
BillyMailman
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Everything posted by BillyMailman
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Legatus bugged? Val's arc not giving credit for the badge
BillyMailman replied to Voltor's topic in Bug Reports
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. -
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.
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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:
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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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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.
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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.
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Two Romulus's in One Cutscene (4* Hardmode)
BillyMailman replied to America's Angel's topic in [Open Beta] Bug Report Archive
I mean, their placement does look kinda suggestive sometimes. I found a screenshot from April 24 of this happening on live. -
Two Romulus's in One Cutscene (4* Hardmode)
BillyMailman replied to America's Angel's topic in [Open Beta] Bug Report Archive
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. -
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.
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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.
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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.
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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.
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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.
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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.
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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.
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Devs, Super Reflexes in need of an update....
BillyMailman replied to Blackjoy's topic in Suggestions & Feedback
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. -
Yeah, after the last round of changes, Elec/ works best with /Elec IMO, for a couple of reasons. Part of it is that Power Sink is a very strong way to get back to full if you're having problems, but there's also the new Shocked! mechanic or whatever it's called. Once an enemy's endurance goes down, and you start getting that crit chance thing, it also gives back some endurance every time it triggers. The amount is unbuffable and unenhanceable, but for ST attacks it's half the power's cost. If you've slotted an ST attack for endurance cost reduction, that means the power pays for itself against low-end targets. So, the more -end you can hit an enemy with, the more you keep getting that bonus AND keep getting the extra damage bonus that makes up for Elec/ being otherwise a bit meh sometimes. Having /elec gives you a bunch of options to help. That said, it should work well enough with /Devices. Maybe swap the Agility for something with Endurance Modification instead of Endurance Reduction, as another option to drain things harder and faster? My main is Elec/Elec, and has Musculature going, and it helps a decent bit. Brings Dynamo (or Field Op) up to over 1.1 End/s. Actually, just making sure you're taking, slotting, and using Field Operative should be enough for most situations. One 50+5 End Mod IO in it (or being Musculature or whatever) should get it to where it alone pays for more than Targeting/Voltaic. Oh, and make sure you're taking and using the Elec/ Aim-variant, Charge Up. It gives 10s of stronger Endurance Modification powers, which'll also boost Stamina, Field Operative, etc. on top of boosting your drain and getting those crits faster.
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Well, obviously the next step is to get the last three costume slots unlocked, and edit every single one to a different random option, so you can keep swapping between 'em and have even less idea what you look like, from moment-to-moment!
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Nice! Also, you did break things, sorry. I was coming here to report it, and turns out it's visible in your screenshot just now. Durations aren't showing correctly at all. Basically everything with a non-instant duration is showing as 'for s'.
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Well, I ain't done this in a while, so... time for a feature request! It's not super-useful, but can Set Costume be changed to display the costume name?
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Any chance we can get an update to the data soon? I kinda wanna see exactly what they've done with the April Fools invasion enemies' powers.
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ISO: Debuff resistance powers/bonuses
BillyMailman replied to Yomo Kimyata's topic in General Discussion
I don't have a powers DB. That's City of Data. https://cod.uberguy.net. ...or wait for Bopper, he prolly has a full list that's easily parsable. But also, just to confirm: Every single attribute has a resistance. All damage types, healing, Max HP debuffs, endurance, recovery, move speed, knockback, mezzes, everything. You have a resistance to range debuffs, a resistance to stealth debuffs, even a resistance to weird things like Untouchable, Prestige Gain, or whatever the (AFAICT completely abandoned) 'insight' attribute was supposed to do. Just that almost none are ever relevant. But yeah, I don't have any kind of power DB thing I can quickly search through, AG. I just use CoD for everything. -
And if you ever need a hand, let me know. I don't think you're using languages I've used much, but I do meet the basic requirements of both knowing how to code and how the game works, so should be able to fake it.
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Per CoD, it's set to replace, which IIRC just means that the new one replaces the old. If you already have the Achilles proc on an enemy, and then it gets triggered by another player who's lower level and sidekicked up, their weaker one will replace yours. This is basically a meaningless difference, since the enemy's still debuffed, but I still figured I'd point it out.
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Nope, the ST power (https://cod.uberguy.net/html/power.html?power=scrapper_melee.savage_melee.savage_leap&at=scrapper) does no damage, and just teleports and handles the stacks of Blood Frenzy you're gaining. The AoE power (https://cod.uberguy.net/html/power.html?power=scrapper_melee_aux.savage_melee.savage_leap_aoe&at=scrapper) is the only one doing damage. But, the ST power still takes procs, and targets, affects, and even autohits enemies. So, the ST power can trigger procs, even though it doesn't do any damage. So something has to stop the primary target from being double-procced.