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UberGuy

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Everything posted by UberGuy

  1. This isn't something anyone would have done as a result of that opinion. For one thing, it's a pretty empty gesture - if there's anything tagged toxic that's not also tagged ranged, it's very rare, so the omission is basically meaningless. Given the fact that stuff like this was done by hand for basically forever, it's vastly more likely someone missed it.
  2. They don't all grant Toxic defense. For example, Weave does not, but Combat Jumping does. Looks like inspirations do too. So maybe Weave was just overlooked.
  3. I've never noticed behavior like this. I do save my keybinds locally, but I never actually load the bind files I keep - they're for reference. I usually edit long binds in the files then copy/paste them into the game. The files are loosely named after character they go with, and so would never be loaded by default. If it matters, I normally set keybinds using the /bind command rather than the UI, since most of the things I most commonly change from the default binds are complex binds you can't configure in the UI. I probably changed binds on my most-played characters dozens, maybe hundreds of times. Complex binds sometimes take fiddling to get right and I so sometimes I end up changing the same bind a lot. So I've definitely not been bitten by a 5-6 try limit. Can you try maybe making a test character, getting it into this state, and seeing if resetting its binds changes anything? I am wondering if somehow you're getting a bind in there that the game can't persist. Like most things about your character, your binds are probably only saved when you zone. If the game can't save something you're setting, all your binds may revert to the last time they did save correctly.
  4. I wonder if that was an oversight, or what.
  5. The levels weren't random, but they used to be something like it. At sunset, there was only one way to get an attuned IO - buy it from the Paragon Market. If I recall correctly all attuned IOs obtained this way had a hidden "internal" level equal to the set's minimum level. After sunset, because there was no more Paragon Market and thus no way to obtain attuned set , the SCoRE team added using Catalysts to turn crafted set pieces into attuned ones. This method created attuned pieces whose internal level was equal to the level of the original crafted IO. This caused strange things on the Auction House. Every attuned IO with a different internal level was treated by the auction house as a distinct item. Yet no matter which one you bought, they would all act the same way when slotted. So this was simplified with a code change so that converted attuned-Os were always their own minimum level (like the ones that came from the old Paragon Market). I want to say the auction house code was updated to enforce that same level change on any attuned-Os dropped in it as a way to avoid the need to bulk update inventories. So now they're always the same (minimum) level.
  6. I agree, but I really do think that this is an unexpected and unintended side effect, caused by an understandable lack of awareness that Air Burst is special in this way. Which itself was probably not specifically intended, as such. I suspect not that many people are converting attuned RAoE sets, so it just doesn't come up often. (Though even fewer of those it bites come here to report it.)
  7. Just to be clear, I do think this is a problem that needs to be fixed, because (as mentioned in this thread) it makes converting attuned Ranged AoE sets "dead end" at Air Burst. How best to fix it is less clear. Probably the most correct thing to do is to make conversions of attuned IOs pick valid conversion targets based on the (mathematical) set of Sets that have overlapping level ranges with the set you're converting. That's a code change. Every other solution I can think of involves modifying the internal level that attuned IOs use, which requires an change to update the level of every existing attuned IO - this is a database update and something that has to be done during server maintenance.
  8. I think Flea wins a no-prize there. If you have one that's below level 20, an "In Set" conversion would only let you convert it to itself. Air_Burst 10 Annihilation 20 Artillery 30 Bombardment 30 Detonation 20 Positrons_Blast 20 I bet everyone who has hit this issue is trying to convert an attuned version. Attuned versions always count as the set's lowest available level for purposes of the "internal" level of the item.
  9. I can't say for 100% sure since I'm looking at data pulled out of the client, but what I can see looks sane when I view it in a hex editor. Edit: What I can see isn't the actual thing that determines the valid conversion groups. Looks like it's a display name only. Old i26 versions of the source code make the actual thing that determines this look fine, but I can't attest to the current config.
