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Tenkay Volts

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Posts posted by Tenkay Volts

  1. Looks good,  Opened maybe 30-40 capsules across several zones, all seems to work as intended, just a few bugs and other notes I came across

     

    • The Signature Summons tend to all be texted as (Melee) although I've had Manticore show up instead for at least one of them instead of BAB.
    • The time capsule objects themselves are named P87365437
    • Not sure if I'm a fan of the Old School Vision temp, given there's seemingly 2 versions, one that pops instantly and one that you can toggle manually. I think keeping the togglable one would be best just to avoid any confusion
    • Should the Anniversary Tokens be categorised under Event salvage instead of Special?
      • Also on that, the image is massively oversized in the AH UI.
    • Like 2
  2. 6 hours ago, JayboH said:
    7 hours ago, Seed22 said:

    Im glad its an option for some to pick up but I know I won’t as my primary already does a bucket load more of -DEF(Earth Control). I don’t know how useful the -res proc will be in it though for those that pick it up

    Yeah I am curious, will it hit every mob if the proc goes off?  It's been awhile since I read about how a proc like that would work in an AOE like that.  I have never been into Controllers and vastly prefer Dominators as far as control, with Defenders being my favorite class in the game, so it's likely I'd play a Defender initially for this set.

     

    It’ll trigger a proc roll separately on every mob caught in the AOE. So the result would be that out of a pack of 16 caught in the radius, maybe 2-3 will get the -Res debuff. It won’t be that high a chance given the large radius and relatively quick recharge on the ability. I’d do the actual proc chance if I was home and had the in game numbers, but my gut says it’ll be something like 20% or so per mob. It’d definitely be an ability you’d have to spam a lot more to get a reliable debuff on.

     

  3. 5 hours ago, macskull said:

    For what it's worth, every ally-targeted toggle power behaves the way you describe.

     

    Re: Venomous Gas, I have to assume you're talking about the Mastermind version, since the version every other AT gets is a self-anchored toggle.

     

    Yeah that's right, the one that just applies the buff to the pet for a duration that you refresh.

  4. Ok some other bits of feedback so far

     

    Tide Pool - I reckon I'd appreciate this toggle only being on for as long as your nearby, right now it seems to have a practically unlimited range once you've dropped it down which often means forgetting about it until you reach the next mob pack. Thankfully it's a quick recharge so it's nothing too bad, just kind of seems a bit non-standard for power behaviour currently.

     

     

    Shifting Tides - This ability on the other hand, would love to have an extended range on this to be basically unlimited. Currently if I anchor this ability on a pet, travelling through elevators etc on a mission map will drop the toggle. I think giving it zone-wide range when anchored to a friendly would make more sense here. Or maybe convert it away from a toggle and make it a click power instead, similar to something like Venomous Gas.

     

    I'll be curious to see how this stacks against large teams and Leagues, if it could potentially start contributing an outsized portion of damage given it procs damage for anyone hitting an enemy in range. But having said that, similar arguments could be made with -res and even on a MM with 6 pets contributing to the triggers, it feels good without feeling like it's just melting mobs unfairly (I'm seeing damage produced by it roughly around the equivalent of 2 of my Tier 3 pets). Though I'll have to see how that goes once IO sets are up and going, I feel like a bunch of Chance for Dmg procs in here could get out of hand real fast if the procs treat it like a 10s cooldown ability (in line with any toggle/auto power) but still rolls on every hit. (or maybe that could just be the most brokenly fun thing ever :P) Might need to restrict damage enhancements for this one.

     

     

    Wellspring - I think making this an actual pet akin to Dark Servant would be best here, match the duration and recharge times there as this kind of feels like the bad old days of Voltaic Sentinel having to resummon it every 60-90s. This would obviously not be stackable either.

     

    But yeah, loving this set tbh, really starting to get my gears working for some interesting Controller and MM builds.

     

  5. Overall I'm liking it, can't wait to get some teams going for some real fun! What might be cool to include later on is random room-wide buff/debuffs, then also bar  the player from leaving through the door they came for a certain period of time so you have to advance through. 

     

    On 3/27/2024 at 2:37 PM, Indystruck said:

    frankly I think the game should have more instadeath mechanics that are dependent on positioning, not fewer, as this is a very very very simple and basic and entry-level MMO mechanic traditionally

     

    I feel like it's a point of difference for this game to not be just full of those trope-y MMO mechanics. Besides the game kinda struggles with positioning mechanics due to animation rooting. Even those BM blue pillars can be an annoyance if you decide to let off a 3-4s anim nuke attack right when one appears under your feet.

    • Like 1
  6. 23 hours ago, OldPenn said:

    First defeat of Adamastor gives:
    [14:37] You received 10 units of Reward Merit.
    [14:37] You received 6 units of Reward Merit.
    [14:37] You received 5 units of Incarnate Thread.
    [14:37] You received Monstrous Aether.

