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  1. Most likely someone in your group or their summoned pets are using abilities that causes repel or knockback. When those effects are up the voids will be following the taunter but then suddenly bounce away as if they hit an invisible wall. This is why on Indom when we are doing the nightly IT runs we make sure to include a text bind reminding people to not use certain powers / pets. If you are the leader of your server's IT runs then it would behoove you to add the same reminder bind. If you are not the leader then you should suggest it to whoever is or before the run starts ask the leader in tells if they mind you adding in the reminder. Most good leaders will want the reminder said, but they might want to do it themselves so there is no confusion on who people should listen to. Also there is another issue that might be coming up depending on how the puller is grabbing the voids. Some enemies have a max distance they will follow / max time limit without a new application of aggro. If the puller is having to pull from the deep end, and then failing to re-establish the aggro when near the group, then the void may be losing interest at following. If this is the issue just give a gentle reminder to the pulling tank to re-apply one last aggro power before that is an issue.
  2. It was Mids' Reborn v2.6.0.1 - and yes I am aware after checking that Mids Reborn is now on so I updated and rechecked. Results in .7 were exactly the same for defense stat numbers. Edit: For clarity when I say exactly the same I meant that .7 says 17.9% too.
  3. Kigo on Indomitable server. She is a rad / atom blaster which I built to be a pbaoe dps that could solo 8 man team content with quick smash and blast. When her health would get low I would toggle on PFF and turtle until ready again. Attached is a screenshot of a side by side comparison of in game defense with mids reborn totals showing beside it. Normal toggles being run are metabolic acceleration, maneuvers, tactics, tough, weave, combat jumping, temp invulnerability, and finally beta decay (for brief moments until a cc lands). She also has PFF as an emergency button intended for turtling to allow her regen build to keep her up. Aim and Ionize are used in turn as previous effects ends to keep a constant buffed to-hit/dmg bonus state despite both having longer cooldowns than durations. Incarnate powers chosen alphabetically - Alpha: musculature radial paragon Destiny: clarion core epiphany Hybrid: melee core embodiment Interface: reactive core flawless Judgement: void radial final Lore: banished pantheon radial superior ally Counting enhancements mids claims my defenses should be 17.9% across the board. Which is kind of bad, but worked in a "kill them before they can kill you" manner for the regen / turtling build I had and used to work very well when I formerly played her more often. Actual defense seen in game now though is only 11.6% except ranged defense 14.73%. Meaning I have lost a full third of my potential defense.
  4. Recently I played my rad/rad(atomic) blaster - something that is very rare as I am usually on teams that do not need me to dps. I loved dpsing on her before because I had made a build that allowed me solo team content In the past my rad/rad blaster which in my build had mediocre def but a huge hp regen was able to pseudo tank pretty well by simply breaking line of sight or briefly popping personal field for long enough to let the regen refill me. So while the team would go one path, I would solo the other and clear things pretty fast. However, this most recent time instead of that expected playstyle, my blaster died super fast. I rezzed once it was safe, only to instantly drop again at the very next fight. Trying to figure out why I checked my stats and saw that my def and dmg resist values had both taken a nasty drop from what I remembered. Assuming that I simply had misplaced a toggle or something I reset my trays and moved all the toggle powers back manually. Only to see the same super low stats being listed. Next I checked my build and made sure I had not accidentally swapped builds (not it), then checked the enhancements to make sure they were all there (all present). Someone suggested I compare my stats to MIDS, when I did MIDS stated I should be at 17.9% def across the board, instead my def was at 11%. My resists should have been at 54% to 63%. Instead they were all 32% to 41.75%. Combined these two changes took a workable but tricky regen build and turned it into debt badge nirvana. I feel like I need to completely rework my blaster now since her build worked well at the former defensive levels, but is failing miserably now with the lower stats. I just wish that whatever had changed to blasters had not wrecked my old build. 😕
  5. I have deliberately avoided posting again until long after the issue finally was resolved because I did not want to offend anyone or cause any controversy. But now that enough time has passed I feel like it should be safe to post this follow through. For the record, I am honestly annoyed at several people in this thread. Back when Burn first got bugged Jimmy stated that the problem was the toggles alone because they were failing to taunt and it was fixed in house. I proceeded to state that this was incorrect and that Burn was actively deaggroing aka placating. I then gave a step by step way of proving this. Steps that I had tested before ever posting. Rather than testing it for themselves, multiple people decided to take offense that I was daring to question a developer and stated that of course he would know better than I. Further these people claimed that I was being rude just for pointing out how my play tests proved that it was not the toggles alone causing the problem. So what did the facts in hindsight prove? Did the first fix patch attempt solve the problem like Jimmy said? No. In fact the first patch made the problem worse. Prior to the first patch they ran but it usually took a few seconds. After the first patch "fixing toggles" they ran the instant burn was applied. Just like my initial post stated I feared would happen. It took a second patch to fix the problem. ... And to be honest I am not entirely sure even now if it is truly "fully" fixed. In its current form Burn appears un-bugged on the surface, but if I actively use a specific chain of powers in a certain order and specific timing I can still recreate the run effects despite the fixes. But, it is at least fixed enough now to make the skill usable once again when not actively forcing those specific conditions. However, the fact that I can still force the running effect though makes me wonder if this bug will one day again rear its ugly head... Regardless, it is fixed enough for now. Do I see the code that the developers do? Of course not. But actual field testing can spot issues. It is not like I made statements and gave no corroborating evidence or ways of copying my results. I stated specifically everything I tested and what the results were. And I even repeated my tests multiple times before bringing it up publicly for my peers to see and test for themselves. Aka scientific experimentation methods. It would have been easy to attempt to verify for themselves my claims. So the fact that people decided to just trash any dissenting voice; without even taking the time to test for themselves first. Well, let me just say that annoys me. I am somewhat used to it since people act like that all of the time to dissenting voices. But it is still annoying how quick humans are to judge without first verifying. For the record, I did not want to be right. I stated to my friends at the time that I hoped Jimmy's patch would prove me wrong. Then the patch came out and made it worse instead of fixing the problem, exactly like I suspected would be the case. But even then I did not strut around trying to lord it over everyone or make any claims to being smarter than anyone else. And even in my initial post stating that I feared he was mistaken I never insulted him or any other developer. I just wish my fellow players had afforded me that same courtesy. I am not sure what I am trying to accomplish by posting this. I doubt any of the people who posted against me will suddenly change and in the future stop long enough to verify a claim someone makes before jumping to disclaim it untested. In fact I suspect I am going to if anything gain at least one or two enemies for having the temerity to point out their errors in this matter. And even in my best case scenario I suspect that my post will be reported by someone just for daring to post this. But I am still posting this just in the hopes that at least a single person will learn from this incident and first verify before jumping to take sides when a dispute arises.