  10. I honestly and truly don't understand why we would propose trading HP/s for AP/s. That will not help the set. Literally, mechanically and mathematically, that will fail to achieve the goals. The problem, simply stated, is that HP replacement is a linear counter to incoming DPS. Want to survive another 100 DPS? You need to replace an extre 100 HP/s. We cannot achieve enough HP replacement to counter the DPS that sets with high resist and defense can. And when I say we can't, I mean two things: The numbers we need are huge. A crowd of +3 Cimerorans, for example, can deal over 2000 DPS. (I ran a test in AE and got numbers ranging from 780/s to 2730/s from second to second. Remember, several other sets can stand in these guys and not care. No sane dev would actually give us anything close to those HP/s numbers, since layering team buffs or even set bonuses on them would make Regen unkillable in the vast majority of the game. And that is the problem with (nearly) pure HP replacement as a survival tool. It's very binary. Either you are basically immortal or you're not, and when you're not, you can be dead very quickly. Layering a really large amount of Absorb on top of Regen does make its total bag of effective HP unusually large, but even at maxMaxHP and max Absorb, you're talking about around 4800 HP for a Scrapper or 6400 for a Brute. At 1000 DPS, a (conservative value based on foes that hit like Cimerorans but don't nearly double their DPS by debuffing your defense), and an immense HP/AP recovery of 500/s, you'd still be dead in about 9 seconds on a Scrapper or 13s for a Brute, assuming a perfectly average scenario. To survive with more reasonable and modest HP replacement rates, what Regen needs is most likely more damage resistance. If we can't make the HP/s we recover high enough, we need to make the hits hurt less. The resist can't be too high (or, alternatively, too consistent) or we have to start taking away Regen's HP replacement to account for it. But it needs more than it has now. Even with higher resists, if we keep them modest, we might want to tap into the Absorb mechanic simply because we may want Regen to have an even bigger bag of HP than it does now with Dull Pain (especially since it's easy to cap maxMaxHP on Scrappers and Stalkers). While Absorb is usually described as some sort of ablative covering, it's not totally inconceivable that Regen could treat its own skin and muscles this way, as long as they "grow back" easily.
  11. This is weird. The set's definition looks OK.
  12. The biggest problem with the descriptions is that they are mostly static text with no way to give you "real" numbers unless someone actually types them in there. That's a problem, because the effect of an awful lot of powers varies in ways that make giving a specific number immediately wrong if a character has any accolades, set bonuses, or so on. That then creates more questions and confusion than it solves.
  13. Indeed, I was thinking that his Unstoppable was something the ray removes, but it is not. Even the 9999s duration on the Grounding effect does not eventually result in his untouchable status returning. Once you ground him, a power on him actually removes several of his powers from him, and nothing ever gives them back. So being grounded is, indeed, forever. Still, the change to make the beam stackable for people who enjoy collecting the temps is an easy one with few downsides. 10 charges per player in the 2nd-to-last mish at completion is wild overkill - making it stack to 20 would not be a balance issue. Alternatively, we could make it grant 5 uses and stack to 10. 🤷‍♂️
  14. No one has a constant absorb. That would be D&D-style damage reduction, which does not exist in CoH. To be clear, ticking absorb is not constant. Absorb is removed by damage exactly like regular HP, and absorb stops blocking damage once it's exhausted. The rate at which the ticking absorb is replaced is directly analogous (though not exactly the same as) receiving heal over time. If you get 100 absorb every 4 sec, and damage is fully stripping it away before each refresh, the average effect on how long it will take your foe(s) to kill you is exactly the same as healing 100 HP every 4s, or regenerating 25 HP/sec. The fact that Absorb is a separate pool is only relevant in that (a) it can be added to you when your regular HP bar is full, even if you are at your maxMaxHP, and (b) that it doesn't actually heal damage to your regular HP pool. For ticking aborb, this second point is actually a weakness compared to heal-over-tiime - HoT will eventually reset your regular HP to full if you stop taking damage for a bit, while ticking absorb never will. (HoT is a form of "sustain", where ticking absorb is not.)
  15. It's just HP. The same rationale applies to having an extra 30 max HP and healing 30 HP/sec. Comparing Absorb (or healing) to damage resistance ever is, IMO, a mistake that will wildly inflate people's understanding of Absorb's benefits. Adding 20% damage resistance to 40% existing resistance drops the DPS you suffer by a third, no matter what the incoming DPS actually is. How long you can survive that is a function of your HP recovery rate, but whatever that rate was, it will now keep you alive forever at 1.5x the incoming DPS it would before. Increasing your HP/sec recovered by 1.5x instead (with Absorb, healing or +Regen), is a huge ask, especially when it was already high.
  16. Different of these powers may grant you slightly different things, including: +fly "magnitude", which counters things that try to remove your ability to fly fly speed (the speed you reach after acceleration from rest) movement control (acceleration from a stop) movement friction (drag that causes you to come to a rest faster after moving) Broadly, the highest attributes from the total set of powers you're running wins. Evasive Maneuvers is the exception, as it stacks with the other effects. So basically it's "highest attribs from everything else, + EvMa". These things work with the temp flys, but you can only run one temp fly at a time (since running multiples would just burn endurance to no gain).
  17. His invul absolutely does reset. Some teams can just kill him fast enough it doesn't recharge, but it definitely happens. (PS: Making the temp stackable is about as trivial a change as one can make to powers.)
  18. That's "fixed" by this, but it's not relevant to why using it drops you out of the air, which is what I was answering. That's not an exploit fix - it's actually a nod to a way players use Rest to get damage badges. Beyond even that though, fixing the ability to move using BFs is not the motivation for the change to Rest. (I don't think anyone actually cared that you could do that.), But Powehouse would speak to that if he wants to at this point.
