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UberGuy

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Posts posted by UberGuy

  1. 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.

  2. 3 minutes ago, Blackbird71 said:

    The Sorcery Pool revamp has now had exactly one iteration before going into a release candidate.  This is exactly the sort of rushing I was afraid of.

     

    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.

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  3. 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.

  4. 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.

    • Like 1
  5. 2 hours ago, Crysis said:

    I also wonder if by taking away ability to slot +RECH enhancements it also takes away ability to slot any IO sets that include +Recharge components in the set?  But it still allows me to slot in stuff like Steadfast I’m guessing?

     

    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.

  6. 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.

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  7. 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.

  8. 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.

  9. 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.

  10. 29 minutes ago, Carnifax said:

    Weird that they never transferred given they work just fine in other pets / pseudopets. 

     

    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.

    • Like 1
  11. On 3/19/2021 at 11:06 AM, UberGuy said:

    One thing I'll note is that some of the effects have other tags. For example, the Scrapper critical on Boxing is tagged "Scrapper". I don't think tags like this do anything functional, and seem to me to be more like code comments, but I have never seen a power with multiple tags, despite the fact that the tag structure is an array. So I don't know if having these current tags preclude adding the MLCrit one.

     

    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.

  12. 1 hour ago, Elizabeth Ashlee said:

    Stealth is applying -1 threat when toggled on. This is not the same as current live, and was not mentioned as a change in the patch notes.

     

    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.

  13. 2 hours ago, naganrhys said:

    @UberGuy,

     

    What is/are the full path(s) to the "*.bin" files for a Windows (10) install of Homecoming's Launcher?

     

    I've searched the files in "C:\Games", and I've looked through "%APPDATA%" but I've had no luck.

     

    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).

  14. 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.

  15. 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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