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BillyMailman

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Everything posted by BillyMailman

  1. Quick suggestion, hopefully not a ton of work: Can we have a link somewhere on the main page, going to a page with a nice listing of all the Incarnate Powers? It's annoying typing 'em into search, especially since I forget whether it's Lore Tsoo Radial or Radial Tsoo Superior or whatever. They're the one big category of powers that players get, but that don't appear on the AT pages at all. I suck at visual design stuff, so not gonna suggest how it should look, but literally any for of page listing each slot/option/tier/power/whatever in a clean way, would be nice.
  2. Tossing in my 2¢. If all else fails, just go with the .132 tick rate, and work out how much it decays by in 1s. AFAIK, if the server's lagging such that the tick rate slows any real amount, then everything slows down, including powers recharging slower, buffs lasting longer, etc., so that should be fine? Honestly, anything along the lines of "Decays linearly to XXXX% over YYs" or "Decays exponentially by ZZ% per second" or whatever is probably going to be fine. At best, you might want special handling for a linear thing that's set up to decay to 0 at the same moment it expires?
  3. This one's definitely minor, but figured I'd post it. I don't remember seeing this before, looks like some internal dev testing thing got onto live. It's showing as a few different types of Hami-O. Probably should have at least been marked as not tradeable on the AH, so it wouldn't be listed there.
  4. After a bunch of work, apparently I'd somehow gotten the PvP thing flipped to PvP only, instead of the 'show both' I normally have. And despite Soul Extraction working 100% in PvE, because it targets minions, it wasn't showing up. Which is kinda wrong - Soul Extraction works perfectly well in PvP - but I get why CoD thinks what it thinks. Anyway, it's now displaying properly, so at least there's that.
  5. Back again with another bug report, sorry. Current messed-up power is Soul Extraction. I'm seeing nothing but a non-heal heal, and checking the raw JSON shows that the power does indeed do a lot more.
  6. Unrelated to everything else, I haven't gotten on Beta yet (and this beta is apparently moving damn fast, patch 3 already!), but have one objection that in no way requires testing things: The new power should probably be named Damping Bubble, not Dampening Bubble. The language is definitely muddled around the two terms enough that you certainly can call it dampening, but damping is considered slightly more correct. But more importantly, it leaves open the option of a future Water Control power, or maybe a Watery Armour aura power, called Dampening Bubble. And that gag just seems too good to pass up, to me.
  7. Can we have a GM with appropriate permissions take a look at the calendar and update entries as needed? Looking at the set starting tomorrow, it still lists Tinpex as requiring Alpha, which hasn't been right for ages.
  8. Not sure if they're not being updated often enough, or people just fell through the cracks, but Caretaker's recent post in the Developer's Corner forum made me notice that Caretaker's not in the Dev Digest (nor Staff, which has all Devs, plus GMs). And looking at it, probably The Curator should also be added, so official patch notes show up in there as well? Though, the spam of the Beta Feedback Threads might be not worth it. Either way, the Dev/Staff Digests may apparently need a bit of looking at, to make sure everyone's been included that should be.
  9. This is super-minor, but the actual patch notes thread is locked, so I have to make a separate thread to point it out. @The Curator, the patch notes you just posted list that in the DASF, "Emperor Romulus" now stays suspended until the right time, properly. You got the two advanced-difficulty SFs cross-wired, and named the wrong guy. It's Emperor Requiem in that.
  10. They probably should, since they're mostly all using Nictus powers. But, unfortunately, they're the exact same Cims as normal ITF. The game just gives 'em different powers depending on which hardmodes are on or not. So because they're the same enemy internally, I don't think they can count for different badges.
  11. Actually, because Irradiated Ground is a toggle that summons pets, there's an engine limitation of some kind that prevented it from getting the suppression change. As Powerhouse noted here, it's a known thing, and they're hoping to fix it. As for the MM upgrade, it's not per se a bug, but an early design choice back when CoV came out, that all the upgrade powers require the target to be near the ground. Whether it's Group Fly keeping them up higher, or they're just in the middle of a jump, the power requires its main target to be near the ground. Notably, because they're wide AoE, I believe they only require the one henchman you're targeting to be near the ground, and you can get the rest of them.
  12. In Kallisti Wharf, the door to enter the building on the island in the center looks like this: Unless I look at it straight-on instead of at an angle. Then, it looks like this: The entire doorframe's gone, leaving the doors. This still stays gone when the doors open so I can enter:
  13. I just came here to report this, since we ran into it a bunch on a Manticore. The root bug is that the Female Crey Field Agent enemy is set to a level range of 30-30. The Male Version is correctly set to 30-45.
  14. Found this one while checking stuff in City of Data. The Dark Nova Alpha appears to be set up wrong. All the base non-hardmode attacks are on it by default. The !Challenge?(HardMode) thing then re-adds a second copy of each power, and the Challenge?(HardMode) adds the versions with the stronger -recharge and the unresistable damage. But this means that on hardmode, they have both sets of attacks, which means they're only going to be doing the extra unresistable damage some of the time. As with all bugs originally found there, this could be a CoD problem, but given that things like e.g. the Centurion are properly showing up with no default powers, and a set added under each of non-HardMode and HardMode, I'm fairly confident Uberguy's pulling this one in right, and it's a genuine bug.