     

    I'll have to wait until it can be summoned again before I can tell you what the second defeat within the 18 hour cooldown gives.

    *Edit:

    [16:19] You gain 51,000 experience and 17,000 infamy.
    [16:19] You received Monstrous Aether.

     

     

    Yeah, we should add a cooldown to Addy for the monstrous aether for the purposes of consistency if we're sticking with the 18-hour cooldown for conditional GMs.

    • Thumbs Up 1
  7. 2 hours ago, Ridiculous Girl said:

    did this go into effect for all (or most) GMs? because i do not remember seeing it listed, and i was just wondering about this in regards to adamastor campers.

    Seems like just for Scrappy, but yeah if addy can be farmed once every hour that does make this a little heavy-handed. Probably better to roll this across all GMs, and maybe bring the timer down to once every 4 hours or so, roughly in line with non-conditional GM spawn rates

    • Like 1
    • Thanks 1
  8. 7 hours ago, MidnighterClubPatron said:

    Give sally attacks from the Water Blast set and maker her a full fledged GM? I don't know how it'd work animation wise though.

     

    I get the feeling this would go against the thematic of Sally if she was actually aggressive. Though, then again, there isn't exactly much lore on her anyway so who knows, could be up for debate.

     

    But yeah, if if there isn't attack animations held in reserve for her then that would be a bit more of a task to implement.

  9. Location: 55648.9 46.6 5503.8

     

    The retaining wall holding up the southern war wall is floating, players are able to tp outside the map from here.

    Screenshot 2024-01-29 094333.jpg

     

     

    EDIT: Ok while I'm at it, here's a bunch of others, not sure how many of them were already reported, but figured I may as well try and be thorough

     

    Loc: [241.0 206.8 5163.2]  Misaligned war wall allows tp outside the map

    Loc: [265.4 63.0 5141.7] This car is floating off the ground

    Loc: [240.0 206.8 4011.2] Similarly misaligned war wall piece that allows TP outside the map

    Loc: [5260.3 206.8 -963.8] Some more misaligned geometry pieces on the war wall pillar

    Loc: [5644.3 206.8 -963.0] Same story as above here

    Loc: [7000 200.4 -941.6] This war wall panel's forcefield particle FX extends below the bottom of the forcefield

     

     

     

     

    • Thumbs Up 1
  10. Liking the revamps so far! I do wonder about Sally however, now that she has a chance to drop her own mini pet players are going to have more reasons to hunt her beyond the two times for her badge. Since she's a one-hitter, that could very well make it a little harder for players to get said badge if every time she appears it takes just one person to quickly go and murder her for recipe drop... doubly so if said recipe starts selling for a pretty penny on the AH (which could be likely given I expect there'll be way less players involved in her kill compared to other GMs). 

     

    It might end up being nothing, but maybe something to keep in mind, I'm not sure what her spawn rate is currently, I do recall it was buffed to be a little more frequent in comparison to other GMs a while back, but she may need to get pushed further.

    • Thumbs Up 3
  11. Actually, just an update to the above, I this isn't undocumented as we first expected, in the patch notes they did include this under Arachnos adjustments:
     

      

    On 1/20/2024 at 3:07 AM, The Curator said:
    • General power tuning to have NPC versions of Arachnos mobs more closely mirror VEAT Arachnos Widows.

     

    So this ability is very much part of those changes. You'll probably just have to start hard mezzing any mistresses you see to suppress the power.

    • Like 1
  12. Looks like there has been an addition, Tarantula Mistress now has Tactical Training: Leadership which is granting that confuse protection 

     

    Captured this snippet while using Power Analyser

     

    image.thumb.jpeg.08677235fe9e7de0af2ca8dd57dc0ebd.jpeg

     

     

    I went back over to live to check a few groups of arachnos in there and I wasn't seeing any similar buff come out of the Tarantula Mistresses there. So yes, this would very much be an undocumented/unintended addition.

     

    • Like 1
  13. Bravo team! The efforts to bring this game back is exceptional. I pray that this process, all the sweat and tears from everyone involved helps to be the catalyst that sees many other sunsetted games out there return to the surface as well, since this is very much a first for the industry as well!

     

    Thank you all!

  14.  

    1 hour ago, plainguy said:

    On a side note. 
    I would hope that this legitimacy would now allow them to maybe hire or pick up interns and artist that can maybe grind their teeth on something that technically is legit an supported to create some new powers or the art for new powers. It's a win/win on both sides. Intern learns some real life gaming experience and can say this is my artwork on this online game getting out of college. Without a doubt this would be a great resume line for someone looking to get into this field. Again especially now that it is being backed officially.  