  19. Actually, it's to allow people to do things like use Rest in a lava patch for damage badges.
  20. The usual source of this is that there are differences in how your character's current data (including inventory) is persisted vs. how various "external" storage mechanisms like global mail or base bins are persisted. When you add or remove something from global mail or a base bin, the new state of those things is updated immediately. Your character, however, is mostly only updated when you leave a zone, or are logged out (which, behind the scenes, basically are the same things). If you update global mail or a bin, and then the mapserver your character is in crashes, then the external storage is updated, but your character is not. This can either duplicate inventory, or cause it to be lost. If you dropped something from your inventory to a bin / mail, then the zone crashes, you will have the item(s) in both places. If you take something from a bin / mail and the zone crashes, the item(s) will be lost. There was a time pre-sunset when some folks figured out a way to crash mapservers in a repeatable way, and used the above rules to dupe rares on purpose. They were dumb enough to do it in a city zone rather than some mission / base map, so it was hugely noticeable, and they got themselves banned. My guess is that the zone crashed (or was otherwise terminated) after you logged, but before the mapserver kicked your character out for being disconnected from your client. Edit: If your client crashes, it won't cause this. That just eventually leads to your character disconnecting. If your client stops responding and you eventually get "Lost Connection to Mapserver", that can mean the zone crashed. If multiple people in the same mission or zone all experience that at the same time, but only people from that mission or zone, it almost certainly means the mapserver crashed.
  21. Personally, I don't think +absorb as a mechanic really adds that much to Regen as a powerset. The really key thing to bear in mind about absorb is that it's basically just more HP. Sure, it's usually proactive, where both healing and +regen are reactive (they replace HP after they're lost), In a steady state where you're taking damage such that your +absorb is totally gone every time you replace it and then it starts being eaten by damage again, the result is almost exactly like you were being damaged without the +absorb, but had a same sized heal. The one thing I'll grant that +absorb does differently is that it shifts how much HP you have left when you need to optimally activate it. With +absorb, you'd be at max non-absorb HP, where with healing, you're at roughly half health. That sounds significant, but if you're in a place where that's a big deal, you're probably dying so fast that the extra starting HP that going into battle with the +absorb primed isn't going to change your time-to-defeat very much. Frankly, I see changing integration into ticking +absorb as a nerf. Using the same "under fire" analysis as above, you can map ticking +absorb directly to a heal-over-time, but this has two problems. (1) AoTs don't normally scale with maxHP changes, so you will recover HP under fire proportionally slower when DP is up. (2) because neither damage nor AoT stream in continuous average values, you can lose the AoT equivalent to healing up HP if you tick multiple times without taking damage. Those HP are "lost" which only happens with regen or heals if you're at or near max HP. If your main HP pool was actually damaged when you ticked your +Absorb, then you're not regaining HP. As mentioned in the other thread already linked. I think folks who want toggle IH back should just play WP. I'd rather see different changes to Regen to retain its current click-happy nature. And in any case, I think we view toggle IH through the rose colored glasses of pre-I4 concepts of what was challenging. Even always-on, pre-ED levels of IH isn't all that without defense or resist to cover for it. It's still HP recovery, and that just can't scale to the DPS we find ourselves facing at high-end notoriety and in the face of debuffs. The powersets who can do that without breaking a sweat are doing it by reducing incoming DPS by a factor of 40-100 or more, which lets them get by with relatively low levels of HP replacement/time.
  22. Don't overextend the meaning of "balanced around SOs". All powersets are designed with the founding assumption that they must work well if the player builds only with SOs or maybe common/generic IOs. A set will never be designed with the notion that it will only work reasonably (for some notion of reasonability) if shored up by IOs. What a powerset can do when supplemented with IOs is never ignored (though sometimes implications can be missed - our devs are human). Sets are not necessarily balanced for equal performance with IOs attached. That's almost impossible anyway due to the non-linear behavior of stacking progressive damage resist or defense.
  23. Listing entities that have given tags should be super easy, and I can make a page for that. Figuring out that a power cares about critters with a certain tag is less obviously simple. If it can be reduced to "if power condition contains tag lookup" then it should be no problem. If it gets weirder to detect ... maybe. 🙂
  24. All of what I show is based on the actual game files. Barring bugs (or something I haven't implemented a display for) If it's not on CoD, it's not there in the game either. (If I haven't implemented a display, it's still almost always visible in the raw JSON display.) I see the same thing with these powers, including looking at the latest Beta build. Probably worth a post in the bug report forum. 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.
  25. This has always been an occasional thing. It happens with Babbage in the Synapse TF too. Sometimes the GMs just don't show up. It's not clear if they simply never spawned or if something happened to them like spawning under the map. (My money is on the latter.)
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