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Everything posted by khy
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Fixing Pines Hero Designer to be accurate for Homecoming/i25.
khy replied to khy's topic in Tools, Utilities & Downloads
A few changes I've made to the latest version, but have not uploaded it yet : Removed Wind Control from dominators, I only removed it from controllers before because I'm dumb and forgot both ATs get access to the same control powers. Fixed Mastermind Mace Mastery to properly require Scorpion Shield / Web Envelope before you can pick Mace Beam Volley or Power Boost. Containment now grants a 100% damage boost when enabled. I'm trying to get Sudden Acceleration added, but I don't have the numbers to put in. I'm trying to get that updated once I can get the numbers from live. I've updated some of the numbers for /rad and /kin masterminds End costs, but not all of them as I need additional data about the base end costs for higher level powers that I don't have access to yet. Containment is kind of a weird case where it doubles all damage against a target but ONLY if the target is already affected by a containment effect (Hold, Immob, etc). So it's a click toggle, but there's no way for the program to determine whether a mob is affected by a hold. So what I've done, is I've changed containment to simply grant a 100% damage boost when it's enabled. I don't know if this is the best approach, so any input or thoughts about this would be appreciated. -
As a level 50 Bots/FF, one thing I like about the secondary is that there's a few powers in there I just don't give a shit for so it gives me more pool options. I run leadership, Medicine (Thanks to FF's lack of heals and the bots being unable to benefit from recharge having an extra heal of my own is great) and my travel power, plus the Patron Power Pool stuff. Also I love the fact that with IOs, I can easily get my bots defense up above 50%. It becomes ridiculously easy to solo harder content with that much def. Yes, it's cruise control - you won't be spamming attacks and abilities like other sets. But on the flip side, it also means you're able to micromanage your pets more because you're letting them do the work while you sort of oversee everything. But YMMV. What works well for me may not work well for others, after all.
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Just out of curiosity, why is that particular defensive set not available for Tankers when every other defensive set is? It's available for all other defensive set options (Brute, Stalker, Scrapper, and Sentinel).
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If you're farming, then you want missions that have lots of bosses. Salvage will NEVER drop from underlings, 8% drop chance from minions, 10% from lieutenants, 25% from bosses, and ~43% from AVs. If you're buying, the black market and Wentworths have been seeded with plenty of salvage by the devs, so there's tons available. Or if you want to be lazy you can just type in /ah to access the consignment system :)
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Fixing Pines Hero Designer to be accurate for Homecoming/i25.
khy replied to khy's topic in Tools, Utilities & Downloads
As a partial fix, I could simply have Defensive Adaptation grant the extra HP/Resist/Defense/Etc. By assigning those changes to the Defensive Adaptation power directly, it would apply when DA is turned on and vanish when you turn on Offensive or Efficient adaptation. The downside to that would be that I'd have to assign ALL of the effects - the Resists to Hardened/ablative carapace, the bonus HP and defense from Enviro Mod, etc. This means that the numbers would only match up if you have taken all of those powers, and anyone who doesn't take them would end up with incorrect info. The best solution would be if I could get the source code and see how the program checks for the 'Defensive Adaptation' condition, so if anyone happens to be able to get in touch with Mids or Pine and can convince them to put it up on Github or something that'd be ideal :) Unless it's already up on Github or sourceforge and I'm just not having luck finding it... -
I do not know if this is possible, easy to do, difficult to do, or what. But just throwing this out there! I'd like it if we could use the office building walls seen in missions within the bases. I've got an idea or three for a base I'd like to build that's got an office building atmosphere to it, but the tilesets in the game right now don't really feel like they fit it too well. I understand completely if it requires additional assets that don't exist, or if it's difficult to do for whatever reason. Just hoping it would be possible in the future!
