Jump to content

UberGuy

Members
  • Posts

    648
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by UberGuy

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. The thing with Aim not affecting Toxins bonus damage is almost certainly intended. It's implemented as a "global proc", which means it's like (temporarily) slotting a special proc enhancement in all your damage dealing powers. It is conventional that damage from these cannot be boosted by, well, anything that boosts damage. It seemingly not working right on RoA may be a bug. RoA summons a pseudopet and, like most such things, its damage is implemented as a passive with a refresh interval such that it only ticks once in the pet's lifetime. The pet is passed the owner's buffs, so its powers should get the proc benefit. 0.11*(1.00*Melee_Damage)*minmax(power.base>activateperiod, 0, 2)/power.base>areafactor This looks almost exactly like the proc calculation for passives/toggles used in Offensive Adaptation, with higher scale multiplier. (That makes sense, Toxins is a click and OA is a toggle). So I don't think anything is wrong with the formula. So... I dunno what's up there. Here's a separate probable bug though. Toxins does nothing at all to PvP targets.
  6. I forgot to add, here's where you find the new shinies, on the CoD main/landing page. (Remember, for now this is only on the beta site.) Note that thee "search" pages are just the boostset and entity pages, which both have a search bar at the top. This approach worked out better than I hoped, so I plan to at least look into adding the search bar directly on the powers pages. I'll be a little trimmed down from the one you see on the landing page, since I probably don't want to cram the links that search creates onto the powers page. If I add a search box there, it'll just send you directly to the power you select. I plan to add a couple more ways to slice and dice the boostset lists. There aren't vast numbers of sets, so it's sane to offer a list of categories (Melee Damage, Defense, Healing, etc.), and a list of sets in each category.
  7. OK, actually the entity stuff is ready to go. At this point I'm blocked on releasing this stuff to the Homecoming version of the site because I need to fully re-export the data to pick up various data additions, but the bin file reader no longer works with HC's bins due to keeping it up-to-date with Page 2 changes. Hopefully next time around I'll be better prepared for that. I export "raw" data files from the bins that I can parse instead of the bins, and I can tolerate "missing" new fields in the "raw" data where tolerating missing data in the bins is wildly impractical. Unfortunately, I've added whole classes of data export that I did not have the last time I ran the bin parser against HC, meaning I don't have that raw data at all. Once HC is updated with Page 2 that will change . For now, you can see data and new site features from closed beta test server here. Once those go live, I'll update the HC site with the same.
  8. Today I learned that every SG base NPC in the base editor is a critter, and all the decorative ones (so not things like trainers or stores) have a few dozen completely mundane names. "base_soccertalk_female_npc": [ "Laura", "Linda", "Cynthia", "Amy", "Janet", "Angela", "Mary", "Patricia", "Melissa", "Carol", "Rebecca", "Betty", "Ruth", "Brenda", "Barbara", "Nancy","Carolyn", "Martha", "Joyce", "Shirley", "Anna", "Christine", "Kimberly", "Jessica", "Lisa", "Amanda", "Sarah", "Catherine", "Sharon", "Helen", "Sandra", "Virginia", "Diane", "Dorothy", "Frances", "Elizabeth", "Karen", "Debra", "Maria", "Susan", "Deborah", "Kathleen", "Margaret", "Ann", "Marie", "Jennifer", "Pamela", "Donna", "Stephanie","Michelle" ], I am filtering them out of the display_name search index, heh. I will probably add a way to search by internal name that would find them.
  9. Ah, yeah, I had not seen them in ages. I am certain they did not get this.
  10. What non-MM critters have Full Auto? Stuff in the AE didn't get it.
  11. Devs on the discord report the issue was identified and a fix is in progress.
  12. It's not quite ready for prime time yet, but here's a little preview of something I've been working on. Before people ask ... , no, you won't be able to search for sets based on the bonuses they grant. Not for a while anyway. To offer that, I need to build a searchable index of bonuses on the back-end, and to create that, I need to parse the attribmods in the enhancements. But there's currently no attribmod parsing code in the back-end that creates the data files. It just dumps out raw data and the parsing is currently all done in browser code. I plan to support bonus searching eventually, but it will be some time before I do so. For now, Mids is your go-to for that kind of functionality. Initially you'll only be able to search for sets by name, just like with powers. This will be released alongside the critter/entity search interface. I'm working on building a search index for that too. It's not hard, but it's not as easy as it probably seems, as critters can have many names. (A name is defined at each level for which they exist!) I'm building a many-to-one mapping of display names you can search against to find the internal entity name.
