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UberGuy

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Everything posted by UberGuy

  1. OOC, is it affecting any other "in combat" type things? Stalker AS? Switching iPowers?
  2. 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.
  3. 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.
  4. 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.
  5. Interesting. I may have to go digging to see if I can find why that is. Because that seems weird enough to (probably?) not be intentional.
  6. Your testing shows it being used on really low-level foes, who will be massively knocked back by the KB effect . Using it on severely low-level foes means the effect scales way up and sprays them away from the power. This apparently creates a timing issue where they are out of range of the teleport effect before it goes off. While the latter may be an actual flaw in the power, I have to ask, what happens if you do this to level-appropriate foes? Edit: Yeah, the teleport happens after 2.6s but the stun is immediate, and KB proc will land when the stun activates on the foes, so they're out of range before the teleport kicks in.
  7. It also means this is more of a feature request than a bug report. The fact that everyone sees a different item is working as intended. That it's not necessarily working as players probably expect is notable, but not always an indication of a bug. A similar but probably less applicable example is the persistent debris created by certain powers / animations is also different for every client. You may be running around bumping a pool table on your screen, but someone else may see it as a roll of insulation. I believe that some more particulate debris, like leaves or small rocks, is actually totally random, and where you see a piece of it, others may see nothing at all.
  8. I don't think that's a thing they can do. Your pose or costume can't control things powers can check.
  9. No, and this is normal for all powers. You can still slot sets that have +recharge in them. Various powers that don't take Accuracy, for example, will still take Hold or Slow or Damage sets, that include accuracy boosts, where the sets are otherwise appropriate to the main effect(s) of the power. In brief, what enhancement types a power takes is actually completely independent of what sets it takes. It'd be dumb, but a pure hold power could be configured to accept heal sets.
  10. Personally, I think Amplifiers are a mess. They were pure P2W Paragon Market fare. Letting people pay real money to get long-term mez protection smacks of really egregious P2W prioritization. They exist here because all the P2W stuff was caried over from the i24 codebase, but my opinion is that they were a bad idea. But I also agree that taking them away now would cause a great wailing and gnashing of teeth.
  11. The iPowers bug has been identified as being related to some of the timer changes, and fixes are in the pipeline according to chatter in the testing Discord
  12. Everyone is free to volunteer to join the testing Discord. It's not some exclusive club.
  13. Confirmed that it's a bug with the timers, and a fix is in the pipeline. Mentioned in the testing Discord.
  14. Let's face it. We're only talking about the slotting aspect because the power used to benefit from recharge and now might not. If this power had existed like this since before we had multi-aspect enhancements and they were being added now, it wouldn't get much air time. I know, because, as @Arbegla points out, it happened before, and I was there for it.
  15. I was finally able to switch iPowers on one of the Scrappers by logging into the AE power suppression zone while on a Flashback with the "Enhancements have no effect" challenge enabled. I don't know which one of these mattered, if any, since after dropping the Flashback I could switch, after exiting the suppression area I could switch, and after retoggling and returning to Ouro I could switch. I was blocked again once I used a PBAoE, but zoning fixed that, as with the two Defenders. Previously, zoning and logging didn't matter - I was perma blocked. It seems certain to me that something about the timer resolution changes is at play here, so I'm going to stop looking for power-related correlations in case what I am seeing is coincidental with things happening with timers. And because what I came up with there doesn't make a ton of sense to me.
  16. I am at a loss to quantify the problem. On two Defenders, I can swap slots until I use an offensive power (their nukes, in this case, PBAoEs and being something I can fire with no foes around). Once I do this, however, I cannot switch iPowers again until I zone. On two Scrappers, I cannot swap iPowers ever. I have detoggled everything and even unslotted some of my global and proc IOs. Didn't matter. All testing was done on Cryptic, in Ouroboros or my SG base, where there are no foes.
  17. I can reproduce this, and I think it's busted.
  18. The timer is started when you zone or log in, as well as if you (or any teammate or leaguemate) are in the same zone with you attack a foe or are attacked by one. This combat-related timer is not very long. 30-60s IIRC. If you are alone, someplace nothing hostile could be near you (or your toggles) and it still won't let you slot them, this may be a bug. There were some timer related code changes. PS: The lockout for changing powers is longer - like 5 minutes. Not relevant here, just extra info.
  19. Enhancement transference to created entities is a flag on the power that summons the pet. So while you're right that it's weird, it's understandable in that it's not automatic, and it would just take someone copy/pasting the wrong thing to get it set in a way it shouldn't have been. Don't forget that a ton of what even the Paragon Studios devs did was edit and create things using copy paste in tools no fancier than Excel or Notepad, and feeding that into automation that turned it into data in formats the game could use.
  20. Enhancements didn't transfer to the pets, so they did nothing for the damage patch. I suppose they may have procced on the main target if it was a foe - I really don't know. But it could not have functioned at all like it does now, if for no other reason than that actual damage enhancements work in it now.
  21. Actually, basically every Scrapper epic/patron pool power has multiple tags. So technically, this is possible. CPH said in the testing Discord today that he's not planning on changing it right now, because the design of the power pools with AT inherents is weird and messy.
  22. Actually, this is in the patch notes, though only indirectly. The effects of Invisibility were merged into the Stealth power, and Invisibility always applied this -100% Threat. The key quote from the notes is this Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth Infiltration now sits where Invisibility used to be in the T3 slot I guess we may quibble with the -Threat being a "best part" of Invis, but it was there. Note that if you are running something that has active taunt effects or uses actual Taunt powers, this loss of threat rating will basically do nothing, since taunt effects override threat level.
  23. You won't find the bin files anywhere unless you unpack the *.pigg files that are in the game install folder. There are various pigg extraction tools around, but I'm afraid I can't recommend one, as I basically wrote my own. (I needed to extract from *.pigg files programmatically, and all the existing ones I had access to were UI-driven). There's a thread about them here (and it links to another thread too).
  24. I am not sure tech currently exists in the engine that can assure a "final" check in that way. Meaning, I don't think there's an attribmod that can only apply after all other mods have been applied so you can check the total. All they can currently do is look at the current value, and I'm not even sure "current" includes other mods that are being applied in the same clock tick.
  25. So sometimes the costume menus are modified or parts recreated slightly differently, and this can invalidate saved costumes from before that change. The unfortunate reality is that the costume data hierarchy is very inflexible, and sometimes what seem like costumes that are perfectly legit (as in you could create them from scratch with the editor) are saved as files using out-of-date references the editor no longer understands. Improving this is probably on the devs' wish list somewhere, but from what we've been told, it sound like addressing it would require a pretty substantial gutting of the current design and redoing a bunch of it in better ways. I would love to learn my info on that is way out of date.
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