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I'm putting together a Mercs/Storm build to play with the fun new physics we get as of the latest patch. I ran this a decade ago just to pick up and throw around thousands and thousands of bullet shells. I'm just looking for some thoughts regarding slotting. The build seems very end heavy while my toggles are on; With Hurricane, Mist, CJ, the 3 leadership toggles, and Snow Storm on an enemy I'm draining 2.05 End and only recovering 2.65. I'm wondering what I could do with that. I'm considering dropping Maneuvers, because even with two level 50 defense IOs it's not quite even 4% defense, but I don't know what else to put in its place so it might be worthwhile? Also I'm not sure which IO sets work best with the different Merc pets. Thoughts? It does have some 'less than ideal' powers, such as Tornado, but that's just there to have fun flinging physics stuff around everywhere. Normally I don't rely on my character's attacks much, since I'm mainly babysitting my idiot minions with O2 and debuffing enemies, so I don't take the actual attacks until later in the build. Villain Plan by Pine's Villain Designer 2.21 Downburst: Level 50 Technology Mastermind Primary Power Set: Mercenaries Secondary Power Set: Storm Summoning Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Level 1: Soldiers -- Empty(A), Empty(5), Empty(5), Empty(7), Empty(7), Empty(9) Level 1: Gale -- Acc-I(A), KBDist-I(36) Level 2: O2 Boost -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(19), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(21), Pnc-Heal(23), Pnc-Heal/+End(33) Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(9), Slow-I(11), Slow-I(11), RechRdx-I(17) Level 6: Equip Mercenary -- EndRdx-I(A) Level 8: Super Jump -- Jump-I(A) Level 10: Steamy Mist -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(34), LucoftheG-Def/Rchg(43), LucoftheG-EndRdx/Rchg(43), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(46) Level 12: Spec Ops -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(15), Empty(17) Level 14: Combat Jumping -- Jump-I(A) Level 16: Freezing Rain -- TchofLadG-DefDeb(A), TchofLadG-DefDeb/Rchg(36), TchofLadG-DefDeb/Rchg/EndRdx(36), TchofLadG-Rchg/EndRdx(37), TchofLadG-DefDeb/EndRdx(37), TchofLadG-%Dam(37) Level 18: Serum -- RechRdx-I(A), RechRdx-I(19), ResDam-I(46), ResDam-I(50), ToHit-I(50) Level 20: Hurricane -- EndRdx-I(A), EndRdx-I(33), ToHitDeb-I(33), ToHitDeb-I(34) Level 22: Assault -- EndRdx-I(A), EndRdx-I(23) Level 24: Tactics -- EndRdx-I(A), EndRdx-I(25), ToHit-I(25), ToHit-I(31) Level 26: Commando -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29), Empty(31) Level 28: Burst -- Dmg-I(A), Acc-I(34), EndRdx-I(40), EndRdx-I(43) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Tactical Upgrade -- EndRdx-I(A) Level 35: Tornado -- RechRdx-I(A) Level 38: Lightning Storm -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Rchg/SlowProc(40) Level 41: Scorpion Shield -- EndRdx-I(A), EndRdx-I(42), DefBuff-I(42), DefBuff-I(42) Level 44: Slug -- Dmg-I(A), Acc-I(45), EndRdx-I(45), EndRdx-I(46) Level 47: Maneuvers -- EndRdx-I(A), EndRdx-I(48), DefBuff-I(48), DefBuff-I(48) Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 1: Health -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3) Level 1: Swift -- Empty(A) ------------
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If you can find a mailbox (I know there's one in PI near the arena I was using for testing), Hurricane and the power nobody takes - Whirlwind - are quite satisfying to use in its vicinity. Tornado near a trashcan might be a good bet, too. Or find some rikti drones to asplode. In the past I used to feel that BEST way to test out physics powers is Mayhem missions! ;D Trash cans, cardboard boxes, payphones, Parking Meters (COINS EVERYWHERE), mailboxes, they all spew out ridiculous amounts of debris!
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Fixing Pines Hero Designer to be accurate for Homecoming/i25.
khy replied to khy's topic in Tools, Utilities & Downloads
The Value is a bit off, normally it always adds 7.5 Base Value but in Pine it adds 8.7 as Base Value. And in Game it also adds 7.5 to negative energy, in Pine it adds 0. Yeah, the values I put in were off slightly. The Database Editor's method of showing numbers is... weird to say the least. Negative has been added. The file in the OP has been updated with those minor fixes. Regarding Bio-Armor : It looks like there's some problem within the program with it recognizing the special cases. There's a special case 'DefensiveAdaptation' that doesn't seem to work at all. Hardened Carapace is set to add 5.63% extra res whenever DefensiveAdaptation is on, but that check doesn't appear to work. I've modified it a dozen different ways, but the check for DefensiveAdaptation seems to be broken. Without looking at the code, i'm shooting blind and the chances I'll find what makes it trigger are very, very low. The same issue applies with recognizing the 'EfficientAdaptation' case. There 's a 30% endurance discount that never triggers because the program doesn't seem to recognize when the 'EfficientAdaptation' power is active. I REALLY wish I had access to the code for the program, if so I could see why the triggers aren't working and work in a fix. Too much is happening out of sight. -
Mucous Membrane - not that amusing until you see that he's bright green, dripping green slime, with green-tinted 'water blast' powers. Yes, he's a snot elemental. Doctor Neurotic - It just rolls off the tongue, you know! Miss Mutation - It's alliterative!
