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UberGuy

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Everything posted by UberGuy

  1. The power could, instead, be changed to a stacking power with maximum charges, similar to what we see with temp powers available at the P2W vendor. For example, if it granted 10 charges, with a maximum of 20, then folks with leftover charges from a previous run would still get 10 more charges. Only someone with more than 10 charges going into the TF would not get more.
  2. So I realized I misread TG. It not longer summons a pet. There's a different way to do this that avoids pets, and TG uses it. It's a special attribute called "kExecutePower" and it does basically what it says. You execute a power, immediately, whether or not its a power you "own". And we're told that this is a code level bug with kExecutePower. It simply does not check if the caster is alive or not (and whether or not that should matter for the power) when it triggers the execution.
  3. Without seeing it in action, this sounds a lot like a long-standing bug (like since pre-sunset) that afflicts Paragon Protector Elite critters. They get into a state where they do this weird back-and-forth sliding thing near the ground and mostly won't attack. Usually they reset by losing aggro, though sometimes they'll break out when still active in combat mode.
  4. Yeah, a bit of a necro, but the for powers where you can boost +def on powers that also grant +res, the +res cannot be enhanced. If the attribute itself is flagged, that flag blocks both external boosts and enhancement. If the entire power is flagged to refuse external boosts, the +res can allow enhancement without interaction from +dam effects like Build Up or red inspirations. Right now, those are the only two options.
  5. I may see the issue. TG has been changed to use the relatively new Pseudopet rules, where the pet is defined only by a redirection to another power. It seems possible to me that this pseudopet, which inherits its characteristics from the caster, treats "Self" as the original caster. That target should probably be removed. It made no sense for a pseudopet that can't be affected, and it's probably doing something unintended with the new pseudopet mechanism. Edit: After morning coffee it dawns on me that removing the self target might make TG no longer heal the caster, if the "thin" pseudopet is behaving the way we think it might be. Instead, fixing this might require a target condition on the heal effect. Something like "if target>kHitPoints > 0".
  6. Did know if you rezzed at anything other than full health? The heal for TG, like HT, is also cast by a pet summoned at the caster's location. The heal it emits is not for 100% health. So it should be easy to see if it rezzed you by healing you for its normal amount. If you were at full health, it wasn't TG that did it. (Fully slotted Defender TG should heal for around 470HP, not accounting for set bonuses or other global heal boosts.) I would not expect this to be possible, since the targets for the power used by the pet are Self Ally (Alive) In this context, I would expect "Self" to mean the pet, not the caster of TG (which would not do anything). However, if that's somehow not the case, that would potentially explain how TG could rez you. There is 1000000% no way in hell it's intended that TG should rez the dead.
  7. This isn't happening with Twilight Grasp, but with Howling Twilight. Fundamentally, this is possible because the power summons a pet, and it's the pet that casts the heal that serves as a rez by granting defeated allies 100% of their health. This pet mechanism is used because it's the way in this game to make a different PBAoE happen at the caster's location for an otherwise ranged effect that targets distant foes. Because of how this works, there is a small delay between the casting and when the rez heal takes effect. The power is cast, the pet appears, and the pet fires off the rez. (Like mos pesudopet powers, the rez is actually an auto power, but the pet only lives long enough for it to "tick" once.) Notably, the pet summon, which lasts for 1s, is flagged to persist past the casters' defeat. This is also common with such "ranged power with effect at caster" powers, to keep the effect from failing because the caster died, even though they successfully cast the root power. (Normally, even if you die after casting something, it still affects the targets, but the delay in effect here could prevent that if the pet was dismissed on caster death.) In this case, though, that means the effect rezzes the caster too, Personally, I think it's likely that this behavior wasn't intended simply the power's somewhat unusually detailed effect description doesn't say that it can rez you too. Most likely, I think no one thought about it when designing the power. And if rezzing yourself really was intended to be more than an accidental feature of HT, I think it would be easier to make it happen on purpose. The timing window for pulling this off is extremely small - It's extremely hard to do this on purpose. It's for this reason that I also think no one would ever think to "fix" this. It's basically impossible to abuse, and the only way to "fix" it would be to make it so HT could fail to rez anyone if the caster dies right after popping it off. I have many thousands of hours played on six Dark Miasma characters. I've maybe had this happen once or twice. It's cool when it happens. I'm not advocating for any change to this.
