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BillyMailman

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Everything posted by BillyMailman

  1. I was on a group that ran Moonfire last night, and after rescuing Dr. Roberta Todd, my character started moving much faster, slamming into things when I tried to move around. Turns out, Dr. Todd's version of Speed Boost is missing the check that the regular, player version has, so when she gets rescued and starts buffing allies, even the power of the mighty Null the Gull can't overcome the movement speed buff. I bargained with the most powerful being in the multiverse for protection from having my movement speed suddenly skyrocket, so this probably should be fixed at some point. (There's also an EB version of Todd with more powers, and that one's SB also has the problem, but I don't remember John Houston's arc well enough to know if she's an ally on that. Probably still worth fixing)
  2. Minor bug, I think because something's cached and needs rebuilding: This page listing Superior Avalanche calls the last piece in the set "Attuned Superior Avalanche: Recharge/Chance for Knockback", but that piece's own page, as well as the search bar, etc. all name it as "[...] Chance for Knockdown". Looks like the Boostset Group pages need rebuilding since all of that enhancement name stuff happened.
  3. Reichsman on the Barracuda SF (CoD info here) normally has 75% resistance to S/L, 70% to Negative, and 60% to F/C/E/P/T (relevant power here). Then, when he fires Unstoppable, it adds (or at least, should add) 24%, 29%, or 39% respectively, setting him to 99% resistance to everything, except of course that he's Invuln and so doesn't get any Psi resist from Unstoppable. Here is his Unstoppable in CoD, and you can see that he's actually getting 2.4%, 2.9%, and 3.9% to the various types. I discovered this (and thus have confirmed it) in-game using Surveillance, so it's definitely not a CoD issue.
  4. I searched "Faultline" in this thread, no sign of it yet, though it's right next to the entrance. The power lines in front of the Skyway exit in Faultline just kind of... end. And that'd be fine, if there was a last power pole for them to connect to. Location is roughly [11.2 31.8 -1664.5]
  5. While we're at it, can we get a general pass over the LFG tooltips for each thing, and clean up some of the errors/omissions? It still lists Doc Q as 40-44 when it's been 40-45 for years, Summer Blockbuster (and possibly other holiday events? Definitlely also Rikti Mothership) doesn't list its level range at all, etc. There's also the separate issue that the LFG tab won't let you queue for LRSF unless you've done a patron's arcs, even though that SF doesn't have an unlock requirement like Karsis/Hannon/Hess - Recluse'll talk to any 45+ villain/rogue who walks up to him. But I don't think that's quite in-scope for this thread? Still gonna mention it here, though.
  6. BTW, you may need to triple-check what the Superior Essence Transfer F piece does, and make sure your name stuff handles it properly. As I found out last year, it definitely doesn't work in any way that could ever have been intended, being a 100% proc that gives a power that is a global proc. Not sure what a good name would even be, but it's definitely an interesting edge case in enhancement behaviour, even if it's clearly a bug.
  7. Following up, I found a fix for the problem, and posted it in reply to Cipher's post elsewhere:
  8. Actually, @Cipher, there's an easy fix. Right now, the shortened URL thing of https://cohhc.gg/wst (and the link in GM Conviction's pinned WST thread, which claims to go there, but doesn't actually go through the link shortener) is pointed at https://forums.homecomingservers.com/events/27-weekly-strike-targets/, which just displays the full calendar. If you re-point it all at https://forums.homecomingservers.com/events/27-weekly-strike-targets/?view=month, you get exactly the WST-only view that used to be there. The event stream view thing that's also linked in that post, doesn't seem to have a fix right now. But at least the basic calendar view can be restored pretty quickly, by editing that one post and fixing where the shortened URL points: Of course, this might all then need reverting after any possible fixes by Invision, but at least it lets folks find the WST easily, again.
  9. @GM Conviction The links in the original post are no longer working quite right. With whatever changes just recently happened, both are linking to the same general calendar of fan-run events. While the Weekly posts are in there, they're hard to find in the mess, compared to the old calendar view where I could just click a week, and see what's up that week.
  10. See, I thought that might be the case back when I'd originally asked about this, but when I looked yesterday, it turns out that no, incarnate.hybrid has just the actual Hybrid powers themselves, incarnate.hybrid_silent has the other crap. Same with the other slots. So while the list is ugly, it's exactly the list of powers a character can actually take, so I figured it might be a good (and quick) first pass to just add those.
  11. I mean, I guess I was just imagining something like this: where those links go to https://cod.uberguy.net/html/powerset.html?pset=incarnate.alpha&at=blaster, https://cod.uberguy.net/html/powerset.html?pset=incarnate.judgement&at=blaster, https://cod.uberguy.net/html/powerset.html?pset=incarnate.interface&at=blaster, https://cod.uberguy.net/html/powerset.html?pset=incarnate.lore&at=blaster, https://cod.uberguy.net/html/powerset.html?pset=incarnate.destiny, and https://cod.uberguy.net/html/powerset.html?pset=incarnate.hybrid&at=blaster. All of those links already work right now, and list the powers. I looked 'em over as part of pasting them in here, and every single one does in fact seem to list the exact correct list. Sure, it'd be better to sort/display them in a nicer way, maybe by slot/tier/core-radial, but really I think just having them be linked is a good first step, and the entire hardcoded list is basically just 'incarnate.alpha', 'incarnate.judgement', etc. at that point?
  12. First and most importantly, all the same sentiments with regards to your mom. Hope things are going well, and as much as I'm the most persistent voice in here with requests and/or bugs, I want to emphasize that real life is 100% the higher priority than dealing with me. 😄 Secondly, the idea was mostly to have another column after Pool and Epic powers, listing the incarnate sets. In this gap here. I'm well aware that the powersets are "Alpha", "Destiny", etc., and not Barrier or Rebirth or whatever, but now that I look at it, I think even just having a link to something like https://cod.uberguy.net/html/powerset.html?pset=incarnate.hybrid&at=scrapper from the Scrapper page (and so on for all the slots/ATs) would probably be enough. It's just annoying when I'm double-checking them, that they're player-facing powers that a lot of characters have, but they aren't reachable without searching. And I never remember which order to type things to find a specific one. "Is it 'incarnate radial barrier'? 'radial barrier epiphany'? No, 'barrier epiphany'... nope." I mean, that might just be a me problem, but it does seem like the Incarnates ought to be linked.
  13. 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.
  14. 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?
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
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  21. 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.
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  22. 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.
  23. 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.
  24. 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:
  25. 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.
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