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Oh, well in that case, Leandro (Actually ALL THE DEVS working on homecoming!) are gods among men and I cannot tell you how happy this makes me. My Mercenary/Storm Mastermind will once more stalk the streets of Paragon and the Rogue Isles to cause mayhem and destruction in her wake! EDIT : Except I just realized, I am in hell because I won't be home from work for another 8 hours and this will be all I can think about until then.
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This is the part I'm REALLY hoping can (eventually) be fixed. I tried out the Rebirth/Pleiades servers since they have updated clients, but even there I was underwhelmed and slightly disappointed by the physics. While some of the extra debris is present (leaves, shotgun shells from the assault rifle 'slug', propel objects) the empty shell casings from burst and from mastermind mercenaries were still disappearing when they'd hit the floor. I could get very, very small amounts of debris present, but I couldn't have literally mountains of spent shells littering the warehouse that I'd cleared out. I know it seems small and insignificant but it's one of those little things that really stands out in my mind. Spending twenty minutes going through a mission and at the end, instead of hitting Exit I'd run back to the entrance and see the trail of destruction I left in my wake. City of Heroes is the ONLY game which ever managed to make the hardware physics stand out as being impressive to me, which is likely why I am so eager to see it hopefully become re-implemented! Leandro - thanks for the reply and the additional information, I really appreciate all the work you guys have been doing. I'm super thankful for everything the team's done and I look forward to all the exciting stuff happening in the future!
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Fixing Pines Hero Designer to be accurate for Homecoming/i25.
khy replied to khy's topic in Tools, Utilities & Downloads
I'll look into this, but it's complex enough (Where the power affects numbers for other powers) that I don't know how to do this right away. It will probably take a few more days to get this dialed in, as I'll have to experiment with the way the various different entities work. Okay, this one took me a good long while to figure out, but figure it out I have! I will apply this fix in the next release today or tomorrow. -
Not quite! Here's the post you mention. https://forums.homecomingservers.com/index.php/topic,2875.msg19393.html#msg19393 What he says is that changing DLL files would break the i24 Beta client, which is used by other servers. The 'sunrise patcher' he mentions will allow different servers to use different files - IE, homecoming could use certain files while Rebirth would use different ones. That would allow one server to use different DLL files than another without breaking either one. As for it not being needed... it's slightly more in-depth than that. First, yes, physics is entirely optional. Without the physics and debris stuff, the game runs fine and players can play. And I'm absolutely THRILLED about that, don't get me wrong! I love the work that the Homecoming team has done, and I'm super grateful for all the effort they put into for us. And yes, a modern CPU will have no trouble at all handling the physics when you set it to very high. But that said, even if you DO set the physics to very high (Which affects capes, objects summoned by Propel, and other objects in the world), it doesn't enable the extra debris we can see in this video : https://streamable.com/99nvy Enabling extra debris, leaves, spent shell casings, and all the other features are what needs updated physics DLL files. Is it necessary to have that extra debris? Not at all. Is it cool to have all the extra objects? ABSOLUTELY. Watching them get blasted back by explosions, picked up by gravity powers, swirling around hurricane and things like that all make the already-amazing game that much better. I'm happy that Leandro says they'll look into new features and stuff later on; it's great to see continued support. I hope that once the capability to enable Physics like we used to have, that the team can put it in without much hassle.