     

    I don't think the added legitimacy is going to supercharge the expansion of the dev/artist team anymore than its current pace of expansion. You have to keep in mind throwing more and more bodies at a task doesn't necessarily make things faster, every additional dev/artist adds additional communication overhead especially if they're more junior, and for an unpaid/community project with the size and scope that this game has, that can get out of hand real fast. That's not to say it's a bad thing to bring on interns and juniors, just that it needs to be well managed and paced out.

    • Like 2
  15. Just pushed out a fairly significant update (v0.0.5) with several additions (a settings menu for one) as well as fixing the handling of damage with additional flairs such as Critical hits. There may still be some inaccuracies in some edge cases. I'm also putting together a list of powers that employ pseudopets that don't make much sense splitting out into their own character/pet. powers like Caltrops or Chain Induction for instance. If you have others that you come across let me know, or if you happen to have or know where a list of all the pseudopets abilities in the game are, that'd be amazing as well!

  16. WARNING - Alpha Code!

    So I’ve had a little project for myself going over this holiday break that I thought I may as well share with whoever’s interested. This—as the name suggests—is a combat log parser program for CoH, to help give you a calculation of your DPS, Acc, EXP & Inf earned in addition to some other data. Features are fairly basic right now but otherwise it should more or less do what's written on the tin. Again, this is still ALPHA and testing done so far is pretty limited so expect there to be some occasional inaccuracies or crashes from edge cases.

     

    What it can do

    • Standalone program runs as a .exe
    • Log outgoing damage from yourself and from your pets
      • Calculate overall DPS
      • Split DPS into individual abilities and procs
      • Calculate the average damage per hit, per ability
    • Log hit accuracy, xp & inf gains and some other basic data
    • Live monitor your DPS or process an existing log.
    • Automatically split logs into combat sessions
      • The session duration is based on the first instance of damage dealt to the last instance
    • Create dummy data
      • Literally serves no purpose apart from helping me test the app or allowing you to see what the populated layout looks like

    Limitations

    • Regen is not traceable in any way through logs so the relative DPS gains from -Regen or -HP abilities cannot be tracked
    • Anything not logged to the chat log
      • Damage/Healing from other players that didn't impact you directly
      • Buff/Debuff numbers - the combat log almost never gives hard numbers to buffs/debuffs and status effects.

    Planned Features

    •  Player Damage Taken, Healing Taken/Received
    • Maaaybe some more advanced data displays such as graphs/charts.

    Installation and Operation

    1. Head on over to the GitHub https://github.com/dorematt/coh-combat-parser and head to ‘Releases” on the Right-hand side
      1. Download the CoH_Parser.exe file, ignore the rest as this is source code. (There is only Windows binaries at the moment)
    2. In-game, check your ‘Combat’ Channel and add in all combat related channels
      1. Right-Click to edit channel
      2. Move over all the combat fields if they’re not already there (Most likely, the pet combat fields won’t be included)
        1. If you don’t want to mess up or clutter that tab, you can make a new tab and put all the combat info in there. As long as all the combat data is being collected by at least one of your tabs, that data will be logged into the file.
      3. Save settings
    3. Make sure you have “Log Chat” enabled in the Options
      1. This is found under Options > Windows > Chat
    4. Run the .exe and browse for the log file
      1. Open up the directory where your game is installed to
      2. Then go to /accounts/_YOUR_ACCOUNT_NAME_/logs/
      3. Choose the log file you want to process or monitor (you’ll want the one dated to today if you’re running live)
    5. Hit 'Start Log' to begin monitoring live data or 'Process Existing Logto process the logfile's stored data.

     

    You can name sessions by typing in Local chat ##SESSION_NAME followed by the name of the session (after you've clicked Start Log) 

    Ongoing Development & Contributing

    The GitHub page has all the source code that you are more than welcome to take a look at and even add your own alterations to. Since I’m far from any kind of expert with coding and repos I’m more than happy to take any advice and pointers. This whole project is more an exercise for me to  further my coding knowledge so this is basically held together with hopes, dreams & AI 😅

     

    I have no idea what this is going to look like long term, though I’ll aim to at least get a cleaner, more stable version out with a few extra features and options and then see where things go from there.

     

    For now, happy parsing! 😀

    image.thumb.jpeg.d0b05ef0b50c8bf937d008365fab70d0.jpeg

    Changelog

    15-Jan-2024 - v0.0.5

    • Added Settings to UI for adjusting some parameters such as combat session timeout
    • Session names can be renamed in-game by typing ##SESSION_NAME name in Local chat
    • Associated procs with powers
    • Capturing and separating flairs indicating bonus damage such as Critical or Shocked

     

     

    • Thumbs Up 1
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