  6. I have now ran into this bug enough times to realize it is not a one time thing, but not enough to be able to figure out how to fully force it to happen on command. It still has happened enough times that I have begun to suspect what might be occurring but I will leave it to others to figure out if my speculation is correct. Anyway, I /petition reported it and was asked by the responding support GM to post the bug here on the forums as well. I meant to do so sooner but did not have a chance before now. Basically the bug is that instead of sending the buy or sell order once, it constantly nonstop sends the code when the bug triggers. This can result in dozens or hundreds of duplicate buy orders, or in the reverse case dozens of attempts to sell items that were in your storage. Eventually the code hits the spam limit and starts to send back messages about the auction house being busy and unable to handle the order. The first time I ran into this bug I ended up purchasing 73 units of salvage at an inflated price when I was only trying to purchase 6 total. Luckily I was able to cancel the rest of the 136 copies of the order before it bought the salvage. The second time I ran into this bug it attempted to purchase several copies of the exact same enhancement at several million inf each. Luckily the character I was on at the time only had enough money on hand to purchase a few copies of it. The third time I ran into this bug it placed a dozen enhancements from my stored to my selling tabs - luckily I planned on selling them anyway. The fourth time it again tried to create dozens of salvage purchase attempts but this time the duplication was for a bid of just 1 inf each so they clogged up my AH slots without actually purchasing anything and it only took a few seconds to clean up all the entries. The actual bug is based on the selected listed AH object in the upper right list of the AH. Occasionally it gets bugged, no clue how, and if I left click on a specific spot in that entry it instead sends endless duplicate attempts of whatever was the last thing I sent to the AH code before clicking there. It is like an endless "back step, enter, back step, enter" loop happens. If it helps I am running the Tequilla version of the 64 client, and so far it has only happened while I had 2 copies of the client opened but one of them logged out and sitting in the account login screen.
  7. I am very concerned by that highlighted post from Jimmy. I honestly feel like he has gotten the bug completely wrong about what is going on and has no clue. It is leaving me with less than positive belief that it will actually be fixed. A little testing of my own as a spines/fire brute showed me that it had absolutely nothing to do with toggles failing to apply taunt. This issue is far worse than simply a failure to taunt. Burn is actively de-aggroing everything it hits with every tick of damage but only if another active DoT exists. Apply any non-Burn DoT power but never touching Burn and the enemies stayed on me practically forever. Apply burn by itself with no other DoT powers and again the enemies more or less would stay on. But if you apply a non-Burn DoT first and then afterward apply Burn very shortly there after enemies go running away by the dozens. If you apply Burn DoT first and then afterward apply a non-Burn DoT second you can actually keep the enemies on you if you time the second power right. Tested Burn with Quills and Blazing Aura on. Resulted in eventual de-aggro but only after more than half of the Burn was over. Tested Burn with Spine Burst used first. Resulted in complete de-aggro after just 1 or 2 ticks. Tested Burn with no other attack / counterattack powers used. Resulted in eventual de-aggro but only after the power almost exhausted itself. Tested Burn with Spine Burst used second. Resulted in some de-aggro but some enemies stayed on. Tested Quills and Blazing Aura but no active powers including Burn. Resulted in enemies staying on. Tested Spine Burst used along with Quills and Blazing Aura but not Burn. Resulted in enemies staying on. Conclusions: A) Burn (and other powers that were changed by the same coder in this patch) is actively de-aggroing but only if another DoT exists already. B) If you apply any other DoT right after the Burn DoT the second DoT power returns the aggro which slightly overcomes the de-aggro effect until too much de-aggro builds up to be overcome. C) If you apply any other DoT right before the Burn DoT then the total amount of de-aggro seems to be equal to both which causes instant disengage. D) The problem is Burn and any other power that was changed in this patch to stop causing aggro - the code almost surely fails at simply turning off extra aggro but instead adds negative aggro each tick. THIS is where the bug is in personal opinion. Instead of simply not adding aggro, Burn and other changed powers actively de-aggro.
  8. I just for the first time ever had the game crash and received a crash handler popup as a result. I have had times where the game client closed on itself, but this is the first time I saw this crash handler thing. Has it always been there or is this something new they are testing out? It happened as I was exiting an AE solo mission. It claims it occurred at relative address 0x25af68. Errors in gaming are nothing new to me, but since this is the first time I've ran into this in half a year of playing CoH on Homecoming it leaves me with a question regarding its origin. Is it just a normal crash but now there's a handler for it? Or is this a new crash I have never encountered before? If it is new then does this sudden error mean my game is starting to become corrupted and needs to be reinstalled? Or is it caused by the recent patch I had to download and should be cleared up in the next patch? Or was it just a random one off that I should not worry about?
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