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Fixing Pines Hero Designer to be accurate for Homecoming/i25.
khy replied to khy's topic in Tools, Utilities & Downloads
OP Link has been updated with changes made today! I noticed this as well, somehow it has to do with when I removed the 'Fitness' power pool. Picking any primary or secondary power, or adding a slot to any inherent power will cause all of the Inherent powers to show up at once, or as you said mousing over them works as well. It's a pretty minor thing so I didn't think much of it, but I'll check and see if I can figure out what part of the program is causing that. Okay, Flame Mastery has been added - and let me tell you that was annoying. Not anyone's fault, just the side effect of the program being SO in-depth and complicated. I'm happy to do it, but I wanted to complain ;) I don't know if the actual damage numbers match, but it's easy enough to adjust the numbers. If anyone happens to have a defender at level 50 that can respec into flame mastery, pick all 5 powers and jot down the numbers from in-game I can update them. For now, the numbers for Consume, Char, Fire Shield, and ROTP have been copied from other ancillary pools, while GFS was copied from Brute_Melee as it doesn't exist in any other Ancillary pools. I've got a defender I've been levelling, but with my crippling alt-itis I cannot guarantee how quickly I can make it to 50 to test the numbers. I'll do my best though! Damage per activate and pop-up being on are actually user settings that follow the last way you used the program. The reason they were set to DPS and pop-up off is because I turned those off when I was doing my builds, but I will set those on for the next release so it'll be on for other people. I'm not sure why Pine's shows a longer activation time for powers, within the database for 'Dark Blast' (as an example) the Casting Time is set to 1.0s and something within the program is automatically adding that extra 0.188s to what's in the database. I'll browse around and see if I can't figure out what that might be. EDIT : AHA! Okay, here's what I found. Go to 'Options', then 'Configuration', and go to the 'Effects & Maths' tab. At the bottom of the options window is an option that says 'Use ArcanaTime for Animation Times'. Checking this box adds a bit of time to power cast times, while unchecking it drops the cast times down to the 1.0s and 1.67s times you're expecting. According to the pop-up information on that option, it says that ArcanaTime is 'the real time animations take due to server clock ticks'. -
Fixing Pines Hero Designer to be accurate for Homecoming/i25.
khy replied to khy's topic in Tools, Utilities & Downloads
I can and I have! I'm at work at the moment, correct me if I'm wrong - isn't the protector bot 7.5% defense base? I'll upload a new version later this afternoon containing the Protector Bot defense change. Also, for the Demon Summoning pool, the Ember Demon grants damage resistance and I was thinking of adding that in, but I'm not sure about the numbers. The numbers present on the wiki aren't 100% clear to me. Can anyone who has a Demon Summoning MM check how much resists the ember demon grants to the mastermind himself, base? The wiki claims it's Smashing 10% Lethal 10% Fire 13.33% Cold 6.66% Toxin 10 %. I also fixed Stalker Radiation armor so that Fallout Shelter properly is moved to Level 16. Could you give me more info on this? I checked out the patch notes quick reference and didn't see anything about Pyre Mastery, and the forum search didn't pull up anything. I can add it if I can get some more details. That much, unfortunately, is a bit beyond me. I'm not much of a programmer, though I've dabbled in the past. Most of the work I'm doing within Pine's is simply editing the database of powers, pets, etc. I can add, remove, and edit powers and powersets but not rewrite the code to incorporate the incarnate system. I just REALLY want to contribute to the game I love in some way, and this is the best way I found so far... -
Updated 6/7 Alright, I know at least one other person has already tried with some success, but I thought I would throw my hat into the ring. https://mega.nz/#!PkUXlK7J!9fgAveje4Fe8bb7ElCZtID-aYhKON9OO5cNzZ6cn7pc This is my attempt at fixing the Pines Hero planner. Notable changes from the default version of Pines : Fixes the /kin and /rad secondaries for Masterminds so they aren't empty. (Some numbers like END costs are still being updated, be aware they may be incorrect) Removes the unused power pools (Experimentation, Utility Belt, etc) that can't be selected on Homecoming. Removes the 'Fitness' power pool, since it's now inherent to all characters. Removes the 'Wind Control' power set for Controllers, as it was never completed and put in the game. Fixes the 'Leviathan Mastery' Patrol Pool for masterminds, so that the version with the Coralax pet correctly doesn't show up for Masterminds. (The 2nd version with the Coralax pet was actually the pool that Sentinels get) Fixes the 'Bio Armor' pool for Sentinels, Defensive Adaptation will now only show up if you have 'Adaptation' selected. Added the Flame Mastery ancillary pool for Defenders/Corruptors Protector Bots will now display their defense buff on 'Totals', 7.5% base defense to the MM. Fallout Shelter has been moved to the appropriate level (16) for Radiation Armor Stalkers. Sentinel's Refractor Beam no longer shows up as Penetrating Ray in the Info Box. Changes made on 6/7 Removed Wind Control from Dominators Updated Sentinel Refractor Beam to use Targeted AoE IO sets Frigid Protection should no longer show debuffs for the player, only enemies Controller's Containment effect will now show a 100% damage buff when turned on to reflect the double damage it does (The current version has no way of duplicating damage for powers so a 100% damage buff is the closest way to do so) It most likely will NOT work with pre-existing saved builds due to changes in the static indexes as I adjusted the various powers, but feel free to try if you want. YMMV. I would greatly appreciate if people would try this out and let me know if there's any bugs or issues that I missed. I've been exploring it and I think I'm getting fairly good at navigating the program. To the best of my knowledge, the numbers for /rad masterminds matches up , however I could not judge on /kin since the game would only let me view details for powers I already have and I don't have a /kin high enough level to confirm those numbers. Edited for new changes as of 6/7/19.