  8. It wasn't. You sunk into ledges and what not as far back as I6.
  9. They absolutely do. Everything that is usable in crafting does. If you craft IOs with a crafting salvage bin open, the same thing happens. In fact, last I saw, it even complains about things you can't even store in a bin, like Empyrean Merits, if you consume them with a storage bin open. (It says or said something like "you can't store that here".)
  10. Six got in touch with me via DM. There was a brief problem last Saturday where the auth system decided (through a misconfiguration or bug) that no one had privs to play on the private servers. I had left my Cryptic-managing launcher running - something I don't normally do, and it apparently polls or otherwise gets notifications about changes like that, and decided to whack my install. I'm not a fan of the installer actively removing installs in such a manner. Note that this behavior is by design, as is it removing your Cryptic/Paragon installations if you click "log out". When the game clients themselves are not a secret, I don't really see the point in these deletions. Maybe it's to do with the current lack of association between the launcher and game login. Meaning you can be removed from the private server config for the launcher but, in theory, still have game login privs. That seems like something that could be solved by blocking game logins first, but maybe that's not always practical for some reason. I know if I really wanted back in, the launcher deleting client files would not keep me out of the game if I still had a login. Here's hoping that once the launcher and game auth are more unified, the launcher can be less aggressive by design about whacking files.
  11. They have been preserved on the Wikis, but Cryptic/Paragon didn't publish everything that actually changed in those patch notes, so a lot of relatively small but individually important changes have no public indication of when (or sometimes that) they happened.
  12. Ignite does not cause Terror, which is the status effect cause by what we call "Fear" powers, like Fearsome Stare. Ignite causes Afraid, which is the effect that makes NPCs want to run out of it. Most place powers (read: "pseudo-pet") which inflict unpleasant effects on NPCs generally also cause Afraid, because, realistically, you would not expect remotely intelligent beings to stand in such effects. Location-based damage fields like Rain of Fire, Ice Storm, Sleet, Caltrops, etc. all cause Afraid on NPCs. Ignite, however, has limitations those powers do not. All of them also inflict slows on the NPCs, either for theme (cold, caltrops) or just to keep the NPCs from fleeing out of the effect too quickly for it to be useful as a damage power. Ignite could have a slow attached, but the power's radius is very small, so that's not likely to be useful. Unless the design goal is for the power to have very low practical damage, I think the change to mixed TAoE + pseudopet that inflicts DoT probably is the way to go. * The TAoE up-front damage ensures you get a certain fraction of damage dealt against targets in the target area * The pseudo-pet could apply something like this: * set_mode(ignited) on all affected target(s) for 5s * X damage every 0.5s for 5.1s (if !target.mode?(ignited)) So anything that wandered into the fire after the original cast would be set on fire for several seconds, even if it was not there when the patch landed, and that would stick to it even if it ran out of the patch. Standing still in the patch would not, however, stack DoTs on it due to the condition. (There may be some better way to do this than modes, which would, among other things, preclude stacking ignite from multiple players. This is hopefully just an example.)
  13. Any word on this? This still happens. I just had the launcher fail to login, and it once again completely removed my Cryptic assets installation and erased all my customized launcher settings (which servers are hidden, auto-update, etc.) I know how to prevent it from deleting my i24 assets, but most people are not going to do this, and will have to reinstall everything every time this comes up. And even though I can save myself the full download, having to rebuild my launcher config each time this happens is frustrating.