  15. So, I have a request. Dunno how useful it will be to other people, dunno how hard it is, so feel free to ignore it. And definitely back-burner it if the new update's a pain at any point. But basically, I'd like the Group Name thing to be a clickable link, to some sort of page listing Entities in the group. I think CoD has the info needed to be able to list things like "At level X, this group can spawn the following random enemies:", which would be amazing, but honestly just a big page listing 'em all like the Tag page, would be great.
  16. I mean, their placement does look kinda suggestive sometimes. I found a screenshot from April 24 of this happening on live.
  17. This actually isn't new. My group triggers this occasionally on live. If you teleport to Romulus right now on live, and get close enough that you're in range for the combat version to spawn, it can sometimes spawn in right as the cutscene triggers, so you see both Romuluses (and yourself) in the cutscene.
  18. It's actually completely correct, but you need to know to also look at the Activate Period. Toggles don't actually have and Endurance-Per-Second cost like the game displays; they have a fixed endurance cost that they remove from you every time they activate, same as click powers. But toggles activate themselves over and over, and the Activate Period tells you how often. So, grabbing a couple random examples, Tough shows in CoD as costing .163 endurance, and having an activate period of .5s. That means it will drain 0.163 endurance twice a second, totalling 0.326 end/s. On the other hand, something like Tanker Dark Armour's Death Shroud will drain the listed 1.04 endurance once every 2s, meaning 0.52 end/s.
  19. Second thing. Getting an error message on Repulsion Field, both on live and alpha data. Doesn't show for other Null'd-out effects like the last one in Hurricane. All tested using the Controller versions.
  20. Live data, none of the activation icons are showing for me. Hard refreshed and cache-busted everything. Notably, they're showing on the alpha data.
  21. I had more testing planned, and Harakh's bit convinced me to get around to it sooner than I figured, and uh, this is a really terrible one. The thing I was worried would turn out to be the case, is the case. Every time you zone, you need to us the power that the Essence Transfer ATO is in, to activate it. Just use the power once, and you're good - all forms get the proc now. Until you use it, none of them get it. I took my Warshade into RWZ to beat up the target dummy. Essence Transfer is in Ebon Eye, which human and nova can both use, so I started by just beating up the dummy for a while in human form, not using Ebon Eye. No proc. Switched to nova, same result. Switched to dwarf, same result. I then dropped to human and fired Ebon Eye once. After doing so, all three forms were now getting the Essence Transfer proc on all their attack. I then zoned to base and back, and all three stopped getting the proc until I used Ebon Eye again. So yeah, in order for Essence Transfer to work, you need to use the power it's slotted into. Once you do, the proc is active until the next time you zone. This is 100% a bug, and the fix is to change it to be a proper global effect using an internal set bonus, like the VEAT Spider's Bit global proc thing, or like the Kheldian's Grace effect, or like countless other sets. One final fun fact: I then zoned back and forth between RWZ and my base over and over, hitting the dummy with Ebon Eye each time, until finally I zoned in, used Ebon Eye, and missed. No essence transfer. So yeah, you also need to hit a target with the power before Essence Transfer will activate.
  22. Huh, reading this, the reason's actually hilarious. The granting of the global enhancement that does things behind the scenes, is a proc effect baked into the enhancement itself, rather than a proper set bonus-based effect. See the Kheldian Enhancement, as versus say the VEAT global proc thing. The latter doesn't actually do the global enhancement, instead relying on a set bonus to achieve the effect. The thing is, stuff that's baked into the enhancement directly, relies on the power being usable (and generally on it being used) to do anything. If you lose access to that specific power (exemplaring, form shifting, etc.), you lose the benefits. So the HEAT global thing, isn't global.
  23. Congratulations, Uber! ...of course, this is me, so I saw that because I was coming here with a bug report anyway. All versions of Twilight Grasp are failing to show what the Execute Power bit is executing, which they used to do at some point in the past. Poking around, it looks like it's every Execute Power, Fulcrum Shift is also failing to display properly.
  24. Minor point of order: We know of three more EATs that never happened. The Hyper-Advanced Clockwork and some sort of Devoured EAT still have their inherent powers in the game's data, and the Primalist AT still has its inherent and two whole powersets in the game, even though the whole AT was confirmed scrapped. If the first two clues are indeed hinting at EATs, though, then that last one definitely isn't about these ATs, either.
  25. I mean, the full-stack version is Foot Stomp-sized, which is almost four times the total area covered as the base version (15' radius vs. 8', nearly double, means nearly double the area). Much easier to get the full ten targets in a 15' AoE. But yes, if you wanna stop the Exhausted thing, you need to fire it at four stacks, instead of five. Though, Blood Thirst, your Build Up variant, not only instantly puts you at five stacks of Blood Frenzy, but also removes Exhausted, so you can also just hit the large version of Rending Flurry, and immediately follow it up with Blood Thirst, and there's no exhaustion at all.
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