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I saw the announcement but since it didn't say a word about Physics in it, I didn't go too deep into the thread. I found Leandro's post regarding the DLL files and whatnot on page 4 and it does make sense... but I am impatient, so I may have to simply make a second install just for playing around with those features.
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Okay, here's the info I have obtained from the Ouroboros Discord : If you use Tequila to download CoH for the Rebirth or Ouro QA server, it'll come with the Ouroboros.exe file. That file is a version of the CoH executable that contains updated PhysX SDK so that the physics works with those. You can rename the file and play on other private servers. I've been told, however, that it won't work with Homecoming due to being different source code. So until the Homecoming team updates the client themselves (or releases their source for someone else to update it for them), we're unable to play with the Physics enabled on newer graphics cards on the servers. I'm not well-versed enough with programming to be able to say how easy or difficult doing such an update to the Homecoming client would be, nor do I have any information as to the priorities of the Homecoming dev team so I can't say if it's something they care to do or if there's other things they have a higher priority on. Personally I REALLY hope that the homecoming dev teams can take a look at this fairly quickly and get it enabled, but that's just my opinion. I have no idea how many players out there care or don't care about the physics, so it's somewhat hard to gauge if it's something the community as a whole really cares for.
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This is just incorrect. With the exception of specific enhancements labeled as Unique, you can slot the same sets in multiple powers. You can't slot more than one of the same set enhancement in the same power, however. You're right, I apologize - I'd been told that in the sets that contain one unique IO the entire set became unique, but I see that's incorrect. I've updated the post with more accurate information. I also added a bit of info about Memorization badges for badge-hunters or for people who want to craft and sell IOs on the AH.
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Oh, one more enhancement I should mention! Prestige Enhancements Prestige Enhancements are available for free at the P2W vendor. There's 5 total, all relatively similar to one another. Each of the prestige enhancements offers a 16% boost to attack damage, a 16% recharge reduction, and a special effect. The special effect is a chance for smashing, lethal, psionic, or energy damage for four of the enhancements, and a chance to knock down enemies for the fifth. Prestige enhancements do not scale up or down in power, and you can only have one of each slotted - but that means five free decently powerful enhancements can be obtained by any character straight from level one.
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I'm sort of a weird guy, and I find it hilarious when I'm running around Paragon city and suddenly hear something weird or funny.
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I have a beast/thermal MM. In the bio : "I wanted to be a hero, but a hero doesn't light dogs on fire and throw birds at people so I had to be a villain."
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BAH! Look at the file dates, I beat HIM to the punch by 23 days! So there! Actually I had used this waaaaaaaaaay back during live, but since I lost those files years ago after god only knows how many hard drive reinstalls, I had to remake it once I found out about homecoming. So technically I may (or may not) have beaten him to it by a decade. I also customized most of my boombox emotes, half of them play queen songs now. The others are a random mix of songs, like Moskau and tunak tunak tun. It sort of makes me feel bad when I come across a Freak dancing to "Hammer to Fall" and I have to kill him. I also customized one of the car sounds to be Nyancat, when I'm REALLY bored I find the car with the Nyancat sound and follow it around the city.
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For my custom glowy sound, I use the list of objects from Weird Al's "Hardware Store" song. http://s000.tinyupload.com/index.php?file_id=52389968582638632652 If you don't wanna download and hear the loop, it's here :