  14. More fixes. Effect stacking by key is now displayed. Previously, there was no visual indication this was happening in a power unless you looked at the raw data. The new icon tells you the stacking key string on hover, and indicates when the stacking is both per-key and per-attribute. (The default is per-key only - a flag on the effect has to be set to cause it to also be per-attribute.) Effect target modifier indicators have been added. These are similar to the inner/outer radius indicators, but look like archery targets. Black rings around a red dot mean the effect is restricted to the main target of the power only. Red rings around a black dot mean the effect excludes the main target. The hover text says these things. Some effects are explicitly flagged to not appear in the in-game power info. There is now an effect icon for this (an eye inside a red circle). Previously, effect targeting of "Self and Own Pets" was not displayed correctly - it simply appeared as "(unknown)" in the effect line where effect targeting normally appears. This has been fixed. Icons were missing for inspirations, because I wasn't extracting them from the pigg files. I noticed this and fixed it. Help is not yet updated for the new icons. At this point there are now so many supported icons on the effect line I really need to revamp the powers help page. (I also need a page that describes all the attribmod icons the site can display, and what they mean.)
  15. CoH's phasing mechanics honor group settings too, but only sort of. If someone is in one of these areas, no one outside it can see them until they also enter the area. Since it "phases them out" in your map and team/league list too, that makes it annoyingly hard to find them unless you happened to notice where they were just before they entered the "forbidden" zone. Once you do find them, you see what they do. Honestly, I'm not sure why it acts like that, where they disappear off of your team lists that way.
  16. I can confirm that she does not have a definition above level 20, so that's why she caps out there. She exists from level 11-20. It should be relatively simple to extend her level to 24. (Note: this is not something I can do, however.) I agree she should exist that high, given her arc range. (Realistically, she should exist up to around level 30, to account for people with their notoriety settings cranked up.) This, by the way, is basically always the source of unintentionally low critters in missions - they don't exist at the level of the mission owner + notoriety. Very occasionally, low-level things are explicitly placed in missions, but never allies / hostages like this who can be defeated by NPCs.
  17. I get that it's blocking outgoing mail, but I believe that's a "poor man's" way of limiting the size. Letting it grow unbounded beyond that can have all sorts of unexpected consequences. While I doubt the mail file is going to grow large enough to cause actual storage issues (the entries are likely very small), it certainly could cause issues for global mail. Like so many things in CoH, we know it's implemented with the code equivalent of baling wire and duct tape. (Last we were given details, mail goes into a flat text file that's updated whenever a mail is written or deleted.) Just you having an oversized mailbox isn't likely to cause a problem, but if lots of people start doing it, that's something else.
  18. The in-game display is, unfortunately, correct. The set is not included in the list of powers that can accept ranged damage sets. (Yes, horribly, that's how this works - powers are added to a huge list of powers each set category can slot into.) Which does seem like a bug. I'm just confirming it's more than just a UI bug.
  19. It's correct that the limit is 100, and the bug is that the error message still says 20. Not aware of the exceeding 100 thing. My understanding is that it should bounce messages over the 100th back to the sender. If it actually lets you go over 100, I'd be worried it would truncate the list to 100 on you somewhere along the way.