  13. None. That's native browser functionality. I simply display the JSON string inside <pre><code>...</code></pre> tags.
  14. Generally speaking, no, changes like these have not been back-ported to critters. That doesn't mean they never will be, however.
  15. There was a player in the testing Discord that specifically talked about the original visual effects causing disorientation and discomfort, and the latest new effects got a thumbs-up from them. Since the sounds didn't change, it seems that it really was the visuals.
  16. So I think I stumbled across the root cause, and if I'm right, it's suuuuper annoying, but still easy for the devs to fix. Why is it annoying? Well, I went looking for other powers that work like Shinobi does - powers that grant you a Global Boost that's a PPM damage proc. Two powers I found were Bio Armor's Offensive Adaptation and Plant Manipulation's Toxins. (Hybrid Assault does this too, but it can't be used when exemplared down low the way all these others can.) The obnoxious thing was that nothing in these other proc-granting powers looks meaningfully different from Shinobi. So why do they work when you're exemplared? (They do work.) It seems that the answer is ... magic. Here are the boosts the three different powers grant. redirects.blaster_ninja_training.shinobi_proc temporary_powers.temporary_powers.offensive_adaptation_proc temporary_powers.temporary_powers.plant_manipulation_toxins The difference is obvious, visually, but it never occurred to me that it could matter. But casting around for any explanation, I went code diving in the SCoRE code. It turns out that powers in the "temporary_powers" power category* get a magical, hard-coded pass on caring what level you were when you earned the power. Shinobi isn't in the temp power category, so its "level earned" is checked. When you're level 50, you apparently grant yourself the power at level 50 (even when you grant it to yourself while exemplared), and when you're exemplared to too low below 50, it isn't allowed to function. That's why you get the message about it not working at your current level. Fortunately, in that same code is the solution I guessed at earlier. Powers can be flagged to ignore their earned level for exemplar purposes. That's how all accolade powers are set up, for example. It's possible the HC devs have updated the code I looked at, but honestly, this seems like something that probably is still the same. If it's not, I have no idea why OA and Toxins work when exemplared but Shinobi breaks.
  17. @ViciousCabaret, can you try detoggling Shinobi, logging out while still while on an arc that exmplars you, and seeing if it is still broken when you toggle it on after login? I see that the power is flagged ignore_level_gained: false. I am wondering if it's possible that the granted power is not replaced if you already have it. Exemplaring below level 45 would cause you to lose a power you gained at level 50, and if you turned Shinobi on while level 50, that would mean you "earned" Shinobi Skills at level 50. The attribmod itself is set to "replace" stacking, but I have no idea if that actually means it replaces the granted power if you already have it. I am wondering if logging out with Shinobi off means you come back without Shinobi Skills, and then can grant it to yourself at a lower level, allowing it to function. If so, we know how to fix it!
  18. There seems to be a widespread issue with fast snipes not working correctly, both in blast sets and in melee epic pools. Devs are investigating. Early indications is that the problem is specific to Brainstorm. (Testing by devs on internal environments don't show the issue.)
  19. OOC, is it affecting any other "in combat" type things? Stalker AS? Switching iPowers?
  20. I don't think it has anything to do with the Recharge Power, as that's present on Cryptic and the powers work fine there. I tested Moonbeam on a Stalker and a Scrapper on Cryptic. So it has to be something that's new to Brainstorm that's not on Cryptic.
  21. Taunt and damage massively outweigh every other factor. Taunt doesn't act like more damage, taunt massively multiplies other factors in your threat calculation, including damage. You could be on a Tanker running Super Speed full time, and as long as you sustain your taunts, the only thing that will peel aggro off of you is someone with comparable taunt * damage scales. Yes, if two Brutes or two Tankers are both taunting and smacking the same foe for about the same damage levels, the one with a threat penalty will probably lose aggro to the other one.
  22. That you were perhaps not happy with it does not make it true that it did not get enough testing or feedback to say it was good enough to go forward.
×
×
  • Create New...