. By those measures, TW came out significantly ahead. (Edit: Notably, it still came out ahead after the changes, just not by so much as before.) The devs here are not subject entirely to historical precedent. I think they try hard to plot a line based on what they see as past precedent, but even if they did so perfectly, some things would deviate, because balance in CoH was never easy, and the Paragon Studios dev team was not perfect (and apparently didn't get final say in all balance decisions anyway). Our current devs can claim to try and track the pre-sunset balance trends and still adjust things that existed pre-sunset, both up and down. Let's also not forget that TW was not free - you had to pay for it on the Paragon store even if you were a VIP subscriber. That was the top tier of cost - VIPs got access to most things simply by being subscribers. I find it very easy to believe that Paragon Studios (or, more likely perhaps, NCSoft) were very interested in making sure that the most expensive things were also performance wise the best. That legacy is hard to maintain in an environment where everything is free. And that's not even touching the philosophical question of whether actual P2W is healthy for a game. (Spoiler, I believe it is not.) Just because our devs aren't running a CoH balance commune doesn't mean they're making their decisions entirely arbitrarily. Having final say allows that, but does not necessitate it.
  21. All of what what @arcanesaid makes said makes sense to me, but with respect to this question, the answer is: our devs. At the end of the day, they decide, because they're running the server and updating the code and data. We hope they seek our input (and I believe they do) before making a change, but at the end of the day, they're set the boundaries on what "balanced" is in this environment and they make the final call on what to change or update, if anything. That's just how it is. This isn't a democracy. Good luck finding a game that actually is. Even stuff you can download yourself for free and easily set up and modify has an admin, and at the end of the day, what the admin(s) say decides how things work.
  22. As mentioned in the linked thread, when you catch up to your mentor so that your combat level equals to your mentor's security level -1 (so level 49 if your mentor is level 50) your SK actually drops, and this dropping of your SK is what kicks in the code that kills off your pets.
  23. Yeah. It's not the most awesome case for how the implementation works, and I very much think it's fair to suggest it could be better, but it"s not actually a bug.
  24. That's not how PPM procs work in effects like this. This is the Triage Beacn pet's regen aura power. PPM code looks at the activation period of the power. A value > 0 on the power is something that only passive/auto and toggle powers have. In powers with a non-zero activation period, the proc activation chance calculation fully ignores recharge and cast times. It's based instead on the proc (enhancement's own) activation period alone, which is usually 10s. (And the power's area factor, of course.) I'm pretty sure procs like this can activate on you directly when you summon the pet, and that will use the cast and activation time math for PPM chance of happening.
  25. Actually I think this is working as designed, it's just the fact that the damage is implemented as a pseudo pet screws you out of a bunch of damage compared to it being a click. The proc's damage formula is tuned towards things like damage auras, which are long-running, rather than nukes delivered by pets. If you plug the numbers in you get about 2.5 damage before area factor, and such a large radius is probably what drags it under 1.0.
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