  20. I've made some Thanks! Both should be fixed. Some other small fixes are also up. More help was added (including the section with the duplicates above. 😨 I fixed a styling bug that meant the column of help links on the help page was much wider than it needed to be. Powers with "Target Requires" expressions display this above the main power info tables, where other requirements are displayed. For an example, see Inner Will. I also tweaked the formatting slightly to help with display of multiple, very long requirements expressions on a power. (The title line is "dedented"). Indicators showing inner and outer radii were added to effects which have them. They show up as concentric circle icons on the effect header, and hovering over them shows the attribute. For an example, check Thunder Strike. (The help was updated to mention this.) The "Recharge Power" attribmod with the "SetTimer" flag is now displayed. Previously it was not understood by the code and not displayed. (This is not yet in use on powers live on Homecoming.) I originally suppressed displaying allowed boosts on boosts (enhancements), because regular enhancements always have their own enhancement type(s) as the allowed boost(s), so it seemed redundant. However, it's possible to have special purpose boosts that aren't so obvious about where they can be slotted. A fine example is Global Boosts - think things like Assault or Control Hybrid. The "allowed boosts" field controls what powers they work in. So I decided to display this info both for Boosts and Global Boosts. While it does usually seem like redundant info, it's not always. Just remember that, when looking at something that is a Boost, the enhancement icons mean it works in powers that accept that boost type. (The help now mentions this.) The names of special damage types (things like the damage emitted by Hamidon, for example) weren't displayed quite correctly. It was minor and anyone who looked at it probably knew what it meant, but I've cleaned this up. All damage types now display their name as "<named> damage". I have started work on displaying information on Boostsets and a search interface for critters. The Boostsets information is something old CoD never displayed, and is the missing link that defines what powers are granted as set bonuses by slotting what pieces of a set. CoD currently gives you no information, for example, about how it is that slotting an LotG:+Recharge grants you that piece's bonus. We know this information from the game interface and experience, but soon it will be possible to look it up on CoD. (This will probably be handy to the Mid's folks too.)
  21. IH needs some love, but I don't think this is actually a very useful change. All it does is make Regen basically unkillable on normal notoriety, lets it still crumple under heavy fire, and be extra preposterous with IOs or/and external buffs. Scaling regen seems unlikely to be that useful to me for the same reasons. Anyone with lots of experience playing Regen is familiar with how popping IH after you're already in trouble isn't likely to save you - it can't get you high again that fast on its own (in fact, you're probably still trending down under heavy fire), and random walks in enemy hits are more likely to kill you when your HP are low relative to the damage attached to incoming attacks. Scaling +regen to high levels when you have low HP will have all these same problems. I'd rather see modest scaling resists (a-la SR but with Toxic resist), high -regen resistance (instead of trying to counter high -regen with more +regen), high -recharge resistance, reduce how much of the +regen the set gets is unenhanceable, and give IH some other bone - better recharge, Recon-level heal up front, or maybe even some (very) light MoG-style treatment where it adds a modest bit of +res or +def. Hell, I hate the idea of +absorb on Regen, but even throwing that on IH (I dunno how you explain that) would improve it. Another in-thread idea was to give Burst of Speed treatment to Recon, but honestly, I'd rather see something similar to that on MoG or click IH. They couldn't possibly be allowed to recharge instantly, but they could have "spurts" of low recharge (say 30s base for MoG) and then after the third use or whatever MoG would jump up to 240. IH as a click deserves lower recharge, even with some of the suggested improvements, or it deserves to offer a way stronger survival boost at its current recharge. Honestly, as infrequently as we can use it currently, IH is the power in the set that I feel has the lowest cottage rule threshold, though as the set's biggest source of actual +regen, others might hate that idea.
  22. Rikti invasions used to happen in Atlas and mercy. There's not a hard mechanical restriction that prevents them from working in those zones. They were turned off by the devs, primarily because the way the invasion critters scale makes them horribly hard for level 1-5 characters to defeat. The fact that in addition they might teleport into these hidden areas is just a further complication.
  23. There's nothing you can do about it on your end. It's a bug with the mission itself. It's been this way since before the sunset.
  24. Even if we boost the survival benefits of Regen's clicks, since clicking deprives "power" unconditionally, the only way click-happy survival tools can offset that is by boosting offense. That strikes me as an unlikely benefit for the set to see added. We can make Regen more survivable for sure, but I figure at its best it's always going to bounce around WP-levels of survival as long as it remains primarily about HP recovery.
  25. PS: I never said this explicitly (though you can infer it by combining my posts), but the DB/Regen in that ITF is a Scrapper.
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